Vultraz

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Mar 3rd, 2016
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  1. 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." + _"
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  3. • <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' text='advances'</ref>, it will heal fully. This will happen as soon as your unit gains enough experience, whether it is your turn or not." + _"
  4. • <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." + _"
  5. • <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 either <ref>dst='ability_heals +4' text='4 HP'</ref> or <ref>dst='ability_heals +8' text='8 HP'</ref>, provided they are not poisoned. If so, the poison effect will be negated this turn instead." + _"
  6. • <bold>text='Villages, Regeneration and Oases'</bold>: Units with either the <ref>dst='ability_regenerates' text='regeneration'</ref> ability or who start their turn in a village or oasis will be healed 8 HP, provided they are not poisoned. Otherwise, the poison will be cured." + _"
  7. • <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." + _"
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  9. Finally, units heal fully between scenarios."
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