Healing and Repair

Kingdoms has three ways to restore health: units heal themselves, builders repair them, and some units heal everything around them. Only the last two cost mana, and repair never stops for lack of it.

Healing by Themselves

Every 8 ticks, a damaged unit with a heal time in its data regains some health. It costs nothing: no mana is taken from your store. In a second, a unit heals:

maximum hit points × heal time ÷ build time

Put another way, a unit heals from nothing to full health in its build time divided by its heal time, in seconds. The designers set this to 240 seconds, 4 minutes, for 118 of the 203 units in the game. Many buildings take 480 seconds, and the dragons 900.

Unit Hit points Healing per second Nothing to full
Swordsman 2500 10.4 4 minutes
Elsin 16,000 66.7 4 minutes
Lodestone 5680 17.5 5.4 minutes
Barracks 17,162 35.8 8 minutes
Gold Dragon 23,999 26.7 15 minutes
Ghost of Garacaius 29,999 500 1 minute

Four of the five gods have no heal time and do not heal themselves at all: the Avatar of Anu, the Angel of Lihr, the Spawn of Belial and the Wrath of Tammuz. Only Creon's Ghost of Garacaius heals itself, and very fast.

Repair

Builders can repair finished units within twice their build distance. Repair costs mana in proportion to the health restored: bringing a unit back from half health costs half of what the unit cost to build. When your mana is short, the price falls by the same share as building does.

Repair is never slowed by a lack of mana. If your store holds less than the price, the repair still lands in full and the store is emptied. When the store is already empty, repair is free. How fast a builder repairs is not confirmed.

A Mage Builder that repairs a Swordsman from 1250 to 2500 hit points pays 142.5 mana, half of the Swordsman's 285, if your store can pay it. With an empty store, the same repair costs nothing.

Healing Auras

Six units heal the units around them with an aura: the Acolyte, the Acolyte of Anu, the Priest of Lihr, the Pillar of Light, the Skiff and the Sacred Fire. An aura heals once a second, and you pay for it from your shared mana at the same rate as repair.

The aura's strength is divided between all the units it reaches, so a crowd of wounded units heals more slowly than a single one. The aura is also stronger at the edge of its circle than at its centre. Its edge effectiveness value, which for weapons sets the damage at the edge, sets the strength at the centre instead: the Acolyte's 0.6 means that a unit at its centre gets 60% of the healing a unit at the edge gets.