Difference between revisions of "Healing"

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(→‎Abilities in Healing: added benediction)
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: '''Details:'''
: '''Details:'''
Requiring an open channel to Water, this ability will heal the haemophilia affliction.
Requiring an open channel to Water, this ability will heal the haemophilia affliction.
|-
| bgcolor=#999999 | Benediction
| bgcolor=#999999 | Bless another with an Earth Spiritshield.
|-
| colspan=2 bgcolor=#c9c9c9 |
: '''Syntax:'''            BLESS <target> BENEDICTION
: '''Extra Information:''' Channels: Earth
::: Fire
::: Water
::: Air
::: Spirit
: '''Works on/against:'''  Adventurers and self
: '''Cooldown:''' Up to 9.50 seconds of equilibrium
: '''Resource:''' 1000 mana
: '''Details:'''
Bless an individual with a holy benediction, granting them all spiritshields and both willpower and endurance blessings at once. The more blessings granted (ones that are already present are ignored), the longer the recovery time of this ability.
|-
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| bgcolor=#999999 | Brokenlegs
| bgcolor=#999999 | Brokenlegs

Revision as of 22:53, 8 August 2018

The Healing skill is exclusive to the Priest class. It grants members access to the four physical elemental channels also utilised by Magi and Sylvan elementalists, in addition to the unique fifth element of Spirit. Using these elemental forces, Priests can diagnose and cure themselves or others of afflictions. Sufficiently skilled Priests can also use the elements to bless other adventurers with Spiritshields, as well as enhanced regeneration of willpower and endurance.

Abilities in Healing

Ability Description
Heal Heal yourself of your various afflictions.
Syntax: HEAL
HEAL ME <affliction>
Works on/against: Self
Cooldown: 3.50 seconds of equilibrium
Details:

Using this ability, you may either HEAL yourself of a random affliction, or heal yourself of specific ones.

Blindness Heal the blindness affliction.
Syntax: HEAL <target> BLINDNESS
Works on/against: Adventurers
Resource: 300 mana
Details:

Requiring an open channel to Earth, this ability will heal the blindness affliction.

Channel Open conduits to the Elemental Realms.
Syntax: CHANNEL AIR/WATER/EARTH/FIRE
CHANNELS
SEVER AIR/WATER/EARTH/FIRE
Works on/against: Self
Cooldown: 1.50 seconds of equilibrium
Resource: 200 mana
Details:

Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these channels open has a cost in willpower. CHANNELS will list what channels you have open.

Diagnose Gain information about what ails you.
Syntax: DIAGNOSE/DIAG
Works on/against: Self
Details:

This ability will give you a list of the afflictions, if any, that are affecting you currently.

Paralysis Heal the paralysis affliction.
Syntax: HEAL <target> PARALYSIS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire, this ability will heal the paralysis affliction.

Deafness Heal the deafness affliction.
Syntax: HEAL <target> DEAFNESS
Works on/against: Adventurers
Resource: 300 mana
Details:

Requiring an open channel to Air, this ability will heal the deafness affliction.

Fear Heal the fear affliction.
Syntax: HEAL <target> FEAR
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Water, this ability will heal the fear affliction.

Succor Heal and diagnose others.
Syntax: DIAGNOSE/DIAG <target>
Works on/against: Adventurers
Details:

This ability simply allows you to diagnose and heal others who are in your location.

Spirit The fifth element.
Syntax: CHANNEL SPIRIT
Works on/against: Self
Cooldown: 1.50 seconds of equilibrium
Resource: 200 mana
Details:

Spirit, the fifth element, is required to remotely diagnose or heal someone. Before you may open a spirit channel, you must have channels opened to the four other elements. While the spirit channel is open, you'll be able to Diagnose and Heal those in the local area.

Confusion Heal the confusion affliction.
Syntax: HEAL <target> CONFUSION
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire, this ability will heal the confusion affliction.

Insomnia Heal the insomnia affliction.
Syntax: HEAL <target> INSOMNIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air, this ability will heal the insomnia affliction.

Frostshield Bless another with a Frost Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD FROST
Extra Information: Channels: Air
Water
Works on/against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Resource: 750 mana
Details:

The first of the spiritshield abilities, this one gives the target some protection against cold.

Slickness Heal the slickness affliction.
Syntax: HEAL <target> SLICKNESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth, this ability will heal the slickness affliction.

Stuttering Heal the stuttering affliction.
Syntax: HEAL <target> STUTTERING
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire, this ability will heal the stuttering affliction.

Paranoia Heal the paranoia affliction.
Syntax: HEAL <target> PARANOIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth and Water, this ability will heal the paranoia affliction.

Shyness Heal the shyness affliction.
Syntax: HEAL <target> SHYNESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth, this ability will heal the shyness affliction.

