Two Arts and Healing: Difference between pages

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The two "Arts" referred to are the '''Draw Art''' and the '''Blade Art'''. Vastly different to such techniques as [[Chivalry]] and [[Swashbuckling]], a master of the Two Arts kills a man more easily by drawing a sword from its sheath than by swinging a naked blade. Lucaine Pyramides is recorded as unsheathing his blade for only a second at a time in combat - killing people in single motions of his sword, the [[Three Moons]].
The '''Healing''' was a skill exclusive to the [[Priest]] [[class]]. In the year 793AF the [[Demigod]] [[Coelano]] rescued a wounded [[phoenix]] from [[Rhea]], Daughter of the [[Void]], and carried it to [[Targossas]]. The citizens were unable to restore the phoenix, however by anointing themselves with the ashes its spirit and song lives on through the [[Zeal]] skill which has since replaced Healing for the Priest class.


Originating in [[Kashar]] and most notably practised by the famed warrior [[Lucaine Pyramides]], the Two Arts is an enigmatic style of combat combining swordplay with techniques resembling the [[Kaido|kai]] energy used by [[monks]]. To be able to truly harness this skill, one must possess a unique blade; the smith [[Murad]] and the Hatha-yin maiden [[Kavaya]] will aid those who seek a blade of their own, and they can be located in an encampment east of [[Delos]].
The Healing arts granted practitioners access to the four physical [[element|elemental]] channels also utilised by [[Magi]] and [[Sylvan]] [[Elementalism|elementalists]], in addition to the unique fifth element of Spirit. Using these elemental forces, Priests could diagnose and cure themselves or others of [[afflictions]]. Sufficiently skilled Priests could also use the elements to bless other [[adventurers]] with Spiritshields, as well as enhanced regeneration of [[willpower]] and [[endurance]].


Another aspect of the Two Arts involves imbuing the blade with supernatural power, similar to the lost [[Templars|Templar]] ability of [[Bladefire]]. For example, the ability, "'''Desperate Angel'''", imbues one's blade with an individual's desperation, fear, anger, and rage, and sends them slashing through the opponent. This technique was performed by Pyramides on the [[serpent]] [[Lucius Errikale]] in the [[Battle of King's Tomb]] during the [[Wars of Succession]].
The Healing skill is no longer available to members of the Priest class. The [[Zeal]] skill now complements the skills of [[Spirituality]] and [[Devotion]].


The '''TwoArts''' skill is available to members of the [[Blademaster]] [[class]], along with [[Striking]] and [[Shindo]].
===Abilities in Healing===


==Abilities in Two Arts==
{{Skill_detail
{{Skill_detail
  |skill=Preparation
  |skill=Heal
  |description=A scabbard is as important as one's blade.
  |description=Heal yourself of your various afflictions.
  |lessons=
  |lessons=
  |syntax=POSITION SCABBARD
  |syntax=HEAL<br>HEAL ME <affliction>
  |required=
  |required=100 mana
  |target=
  |target=Self
|cooldown=3.50 seconds of equilibrium
|detail=Using this ability, you may either HEAL yourself of a random affliction, or heal yourself of specific ones.
}}
 
{{Skill_detail
|skill=Blindness
|description=Heal the blindness affliction.
|lessons=
|syntax=HEAL <target> BLINDNESS
|required=300 mana
|target=Adventurers
  |cooldown=
  |cooldown=
  |detail=A properly positioned scabbard is integral in drawing one's sword with ease, grace, and power.<br>Neglect your scabbard at your peril, for the First Art is useless without it.
  |detail=Requiring an open channel to Earth, this ability will heal the blindness affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Bladename
  |skill=Channel
  |description=Every sword is unique.
  |description=Open conduits to the Elemental Realms.
  |lessons=
  |lessons=
  |syntax=None
  |syntax=CHANNEL AIR/WATER/EARTH/FIRE<br>CHANNELS<br>SEVER AIR/WATER/EARTH/FIRE
|required=200 mana
|target=Self
|cooldown=1.50 seconds of equilibrium
|detail=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.
}}
 
{{Skill_detail
|skill=Diagnose
|description=Gain information about what ails you.
|lessons=
|syntax=DIAGNOSE/DIAG
  |required=
  |required=
  |target=
  |target=Self
  |cooldown=
  |cooldown=
  |detail=Every sword has a name, just as every sword has an owner; the first step towards mastery of the Two Arts is to learn this.<br>In order to gain your sword, seek out Kavaya near the Eastern Ithmia, east of the City of Delos.
  |detail=This ability will give you a list of the afflictions, if any, that are affecting you currently.
}}
 
{{Skill_detail
|skill=Paralysis
|description=Heal the paralysis affliction.
|lessons=
|syntax=HEAL <target> PARALYSIS
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Fire, this ability will heal the paralysis affliction.
}}
 
