High Anodyne is a Holy based skill available in Dragon's Dogma.


"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.

In Dark Arisen, becomes Grand Anodyne with a suitable Mage's Ring or Band equipped.

Notes, tactics and effect

Spell Anodyne High
Cast time ~5s ~7s ~9-10s
Sigil Duration 10s 10s 15s
Sigil Healing 65hp/s 135hp/s 162hp/s
After effect - 10s 20s
After healing - 9hp/s 18hp/s
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.