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HOLYGRAIL

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Fundamentals

Health, Bandaging & Revives

Health and regeneration, bandages and bleeding, combat mode, and being downed and revived — how to survive the fight and the minutes after it.

Winning a fight is only half of it — staying alive through the next one is the other half. Health, bleeding, bandages and revives all run on rules worth knowing before you need them.

Health & regeneration

Constitution (CON) raises both your health pool and its regeneration (plan it in the Build Maker). Health knits back faster once you're out of combat, and Footman abilities like *Tough One* and *What Doesn't Kill Me Makes Me Stronger* push pool and regen further.

Bandages

Bandaging restores health and stops bleeding, but it takes time and leaves you vulnerable — do it behind the line, not mid-melee. On your own you can only bandage yourself; a medic who's taken *First Aid* can bandage others.

Bleeding

Only two weapons cause bleeds — damage over time you can't simply outheal. A sword's stab bleeds automatically, no ability required, for 2 damage/second over 10 seconds. A dagger bleeds harder — 2.5 damage/second for 15 seconds — but only on strong (red) attacks and only once you've taken the Marksman ability. No other weapon bleeds.

Clear a bleed with a bandage, or blunt it with an elixir such as Rue Brew — chasing the ticks with raw regeneration is a losing game.

Combat mode

Swinging, attacking, blocking, and taking or dealing damage all put you in combat mode — and you stay in it for about 3 seconds after your last combat action. You can't simply sheathe and rest the instant the enemy turns away; break contact fully before you assume you're safe to bandage or regen.

  • You can't sprint while in combat mode — one of the biggest reasons a clean disengage matters.
  • Health and stamina regenerate more slowly in combat, and not at all while you're actively swinging, blocking or taking hits.
  • Stop acting and step away and both bars recover far faster once you drop out of combat.
  • The top-tier Footman ability Survival Instinct shortens combat mode from 3 seconds to 2.
The on-screen combat-mode indicator
The combat-mode indicator — while it's lit you're in combat: no sprinting, and health and stamina crawl back slowly.

Going down & revives

Fall in battle and you're often downed rather than dead — an ally can revive you. A specced medic does it faster and safer: *Battle Medic* revives allies with more health, *Great Comeback* buffs nearby regen on a revive, and the top-tier *Focus* lets a medic keep reviving even while taking hits and Mend allies without a bandage.

A single good medic multiplies an entire warband's staying power. It's why the role anchors our combined-arms line — build one in the Build Maker.