Heal/Harm (1101): Difference between revisions
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| mnemonic = HEAL |
| mnemonic = HEAL |
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| duration = Instantaneous |
| duration = Instantaneous |
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| type = |
| type = Healing |
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| subtype = Healing & Attack |
| subtype = Healing & Attack |
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| skill = None |
| skill = None |
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| navigation = {{Empath base navigation}} |
| navigation = {{Empath base navigation}} |
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}} |
}} |
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Through a feat of pure mental concentration, an [[Empath]] is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with '''Heal''', which restores lost blood. |
<section begin=description />Through a feat of pure mental concentration, an [[Empath]] is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with '''Heal''', which restores lost blood.<section end=description /> |
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With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in [[Mental Lore, Manipulation]] increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood. |
With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in [[Mental Lore, Manipulation]] increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood. |
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The duality of this spell is represented by its |
The duality of this spell is represented by its name—'''Heal/Harm'''. |
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{{TOC limit|2}} |
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== Heal == |
== Heal == |
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:''The Heal spell only heals the caster's own blood loss. To heal other people, use the '''[[TRANSFER]]''' verb.'' |
:''The Heal spell only heals the caster's own blood loss. To heal other people, use the '''[[TRANSFER]]''' verb.'' |
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*{{boldmono|[[PREPARE]] 1101 {{!}} CAST }} to cast this spell normally |
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*{{boldmono|[[CURE]]}} fully replenishes the caster's health at a cost of 1 MP per 10 HP healed |
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{{mono|CAST}} costs 1 [[Mana Point]] (MP) and restores at least 10 [[Health|Health Point]]s (HP). When using {{mono|CAST}}, the amount of blood restored is subject to the Empath's [[First Aid]] skill, [[Empath Base]] ranks, and their [[level]]. |
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The '''Heal''' portion of the spell replenishes ten (10) [[HP]]s to the caster at the cost of one (1) [[MP]] when [[CAST (verb)|CAST]]. Using the [[CURE (verb)|CURE]] verb to cast the spell replenishes more health at a higher cost in mana (1 MP for each 10 HP healed) and incurs increased [[healing roundtime]]. [[Mental Lore, Transformation]] skill, as well as gaining spell ranks in Empath Base, will reduce healing roundtime. |
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{{mono|CURE}} fully restores any lost health, but has a fixed rate of 1 MP per 10 HP. |
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The amount of HP replenished per cast increases with [[First Aid]] skill ranks and [[Empath Base]] spell training, as well as the empath's level. This bonus is only applied when using CAST instead of CURE. |
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Some minor [[healing roundtime]] is incurred, slightly more when using {{mono|CURE}}. Training in [[Mental Lore, Transformation]], as well as gaining spell ranks in Empath Base, will reduce healing roundtime. |
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The spell cannot be [[INCANT (verb)|incanted]] to produce the healing benefit. Targeting 1101 at inanimate objects will restore the empath's blood loss as well. |
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The spell cannot be{{boldmono| [[INCANT]]<nowiki>ed</nowiki> }}to produce the healing effect. Targeting 1101 at inanimate objects will restore the empath's blood loss as well. |
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=== Messaging === |
=== Messaging === |
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{| class="wikitable" |
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<pre{{log2|margin-right=26em}}> |
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! Cast/Cure |
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>CURE |
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You concentrate. |
| <pre{{log-inline}}>You concentrate. |
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You feel a little better. |
You feel a little better.</pre> |
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|} |
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</pre> |
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== Harm == |
== Harm == |
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The healing powers of 1101 can be reversed on a target, causing them '''Harm'''. Harm only affects living targets that have blood to be lost and will cause [[health]] damage only (no [[critical]] damage or wounds). |
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*{{boldmono|[[PREPARE]] 1101 {{!}} CAST {target}}} or {{boldmono|[[INCANT]] 1101}} to cast the Harm aspect of this spell |
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The healing powers of 1101 can be reversed on a target, causing them '''Harm'''. Harm only affects living targets that have blood to be lost and will cause [[hitpoint]] damage only (no [[critical]] damage). |
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===Damage Formula=== |
===Damage Formula (Lore Benefit)=== |
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The spell has a base (minimum) damage of 15 HP and a [[Damage Factor]] of 0.100. Training in [[Mental Lore, Manipulation]] provides an additional damage bonus based on a seed 1 [[summation]] of ranks. |
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{{Equation box|{{math|Damage {{=}} 15 + (0.100 × ([[Endroll]] - 100)) + Manipulation Damage Bonus}}}} |
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The spell has a base (minimum) damage of 15 and a [[damage factor]] of 0.100. Training in [[Mental Lore, Manipulation]] provides an additional damage bonus according to seed 1 of the [[summation chart]]. |
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{| |
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{{Equation box |
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|table-style = margin-left: 10px; border: 1px solid black; |
