Cure Simulator
There are three ways to get poison off yourself or an ally, and they do not use the same maths. Which one is best depends on the poison level, your skills, and how many attempts have already failed.
Set the situation and compare. For the formulas in prose, see Healing and Magery.
Bandage
Cure spell
Cure potion
The three "needed" figures are the average number of attempts to get cured, following the real rules — every failure makes the next attempt more likely.
The three methods
Bandage — (Healing − 30) ÷ 50 − 10% per poison level − 3% per slip, plus 17 points per
previous failure. It has a hard gate: below 60 Healing or 60 Anatomy it always fails, no matter
what the arithmetic says. Slips come from taking a hit above the disruption threshold while
bandaging, or from running during the last seconds of the bandage in PvP.
Cure spell — 100 + Magery × 0.75 − (level + 1) × 28, plus 17 per previous failure. It is the
only method with a safety net: after three failures the next cast cannot fail, so it is the one
that always eventually works. Arch Cure uses the same maths on an area.
Cure potion — a flat chance from the potion's own table, plus Alchemy ÷ 10 percentage points and 17 per previous failure:
| Potion | Lesser | Regular | Greater | Deadly | Lethal |
|---|---|---|---|---|---|
| Lesser Cure | 75% | 50% | 25% | — | — |
| Cure | 100% | 75% | 50% | 25% | — |
| Greater Cure | 100% | 100% | 100% | 75% | 50% |
A dash is a hard zero: a potion with no entry for that poison can never cure it, no matter how much Alchemy or how many failures you have stacked up. Drinking a Lesser Cure against Deadly poison is wasted every time.
Things worth knowing
- The failure counter resets when you are cured and when fresh poison is applied — so the +17% help does not carry across two separate poisonings.
- Alchemy helps potions even if you did not brew them. It is your own Alchemy at drinking time, worth up to +12 points at 120.
- A GM mage is better at curing than a GM healer, and much better against Deadly and Lethal — the spell's guarantee ends the fight, the bandage's does not.
- Slips are the bandage's weak point. Ten slips is a flat −30%, which is three poison levels' worth, and taking hits while bandaging is exactly the situation you are in when it matters.
Caveats
This models the cure roll only — not bandage or cast time, mana, reagents, the healing a bandage also does, or whether you survive long enough to finish. Poison also keeps ticking while you fail.