Difference between revisions of "Healing"
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|syntax = FLAY <target> [<type of ailment>] | |syntax = FLAY <target> [<type of ailment>] | ||
|cost = Power: 1 (Any) | |cost = Power: 1 (Any) | ||
|description = Flaying a person's aura will cause an affliction that they currently have to spread, where it will present as a different affliction of the same healing type (e.g., neurosis to neurosis, choleric to choleric) after a brief period of time. Your target will be unaware of exactly when this new affliction manifests, and this process will also cause his [[aurawarp|aura to warp]]. | |description = Flaying a person's aura will cause an affliction that they currently have to spread, where it will present as a different affliction of the same healing type (e.g., neurosis to neurosis, choleric to choleric) after a brief period of time. Your target will be unaware of exactly when this new affliction manifests, and this process will also cause his [[aurawarp|aura to warp]]. If no ailment is specified, a random one will be chosen. | ||
Note: This ability will never afflict a target with the advantageous effect of insomnia. | Note: This ability will never afflict a target with the advantageous effect of insomnia. | ||
Note: [[Blind]]ness will not count as an affliction if the target has [[Discernment#Sixthsense|sixthsense]]. [[Deaf]]ness will not count as an affliction if the target has [[Discipline#Truehearing|truehearing]]. | |||
|notes = [POSSIBLY OUTDATED, PLEASE VERIFY] <tt>FLAY TARGET</tt> chooses a random affliction to flay, whereas (for instance) <tt>FLAY TARGET NEUROSIS</tt> chooses a random neurosis affliction to flay. | |||
}} | }} | ||
'''Changelog''' | |||
*Report 345: Healing - Flay no longer costs any power '''(#2564 on 2021-Nov-25)''' | |||
{{AB | {{AB | ||
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{{AB | {{AB | ||
|skillname = Sacrifice | |skillname = Sacrifice | ||
|syntax = | |syntax = SACRIFICE FOR <person{{!}}ALLIES> | ||
|cost = Power: 2 (Any) (for singular sacrifice) | |cost = Power: 2 (Any) (for singular sacrifice) | ||
|description = In cases of dire need, sometimes a Healer is called upon to make the ultimate sacrifice to save another. You may either choose to sacrifice your own health and well-being for a singular person, in which case you will be severely weakened (or, if you are not healthy enough to begin with, you will die), or for your allies, in which case you will have to give up your life. | |description = In cases of dire need, sometimes a Healer is called upon to make the ultimate sacrifice to save another. You may either choose to sacrifice your own health and well-being for a singular person, in which case you will be severely weakened and stunned (or, if you are not healthy enough to begin with, you will die), or for your allies, in which case you will have to give up your life. | ||
When sacrificing for your allies, all your personal allies in your local area will be affected, whereas when sacrificing for a singular person, you must be in the same location as that person. | When sacrificing for your allies, all your personal allies in your local area will be affected, whereas when sacrificing for a singular person, you must be in the same location as that person. | ||
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NOTE: When you die due to sacrificing for your allies, though not for a singular person, your body will crumble away with your lifeforce, and the vitae defence will be ignored. | NOTE: When you die due to sacrificing for your allies, though not for a singular person, your body will crumble away with your lifeforce, and the vitae defence will be ignored. | ||
}} | }} | ||
'''Changelog:''' | |||
*Healing Sacrifice should now allow sacrifing at 75 empathy instead of requiring 100. '''(#2568 on 2021-Dec-02)''' | |||
*Healing - Sacrifice now requires high empathy and sets empathy to 0 on use. '''(#2564 on 2021-Nov-25)''' | |||
{{AB | {{AB | ||
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Note: This ability will automatically ignore the advantageous effects of insomnia, [[blind]]ness, and [[deaf]]ness. | Note: This ability will automatically ignore the advantageous effects of insomnia, [[blind]]ness, and [[deaf]]ness. | ||
}} | }} | ||
[[Category: Class Skills]] |
Latest revision as of 18:56, 23 July 2022
