Skill Overview
Entry Last Update: January 27, 2026
Description: The ability to heal yourself and other players by tending to your wounds.
Who Can Learn It: Everyone. Secians can learn this skill to heal themselves, but their racial ability to transfer damage and wounds is much more effective when healing other players.
What It is Supposed to Do: Help treat actively bleeding wounds so they no longer drain you of HP, as well as regain HP points from injuries.
What it Does: If successful, First Aid reduces/eliminates the HP loss from active wounds and recovers HP. If unsuccessful, nothing will happen other than being stuck in delay.
Activation: Type treat [self | player]. Note: you must be seated to use this skill.
Usefulness (Low Levels): Leans negative. You will fail much more often than succeed; the skill has a significant delay; you must be seated to use the skill and can’t make a quick getaway if overwhelmed in combat, and successful attempts may lessen HP drain from wounds but not fully heal them and/or only recover a little HP.
Usefulness (Mid Levels): Positive. Your success rate increases, severe wounds are more likely to be fully healed, and the higher level you are the shorter the delay.
Usefulness (High Levels): Extremely beneficial / essential, particularly for Fighters, Barbarians, Thieves and Bards. Failed attempts become few and far between, more HP is healed with each attempt, and the delay shortens. Every hunting party needs a healer, and characters who are highly skilled in First Aid are always in demand.
How to Practice: First Aid can be used any time your HP is below 100%.
Tips: First Aid is one of the most frustrating and time-consuming skills to level, but many a character has avoided the House of the Dead with a well-timed “treat wounds”. Be aware that treating others’ wounds will also put them in delay, so at low levels it is best to practice on yourself first.
Contributor: Mirabelle-Elee-Keystie-Linna-Meg