Difference between revisions of "Healing"

693 bytes added ,  18:56, 23 July 2022
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added class skills category
(added a bunch of links but will need a more thorough going over later.)
m (added class skills category)
 
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CURE <target{{!}}ME> <type of ailment> <br>
CURE <target{{!}}ME> <type of ailment> <br>
EMPATHY
EMPATHY
|description = 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 [[warped aura|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.
|description = 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:
Please note the costs for this empathic ability:
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|skillname = Auras
|skillname = Auras
|syntax =  RADIATE <aura> <br>
|syntax =  RADIATE <aura> <br>
RADIATE PURITY <target> (to cure the aurawarp plague) <br>
RADIATE PURITY <target> (to cure the [[aurawarp]] plague) <br>
CUT AURA <person{{!}}ME> <aura> <br>
CUT AURA <person{{!}}ME> <aura> <br>
AURAS
AURAS
|description = 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.
|description = 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.
}}
}}


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|syntax = ANESTHETIZE <target>
|syntax = ANESTHETIZE <target>
|cost = Power: 2 (Any)
|cost = Power: 2 (Any)
|description = 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 [[warped aura|aurawarp]]. As a patient's aura becomes increasingly warped (and therefore decreasingly stable), it will take him longer to cure himself of afflictions.
|description = 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.
[[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.
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|skillname = Neurosis
|skillname = Neurosis
|syntax = CURE <target{{!}}ME> NEUROSIS
|syntax = CURE <target{{!}}ME> NEUROSIS
|description = Cure many neurotic tendencies, including [[anorexia]], [[epilepsy]], [[confusion]], [[clumsiness]], [[stupidity]], and [[temporary insanity]], in that order.
|description = Cure many neurotic tendencies, including [[anorexia]], [[epilepsy]], [[confusion]], [[clumsiness]], [[stupidity]], and [[Temporary Insanity|temporary insanity]], in that order.
}}
}}


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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 aura to warp. <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.
|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 = SACRIFICE FOR <person{{!}}ALLIES>
|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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|description = 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
|description = 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
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 [[warped aura|aurawarp]] at a cost of 1 power.
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.
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}}


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|skillname = Bedevil
|skillname = Bedevil
|syntax = BEDEVIL <target>
|syntax = BEDEVIL <target>
|description = 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 [[warped aura|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.
|description = 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.
Note: This ability will automatically ignore the advantageous effects of insomnia, [[blind]]ness, and [[deaf]]ness.
}}
}}
[[Category: Class Skills]]
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