- "An advanced form of Anodyne that restores Health at a faster rate, and continues to be effective even after leaving the sigil."
An advanced version of Anodyne.
Notes, tactics and effect
|Spell||Anodyne|| High |
| Grand |
|Potential total heal||650hp||1435hp||3790hp|
- Anodyne spells can only heal the 'white' damage of the Arisen's or Pawn's health; damage beyond that normally needs to be healed with curatives or by resting.
- Escortees and other non-pawn party members can be fully healed by Anodyne spells.
- The healing effect of all Anodyne spells is unaffected by any stat.
- Dealing holy damage
- Undead, Skeletons and Ghosts will take Holy element damage from this spell if they enter the sigil's area of effect.
- Damage scales with Magick, and can be boosted with periapts and potions.
- The power of High Anodyne is approximately 50% greater than Anodyne, plus the frequency of damaging is also much increased.
- Halidom and Spellscreen also can damage Undead. Whilst High Halidom is more powerful, only High Anodyne has the increased rate of damage.
- Each monster damaged has a strong chance to heal the caster, as with all holy based offensive spells and holy enchanted weapons.
- If cast with a debilitation inflicting staff, such as an upgraded Rusted Staff, it can inflict the weapon's debilitation (e.g. poison or torpor) on any foe that is damaged by the sigil enough times.
- Pawns will generally only cast the highest tier of the spell available to them.
- Some undead spellcasters, such as Skeleton Sorcerers, can cast an unholy version of Anodyne with a red sigil that heals them and their undead allies.
- Similar spell effects can be cast by all vocations with a Jewel of Vicissitude or Jewel of Health.