While this skill allows healing oneself, it is also an empathic ability whereby the healer takes the wounds or ailments of another into him or herself. Ailments are generally categorized by type (such as ailments of the nervous system, blood system, etc.) or by humours. Eventually, healers can heal deep wounds of others and even heal from afar. It should be noted that while it takes mana to heal oneself, healing another drains directly from the ego. There is always the danger of the healer suffering burn out, a painful experience that will result in being unable to use the healing skill for a period of time. |
Skill | Learned At | Description |
---|---|---|
Succor | Inept+0% | Diagnose, heal and cure others. |
Heal | Inept+33% | Heal your body of damage. |
Curing | Inept+66% | The ability to cure yourself of ailments. |
Sensory | Novice+0% | The ability to cure sensory ailments. |
Auras | Novice+33% | Concentrate your energies into mystic auras. |
Fractures | Novice+66% | Knit together fractures. |
Anesthesia | Apprentice+0% | Relieve your patient of his pain. |
Purify | Apprentice+33% | Purify the body while healing. |
Neurosis | Apprentice+66% | Treat neurotic mental disorders. |
Deepheal | Capable+0% | Heal the deep wounds of the body. |
Bolster | Capable+33% | Bolster your patient's aura from impending harm. |
Sanitise | Capable+66% | Thoroughly clean the skin. |
Choleric | Adept+0% | Directly treat choleric temperaments. |
Farheal | Adept+33% | Heal and cure others from afar. |
AuraShift | Adept+66% | Shift your healing auras onto a patient. |
Flay | Master+0% | Flay the aura of another to dampen his health. |
Inspirit | Master+33% | Boost your healing. |
Sanguine | Master+66% | Directly treat sanguine temperaments. |
Apathy | Gifted+0% | Suppress your empathy. |
Phlegmatic | Gifted+25% | Directly treat phlegmatic temperaments. |
Quicken | Gifted+50% | Vastly speed your proficiency with healing. |
BendAura | Gifted+75% | Short circuit afflictions to each other. |
Serenity | Expert+0% | Your proficiency in absorbing wounds increases. |
Auric | Expert+33% | Cleanse the aura of negative tumours. |
Invigorate | Expert+66% | Empower your patients to aid their recovery. |
Projection | Virtuoso+0% | Project your aura to aid your allies. |
Vitality | Virtuoso+33% | An aura to protect yourself while healing. |
Attend | Virtuoso+66% | Attend to your patient by linking your auras. |
Sacrifice | Fabled+0% | Make the ultimate sacrifice to heal another. |
Mania | Fabled+33% | Analyze and treat different forms of mania. |
Insanity | Fabled+66% | Relieve someone of their Astral born insanity. |
Cauterize | Mythical+0% | Cure an affliction by burning away the aura. |
Regenerate | Mythical+33% | Regenerate missing or mangled limbs. |
Draw | Mythical+66% | Draw out afflictions onto yourself. |
Bedevil | Transcendent+100% | Channel afflictions into a victim. |
Succor
Syntax |
SUCCOR <target|ME> SUCCOR WOUNDS <target|ME> [SIMPLE] |
This empathic ability simply allows you to diagnose, heal, and cure yourself or others who are in your location. Healing or curing others will increase your empathy, which further strengthens your healing powers but lessens the amount of aurawarp your offensive abilities inflict against your foes. In contrast, only using your curing powers on yourself will decrease your empathy. The lower your empathy, the more mana it costs to use curing abilities on yourself. To take account of your current amount of empathy, use EMPATHY.
Please note the costs for this empathic ability:
Healing yourself drains ego. Curing yourself drains mana and decreases your empathy. Healing others drains your health and increases your empathy. Curing others drains ego and increases your empathy.
WARNING: If your ego drops to 0 or less while administering the cure, your spirit will be damaged and your healing powers will be burnt out for one full Lusternian day.
Heal
Syntax |
HEAL HEAL ME |
Using this ability, you may restore loss of health, which will drain your ego. If your ego falls below 0, you will suffer healing burnout. Healing yourself does not cause a loss of empathy, but healing others will increase your empathy.
Curing
Syntax |
CURE <target|ME> <type of ailment> |
You can cure ailments that afflict yourself and others. As your skill in healing increases, you will find yourself increasingly able to specify which ailments to cure, and eventually you will find yourself able to cure multiple ailments simultaneously. When not specifying a type of ailment, you will cure a random ailment from those that you know how to cure, but at a reduced cost. Curing yourself always requires mana and decreases your empathy. As your empathy decreases, the mana cost to cure yourself (but not the mana cost to cure others) will increase. Curing others increases your empathy.
