Empath healing: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
One of the most basic and useful abilities an [[Empath]] is capable of is to take on the wounds, scars, and other injuries of other adventurers. With skill, one can even snatch a fallen adventurer away from the jaws of death itself.
Perhaps the most fundamental and useful ability an [[Empath]] has is to take on the wounds, scars, and injuries of other adventurers. With skill, one can even snatch a fallen adventurer away from the jaws of death itself.


==Acquiring a patient==
==Diagnosing your patient==
'''<tt>TOUCH</tt>''', by default, tells you everything you need to know about the health of your patient. If the [[Familiar window]] in your [[front end]] is open, the diagnostic messaging will be displayed there for easy reference instead of in the [[Story window]] (this is highly recommended!).<br>
===Triage===
(need more info here)
===On Call===
(need more info here)
===Wandering Around===
(need more info here)


Sometimes the situation dictates that you ignore certain wounds. By specifying the severity level and/or the keywords <tt>WOUND</tt> or <tt>BLEEDING</tt>, the diagnostic messaging will only display information about wounds you are concerned with. This refinement of the Touch ability is based on skill, and if you fail the attempt, you will be notified.
==Diagnosing your patient==

TOUCH, by default, tells you everything you need to know about the health of your patient. Sometimes the situation dictates that you ignore certain wounds or even scars. By specifying the severity level or the keywords WOUND or BLEEDING (both can be coupled with severity level), you can attempt to weed out the unnecessary clutter.
===Syntax===
TOUCH (patient) [optional: {BLEEDING|WOUND}] [optional: {severity}]
You may <tt>TOUCH</tt> a player to get information about their injuries and to establish a connection to them that will allow you to transfer their wounds to you.

Experienced empaths may optionally ignore less significant injuries. The following modifiers are eventually available:
TOUCH <player> MINOR
HARMFUL
DAMAGING
WOUND or WOUND <injury severity>
SEVERE
DEVASTATING
USELESS
BLEEDING or BLEEDING <injury severity>


If you fail the attempt, you will be notified.


==Healing your patient==
==Healing your patient==
Finally, you've decided to take some of the patient's hurts. How to do so depends on what you're taking.
You've decided to take some of the patient's hurts. How to do so depends on what you wish to heal them of.

===Initiating the transfer===
The primary command for healing a patient is <tt>'''TRANSFER'''</tt>, or you can use its synonym, <tt>'''TAKE'''</tt>.
'''Wounds and Scars'''

{|
''note: see the [[#list of body parts|list of body parts]] below for acceptable values of <body part>''

===Wounds and Scars===
When taking an internal wound, you must specify this by typing <tt>INT</tt> after the name of the body part. When taking a scar, you must add the word <tt>SCAR</tt>.

{| style="font-family:monospace"
|
|
*TAKE
*TAKE
*TRANSFER
*TRANSFER
| (patient)
| <patient>
| {body part}
| <body part>
|
|
*PART
*PART
Line 34: Line 45:
|}
|}


'''Vitality'''
===Vitality===
A vitality transfer will occur when you don't specify a body part (or disease, shock, or poison). Be careful when taking vitality from characters who have higher stamina than you do, as this runs the risk of vit death. For the same reason, most Empaths avoid taking vitality from deaders under any circumstance.
{|

{| style="font-family:monospace"
|
|
*TAKE
*TAKE
*TRANSFER
*TRANSFER
| (patient)
| <patient>
|
|
*PART
*PART
Line 49: Line 62:
|}
|}


'''Disease'''
===Disease===
{| style="font-family:monospace"
{|
|
|
*TAKE
*TAKE
*TRANSFER
*TRANSFER
| (patient)
| <patient>
|
|
*CAREFUL/SLOW
*CAREFUL/SLOW
Line 60: Line 73:
| DISEASE
| DISEASE
|}
|}
These keywords can be used instead of <tt>DISEASE</tt> to specify a specific ailment:
*<tt>GANGRENE
*INFECTION
*FLESHROT
*CONSUMPTION</tt> (plague)

===Poison===
When transferring poison, you can optionally specify a body part to take the poison from a specific area of the body. This is helpful in targeting the more severe items when multiple poisons are present.


