Healing roundtime: Difference between revisions

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== Overview ==
== Overview ==


Healing roundtime, or RT, is the amount of [[Roundtime]] encountered proceeding the casting of one of the Empath Circle's nine healing spells. This amount varies depending on the spell, how significant the amount healing by the spell is, the empath's level, and training in Transformation lore.
Healing roundtime, or RT, is the amount of [[Roundtime]] encountered by an [[Empath]] proceeding the casting of one of the [[Empath Base]]'s nine healing spells. This amount varies depending on the spell, how significant the amount healed by the spell is, the empath's level, and training in [[Mental Lore, Transformation]].


== Healing RT and the Spells ==
== Healing RT and the Spells ==


Each of the nine spells can have varying amounts of RT. For example, Limb Repair will have a smaller amount of RT for healing a rank one limb wound, but will have a larger for having a major wound. By the same token, Limb Scar Repair will have more RT for a major scar, as opposed to a minor scar. In addition, the basic Heal spell, when used with the CURE verb will heal more blood loss, and following suit, will incur more RT.
Each of the nine spells can have varying amounts of RT. For example, [[Limb Repair (1102)]] will have a smaller amount of RT for healing a rank one limb wound, but will have a larger for having a major wound. By the same token, [[Limb Scar Repair (1111)]] will have more RT for a major scar, as opposed to a minor scar. In addition, the basic [[Heal (1101)]] spell, when used with the CURE verb will heal more blood loss, and following suit, will incur more RT.


There are five major divisions amongst the healing RT. First off, and most unique is Heal (1101)'s RT. It's RT is calculated differently than that of the other four. After that, the four areas are Minor Wounds, Major Wounds, Minor Scars, and Major Scars. Each of these is made up of the four body areas within that category. Within each area, healing RTs are very close, but between them, there are vast differences, with Minor Wounds having the least and Major Scars having by far the most. Within a single category, each level, Limb, Nerve, Head and Organ, has 0.333 more RT than the previous. Since there is no system for having partial second RT, these are rounded. The result is that within one category, all of the RTs will be between two RTs, and they will be consecutive. For example, Minor Limb, Nerve and Head may be 4 RT, and Minor Organ would be 5 RT.
There are five major divisions amongst the healing RT. First off, and most unique is Heal (1101)'s RT. It's RT is calculated differently than that of the other four. After that, the four areas are Minor Wounds, Major Wounds, Minor Scars, and Major Scars. Each of these is made up of the four body areas within that category. Within each area, healing RTs are very close, but between them, there are vast differences, with Minor Wounds having the least and Major Scars having by far the most. Within a single category, each level, Limb, Nerve, Head and Organ, has 0.333 more RT than the previous. Since there is no system for having partial second RT, these are rounded. The result is that within one category, all of the RTs will be between two RTs, and they will be consecutive. For example, Minor Limb, Nerve and Head may be 4 RT, and Minor Organ would be 5 RT.
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== Reducing Healing RT ==
== Reducing Healing RT ==


There are two ways to reduce healing RT. Gain levels, and train in Transformation lore. Through these, healing RT can be reduced all the way to zero seconds in all categories, although there is no way to reduce the 3 second soft RT incurred by casting.
There are two ways to reduce healing RT. Gain levels, and train in Mental Lore, Transformation Through these, healing RT can be reduced all the way to zero seconds in all categories, although there is no way to reduce the 3 second soft RT incurred by casting.


Levels are the most important, and the most easily come by. Every level reduces the RT of all nine healing spells by .333 seconds. This basically means, every three levels, the RT goes down by one. Since not all of the spell's RTs are always whole numbers, some will go down on a level, and some won't. You can take comfort in knowing if within a category, one spell's RT went down on one level, the next highest in the series will go down next level as well.
Levels are the most important, and the most easily come by. Every level reduces the RT of all nine healing spells by .333 seconds. This basically means, every three levels, the RT goes down by one. Since not all of the spell's RTs are always whole numbers, some will go down on a level, and some won't. You can take comfort in knowing if within a category, one spell's RT went down on one level, the next highest in the series will go down next level as well.


The second way to reduce the RT is through Transformation lore. Every four ranks of Transformation lore will subtract one second of RT from all of your spell's RTs.
The second way to reduce the RT is through Mental Lore, Transformation. Every four ranks of Transformation lore will subtract one second of RT from all of your spell's RTs.


Through the use of Transformation lore and leveling, zero RT for all healing spells can be accomplished at cap with 48 ranks of Transformation lore. For each level below 100, add four levels of Transformation lore for it to be possible to have zero RT. This also means that the lowest possible level for someone to have zero RT for all spells is someone fully 2xed in Transformation lore at level 75.
Through the use of Mental Lore, Transformation and leveling, zero RT for all healing spells can be accomplished at the level cap with 48 ranks of Transformation lore. For each level below 100, add four levels of Transformation lore for it to be possible to have zero RT. This also means that the lowest possible level for someone to have zero RT for all spells is someone fully trained in Transformation lore at level 75.

Revision as of 22:19, 11 January 2006

Overview

Healing roundtime, or RT, is the amount of Roundtime encountered by an Empath proceeding the casting of one of the Empath Base's nine healing spells. This amount varies depending on the spell, how significant the amount healed by the spell is, the empath's level, and training in Mental Lore, Transformation.

Healing RT and the Spells

Each of the nine spells can have varying amounts of RT. For example, Limb Repair (1102) will have a smaller amount of RT for healing a rank one limb wound, but will have a larger for having a major wound. By the same token, Limb Scar Repair (1111) will have more RT for a major scar, as opposed to a minor scar. In addition, the basic Heal (1101) spell, when used with the CURE verb will heal more blood loss, and following suit, will incur more RT.

There are five major divisions amongst the healing RT. First off, and most unique is Heal (1101)'s RT. It's RT is calculated differently than that of the other four. After that, the four areas are Minor Wounds, Major Wounds, Minor Scars, and Major Scars. Each of these is made up of the four body areas within that category. Within each area, healing RTs are very close, but between them, there are vast differences, with Minor Wounds having the least and Major Scars having by far the most. Within a single category, each level, Limb, Nerve, Head and Organ, has 0.333 more RT than the previous. Since there is no system for having partial second RT, these are rounded. The result is that within one category, all of the RTs will be between two RTs, and they will be consecutive. For example, Minor Limb, Nerve and Head may be 4 RT, and Minor Organ would be 5 RT.

Reducing Healing RT

There are two ways to reduce healing RT. Gain levels, and train in Mental Lore, Transformation Through these, healing RT can be reduced all the way to zero seconds in all categories, although there is no way to reduce the 3 second soft RT incurred by casting.

Levels are the most important, and the most easily come by. Every level reduces the RT of all nine healing spells by .333 seconds. This basically means, every three levels, the RT goes down by one. Since not all of the spell's RTs are always whole numbers, some will go down on a level, and some won't. You can take comfort in knowing if within a category, one spell's RT went down on one level, the next highest in the series will go down next level as well.

The second way to reduce the RT is through Mental Lore, Transformation. Every four ranks of Transformation lore will subtract one second of RT from all of your spell's RTs.

Through the use of Mental Lore, Transformation and leveling, zero RT for all healing spells can be accomplished at the level cap with 48 ranks of Transformation lore. For each level below 100, add four levels of Transformation lore for it to be possible to have zero RT. This also means that the lowest possible level for someone to have zero RT for all spells is someone fully trained in Transformation lore at level 75.