Party Healing

Details

 * Party Healing is a special form of Healing that allows one to heal his/her teammates.
 * Must equip a Healing Wand in order to use.
 * You can move while you have Party Healing Charges.
 * Party Healing cannot be charged multiple times.
 * Healing wand egos will increase the effectiveness of party healing.
 * Party Healing does not drain the caster's Stamina, unlike regular Healing.
 * Having party healing charged raises the party's Defense.
 * Party Healing heals all the players in the user's party within (1000) range.
 * If a player leaves this radius, the defense bonus will persist for a short period before vanishing.
 * Any pets present that are in the party will also be healed. (Pets count towards training the skill when you're told to heal multiple party members.)
 * Party Healing does not recover wounds.
 * However, using "the Party Healing Master" title will allow you to mend wounds while using both Healing and Party Healing.
 * You can charge and use Party Healing on yourself when not in a party.
 * Party Healing is required to fully train Magic Mastery ranks 5 through 1.

Training Tips
An easy way to train up this skill is to gather a couple of friends and use Windmill constantly against weaker monsters.

For ranks before 9, the skill can also be trained (and possibly even ranked up) just from using the Healing skill, which gives points for the "receive treatment" requirements. You must be the one being healed though; healing others with the spell won't count, but others healing you WILL count.

Like regular Healing, you may go to a Mana Tunnel to perform Party Healing on yourself/others. If possible, you may bring a Dark Knight in the disarm phase and heal them constantly.

Obtaining the Skill

 * Equip a Healing wand.
 * Cast Heal magic and use it on yourself, even if you do not need healing.

Novice Rank
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Rank F
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Rank E
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Rank D
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Rank C
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Rank B
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Rank A
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Rank 9
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Rank 8
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Rank 7
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Rank 6
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Rank 5
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Rank 4
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Rank 3
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Rank 2
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Rank 1
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Master Title
the Party Healing Master
 * Mana +40
 * Healing effects +20%
 * Wound recovery +10% of amount healed
 * Str -10
 * Will -10