Fortification Protect your open channels from attack.
Syntax: FORTIFY <channel>
FORTIFY ALL
Works on/against: Self
Cooldown: 1.00 seconds of equilibrium
Resource: 100 mana
Details:

Using this ability will provide you protection against abilities that may attack your open elemental channels. These abilities will first have to attack your fortification before destroying your channel. However, fortify does have a regular willpower cost associated with it.

If you choose to fortify all, the mana and eq costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.

Hallucinations Heal the hallucinations affliction.
Syntax: HEAL <target> HALLUCINATIONS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth, this ability will heal the hallucinations affliction.

Generosity Heal the generosity affliction.
Syntax: HEAL <target> GENEROSITY
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth, this ability will heal the generosity affliction.

Loneliness Heal the loneliness affliction.
Syntax: HEAL <target> LONELINESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air and Water, this ability will heal the loneliness affliction.

Impatience Heal the impatience affliction.
Syntax: HEAL <target> IMPATIENCE
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire, this ability will heal the impatience affliction.

Lapsingconsciousness Heal the lapsingconsciousness affliction.
Syntax: HEAL <target> LAPSINGCONSCIOUSNESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth and Fire, this ability will heal the lapsingconsciousness affliction.

Willpower Give the blessing of increased willpower regeneration.
Syntax: BLESS <target> WILLPOWER
Extra Information: Channels: Air
Fire
Water
Works on/against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Resource: 750 mana
Details:

This ability will grant the target adventurer increased willpower regeneration.

Claustrophobia Heal the claustrophobia affliction.
Syntax: HEAL <target> CLAUSTROPHOBIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire and Water, this ability will heal the claustrophobia affliction.

Vertigo Heal the vertigo affliction.
Syntax: HEAL <target> VERTIGO
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth and Fire, this ability will heal the vertigo affliction.

Sensitivity Heal the sensitivity affliction.
Syntax: HEAL <target> SENSITIVITY
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring open channels to Earth, Fire, and Water, this ability will heal the sensitivity affliction.

Dizziness Heal the dizziness affliction.
Syntax: HEAL <target> DIZZINESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Water, this ability will heal the dizziness affliction.

Brokenarms Heal the brokenarms affliction.
Syntax: HEAL <target> BROKENRIGHTARM
HEAL <target> BROKENLEFTARM
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth, this ability will heal the brokenarms affliction.

Thermalshield Bless another with a Thermal Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD THERMAL
Extra Information: Channels: Fire
Spirit
Works on/against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Resource: 750 mana
Details:

Gives the target adventurer some protection against fire damage.

Dementia Heal the dementia affliction.
Syntax: HEAL <target> DEMENTIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire, this ability will heal the dementia affliction.

Clumsiness Heal the clumsiness affliction.
Syntax: HEAL <target> CLUMSINESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air and Water, this ability will heal the clumsiness affliction.

Burning Heal the burning affliction.
Syntax: HEAL <target> BURNING
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth and Water, this ability will heal the burning affliction.

Recklessness Heal the recklessness affliction.
Syntax: HEAL <target> RECKLESSNESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Water, this ability will heal the recklessness affliction.

Anorexia Heal the anorexia affliction.
Syntax: HEAL <target> ANOREXIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth and Air, this ability will heal the anorexia affliction.

Agoraphobia Heal the agoraphobia affliction.
Syntax: HEAL <target> AGORAPHOBIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air and Fire, this ability will heal the agoraphobia affliction.

Earthshield Bless another with an Earth Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD EARTH
Extra Information: Channels: Earth
Spirit
Works on/against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Resource: 750 mana
Details:

Perhaps the finest of the spiritshield abilities, this will offer protection against both cutting and blunt physical damage.

Disloyalty Heal the disloyalty affliction.
Syntax: HEAL <target> DISLOYALTY
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire and Water, this ability will heal the disloyalty affliction.

Hypersomnia Heal the hypersomnia affliction.
Syntax: HEAL <target> HYPERSOMNIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air and Water, this ability will heal the hypersomnia affliction.

Darkshade Heal the darkshade affliction.
Syntax: HEAL <target> DARKSHADE
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth and Fire, this ability will heal the darkshade affliction.

Simultaneity Parallel channeling.
Syntax: SIMULTANEITY
Works on/against: Self
Cooldown: 4.00 seconds of equilibrium
Resource: 1000 mana
Details:

Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, Fire, and Spirit realms.

Masochism Heal the masochism affliction.
Syntax: HEAL <target> MASOCHISM
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air and Fire, this ability will heal the masochism affliction.

Lash Turn your spirit channel against them.
Syntax: SPIRITLASH <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of healing balance
Resource: 150 mana
Details:

This ability will drain the mana of your victim. The more afflictions your target suffers under, the greater the drain.