{| style="font-family:monospace"
'''Poison'''
{|
|
|
*TAKE
*TAKE
*TRANSFER
*TRANSFER
| (patient)
| <patient>
| <nowiki>[optional: {body part}]</nowiki>
| <nowiki>[optional: <body part>]</nowiki>
|
|
*CAREFUL/SLOW
*CAREFUL/SLOW
Line 74: Line 94:
|}
|}


===[[Empathic Shock|Shock]]===
'''Shock'''
{| style="font-family:monospace"
{|
|
|
*TAKE
*TAKE
*TRANSFER
*TRANSFER
| <Empath>
| (patient)
| SHOCK
| SHOCK
|}
|}

===Controlling the transfer===
===Partial Transfers===
By default, TAKE/TRANSFER tries to grab the entire item which sometimes can be dangerous to do. You can attempt to limit what you take via the keywords PART, HALF, or MOST. Doing so will cause one of four things to happen:
By default, <tt>TAKE</tt>/<tt>TRANSFER</tt> tries to grab the entire wound. If you are concerned with overhealing, it might be better to only take a portion of the wound instead, and this is done via the keywords <tt>PART</tt>, <tt>HALF</tt>, or <tt>MOST</tt>. The ability to perform a limited transfer is, naturally, based on your skill. There are four possible outcomes:
*you just fail to take anything
*you lose focus and take the whole thing by mistake
*you fail to take anything
*you lose focus and take the whole wound
*you successfully take the specified portion
*you successfully take the specified portion
*you get a wild transfer (entire thing transfers either immediately or at a faster than normal pace, probably killing you in the process or nearly so)
*you get a wild transfer (entire wound transfers either immediately or at a faster than normal pace, running the risk of overhealing)


===Speed===
Additionally, you may want to control the speed that the transfer rolls along at. By default, TAKE/TRANSFER operates at NORMAL speed. By specifying the QUICK or CAREFUL keywords (FAST and SLOW are synonyms), you can adjust the times. Keep in mind that the faster you go the more effort and skill is needed to pull off the transfer, and that your ability to respond to crises may be hampered.
Additionally, you can control the speed of the transfer. By default, the wound transfer occurs at <tt>NORMAL</tt> speed. By specifying the <tt>QUICK</tt> or <tt>CAREFUL</tt> keywords (<tt>FAST</tt> and <tt>SLOW</tt> are synonyms), you can make the transfer go faster or slower than normal.


A <tt>QUICK</tt> transfer will teach a bit more [[Empathy skill]] than a <tt>NORMAL</tt> one, and is more difficult to perform. Quick transfers are an incentive for experienced Empaths to continue healing patients when they reach the point that Normal transfers cease teaching well. Likewise, a <tt>CAREFUL</tt> transfer teaches a bit less Empathy than normal, but it is easier. This can be helpful for novice Empaths to more easily maintain their links.
In regards to poison, the optional body part allows you to transfer a specific poison. This is helpful in targeting the more severe items when necessary.


===Break===
In regards to disease, other keywords can be used to specify a specific disease.
The most important thing to know, once you learn how to '''start''' a transfer, is how to '''stop''' it. This is done with the <tt>'''BREAK'''</tt> command.
*GANGRENE

*INFECTION
BREAK <player>
*FLESHROT

*CONSUMPTION (plague)
Breaking is used to immediately stop a transfer from completing. There are several reasons why you would want to do this:

*You realize after the fact that you are taking a wound that will kill you if you finish the transfer.
*You are taking vitality from a deader, or your vitality is running low and you are taking vit from someone with higher stamina than you.
*You attempted a partial transfer which failed, instead starting a full or wild transfer.
*You start taking a wound your patient doesn't want you to take, such as a bleeder, or you realize after starting to heal that your patient is an Empath.

<tt>BREAK <player></tt> will stop the transfer of one injury each time you enter it, so for safety it is best to spam the command until you get the message that you no longer have any active links. Note also that at high levels of skill, you will take wounds very quickly so the window for breaking a link can be very short.

