Empaths 3.1
Basic Healing System
Changes and Updates
The healing system has been completely overhauled. Everything is brand new. The "normal" healing system has all of the same features that it had previously, with some new ones added in.
Thus, if you're most comfortable using it how you always have used it, you can still use it in exactly the same way. So trusty ol' TAKE MELETE LEFT ARM INT is still there and will work the same way.
New take options
It will now be possible to take large blocks of wounds in one go without having to individually specify each wound. (e.g. TAKE MELETE ALL, TAKE MELETE ALL WOUNDS, TAKE MELETE ALL INTERNALS, etc.) Thus, we hope people will not have to rely as much on scripts, and things are generally more user-friendly all around. As I said, these options are in addition to the old reliable ones you know and love, so if you don't want to, you don't have to use the new features.
Transferred wound reduction
With increased skill, Empaths will also automatically reduce the severity of incoming wounds. You'll start seeing skill-based severity reductions at around 450 ranks in Empathy for external fresh wounds. Reducing the severity of other types of wounds takes more skill. Severity reductions are capped at 1/2, though that is subject to tweaking based on your feedback, and it takes a whole bunch of skill to reach that mark.
You cannot reduce the severity of wounds transferred from other Empaths unless the other Empath is permashocked.
If you'd prefer not to reduce the severity of a wound for some reason, you can specify this by appending the NORMAL flag. (e.g. TAKE MELETE LEFT ARM INT NORMAL).
Messaging
The messaging for healing has been consolidated in a way similar to the regenerate spell, so healing will hopefully be a bit less spammy.
Experience
Because the system has been totally rewritten, the experience may have changed slightly. I'd like it to be similar to how it was before, but it may not be exactly the same. Your help in testing the EXP is appreciated so I can get us as close to the mark as possible.
You can also now get experience for healing Empaths – if the other Empath is permashocked. Permashocked Empaths are treated as a non-Empaths for experience purposes, since there's no chance of people trading wounds back and forth for infinite experience in that circumstance.
Syntax
Empaths have the capability of transferring wounds from a patient to themselves. The following options are available for transferring: Wound transfers - {TAKE/TRANSFER} {patient} {body part} [{PART|HALF|MOST}] [{CAREFUL|QUICK}] [ALL] [EXTERNAL|INTERNAL] [WOUND|SCAR] Poison & Disease transfers - {TAKE/TRANSFER} {patient} [{CAREFUL|QUICK}] [{body part}] {POISON|DISEASE} Shock transfers - {TAKE/TRANSFER} {patient} SHOCK [{PART|HALF|MOST}] indicate partial transfers. These transfers may be attempted by an Empath of sufficient experience and reduce the amount of wound transferred at a time. {body part} can include ALL WOUNDS, ALL SCARS, ALL INTERNALS, ALL EXTERNALS, or EVERYTHING. Please note that, for poison and disease transfers, any speed modification must be sent before the words POISON or DISEASE.
Persistent Link
Wound Redirection
Unity Link
Hand of Hodierna
Spell Changes
Spell Name | Slot Changes | Other Changes |
---|---|---|
Gift of Life | None | No longer signature. Non-Empaths only get a stamina boost. |
Aggressive Stance | Slots changing from 2 to 3 | None |
Aesandry Darlaeth | Slots changing from 2 to 3 | Changed to signature. |
Lethargy | Slots changing from 2 to 3 | None |
Compel | Slots changing from 2 to 1 | No longer signature. |
Regenerate | Slots changing from 1 to 2 | None |
Innocence | None | No longer signature. |
Circle of Sympathy | Slots changing from 2 to 1 | None |
Iron Constitution | Slots changing from 1 to 2 | None |
Tranquility | Slots changing from 2 to 3 | Minor healing-related flavor added. |
Paralysis | None | Removed undead enrage effect. |
Nissa's Binding | None | Made signature. Now a crime to cast in town. |
Guardian Spirit
The Guardian Spirit has undergone a change similar to that of the Necromancer Zombie -- the calculation used to determine its level (based on your TM skill) has changed. Potency also now has a larger effect on the warrior's level, so you should have more incentive to cast as close to the cap as you can. There is a bigger detriment to casting low, and a bigger bonus for casting high (though Necromancers still get a bit more bang for their buck.)
The integrity of the spell also now modifies the warrior's defenses.
Anyone can now appraise a guardian spirit, but only the summoner can learn from appraising it -- on a timer.
Fountain of Creation
Fixed bugs that nerfed the healing potential of FoC, this should now be more on par to the spell's power prior to the X3 changes.
Perseverance of Peri'el
New spell! Perseverance of Peri'el is an ablative vitality barrier. It absorbs vitality damage acquired in combat, but not the wounds. Only vitality damage received in combat is affected. Perseverance of Peri'el is a three slot spell. It's a ritual spell. It's an esoteric warding spell. It's a signature spell. Its prereqs are Tranquility, Iron Constitution and 30th circle.