Mending

Description
While you maintain this "Enchantment", target ally gains Health regeneration of +1...3.

Acquisition
Skill Quests: Skill Trainers: Signet of Capture:
 * Helping the People of Ascalon (Old Ascalon)
 * Captain Osric (Yak's Bend)
 * Dakk (Ember Light Camp)
 * ... to be added ...

Health per energy per second
Mending can heal up to 6 to 24 health per energy per second, 1 to 4 health regeneration for 1 energy degeneration. But it only slowly comes near this efficiency because of the initial cost. after 17 seconds it has reached 1/4 of its efficiency, after 32 seconds it has reached 1/2 of its efficiency, after 152 seconds 5/6 efficiency.


 * x-axis = time in seconds after mending is cast
 * y-axis = healing/(energy/second) for 1...4 Health regeneration including the initial cost.

Usage Notes

 * Mending is good for secondary healers with 8+ Helaing Prayers that can cover it for a long time and for monks that have really low divine Favor but 13+ or 8+ Healing Prayers. If you have less than 8 Helaing Prayers and a little more energy or some divine Favor use Watchful Spirit instead.
 * Apart from its obvious benefit, this enchantment is very useful to influence the attack priority of mobs in PvE. The AI is programmed so that most mobs usually go for spellcasters first, especially for Monks and Elementalists. Yet having a constant Health regeneration seems to change this behaviour. A party member with Mending on him/her falls down the target priority list of computer-controlled mobs. One way to benefit from this is to have a secondary profession Monk (who doesn't rely on Energy regeneration, like an adrenaline-based Warrior/Monk) cast Mending on the primary healer of your party. This way the Monk retains has his full energy regeneration capacity.
 * Mending is an enchantment that can be removed or, worse, exploited by skills like Shatter Enchantment.