Skill | Status | Learned At | Short Description | Change Notes |
---|---|---|---|---|
Succor | Unchanged | Inept+0% | Diagnose, heal and cure others. | |
Heal | Unchanged | Inept+50% | Heal your body of damage. | Note: Self-heals do not cause loss of empathy, but healing others can restore empathy. |
Curing | Update | Novice+0% | The ability to cure yourself of ailments. | New functions: If no type of cure is specified, a random affliction on the target (from one of the affliction types you have the ability to cure) will be cured; this should come at a slightly reduced cost (either in terms of mana or eq-loss). Curing and farcuring others increases your empathy. Once a healer obtaines Farcure, they should have an option to specify two cures or farcures when curing someone else at a cost of 1 power. |
Skin | REMOVE | Novice+33% | Soothe the skin and cure conditions thereof. | |
Integumentary | Update | Novice+33% | Cure the integumentary ailments. | Cures: burns, chills, sensitivity, blindness, deafness, insomnia |
Temperature | REMOVE | Novice+66% | Cure the effects of temperature extremes. | |
Auras | Update | Novice+66% | Radiate mystic auras that can heal and cure. | Auras, Stamina, and Euphoria combined into this single skill. Note we are moving it to an earlier slot in the skillset to introduce the concept of auras and aura manipulation, which are now core to the skillset, earlier. Auras radiated onto others will restore a small amount of empathy each proc. As a healer's skill in healing increasing, she will automatically gain the ability to raise more auras: 3 auras at Gifted+0%, 5 auras at Mythical+0%. Keep in mind that auras will retain their heavy ego drain and will reduce in effectiveness with increasing duress. |
Fractures | Update | Apprentice+0% | Mend damaged bodyparts. | Cures: damagedleftarm, damagedleftleg, damagedorgans, damagedrigharm, damagedrightleg, damagedskull, damagedthroat |
Glandular | REMOVE | Apprentice+33% | Cure glandular conditions. | |
Anesthesia | New | Apprentice+33% | Relieve your patient of her pain. | Healers can twist a patient’s aura to deaden their senses such that they feel no pain. New affliction: anesthetized, which is a form of recklessness that cannot be cured. Wears off automatically after a period of time (dependent upon your skill in healing: 40 seconds - 1 minute 20 seconds), or wears off immediately if the target has no other afflictions. Also contributes (5-15) points of aura warp, depending on current state of the healer's empathy. 2 power. |
Senses | REMOVE | Apprentice+66% | The ability to cure diseases of the senses. | |
Purity | New | Apprentice+66% | Disease will flee from your restorative touch. | Passive effect: Any time you directly restore health to a single targeted individual, they will also be cured of a random affliction. (This works on heal, farheal, and inspirited heal procs.) |
Neurosis | Update | Capable+0% | Treat the neurotic mental disorders. | Cures: stupidity, anorexia, addiction, epilepsy, confusion, recklessness |
Deepheal | Unchanged | Capable+33% | Heal the deep wounds of the body. | Note: Self-heals do not cause loss of empathy, but healing others can restore empathy. |
Breaks | REMOVE | Capable+66% | Mend broken bones. | |
Aurabrace | New | Capable+66% | Brace your patient's aura for impending harm. | Target will not take more than 10% of health from a single hit for the next 10 seconds. Cannot be cast on self. 3 power. Increases empathy. |
Sanitise | Unchanged | Adept+0% | Thoroughly clean the skin. | |
Choleric | Update | Adept+33% | Directly treat choleric temperaments. | Cures: paralysis, asthma, scabies, rigormortis, pox, powersap |
Curses | REMOVE | Adept+66% | Lift small curses that plague the spirit. | |
Serenity | New | Adept+66% | Your proficiency in absorbing wounds increases. | Passive effect: The cost associated with healing health is reduced by 25%. Furthermore, the cost of healing others is now split evenly between your health, mana, and ego. (This makes health-healing, which frankly is currently a pointless effort, somewhat viable. Healing self still costs ego and will still be very difficult to maintain.) |
AuraShift | Unchanged | Master+0% | Shift your healing auras onto a patient. | |
Muscles | REMOVE | Master+33% | Cure diseases that infect the muscular system. | |
Flay | New | Master+33% | Flay another's spiritual aura. | 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, mania to mania, etc.). The new affliction will require time to manifest and will not immediately present symptoms, but flaying will immediately result in (5-15) points of aura warp, depending on the current state of the healer's empathy. FLAY ESTARRA chooses a random affliction, whereas FLAY ESTARRA NEUROSIS chooses a random neurosis affliction. The new affliction appears random 2-8 seconds later but does not give a trigger line when it arises. 1 power. (Gifted +0%). (Short explanation: someone has an affliction, they get flayed, another affliction in same healing type springs up; old affliction stays unless it is cured by player.) |
Sanguine | Update | Master+66% | Cleanse the body of sanguine afflictions. | Cures: asthma, vomiting, haemophilia, dysentery, sickening, bleeding |
Stamina | REMOVE | Gifted+0% | You may now raise up to three healing auras. | |