Sensory
Syntax |
CURE <target|ME> SENSORY |
Cure ailments of the skin, eyes, and ears, including slickness, ablaze, burns, chills, sensitivity, blindness, and deafness, in that order.
Auras
Syntax |
RADIATE <aura> RADIATE PURITY <target> (to cure the aurawarp plague) |
In banishing the mysterious plague which spawned from the depths of the Balach Swamp, the Healers of the Basin of Life uncovered new arts - learning to radiate powerful healing auras around themselves. A healer may radiate a health aura, or an aura of any branch of healing they personally know (e.g., sensory or neurosis). Each aura the Healer has raised will cost the Healer a continual drain upon their ego. As your skill in healing progresses, you will find yourself able to radiate multiple auras, eventually up to a maximum of five.
Fractures
Syntax |
CURE <target|ME> FRACTURES |
Knit together fractures of the limbs, head, torso, and even the hyoid bone of the throat in order to cure concussions, damaged skulls, damaged throats, damaged organs, damaged legs, and damaged arms, in that order.
Anesthesia
Syntax |
ANESTHETIZE <target> |
Power: 2 (Any) |
By twisting your patient's aura just so, he will no longer feel the pains of the physical world. For the duration of anesthesia, he will also be immune to the effects of sensitivity, receive a 2/5 universal damage resistance, and receive some degree of aurawarp. As a patient's aura becomes increasingly warped (and therefore decreasingly stable), it will take him longer to cure himself of afflictions.
Anesthesia cannot be removed by conventional means, it will wear off on its own once sufficient time has passed; but if the patient is cured of seven afflictions before that time has elapsed, the anesthesia will dissipate with a positive charge and, as a result, the Healer will be reimbursed up to half of anesthesia's power cost in active power. Be forewarned, however, that if the patient is not cured of at least one affliction every twelve seconds, either by his own hand or someone else's, the anesthesia will wear off prematurely and without any reimbursement of power for the Healer.
Purify
When healing others, your skill is such that you will now automatically sense afflictions that ail them and can cure one at random alongside your effects to restore their flesh.
Neurosis
Syntax |
CURE <target|ME> NEUROSIS |
Cure many neurotic tendencies, including anorexia, epilepsy, confusion, clumsiness, stupidity, and temporary insanity, in that order.
DeepHeal
Syntax |
DEEPHEAL <target|ME> <HEAD|CHEST|GUT|LEFT/RIGHT ARM|LEFT/RIGHT
LEG> |
You can heal the body of deep wounds, which are often hidden from sight. In a similar manner to other healing abilities, healing yourself drains ego, and healing others drains your health. There is no empathy loss suffered from healing your own deep wounds, but empathy will be gained from healing the deep wounds of others.
Bolster
Syntax |
BOLSTER <target> |
Power: 2 (Any) |
By infusing a patient's aura with your own aural energies, you can protect her physical form from harm such that she will not lose more than 10% of her health from a single blow for a brief period of time. This ability restores empathy, and the Healer cannot use it on her own aura.
Sanitise
Syntax |
SANITISE <target|ME> |
It is of vital importance in Healing that you maintain sanitary conditions at all times. With the proper application of heat, you can sterilise any surface, removing any unknown substances, sticky-ickies, or foul bodily fluids.
Choleric
Syntax |
CURE <target|ME> CHOLERIC |
Restore imbalances in the choleric humours, curing asthma, vomiting, dysentery, sickening, pox, scabies, or paralysis, in that order, in the process.
FarHeal
Syntax |
FARHEAL <target> [<type of ailment>] (0 Power) FARCURE <target> <type of ailment> (0 Power) |
Power: 0-1 (Any) |
As your skill in the healing arts improves, you may now heal or cure others from afar, albeit at a greater cost, so long as they're within your local area. Furthermore, for most cure types you may now also specify two cures when curing or farcuring a patient at a cost of 1 power, effectively curing them of two ailments at once. Finally, you may also deepheal your patient's hidden inner wounds from afar.