{{Skill_detail
|skill=Deafness
|description=Heal the deafness affliction.
|lessons=
|syntax=HEAL <target> DEAFNESS
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Air, this ability will heal the deafness affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Drawslash
  |skill=Fear
  |description=A single, measured slash.
  |description=Heal the fear affliction.
  |lessons=
  |lessons=
  |syntax=DRAWSLASH <target> [<body part>]
  |syntax=HEAL <target> FEAR
  |required=
  |required=
  |target=Adventurers and denizens
  |target=Adventurers
  |cooldown=2.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Draw your blade and aim a single slash at your target before resheathing.<br>With the Weaponry ability of TARGETING, this attack may optionally be targeted at a particular body part.
  |detail=Requiring an open channel to Water, this ability will heal the fear affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Gripping
  |skill=Succor
  |description=Clench your blade with an unshakable grip.
  |description=Heal and diagnose others.
  |lessons=
  |lessons=
  |syntax=GRIP<br>RELAX GRIP
  |syntax=DIAGNOSE/DIAG <target>
  |required=
  |required=
  |target=
  |target=Adventurers
  |cooldown=
  |cooldown=
  |detail=While using this ability, you will prevent items from being knocked out of your grip.
  |detail=This ability simply allows you to diagnose and heal others who are in your location.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Doya
  |skill=Spirit
  |description=Strike true with the slow might of the Earth stance.
  |description=The fifth element.
  |lessons=
  |lessons=
  |syntax=DOYA<br>UNSTANCE
  |syntax=CHANNEL SPIRIT
  |required=
|required=200 mana
  |target=
|target=Self
  |cooldown=2.00 seconds of balance
|cooldown=1.50 seconds of equilibrium
  |detail=Stance: Earth<br>Ever steady underfoot, the Earth is a fixture of steadfast might. This strong, grounded stance favours sure strikes, granting a moderate increase to damage and accuracy at the cost of speed.
|detail=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.
}}
 
{{Skill_detail
|skill=Confusion
|description=Heal the confusion affliction.
|lessons=
|syntax=HEAL <target> CONFUSION
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Fire, this ability will heal the confusion affliction.
}}
 
{{Skill_detail
|skill=Insomnia
|description=Heal the insomnia affliction.
|lessons=
|syntax=HEAL <target> INSOMNIA
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Air, this ability will heal the insomnia affliction.
}}
 
{{Skill_detail
|skill=Frostshield
|description=Bless another with a Frost Spiritshield.
|lessons=
|syntax=BLESS <target> SPIRITSHIELD FROST
  |required=750 mana
  |target=Adventurers and self
  |cooldown=4.00 seconds of equilibrium
  |detail=Channels: Air and Water<br>The first of the spiritshield abilities, this one gives the target some protection against cold.
}}
 
{{Skill_detail
|skill=Slickness
|description=Heal the slickness affliction.
|lessons=
|syntax=HEAL <target> SLICKNESS
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Earth, this ability will heal the slickness affliction.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Raze
  |skill=Serendipity
  |description=Cleave through defensive auras.
  |description=You know where you are needed.
  |lessons=
  |lessons=
  |syntax=RAZE <target> [ [[magical shield|SHIELD]]{{!}}[[aura of weapons rebounding|REBOUNDING]]]
  |syntax=HEAL SERENDIPITY <affliction> [conditions]<br>PERFORM HANDS SERENDIPITY <conditions><br>ANGEL AURA SERENDIPITY <conditions>
  |required=
  |required=
  |target=Adventurers and denizens
  |target=Adventurers
  |cooldown=2.00 seconds of balance
  |cooldown=
  |detail=With raze, your sword will become a weapon of destruction, attacking the defences of your enemies that serve to keep your weapons out.
  |detail=As a healer of the faithful, you know precisely who most needs your aide at any singular moment. You may specify a list of conditions for the HEAL, ANGEL AURA, or HANDS abilities, and heal the ally visible to you that most meets your specified criteria.<br><br>Conditions you may specify are HEALTH, MANA, UNSHIELDED, and affliction names. For instance:<br>HEAL SERENDIPITY ASTHMA will heal an ally in your local area with asthma.<br>HEAL SERENDIPITY ASTHMA AND SLICKNESS AND ANOREXIA will heal an ally in your local area with all three afflictions: people with just asthma will be ignored.<br>HEAL SERENDIPITY ASTHMA AND HEALTH will heal the person who has asthma and the lowest health in your local area.<br>PERFORM HANDS SERENDIPITY HEALTH will lay hands upon the ally with the lowest health in your current room.<br>PERFORM HANDS SERENDIPITY HEALTH AND UNSHIELDED will lay hands upon the person with the lowest health and who lacks a shield in your current room.<br>PERFORM HANDS SERENDIPITY ASTHMA AND SLICKNESS AND ANOREXIA OR AEON will lay hands upon a person who has asthma, anorexia and slickness, or someone who has just aeon.<br>ANGEL AURA SERENDIPITY will perform angel aura on an ally who lacks a magical shield. The unshielded condition is implicit in this case.<br>ANGEL AURA SERENDIPITY HEALTH will perform angel aura on an ally who lacks a magical shield and is on the lowest health.<br>ANGEL AURA SERENDIPITY MANA will perform angel aura on an ally who is unshielded and on the lowest mana.<br><br>Note that lowest health and mana do not exclude those on full health or mana.    
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Armslash
  |skill=Stuttering
  |description=Cut across the arms.
  |description=Heal the stuttering affliction.
  |lessons=
  |lessons=
  |syntax=ARMSLASH <target> [LEFT{{!}}RIGHT]
  |syntax=HEAL <target> STUTTERING
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Draw and slash your blade across the arms of your enemy from either left or right. Such an attack will strike both arms in immediate succession, the second with less force than the first.
  |detail=Requiring an open channel to Fire, this ability will heal the stuttering affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Engage
  |skill=Paranoia
  |description=Lash out at a cowardly foe.
  |description=Heal the paranoia affliction.
  |lessons=
  |lessons=
  |syntax=ENGAGE <target><br>DISENGAGE [<target>]
  |syntax=HEAL <target> PARANOIA
  |required=50 mana and mana drain
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.00 seconds of equilibrium
  |cooldown=1.20 seconds of healing balance
  |detail=There is nothing more despicable and dishonourable than a coward, and this ability will allow you to punish cowards, as is their due. Once you have engaged an adventurer, if he is otherwise unhindered and tries to leave the room, you will get in an extra strike, whether you have equilibrium and balance or not.<br>This ability may be initiated if off balance.
  |detail=Requiring an open channel to Earth and Water, this ability will heal the paranoia affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Discernment
  |skill=Shyness
  |description=Quickly assess an opponent's wounds.
  |description=Heal the shyness affliction.
  |lessons=
  |lessons=
  |syntax=DISCERN <target>
  |syntax=HEAL <target> SHYNESS
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Earth, this ability will heal the shyness affliction.
}}
{{Skill_detail
|skill=Fortification
|description=Protect your open channels from attack.
|lessons=
|syntax=FORTIFY <channel><br>FORTIFY ALL
|required=100 mana
|target=Self
  |cooldown=1.00 seconds of equilibrium
  |cooldown=1.00 seconds of equilibrium
  |detail=With a keen and practised eye, discern the severity of any bleeding wounds your opponent may endure.
  |detail=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.<br>If you choose to fortify all, the mana and equilibrium costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.
}}
 