Inspirit | New | Gifted+0% | Inspirit your abilities to ensure the maximum impact of your sacrifice. | You may now inspirit your heals (or farheals, if you have that ability) at a cost of 1 power, which ensures 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 the original amount an additional ten seconds later. |
Blood | REMOVE | Gifted+33% | Restore the purity and flow of blood. | |
Empathy | New | Gifted+33% | Control your empathy. | Control your empathy. You will no longer gain empathy from healing or curing others. Can be toggled on/off. (Note: this is to help healers stay offensive longer, at a cost of their defensive potential. Healers will still gain empathy naturally over time.) |
Melancholic | REMOVE | Gifted+66% | Directly treat melancholic temperaments. | |
Phlegmatic | Update | Gifted+66% | Directly treat phlegmatic temperaments. | Cures: aeon, slickness, disloyalty, manabarbs, luminosity, healthleech |
Quicken | Unchanged | Expert+33% | Vastly speed your proficiency with healing. | |
AuraWarp | Update | Expert+66% | Hinder a transgressor's ability to cure herself. | For 1 min 20 seconds, curing any affliction causes the person to become afflicted with another random affliction from that affliction class after a short delay (maximum 1 new affliction per 5 seconds). Each of these afflictions also contributes (1-10) points of warp to the person’s aura, depending on the current state of the healer's empathy. 3 power. |
Farheal | Update | Virtuoso+0% | Heal and cure others from afar. | Once a healer obtaines Farheal/Farcure, they should have an option to specify two cures or farcures when curing someone else, at a cost of 1 power. Note: Self-heals do not cause loss of empathy, but healing others can restore empathy. |
Nervous | REMOVE | Virtuoso+25% | Cure conditions that affect the nervous system. | |
Auric | Update | Virtuoso+25% | Cleanse the aura of negative tumours. | Cures: timewarp, pacifism, egovice, powerspikes, aeon, achromaticaura |
Depression | REMOVE | Virtuoso+50% | Lift the spirits of those in depressive states. | |
Invigorate | New | Virtuoso+50% | Empower your patients to aid their recovery. | Passive effect. 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. Anytime a patient finds herself healed by you, she will receive a 3/10 universal damage resistance buff for 30 seconds. Does not work on self-cures or self-heals or on cauterize. |
Flushing | REMOVE | Virtuoso+75% | Flush away toxins which foul the body. | |
Projection | New | Virtuoso+75% | Project your aura to aid your allies. | Project your aura outward to cure all allies in the room of a number of afflictions. This will occur after a three-second windup, which can be interrupted by stun, prone, or entanglement. The number of afflictions cured per person will depend on your skill in healing (random 1-2 from before Trans, random 2-3 at Transcendant.) If you have more personal enemies in the room than allies, each of the allies will also be healed for a percentage of their maxhealth. 3 power. Increases empathy. (Note: this skill does not cure/heal self.) |
Vitality | Update | Fabled+0% | An aura to protect yourself while healing. | The power cost of this skill will be reduced to 5 to reduce investment healers need to make when they plan to play a support role. |
Attend | New | Fabled+25% | Attend to your patient by linking your auras. | Attend to your patient by linking your aura to theirs. While linked, 20% of all healing you do to yourself or others (either through potions or skills) will also be applied to your patient. Furthermore, there is a 20% chance that any affliction the patient receives while you are linked will automatically transfer to your aura (afflicts healer, stops afflicting patient.) The link breaks if you are no longer in the same area. 5 power. Increases empathy. |
Sacrifice | Unchanged | Fabled+50% | Make the ultimate sacrifice to heal another. | Note: Restores a lot of empathy. |
Mania | Update | Fabled+75% | Analyze and treat different forms of mania. | Cures: stupidity, hallucinations, clumsiness, paranoia, sensitivity, tempinsanity |
Insanity | Update | Mythical+0% | Relieve yourself and others of Astral born insanity. | In addition to its current use, Insanity will become a passive ability that increases the rate at which a healer regains sanity in order to make this a competitive skill for being at Mythical. |
Euphoria | REMOVE | Mythical+25% | Your fulminating skill may radiate five auras. | |
Cauterize | New | Mythical+25% | Cure an affliction by burning away the aura. | Cure a patient of ailments by burning away the affected portions of their aura. If the patient’s aura is too warped, however, this will simply put them out of their misery. (If target’s aura is completely twisted (<= 20): 5 power, instakill. If target’s aura is not completely twisted (>20): 1 power, cure 1 random affliction on target, deal damage, and contribute to (2-10) points of aura warp, depending on the current state of the healer's empathy.) Note: cauterize is not impacted by Invigorate passive. |
Regenerate | Update | Mythical+50% | Regenerate missing or mangled limbs. | Regenerate will work on advanced internal afflictions (e.g., mangledlimbs), but will cause more empathy loss than typical cures when cast on self. It will still use equilibrium. |