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|1 = Total Damage = 15 + ([[Endroll]] - 100) * .100 + Lore Bonus}} |
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{|{{prettytable}} |
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|+ '''Lore Bonus Table''' |
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|-style = "background:#DDD; color: blue" |
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!ML, Manipulation<br> Ranks |
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![[HP]] Damage<br> Bonus |
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! |
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!ML, Manipulation<br> Ranks |
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![[HP]] Damage<br> Bonus |
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|-align=center |
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|'''1''' |
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| +1 |
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| |
| |
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{| class="wikitable" style="width:100%; text-align:center;" |
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|'''66''' |
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|- |
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| +11 |
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! style="width:240px;" | Mental Lore, Manipulation ranks |
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|-align=center |
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| 0||1||3||6||10||15||21||28||36||45||55||66 |
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|'''3''' |
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| |
|- |
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! style="width:240px;" | Damage Bonus |
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| |
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| 0||1||2||3||4||5||6||7||8||9||10||11 |
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|'''78''' |
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|} |
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| +12 |
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|-align |
{| class="wikitable" style="width:100%; text-align:center;" |
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|- |
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|'''6''' |
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! style="width:240px;" | Mental Lore, Manipulation ranks |
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| +3 |
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| 78||91||105||120||136||153||171||190||210||231 |
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| |
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|- |
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|'''91''' |
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! style="width:240px;" | Damage Bonus |
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| +13 |
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| 12||13||14||15||16||17||18||19||20||21 |
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|-align=center |
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|} |
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|'''10''' |
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| +4 |
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| |
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|'''105''' |
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| +14 |
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|-align=center |
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|'''15''' |
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| +5 |
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| |
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|'''120''' |
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| +15 |
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|-align=center |
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|'''21''' |
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| +6 |
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| |
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|'''136''' |
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| +16 |
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|-align=center |
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|'''28''' |
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| +7 |
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| |
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|'''153''' |
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| +17 |
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|-align=center |
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|'''36''' |
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| +8 |
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| |
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|'''171''' |
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| +18 |
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|-align=center |
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|'''45''' |
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| +9 |
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| |
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|'''190''' |
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| +19 |
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|-align=center |
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|'''55''' |
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| +10 |
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| |
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| - |
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| - |
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|} |
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For example, with a 150 endroll and 15 ranks of lore, the spell deals 25 HP damage: |
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Example: |
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<div style="margin-left:2em;"> |
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{{math|15 + (0.100 × (150 - 100)) + 5 {{=}} 25}} |
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</div> |
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=== Messaging === |
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{| class="wikitable" |
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With a 150 endroll and 15 ranks of lore: |
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! Success |
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| <pre{{log-inline}}> |
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{{Equation box |
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|table-style = margin-left: 10px; |
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|1=15 + (50 * .100) + 5 lore bonus damage = 25 total damage}} |