{{Skill_detail
|skill=Hallucinations
|description=Heal the hallucinations affliction.
|lessons=
|syntax=HEAL <target> HALLUCINATIONS
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Earth, this ability will heal the hallucinations affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Legslash
  |skill=Generosity
  |description=Slash across the legs.
  |description=Heal the generosity affliction.
  |lessons=
  |lessons=
  |syntax=LEGSLASH <target> [LEFT{{!}}RIGHT]
  |syntax=HEAL <target> GENEROSITY
  |required=
  |required=
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Draw and slash your blade across the legs of your enemy from either left or right. This horizontal attack will strike both legs in immediate succession, the second less powerfully than the first.
  |detail=Requiring an open channel to Earth, this ability will heal the generosity affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Thyr
  |skill=Loneliness
  |description=The whirling Wind stance neglects power for speed.
  |description=Heal the loneliness affliction.
  |lessons=
  |lessons=
  |syntax=THYR<br>UNSTANCE
  |syntax=HEAL <target> LONELINESS
  |required=
  |required=300 mana
  |target=
  |target=Adventurers
  |cooldown=2.00 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Stance: Air<br>Unceasing and all-pervasive, the Wind flows and soars invisibly and unpredictably. This graceful stance permits somewhat greater speed and accuracy of attack, but blows dealt will be significantly less powerful.
  |detail=Requiring an open channel to Air and Water, this ability will heal the loneliness affliction.
}}
 
{{Skill_detail
|skill=Impatience
|description=Heal the impatience affliction.
|lessons=
|syntax=HEAL <target> IMPATIENCE
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Fire, this ability will heal the impatience affliction.
}}
 
{{Skill_detail
|skill=Lapsingconsciousness
|description=Heal the lapsingconsciousness affliction.
|lessons=
|syntax=HEAL <target> LAPSINGCONSCIOUSNESS
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Earth and Fire, this ability will heal the lapsingconsciousness affliction.
}}
 
{{Skill_detail
|skill=Willpower
|description=Give the blessing of increased willpower regeneration.
|lessons=
|syntax=BLESS <target> WILLPOWER
|required=750 mana
|target=Adventurers and self
|cooldown=4.00 seconds of equilibrium
|detail=This ability will grant the target adventurer increased willpower regeneration.
}}
 
{{Skill_detail
|skill=Claustrophobia
|description=Heal the claustrophobia affliction.
|lessons=
|syntax=HEAL <target> CLAUSTROPHOBIA
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Fire and Water, this ability will heal the claustrophobia affliction.
}}
 
{{Skill_detail
|skill=Vertigo
|description=Heal the vertigo affliction.
|lessons=
|syntax=HEAL <target> VERTIGO
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Earth and Fire, this ability will heal the vertigo affliction.
}}
 
{{Skill_detail
|skill=Sensitivity
|description=Heal the sensitivity affliction.
|lessons=
|syntax=HEAL <target> SENSITIVITY
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring open channels to Earth, Fire, and Water, this ability will heal the sensitivity affliction.
}}
 
{{Skill_detail
|skill=Dizziness
|description=Heal the dizziness affliction.
|lessons=
|syntax=HEAL <target> DIZZINESS
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Water, this ability will heal the dizziness affliction.
}}
 
{{Skill_detail
|skill=Brokenarms
|description=Heal the brokenarms affliction.
|lessons=
|syntax=HEAL <target> BROKENRIGHTARM<br>HEAL <target> BROKENLEFTARM
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Earth, this ability will heal the brokenarms affliction.
}}
 
{{Skill_detail
|skill=Thermalshield
|description=Bless another with a Thermal Spiritshield.
|lessons=
|syntax=BLESS <target> SPIRITSHIELD THERMAL
|required=750 mana
|target=Adventurers and self
|cooldown=4.00 seconds of equilibrium
|detail=Channels: Fire and Spirit<br>Gives the target adventurer some protection against fire damage.
}}
 
{{Skill_detail
|skill=Dementia
|description=Heal the dementia affliction.
|lessons=
|syntax=HEAL <target> DEMENTIA
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Fire, this ability will heal the dementia affliction.
}}
 
{{Skill_detail
|skill=Clumsiness
|description=Heal the clumsiness affliction.
|lessons=
|syntax=HEAL <target> CLUMSINESS
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Air and Water, this ability will heal the clumsiness affliction.
}}
 