In addition, due to your skill in healing, you may also turn your own ailments back upon your aggressor, also increasing the drain.

Epilepsy Heal the epilepsy affliction.
Syntax: HEAL <target> EPILEPSY
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air and Fire, this ability will heal the epilepsy affliction.

Asthma Heal the asthma affliction.
Syntax: HEAL <target> ASTHMA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air, this ability will heal the asthma affliction.

Endurance Give the blessing of increased endurance regeneration.
Syntax: BLESS <target> ENDURANCE
Extra Information: Channels: Earth
Fire
Water
Works on/against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Resource: 750 mana
Details:

This ability will grant the target adventurer increased endurance regeneration.

Stupidity Heal the stupidity affliction.
Syntax: HEAL <target> STUPIDITY
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Water, this ability will heal the stupidity affliction.

Vomiting Heal the vomiting affliction.
Syntax: HEAL <target> VOMITING
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Earth and Water, this ability will heal the vomiting affliction.

Weariness Heal the weariness affliction.
Syntax: HEAL <target> WEARINESS
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Fire, this ability will heal the weariness affliction.

Binding The magic of channel binding.
Syntax: BIND AIR/EARTH/FIRE/SPIRIT/WATER
BIND ALL
Works on/against: Self
Cooldown: 1.00 seconds of equilibrium
Resource: 150 mana
Details:

Like fortification, binding provides protection against losing your channels due to others attacking them. If a channel that is unfortified is attacked, binding will protect that channel a large percentage of the time. It has a willpower loss associated with it, however.

If you choose to BIND ALL, the mana and equilibrium costs will be what it costs for a single channel binding, multiplied by however many channels you have open.

Disrupt Wield elemental energy against your foes.
Syntax: DISRUPT <target> AIR/EARTH/FIRE/SPIRIT/WATER
Extra Information: Air: 200 mana and 2.50 seconds of healing
Earth: 200 mana and 2.20 seconds of healing
Fire 200 mana and 2.50 seconds of healing
Spirit: 200 mana and 2.50 seconds of healing
Water: 200 mana and 2.50 seconds of healing
Works on/against: Adventurers
Cooldown: Healing balance
Resource: Mana
Details:

With your mastery over the elements, you are able to utilise specific channels to disrupt your subject in various ways. Each channel will induce a different result:

AIR: attempts to SMOKE will drain the afflicted's mental reserves.
Earth: APPLYing salves will drain the afflicted's mana reserves.
FIRE: attempts to TOUCH tattoos will drain the afflicted's mana reserves.
WATER: DRINKing health elixirs will drain the afflicted's mana reserves.
SPIRIT: FOCUSing mind will cause the afflicted to be afflicted with further elemental disruptions.

Haemophilia Heal the haemophilia affliction.
Syntax: HEAL <target> HAEMOPHILIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Water, this ability will heal the haemophilia affliction.

Benediction Bless another with an Earth Spiritshield.
Syntax: BLESS <target> BENEDICTION
Extra Information: Channels: Earth
Fire
Water
Air
Spirit
Works on/against: Adventurers and self
Cooldown: Up to 9.50 seconds of equilibrium
Resource: 1000 mana
Details:

Bless an individual with a holy benediction, granting them all spiritshields and both willpower and endurance blessings at once. The more blessings granted (ones that are already present are ignored), the longer the recovery time of this ability.

Brokenlegs Heal the brokenlegs affliction.
Syntax: HEAL <target> BROKENRIGHTLEG
HEAL <target> BROKENLEFTLEG
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring an open channel to Air and Earth, this ability will heal the brokenlegs affliction.

Hypochondria Heal the hypochondria affliction.
Syntax: HEAL <target> HYPOCHONDRIA
Works on/against: Adventurers
Cooldown: 1.20 seconds of healing balance
Resource: 300 mana
Details:

Requiring open channels to Earth, Air, Fire, and Water, this ability will heal the hypochondria affliction.

Bedevil Channel your afflictions into a victim.
Syntax: BEDEVIL <target>
BEDEVIL
Extra Information: Channels: Air
Earth
Fire
Spirit
Water
Works on/against: Adventurers and self
Cooldown: 3.50 seconds of equilibrium
Resource: 1000 mana
Details:

Upon channeling all five elements, you will be able to focus your will upon a hapless victim, and channel your afflictions into him or her by corrupting the spirit channel. Further, as a result of doing this, some of your afflictions may be cured.

In addition, if no target is specified, you will gain a defence which will cause afflictions dealt against you to potentially strike down your aggressor as well.

Due to the nature of this ability, while you are protected by the defence you will be unable to employ your ability to heal afflictions with your elemental channels.

See also