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=== Messaging === |
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Success: |
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<pre{{log2|margin-right=26em}}> |
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You gesture at a kiramon worker. |
You gesture at a kiramon worker. |
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CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177 |
CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177 |
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... 29 points of damage! |
... 29 points of damage! |
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</pre> |
</pre> |
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|- |
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Failure |
! Failure |
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<pre{{ |
| <pre{{log-inline}}> |
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You gesture at a kiramon defender. |
You gesture at a kiramon defender. |
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CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90 |
CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90 |
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A slight flush tints the defender's skin, but it quickly fades. |
A slight flush tints the defender's skin, but it quickly fades. |
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</pre> |
</pre> |
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|- |
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Using Harm on a creature with no blood |
! Using Harm on a creature<br />with no blood |
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<pre{{ |
| <pre{{log-inline}}> |
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You gesture at a [[steel golem]]. |
You gesture at a [[steel golem]]. |
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Finding no living blood upon which to draw, your questing magics pass harmlessly through the golem and lose cohesion. |
Finding no living blood upon which to draw, your questing magics pass harmlessly through the golem and lose cohesion. |
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Cast Roundtime 3 Seconds. |
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</pre> |
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<pre{{log2|margin-right=26em}}> |
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Empath gestures at a steel golem. |
Empath gestures at a steel golem. |
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Empath takes on a look of intense concentration, but nothing happens. |
Empath takes on a look of intense concentration, but nothing happens. |
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</pre> |
</pre> |
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|} |
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{{top}} |
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{{AR}} |
{{AR}} |
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{{:fine sanguine flakes}} |
{{:fine sanguine flakes}} |
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The Heal spell is also involved in crafting greater and full [[health potion]]s. |
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== See Also == |
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* [[Harm (1101) Damage Formula (saved post)]] |
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== Resources == |
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* [[Health potion]] |
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*[[/saved posts|Saved posts]] |
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*[[Empath Base/saved posts]] |
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[[Category: Attack Spells]] |
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== External Links == |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=8#1101 Empath Base Spell Circle: Heal/Harm], on Play.net |
Latest revision as of 16:49, 25 January 2024
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Through a feat of pure mental concentration, an Empath is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood.
With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in Mental Lore, Manipulation increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood.
The duality of this spell is represented by its name—Heal/Harm.
Heal
- The Heal spell only heals the caster's own blood loss. To heal other people, use the TRANSFER verb.
- PREPARE 1101 | CAST to cast this spell normally
- CURE fully replenishes the caster's health at a cost of 1 MP per 10 HP healed
CAST costs 1 Mana Point (MP) and restores at least 10 Health Points (HP). When using CAST, the amount of blood restored is subject to the Empath's First Aid skill, Empath Base ranks, and their level.
CURE fully restores any lost health, but has a fixed rate of 1 MP per 10 HP.
Some minor healing roundtime is incurred, slightly more when using CURE. Training in Mental Lore, Transformation, as well as gaining spell ranks in Empath Base, will reduce healing roundtime.
The spell cannot be INCANTed to produce the healing effect. Targeting 1101 at inanimate objects will restore the empath's blood loss as well.
Messaging
Cast/Cure | You concentrate. You feel a little better. |
---|
Harm
The healing powers of 1101 can be reversed on a target, causing them Harm. Harm only affects living targets that have blood to be lost and will cause health damage only (no critical damage or wounds).
Damage Formula (Lore Benefit)
The spell has a base (minimum) damage of 15 HP and a Damage Factor of 0.100. Training in Mental Lore, Manipulation provides an additional damage bonus based on a seed 1 summation of ranks.
Damage = 15 + (0.100 × (Endroll - 100)) + Manipulation Damage Bonus |
|
For example, with a 150 endroll and 15 ranks of lore, the spell deals 25 HP damage:
15 + (0.100 × (150 - 100)) + 5 = 25
Messaging
Success | You gesture at a kiramon worker. CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177 Warding failed! A brief tremor ripples across the worker's skin, leaving a faint beading of scarlet in its wake. ... 29 points of damage! |
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Failure | You gesture at a kiramon defender. CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90 Warded off! A slight flush tints the defender's skin, but it quickly fades. |
Using Harm on a creature with no blood |
You gesture at a steel golem. Finding no living blood upon which to draw, your questing magics pass harmlessly through the golem and lose cohesion. Empath gestures at a steel golem. Empath takes on a look of intense concentration, but nothing happens. |
Alchemy Recipe
Some fine sanguine flakes |
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The Heal spell is also involved in crafting greater and full health potions.