{{Skill_detail
|skill=Burning
|description=Heal the burning affliction.
|lessons=
|syntax=HEAL <target> BURNING
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Impale
  |skill=Recklessness
  |description= Drive your blade straight through your target.
  |description=Heal the recklessness affliction.
  |lessons=
  |lessons=
  |syntax=IMPALE <target><br>WITHDRAW BLADE
  |syntax=HEAL <target> RECKLESSNESS
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.40 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move.
  |detail=Requiring an open channel to Water, this ability will heal the recklessness affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Centreslash
  |skill=Anorexia
  |description=Carve up or down across the head and chest.
  |description=Heal the anorexia affliction.
  |lessons=
  |lessons=
  |syntax=CENTRESLASH <target> [UP{{!}}DOWN]
  |syntax=HEAL <target> ANOREXIA
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Draw your blade and slash your enemy with a rising or falling vertical blow. This attack will strike your foe's head and torso in succession, depending on from which direction the blow comes, dealing less damage to the second area struck.
  |detail=Requiring an open channel to Earth and Air, this ability will heal the anorexia affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Balanceslash
  |skill=Agoraphobia
  |description=Drive your enemy back with a balanced slash.
  |description=Heal the agoraphobia affliction.
  |lessons=
  |lessons=
  |syntax=BALANCESLASH <target>
  |syntax=HEAL <target> AGORAPHOBIA
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.10 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=This powerful, measured blow will drive your target back, knocking them off-balance.
  |detail=Requiring an open channel to Air and Fire, this ability will heal the agoraphobia affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Infusefire
  |skill=Earthshield
  |description=Wreathe your blade in crackling flame.
  |description=Bless another with an Earth Spiritshield.
  |lessons=
  |lessons=
  |syntax=INFUSE FIRE
  |syntax=BLESS <target> SPIRITSHIELD EARTH
  |required=5 Shin energy
  |required=750 mana
  |target=
  |target=Adventurers and self
  |cooldown=
  |cooldown=4.00 seconds of equilibrium
  |detail=By channelling accumulated Shin energy into your sword, you may heat your blade to a scorching temperature. A weapon so empowered will burn as fire the next time it is drawn, potentially setting your target ablaze. If a target is already ablaze, extra damage may be dealt.<br>** Your blade may only be infused with one element at a time.
  |detail=Channels: Earth and Spirit<br>Perhaps the finest of the spiritshield abilities, this will offer protection against both cutting and blunt physical damage.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Pommelstrike
  |skill=Disloyalty
  |description=Deliver a stunning blow with the hilt of your sword.
  |description=Heal the disloyalty affliction.
  |lessons=
  |lessons=
  |syntax=POMMELSTRIKE <target>
  |syntax=HEAL <target> DISLOYALTY
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=1.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Drive the pommel of your blade into your opponent's skull, delivering a swift and accurate blow.
  |detail=Requiring an open channel to Fire and Water, this ability will heal the disloyalty affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Mir
  |skill=Hypersomnia
  |description=The adaptive Water stance favours defence.
  |description=Heal the hypersomnia affliction.
  |lessons=
  |lessons=
  |syntax=MIR<br>UNSTANCE
  |syntax=HEAL <target> HYPERSOMNIA
  |required=
  |required=300 mana
  |target=
  |target=Adventurers
  |cooldown=2.00 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Stance: Water<br>Patient and unchanging, yielding yet impervious, Water is supremely adaptive to its surroundings. This flowing stance is slow to attack but affords tremendous physical defence.
  |detail=Requiring an open channel to Air and Water, this ability will heal the hypersomnia affliction.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Predict
  |skill=Darkshade
  |description=Know yourself, know your foe.
  |description=Heal the darkshade affliction.
  |lessons=
  |lessons=
  |syntax=PREDICT <target>
  |syntax=HEAL <target> DARKSHADE
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=
  |cooldown=1.20 seconds of healing balance
  |detail=The trained blademaster shall be able to assess the state of a foe's limbs with a single glance.
  |detail=Requiring an open channel to Earth and Fire, this ability will heal the darkshade affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Bladesuicide
  |skill=Simultaneity
  |description=If death must come, be it by your own blade.
  |description=Parallel channeling.
  |lessons=
  |lessons=
  |syntax=BLADESUICIDE
  |syntax=SIMULTANEITY
  |required=
  |required=1000 mana
  |target=Self
  |target=Self
  |cooldown=
  |cooldown=4.00 seconds of equilibrium
  |detail=In the direst of circumstances, so long as you still keep your blade, your life remains in your own hands. By driving your sword through your own heart, you may bring immediate death.
  |detail=Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, Fire, and Spirit realms.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Retaliationstrike
  |skill=Masochism
  |description=Unleash a fierce strike against your attacker.
  |description=Heal the masochism affliction.
  |lessons=
  |lessons=
  |syntax=RETALIATION[STRIKE] [ON{{!}}OFF]
  |syntax=HEAL <target> MASOCHISM
  |required=
  |required=300 mana
  |target=
  |target=Adventurers
  |cooldown=2.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Prepare yourself to strike back against your foes. Any time a physical blow is struck against you, you have a chance to loose your blade upon your attacker in retaliation.
  |detail=Requiring an open channel to Air and Fire, this ability will heal the masochism affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Infuselightning
  |skill=Lash
  |description=Command lightning into your sword.
  |description=Turn your spirit channel against them.
  |lessons=
  |lessons=
  |syntax=INFUSE LIGHTNING
  |syntax=SPIRITLASH <target>
  |required=5 Shin energy
  |required=150 mana
  |target=
  |target=Adventurers
  |cooldown=
  |cooldown=2.50 seconds of healing balance
  |detail=By channelling accumulated Shin energy into your sword, you may charge your blade with volatile electrical currents. A weapon so empowered will strike as lightning the next time it is drawn, and shall cause your foe's muscles to lock up in clumsiness.<br>** Your blade may only be infused with one element at a time.
  |detail=By turning your healing powers against an enemy of creation that labours under a specific elemental disruption, you may cause them to suffer various maladictions.<br>Air: the target shall be afflicted with asthma.<br>Water: the target shall be afflicted with addiction.<br>Earth: one of the target's unbroken limbs shall break.<br>Fire: the target shall be afflicted with sensitivity.<br>Spirit: if all elemental disruptions including spirit are weakening the target, this will cause them to suffer under a short-lived inquisition. If they already labour under an inquisition, they shall be afflicted with visions from hell.  
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Bladetwist
  |skill=Epilepsy
  |description=Torment an impaled foe.
  |description=Heal the epilepsy affliction.
  |lessons=
  |lessons=
  |syntax=BLADETWIST
  |syntax=HEAL <target> EPILEPSY
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=1.00 second of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Should your enemy be impaled upon your sword, you may twist the blade, gouging through their innards and letting a torrent of blood.
  |detail=Requiring an open channel to Air and Fire, this ability will heal the epilepsy affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Arash
  |skill=Asthma
  |description=Aggressive and powerful, the Fire stance is one of attack.
  |description=Heal the asthma affliction.
  |lessons=
  |lessons=
  |syntax=ARASH<br>UNSTANCE
  |syntax=HEAL <target> ASTHMA
  |required=
  |required=300 mana
  |target=
  |target=Adventurers
  |cooldown=2.00 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Stance: Fire<br>Flickering and ephemeral, Fire manifests in the weaving, surging flame and the overwhelming force of sudden combustion. Blows struck from this reckless, offensively focused stance will deal significantly more damage, with more speed, but you will be more vulnerable to attacks.
  |detail=Requiring an open channel to Air, this ability will heal the asthma affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Infuseice
  |skill=Endurance
  |description=Suffuse your blade with ice.
  |description=Give the blessing of increased endurance regeneration.
  |lessons=
  |lessons=
  |syntax=INFUSE ICE
  |syntax=BLESS <target> ENDURANCE
  |required=5 Shin energy
  |required=750 mana
  |target=
  |target=Adventurers and self
  |cooldown=
  |cooldown=4.00 seconds of equilibrium
  |detail=By channelling accumulated Shin energy into your sword, you may chill your blade to a glacial state. A weapon so empowered will strike as ice the next time it is drawn, and may freeze your target into inaction.<br>** Your blade may only be infused with one element at a time.
  |detail=Channels: Earth, Fire and Water<br>This ability will grant the target adventurer increased endurance regeneration.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Multislash
  |skill=Stupidity
  |description=Spill blood with a succession of slashes.
  |description=Heal the stupidity affliction.
  |lessons=
  |lessons=
  |syntax=MULTISLASH <target>
  |syntax=HEAL <target> STUPIDITY
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=4.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=By compounding your focus, you may slash your target thrice in a single, continuous motion. Such an attack will deal more damage and draw more blood than a lesser slash, but not permit an accompanying strike.
  |detail=Requiring an open channel to Water, this ability will heal the stupidity affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Compassslash
  |skill=Vomiting
  |description=Send their blood to the points of the compass.
  |description=Heal the vomiting affliction.
  |lessons=
  |lessons=
  |syntax=COMPASSSLASH <target> <direction>
  |syntax=HEAL <target> VOMITING
  |required=
|required=Adventurers
|target=300 mana
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Earth and Water, this ability will heal the vomiting affliction.
}}
 
