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- text= _ "In combat, your units will inevitably take damage. There are several ways to heal your units. However, these do not stack; only one can occur per turn." + _"
- • <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' text='advances'</ref>, it will heal fully. This can happen as soon as your unit gains enough experience, whether it is your turn or not." + _"
- • <bold>text='Curing units'</bold>: On each of your or your allies’ turns, adjacent allied units with the <ref>dst='ability_cures' text='cures'</ref> ability will cure your units of Poison." + _"
- • <bold>text='Healing units'</bold>: On each of your or your allies’ turns, adjacent allied units with the <ref>dst='ability_heals +4' text='heals'</ref> ability will heal your units, provided they are not poisoned and were not cured by the same side this turn. Units are most usually healed <ref>dst='ability_heals +4' text='4 HP'</ref> per turn, but certain healers may provide <ref>dst='ability_heals +8' text='8 HP'</ref> per turn." + _"
- • <bold>text='Villages, Regeneration and Oases'</bold>: A unit may also heal or cure itself. To do that, it must either have the <ref>dst='ability_regenerates' text='regeneration'</ref> ability or be located in a village or oasis at the start of its turn. If the unit is poisoned, it will be cured, but not healed. Otherwise, it will heal 8 HP." + _"
- • <bold>text='Stopping poison'</bold>: If a unit is poisoned — and not cured — at the start of its turn, the effects of the poison can negated that turn if an adjacent allied healer is present; otherwise, the standard poison damage is applied." + _"
- • <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is attacked will heal 2 HP at the start of its turn. <ref>dst='traits_healthy' text='Healthy'</ref> units may rest while traveling." + _"
- Finally, units heal fully between scenarios."
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