AuraShift
Syntax |
AURASHIFT <aura> <patient> AURASENSE <ON|OFF> |
An accomplished Healer may shift auras from herself onto a patient, thereby transferring her own healing powers to another. The Healer may also attune herself to the unique signature of her own auras, sensing when they dissipate from patients, as well as the auras of their patients, thereby sensing when a patient's aura become destabilized.
Auras radiated onto others will continually restore a small amount of empathy and will also cost less ego.
Flay
Syntax |
FLAY <target> [<type of ailment>] |
Power: 1 (Any) |
Flaying a person's aura will cause an affliction that they currently have to spread, where it will present as a different affliction of the same healing type (e.g., neurosis to neurosis, choleric to choleric) after a brief period of time. Your target will be unaware of exactly when this new affliction manifests, and this process will also cause his aura to warp. If no ailment is specified, a random one will be chosen.
Note: This ability will never afflict a target with the advantageous effect of insomnia.
Note: Blindness will not count as an affliction if the target has sixthsense. Deafness will not count as an affliction if the target has truehearing.
Additional Notes: |
[POSSIBLY OUTDATED, PLEASE VERIFY] FLAY TARGET chooses a random affliction to flay, whereas (for instance) FLAY TARGET NEUROSIS chooses a random neurosis affliction to flay. |
Changelog
- Report 345: Healing - Flay no longer costs any power (#2564 on 2021-Nov-25)
Inspirit
Syntax |
HEAL <target> INSPIRIT FARHEAL <target> INSPIRIT |
Power: 1 (Any) |
You may now inspirit your heals or farheals, ensuring that your sacrifice does not go unnoticed. Ten seconds after your target is healed, she will be healed again for half that amount, followed by a quarter of the original amount an additional ten seconds later.
Sanguine
Syntax |
CURE <target|ME> SANGUINE |
Restore the imbalance in the sanguine humours in order to cure haemophilia, burstvessels, relapsing, lacerations of the limbs, and clots, in that order. Curing patients of sanguine afflictions can also be used to ease their excessive bleeding, but be forewarned that doing so will cause your own body to bleed in response.
Apathy
Syntax |
APATHY <ON|OFF> |
By controlling your emotional state, you will no longer regenerate empathy from healing or curing others or naturally over time.
Phlegmatic
Syntax |
CURE <target|ME> PHLEGMATIC |
Restore imbalances in the phlegmatic humours. This will cure one of the following ailments: the aeon curse, paralysis, mental transfixation, rigormortis, disloyalty, pacifism, and timewarp, in that order. Note that although this ability affords you the power to cure the mental transfixation of your patients, you will unfortunately find yourself unable to cure anyone while transfixed yourself.
Quicken
Syntax |
RADIATE SPEED |
Power: 2 (Any) |
The quickening is a special aura, which cannot be transferred and does not count against the Healer's number of currently raised auras, which vastly increases the efficiency of the Healer in their art. For a short duration, the equilibrium loss caused by any healing will be halved.
BendAura
Syntax |
BENDAURA <target> |
Power: 2 (Any) |
The most accomplished Healers understand the links between the spiritual aura and the inner body to such a degree that their benevolent arts may be turned to a darker purpose in dire times - that of ravaging the internal workings of the mortal coil. By bending a transgressor's aura in on itself, your target will find that curing any affliction causes a random affliction of the same type to spring up in its place shortly thereafter (maximum of 1 new affliction per 5 seconds). Each of these new afflictions will also contribute aurawarp, the amounts of which depend on the current state of your empathy reserves.
Note: This ability will never afflict a target with the advantageous effect of insomnia.
Serenity
Any time you directly restore health (from heal, farheal, or inspirited heal bursts) to a single targeted individual, she will also be cured of a random affliction.
Auric
Syntax |
CURE <target>|ME AURIC |
Cleansing the aura of negative spiritual tumours will cure the following in this order: the aeon curse, achromaticaura, healthleech, powerspikes, manabarbs, egovice, powersap, or luminosity.
Invigorate
Any time a patient finds herself cured by you, she will receive a 3/10 bonus to health, mana, and ego regeneration for 30 seconds. Additionally, whenever a patient finds herself healed by you, she will receive a 3/10 boost to universal damage resistance for 30 seconds. These effects do not occur as a result of self-heals, self-cures, or cauterize.