{{Skill_detail
|skill=Weariness
|description=Heal the weariness affliction.
|lessons=
|syntax=HEAL <target> WEARINESS
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.50 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Draw and slash your target from one of the cardinal directions, causing more bleeding than a lesser slash.<br><br>The points of the compass:<br>
  |detail=Requiring an open channel to Fire, this ability will heal the weariness affliction.
  <table cellspacing="0" cellpadding="0">
  <tr><td style='text-align:right'>NORTH:</td><td>head</td></tr>
  <tr><td style='text-align:right'>EAST:</td><td>left arm</td></tr>
  <tr><td style='text-align:right'>SOUTHEAST:</td><td>left leg</td></tr>
  <tr><td style='text-align:right'>SOUTH:</td><td>torso</td></tr>
  <tr><td style='text-align:right'>SOUTHWEST:</td><td>right leg</td></tr>
  <tr><td style='text-align:right'>WEST:</td><td>right arm</td></tr>
  </table>
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Infusevoid
  |skill=Binding
  |description=Wield the Void and your sword as one.
  |description=The magic of channel binding.
  |lessons=
  |lessons=
  |syntax=INFUSE VOID
  |syntax=BIND AIR/EARTH/FIRE/SPIRIT/WATER<br>BIND ALL
  |required=5 Shin energy
  |required=150 mana
  |target=
  |target=Self
  |cooldown=
  |cooldown=1.00 seconds of equilibrium
  |detail=By channelling accumulated Shin energy into your sword, you may fold the recondite power of the Void about your blade. A weapon so empowered will flow as a shadow the next time it is drawn, carving through armour and other physical protections as if a tool of magic, and may negate one of your opponent's defences.<br>** Your blade may only be infused with one element at a time.
  |detail=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.<br><br>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.
}}
 