Draw | New | Mythical+75% | Draw afflictions from your patient into yourself. | As though drawing poison from a wound, you will transfer 3 afflictions at top of cure queue from your target to yourself (can specify types by DRAW ESTARRA NEUROSIS AURIC NEUROSIS, for instance), with a 50% chance that an additional affliction will be cured from your target outright. 2 power if in the same room, 3 power if in a different room in same area. Cannot be forced. Increases empathy. Equilibrium cost should be slightly lower than a typical farcure, otherwise it would be better to just farcure twice for less power cost and not have to cure yourself of afflictions afterwards. Restores massive amounts of empathy. |
Bedevil | Update | Transcendent+0% | Channel afflictions into a transgressor. | At a cost to mana, the healer transfers 2 random afflictions that she currently has to a target. Each affliction also contributes (2-10) points of warp to target’s aura, depending on the current state of the healer's empathy. Note: Cost of bedevil should probably be less than the cost of whammy or doublewhammy, because bedevil requires that healer is afflicted. Target is blind to the specific afflictions she receives, as they are random. (Note: Estarra has also proposed a passive version of this skill.) |
Comments
I'm a consent-based roleplayer! Kindly ask first, and I will return the favour. Open to developing tinyplots.
Atlantis is my client of choice! (Guide)
I'm a consent-based roleplayer! Kindly ask first, and I will return the favour. Open to developing tinyplots.
Atlantis is my client of choice! (Guide)
- As others have asked, clarification on empathy / warped aura would be great, to get an idea how to work with it
- What will the use of quicken be? it's untouched and I have never really felt any use or need for it, it seemed to be rather 0.001% usecase, given how short it is. Maybe it'll be worth more now, given that curing others get's more interesting, but still, maybe worth considering.
- It's a really minor thing, but when auras are touched, maybe something can be done about the 'pulse' message? Nothing to spam you to death as two healers with five aura's up on people.
Will try and give more thought through feedback after reading it a few times and understanding it. First impression: Looks very interesting :-)
Empathy
Aura Warp
Aura warp operates on a 100 to 0 point scale and is revealed by diagnose as follows:
99-81: slightly warped aura
80-61: moderately warped aura
60-41: a warped aura
40-21: a massively warped aura
20-0: a completely twisted aura
Diminishing returns: One thing we would like to eventually implement more broadly is a system that provides some diminishing returns on attrition-based kill methods to prevent “bombing;” the idea here is that if multiple people try to contribute to an attrition mechanic simultaneously, they won’t be able to reach an immediate state of insta-kill. In anticipation of that, we are proposing a new diminishing returns attrition mechanic that is unique from the way diminishing returns works in wounding. If it works well with aurawarp, perhaps it can be applied to things like burn/shivering levels, tempinsanity, timewarp, etc.
Normally, changes to aura warp points happen immediately: If a skill results in 10 warp, the target’s aura takes on that warp at that moment.
However, if a target has received aura warp points in the preceding 3 seconds (referencing a “last-warp timer”), the new aura warp points do not apply immediately, but instead accrue on the target gradually over a period of 10 seconds. The gradual accrual of these warp points is not referenced in (and therefore does not restart) the last-warp timer.
The point of this mechanic is to prevent a situation in which multiple healers could take a target from a normal aura to a completely twisted aura immediately, but in a way that doesn’t make any healer’s aura-warping attacks useless in terms of progressing the kill method. Essentially, this just slows things down if things are moving too quickly, but it doesn’t overtly penalize having multiple healers on the same team.
When I took healing as a skillset, I was always wanting to play a more defensive healer in groups, because I felt that was what I wanted healing to be. Currently, it looks like that will be a possiblity and people will no longer tell me 'you are far more useful offensively', so yay for that!
A few things:
- availability of information. To be halfway able to build a system around this new skillset, at least empathy should be available through gmcp and I suppose it'd be good if succoring an enemy would reveal their level of aurawarp.
- I wonder about this impact while solo bashing. I get there being a need to balance healing in combat situations ( and I actually love how that's done ), but in a bashing situation, am unsure? I suppose it's a case of having a cake and eating it, but I still wanted to raise it as a consideration point.
- this recklessness thing. I generally am not sure if I want to have anything deal 40 seconds of recklessness, uncurable or not. I think maybe changing that to be more a tool to build aurawarp as Lerad suggested may be a good idea.
- Maybe it would be rather interesting having this skill available for testing overhaul arena style, to deal with other ocncerns that are there ? ( things like how quick/slow it'll be to build aurawarp )
all in all: yay actually being a healer in group combat, yay 1vs1 viability, yay insta :x