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but yeah that's pretty much it, just keep feeding them godsbeard.
It will let you heal a group of players mid battle the "Party heal" option is more of an "incase the battle ended before you could heal" sort of thing. That way you can pop it off before you enter the next dungeon area.
But yeah, there is no healing without godsbeard. But with party heal you get more healing out of it and can heal people out of their turn, which often is a livesaver.
It also seems to be the only way to heal mercenaries and followers.
So you give all godsbeard except 1 each for emergencies to the group healer.
In general, FtK I and II seem to have consciously chosen to not provide free healing.
+ you can restore Focus over time (via Skill: Refocus, and items that have it)
+ you can Cure DoTs tactically (via Cure on a weapon, and maybe Purify), or by -1 Panax
+ you can find Godsbeard and Firesilk over time
* in FtK I, we could restore Focus tactically (via Restore Focus on a weapon, usually a lute)
- FtK II so far has no Restore Focus weapons, and no lute-playing musical classes.
You can't do these things for free:
- healing HP costs -1 Godsbeard, or Inn/Healer in town (or -1 Scholar's Wort to level up)
- removing Curses costs -1 Hag's Bane, or Priest in town
-- you cannot(?) remove Deathmark in any way (except by winning the fight) (or fleeing?)
In every other RPG/4X, if there's a free heal (possibly in tactical combat), we spam it and win.
So the deliberate lack of it here is a borderline genius game design decision.
It certainly makes FtK* unique, and teaches us to be thoughtful in our choices.
During Combat:
You target in a T shape, meaning you could potentially heal 4 party members.
You need to be within 1 tile of the target. This is why I generally take Nimble as my trait on the Herbalist.
Dungeon, after each room:
This one sucks tbh. You can only primarily heal yourself... so it only splashes on the rest of the group.
Although, all 3 other heroes will get that splash heal.
Overworld:
It will heal within 1 tile of you. All members in those tiles get the healing.
I haven't looked at exact values but when you use group heal between rooms, doesn't it heal everybody equally (provided they need the same points)? I didn't notice that the group healer healed more points than the others ...
In fight the TARGET gets most healing, not the healer themselves. (Unless I'm very much mistaken). Again, no target between rooms. Will have to look for numbers on my next playthrough.
That party heal is less per character than healing a single char is normal, based on Ftk. It's still more when you add it together.
There are other pipes that give you armor or experience or focus when you use herbs, but you want the healing one.
The animation plays twice but I've never actually seen it heal a second time.
Very confusing...
Watch carefully, and you'll see it.
I think Fine Healing Pipe gives +5 twice, so +10, to the caster only.