{{Skill_detail
|skill=Disrupt
|description=Wield elemental energy against your foes.
|lessons=
|syntax=DISRUPT <target> AIR/EARTH/FIRE/SPIRIT/WATER
|required=200 mana
|target=Adventurers
|cooldown=2.50 seconds of healing
|detail=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: seeing visions via hellsight will drain the sufferer in both body and mind.<br>Earth: APPLYing salves will drain the afflicted's mana reserves.<br>FIRE: attempts to TOUCH tattoos will drain the afflicted's mana<br>WATER: DRINKing health elixirs will drain the afflicted's mana reserves.<br>SPIRIT: FOCUSing mind will cause the afflicted to be afflicted with further elemental disruptions.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Impaleslash
  |skill=Haemophilia
  |description=Let their blood flow freely.
  |description=Heal the haemophilia affliction.
  |lessons=
  |lessons=
  |syntax=IMPALESLASH
  |syntax=HEAL <target> HAEMOPHILIA
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=2.00 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=When an opponent writhes impaled upon your blade, with this technique you may carve through vital organs, causing severe internal bleeding and hampering your enemy's ability to clot their wounds.
  |detail=Requiring an open channel to Water, this ability will heal the haemophilia affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Sanya
  |skill=Benediction
  |description=The total focus of the Void stance amplifies inner power.
  |description=Call forth an aegis of protection.
  |lessons=
  |lessons=
  |syntax=SANYA<br>UNSTANCE
  |syntax=BLESS <target{!}ME> BENEDICTION
  |required=
  |required=
  |target=
  |target=Adventurers and self
  |cooldown=2.00 seconds of balance
  |cooldown=
  |detail=Stance: Void<br>Empty of all things, Void is absolute nothingness without boundary or end. The clarity gained by driving away thought, and by freeing your mind of distraction, in contemplation of Void, will enhance your connection with your physical form. Striking from this stance will yield more Shin energy, and less will be consumed by most abilities.
  |detail=Channels: fire, earth, water, air, and spirit.<br>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.
}}
 
{{Skill_detail
|skill=Brokenlegs
|description=Heal the brokenlegs affliction.
|lessons=
|syntax=HEAL <target> BROKENRIGHTLEG<br>HEAL <target> BROKENLEFTLEG
|required=300 mana
|target=Adventurers
|cooldown=1.20 seconds of healing balance
|detail=Requiring an open channel to Air and Earth, this ability will heal the brokenlegs affliction.
}}
}}


{{Skill_detail
{{Skill_detail
  |skill=Brokenstar
  |skill=Hypochondria
  |description=Draw the broken star across your foe.
  |description=Heal the hypochondria affliction.
  |lessons=
  |lessons=
  |syntax=BROKENSTAR <target>
  |syntax=HEAL <target> HYPOCHONDRIA
  |required=
  |required=300 mana
  |target=Adventurers
  |target=Adventurers
  |cooldown=3.00 seconds of balance
  |cooldown=1.20 seconds of healing balance
  |detail=Unleash the fatal fury of a master swordsman by carving the broken star. In the sanguinary heat of battle, when your opponent's bleeding reaches a suitably profuse intensity, let your blade guide your hand as four perfect, precise strokes cut free their soul.
  |detail=Requiring open channels to Earth, Air, Fire, and Water, this ability will heal the hypochondria affliction.
}}
 
{{Skill_detail
|skill=Bedevil
|description=Channel your afflictions into a victim.
|lessons=
|syntax=BEDEVIL <target><br>BEDEVIL
|required=1000 mana
|target=Adventurers and self
|cooldown=3.50 seconds of equilibrium
|detail=Channels: fire, earth, water, air, and spirit.<br>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.<br><br> 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.<br><br>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.
}}
}}


[[Category:Skills]][[Category:Edit needed]]
[[Category:Skills]]

Revision as of 12:18, 23 February 2019

The Healing was a skill exclusive to the Priest class. In the year 793AF the Demigod Coelano rescued a wounded phoenix from Rhea, Daughter of the Void, and carried it to Targossas. The citizens were unable to restore the phoenix, however by anointing themselves with the ashes its spirit and song lives on through the Zeal skill which has since replaced Healing for the Priest class.

The Healing arts granted practitioners 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 could diagnose and cure themselves or others of afflictions. Sufficiently skilled Priests could also use the elements to bless other adventurers with Spiritshields, as well as enhanced regeneration of willpower and endurance.

The Healing skill is no longer available to members of the Priest class. The Zeal skill now complements the skills of Spirituality and Devotion.