Projection
Syntax |
RADIATE PROJECTION |
Power: 2 (Any) |
By projecting your aura outward, you can cure all of your assembled allies of some of their afflictions, the number of which depends on your current skill in healing. If the number of personal enemies in your presence outweighs the number allies in your company, your allies will also find their health renewed.
Vitality
Syntax |
RADIATE VITALITY |
Power: 5 (Any) |
A special aura that cannot be transferred and does not count against the Healer's number of currently raised auras, the vitality aura protects the Healer from the physical backlash caused by absorbing others' wounds into herself. If the Healer overwhelms her ability to absorb wounds, the vitality aura will flare and save the Healer from certain death.
Attend
Syntax |
ATTEND TO <target> ATTEND TO NOBODY |
Power: 2 (Any) |
Attend to your patient by linking your aura to hers. While linked, 20% of all healing you do to yourself or others (either through traditional means or your abilities) will propagate directly to your patient. Furthermore, there is a 20% chance that any affliction the patient receives will automatically transfer to your aura, curing the patient but afflicting you in the process. This link restores your empathy, but it will break if you and your patient no longer reside in the same area.
Sacrifice
Syntax |
SACRIFICE FOR <person|ALLIES> |
Power: 2 (Any) (for singular sacrifice) |
In cases of dire need, sometimes a Healer is called upon to make the ultimate sacrifice to save another. You may either choose to sacrifice your own health and well-being for a singular person, in which case you will be severely weakened and stunned (or, if you are not healthy enough to begin with, you will die), or for your allies, in which case you will have to give up your life.
When sacrificing for your allies, all your personal allies in your local area will be affected, whereas when sacrificing for a singular person, you must be in the same location as that person.
NOTE: When you die due to sacrificing for your allies, though not for a singular person, your body will crumble away with your lifeforce, and the vitae defence will be ignored.
Changelog:
- Healing Sacrifice should now allow sacrifing at 75 empathy instead of requiring 100. (#2568 on 2021-Dec-02)
- Healing - Sacrifice now requires high empathy and sets empathy to 0 on use. (#2564 on 2021-Nov-25)
Mania
Syntax |
CURE <target|ME> MANIA |
Restore the mind from manic attacks of stupidity, recklessness, hallucinations, addiction, paranoia, asthma, and insomnia, in that order.
Insanity
Syntax |
CURE <target> INSANITY |
Your skill in healing in such that you will recover from Astral induced insanity at an increased rate. You may now also siphon some of the Astral induced insanity from your target unto yourself, but only occasionally.
Cauterize
Syntax |
CAUTERIZE <target> |
Power: 1-5 (Any) Damage Type: 100% Fire |
This controversial ability will cure a patient of ailments by burning away the affected portions of his aura, but the patient is not guaranteed to survive. If the target's aura is completely twisted and he has at least one spiritual, one mental, and one physical affliction, cauterize will cost 5 power and your target will be slain instantly. If the target's aura is already dangerously unraveled, the target will be slain instantly regardless of the afflictions he currently possesses. If, however, the target's aura is not completely twisted, or if the target lacks the necessary suite of afflictions, cauterize deals fire damage to the target, cures him of 1 random affliction, and induces aurawarp at a cost of 1 power.
Draw
Syntax |
DRAW AFFLICTIONS <target> DRAW AFFLICTION <target> <type of ailment> <type of ailment> <type of ailment> |
Power: 1 (same room) - 2 (same area) (Any) |
As though drawing poison from a wound, you will transfer 3 afflictions at top of the cure queue from your target to yourself. Alternatively, you can specify three types of ailments to siphon. Because of your awe-inspiring command of the healing arts, there is a 50% chance that an additional affliction will be cured from your target outright. This skill restores massive amounts of empathy, and it cannot be forced.
Note: This ability will automatically ignore the advantageous effects of insomnia, blindness, and deafness on your patients.
Bedevil
Syntax |
BEDEVIL <target> |
Desperate times call for desperate measures, and so at the cost of mana, a Healer may randomly transfer 2 of her current afflictions to a target. Each affliction also contributes aurawarp to the target's aura, the amount of which depends on the current state of the Healer's empathy. So long as the Healer remains awake and not stunned, she will be able to make use of this powerful ability.
Note: This ability will automatically ignore the advantageous effects of insomnia, blindness, and deafness.