Abilities in Healing

Heal Heal yourself of your various afflictions.
Syntax: HEAL
HEAL ME <affliction>
Required: 100 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 3.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability, you may either HEAL yourself of a random affliction, or heal yourself of specific ones.
Note: {{{note}}}
Blindness Heal the blindness affliction.
Syntax: HEAL <target> BLINDNESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the blindness affliction.
Note: {{{note}}}
Channel Open conduits to the Elemental Realms.
Syntax: CHANNEL AIR/WATER/EARTH/FIRE
CHANNELS
SEVER AIR/WATER/EARTH/FIRE
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Diagnose Gain information about what ails you.
Syntax: DIAGNOSE/DIAG
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will give you a list of the afflictions, if any, that are affecting you currently.
Note: {{{note}}}
Paralysis Heal the paralysis affliction.
Syntax: HEAL <target> PARALYSIS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the paralysis affliction.
Note: {{{note}}}
Deafness Heal the deafness affliction.
Syntax: HEAL <target> DEAFNESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air, this ability will heal the deafness affliction.
Note: {{{note}}}
Fear Heal the fear affliction.
Syntax: HEAL <target> FEAR
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the fear affliction.
Note: {{{note}}}
Succor Heal and diagnose others.
Syntax: DIAGNOSE/DIAG <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability simply allows you to diagnose and heal others who are in your location.
Note: {{{note}}}
Spirit The fifth element.
Syntax: CHANNEL SPIRIT
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Confusion Heal the confusion affliction.
Syntax: HEAL <target> CONFUSION
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the confusion affliction.
Note: {{{note}}}
Insomnia Heal the insomnia affliction.
Syntax: HEAL <target> INSOMNIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air, this ability will heal the insomnia affliction.
Note: {{{note}}}
Frostshield Bless another with a Frost Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD FROST
Required: 750 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channels: Air and Water
The first of the spiritshield abilities, this one gives the target some protection against cold.
Note: {{{note}}}
Slickness Heal the slickness affliction.
Syntax: HEAL <target> SLICKNESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the slickness affliction.
Note: {{{note}}}
Serendipity You know where you are needed.
Syntax: HEAL SERENDIPITY <affliction> [conditions]
PERFORM HANDS SERENDIPITY <conditions>
ANGEL AURA SERENDIPITY <conditions>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: As a healer of the faithful, you know precisely who most needs your aide at any singular moment. You may specify a list of conditions for the HEAL, ANGEL AURA, or HANDS abilities, and heal the ally visible to you that most meets your specified criteria.

Conditions you may specify are HEALTH, MANA, UNSHIELDED, and affliction names. For instance:
HEAL SERENDIPITY ASTHMA will heal an ally in your local area with asthma.
HEAL SERENDIPITY ASTHMA AND SLICKNESS AND ANOREXIA will heal an ally in your local area with all three afflictions: people with just asthma will be ignored.
HEAL SERENDIPITY ASTHMA AND HEALTH will heal the person who has asthma and the lowest health in your local area.
PERFORM HANDS SERENDIPITY HEALTH will lay hands upon the ally with the lowest health in your current room.
PERFORM HANDS SERENDIPITY HEALTH AND UNSHIELDED will lay hands upon the person with the lowest health and who lacks a shield in your current room.
PERFORM HANDS SERENDIPITY ASTHMA AND SLICKNESS AND ANOREXIA OR AEON will lay hands upon a person who has asthma, anorexia and slickness, or someone who has just aeon.
ANGEL AURA SERENDIPITY will perform angel aura on an ally who lacks a magical shield. The unshielded condition is implicit in this case.
ANGEL AURA SERENDIPITY HEALTH will perform angel aura on an ally who lacks a magical shield and is on the lowest health.
ANGEL AURA SERENDIPITY MANA will perform angel aura on an ally who is unshielded and on the lowest mana.

Note that lowest health and mana do not exclude those on full health or mana.
Note: {{{note}}}
Stuttering Heal the stuttering affliction.
Syntax: HEAL <target> STUTTERING
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the stuttering affliction.
Note: {{{note}}}
Paranoia Heal the paranoia affliction.
Syntax: HEAL <target> PARANOIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Water, this ability will heal the paranoia affliction.
Note: {{{note}}}
Shyness Heal the shyness affliction.
Syntax: HEAL <target> SHYNESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the shyness affliction.
Note: {{{note}}}
Fortification Protect your open channels from attack.
Syntax: FORTIFY <channel>
FORTIFY ALL
Required: 100 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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 equilibrium costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.
Note: {{{note}}}
Hallucinations Heal the hallucinations affliction.
Syntax: HEAL <target> HALLUCINATIONS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the hallucinations affliction.
Note: {{{note}}}
Generosity Heal the generosity affliction.
Syntax: HEAL <target> GENEROSITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the generosity affliction.
Note: {{{note}}}
Loneliness Heal the loneliness affliction.
Syntax: HEAL <target> LONELINESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Water, this ability will heal the loneliness affliction.
Note: {{{note}}}
Impatience Heal the impatience affliction.
Syntax: HEAL <target> IMPATIENCE
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the impatience affliction.
Note: {{{note}}}
Lapsingconsciousness Heal the lapsingconsciousness affliction.
Syntax: HEAL <target> LAPSINGCONSCIOUSNESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Fire, this ability will heal the lapsingconsciousness affliction.
Note: {{{note}}}
Willpower Give the blessing of increased willpower regeneration.
Syntax: BLESS <target> WILLPOWER
Required: 750 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will grant the target adventurer increased willpower regeneration.
Note: {{{note}}}
Claustrophobia Heal the claustrophobia affliction.
Syntax: HEAL <target> CLAUSTROPHOBIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire and Water, this ability will heal the claustrophobia affliction.
Note: {{{note}}}
Vertigo Heal the vertigo affliction.
Syntax: HEAL <target> VERTIGO
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Fire, this ability will heal the vertigo affliction.
Note: {{{note}}}
Sensitivity Heal the sensitivity affliction.
Syntax: HEAL <target> SENSITIVITY
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring open channels to Earth, Fire, and Water, this ability will heal the sensitivity affliction.
Note: {{{note}}}
Dizziness Heal the dizziness affliction.
Syntax: HEAL <target> DIZZINESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the dizziness affliction.
Note: {{{note}}}
Brokenarms Heal the brokenarms affliction.
Syntax: HEAL <target> BROKENRIGHTARM
HEAL <target> BROKENLEFTARM
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the brokenarms affliction.
Note: {{{note}}}
Thermalshield Bless another with a Thermal Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD THERMAL
Required: 750 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channels: Fire and Spirit
Gives the target adventurer some protection against fire damage.
Note: {{{note}}}
Dementia Heal the dementia affliction.
Syntax: HEAL <target> DEMENTIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the dementia affliction.
Note: {{{note}}}
Clumsiness Heal the clumsiness affliction.
Syntax: HEAL <target> CLUMSINESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Water, this ability will heal the clumsiness affliction.
Note: {{{note}}}
Burning Heal the burning affliction.
Syntax: HEAL <target> BURNING
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details:
Note: {{{note}}}
Recklessness Heal the recklessness affliction.
Syntax: HEAL <target> RECKLESSNESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the recklessness affliction.
Note: {{{note}}}
Anorexia Heal the anorexia affliction.
Syntax: HEAL <target> ANOREXIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Air, this ability will heal the anorexia affliction.
Note: {{{note}}}
Agoraphobia Heal the agoraphobia affliction.
Syntax: HEAL <target> AGORAPHOBIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Fire, this ability will heal the agoraphobia affliction.
Note: {{{note}}}
Earthshield Bless another with an Earth Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD EARTH
Required: 750 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channels: Earth and Spirit
Perhaps the finest of the spiritshield abilities, this will offer protection against both cutting and blunt physical damage.
Note: {{{note}}}
Disloyalty Heal the disloyalty affliction.
Syntax: HEAL <target> DISLOYALTY
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire and Water, this ability will heal the disloyalty affliction.
Note: {{{note}}}
Hypersomnia Heal the hypersomnia affliction.
Syntax: HEAL <target> HYPERSOMNIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Water, this ability will heal the hypersomnia affliction.
Note: {{{note}}}
Darkshade Heal the darkshade affliction.
Syntax: HEAL <target> DARKSHADE
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Fire, this ability will heal the darkshade affliction.
Note: {{{note}}}
Simultaneity Parallel channeling.
Syntax: SIMULTANEITY
Required: 1000 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, Fire, and Spirit realms.
Note: {{{note}}}
Masochism Heal the masochism affliction.
Syntax: HEAL <target> MASOCHISM
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Fire, this ability will heal the masochism affliction.
Note: {{{note}}}
Lash Turn your spirit channel against them.
Syntax: SPIRITLASH <target>
Required: 150 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By turning your healing powers against an enemy of creation that labours under a specific elemental disruption, you may cause them to suffer various maladictions.
Air: the target shall be afflicted with asthma.
Water: the target shall be afflicted with addiction.
Earth: one of the target's unbroken limbs shall break.
Fire: the target shall be afflicted with sensitivity.
Spirit: if all elemental disruptions including spirit are weakening the target, this will cause them to suffer under a short-lived inquisition. If they already labour under an inquisition, they shall be afflicted with visions from hell.
Note: {{{note}}}
Epilepsy Heal the epilepsy affliction.
Syntax: HEAL <target> EPILEPSY
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Fire, this ability will heal the epilepsy affliction.
Note: {{{note}}}
Asthma Heal the asthma affliction.
Syntax: HEAL <target> ASTHMA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air, this ability will heal the asthma affliction.
Note: {{{note}}}
Endurance Give the blessing of increased endurance regeneration.
Syntax: BLESS <target> ENDURANCE
Required: 750 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channels: Earth, Fire and Water
This ability will grant the target adventurer increased endurance regeneration.
Note: {{{note}}}
Stupidity Heal the stupidity affliction.
Syntax: HEAL <target> STUPIDITY
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the stupidity affliction.
Note: {{{note}}}
Vomiting Heal the vomiting affliction.
Syntax: HEAL <target> VOMITING
Required: Adventurers
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: 300 mana
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Water, this ability will heal the vomiting affliction.
Note: {{{note}}}
Weariness Heal the weariness affliction.
Syntax: HEAL <target> WEARINESS
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the weariness affliction.
Note: {{{note}}}
Binding The magic of channel binding.
Syntax: BIND AIR/EARTH/FIRE/SPIRIT/WATER
BIND ALL
Required: 150 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Disrupt Wield elemental energy against your foes.
Syntax: DISRUPT <target> AIR/EARTH/FIRE/SPIRIT/WATER
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of healing
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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: seeing visions via hellsight will drain the sufferer in both body and mind.
Earth: APPLYing salves will drain the afflicted's mana reserves.
FIRE: attempts to TOUCH tattoos will drain the afflicted's mana
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.

Note: {{{note}}}
Haemophilia Heal the haemophilia affliction.
Syntax: HEAL <target> HAEMOPHILIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the haemophilia affliction.
Note: {{{note}}}
Benediction Call forth an aegis of protection.
Syntax: BLESS <target{!}ME> BENEDICTION
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channels: fire, earth, water, air, and spirit.
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.
Note: {{{note}}}
Brokenlegs Heal the brokenlegs affliction.
Syntax: HEAL <target> BROKENRIGHTLEG
HEAL <target> BROKENLEFTLEG
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Earth, this ability will heal the brokenlegs affliction.
Note: {{{note}}}
Hypochondria Heal the hypochondria affliction.
Syntax: HEAL <target> HYPOCHONDRIA
Required: 300 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring open channels to Earth, Air, Fire, and Water, this ability will heal the hypochondria affliction.
Note: {{{note}}}
Bedevil Channel your afflictions into a victim.
Syntax: BEDEVIL <target>
BEDEVIL
Required: 1000 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 3.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Channels: fire, earth, water, air, and spirit.
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.
Note: {{{note}}}