===Examples===
*<tt>TAKE TIMOTHY LEFT ARM</tt> will take fresh external wounds from the left arm.
*<tt>TAKE ANNAEL ABDOMEN SCAR PART</tt> will attempt a partial transfer of external scar wounds from the abdomen.
*<tt>TAKE VORCLAF HEAD INT SCAR MOST QUICK</tt> will attempt a quick transfer of most but not all the internal scar wounds from the head.
*<tt>TRANS EDENLAEN SLOW</tt> will start a careful transfer of vitality from Edenlaen.
*<tt>TAKE NEESA LEFT ARM POISON QUICK</tt> will start a rapid transfer of poison from Neesa's left arm.
*<tt>TAKE EMMILINE SHOCK</tt> will share Empathic shock from Emmiline.
*<tt>BREAK JOUROK</tt> will halt the transfer of a single wound or other injury.

==Acquiring a patient==
===Triage===
(need more info here)
===Guild healing===
(need more info here)
===Field healing===
(need more info here)

==List of body parts==
There are a total of fifteen major body areas, including the tail, where wounds may occur. Each area has an '''internal''' and '''external''' component, and wounds may be '''fresh''' or '''scar''', making a total of '''sixty''' different wounds that a patient may have. And that isn't counting vitality, disease, or poison!

*Head
*Neck
*Chest
*Abdomen
*Back
*Right Eye
*Left Eye
*Right Arm
*Left Arm
*Right Hand
*Left Hand
*Right Leg
*Left Leg
*Tail
*Skin (Nerves = internal skin)


==Notes==
==Notes==
This is a collection of bits of experience and advice fellow empaths have picked up over the course of their careers about the healing ability.
This is a collection of bits of experience and advice fellow empaths have picked up over the course of their careers about the healing ability.
===Overhealing===
===Overhealing===
The most common way for an Empath to die is by overhealing. Overhealing occurs when you take more wounds onto a critical body part than that area can bear. Watch your health carefully when you are healing! With practice, you will learn your limits and hopefully, avoid overhealing.
(need more info here)
===Tips for staying alive===
====Critical Areas====
"Useless"-level wounds on these body parts, whether external or internal, fresh or scar, will lead to immediate death. Naturally, transferring vitality can also kill you.
(need more info here)
===Miscellaneous lists===
'''Body Parts'''
*Head
*Head
*Neck
*Neck
Line 112: Line 176:
*Abdomen
*Abdomen
*Back
*Back
====Non-critical Areas====
*Right
You can hold "Useless"-level wounds on the following parts of your body without dying. You will not, however, be able to transfer more onto that part once the area is completely destroyed.
**Eye
*Arms
**Arm
*Legs
**Hand
*Hands
**Leg
*Eyes
*Left
**Eye
**Arm
**Hand
**Leg
*Tail
*Tail
*Skin/Nerves
*Skin (nerves = internal skin)


===Tips for staying alive===
'''Wound/scar severity levels'''
(need more info here)
*MINOR
*HARMFUL
*DAMAGING
*SEVERE
*DEVASTATING
*USELESS

Revision as of 14:57, 2 July 2007

Perhaps the most fundamental and useful ability an Empath has is to take on the wounds, scars, and injuries of other adventurers. With skill, one can even snatch a fallen adventurer away from the jaws of death itself.

Diagnosing your patient

TOUCH, by default, tells you everything you need to know about the health of your patient. If the Familiar window in your front end is open, the diagnostic messaging will be displayed there for easy reference instead of in the Story window (this is highly recommended!).

Sometimes the situation dictates that you ignore certain wounds. By specifying the severity level and/or the keywords WOUND or BLEEDING, the diagnostic messaging will only display information about wounds you are concerned with. This refinement of the Touch ability is based on skill, and if you fail the attempt, you will be notified.

Syntax

You may TOUCH a player to get information about their injuries and to establish a connection to them that will allow you to transfer their wounds to you.

Experienced empaths may optionally ignore less significant injuries. The following modifiers are eventually available:

TOUCH <player> MINOR
               HARMFUL
               DAMAGING
               WOUND or WOUND <injury severity>
               SEVERE
               DEVASTATING
               USELESS
               BLEEDING or BLEEDING <injury severity>


Healing your patient

You've decided to take some of the patient's hurts. How to do so depends on what you wish to heal them of.

The primary command for healing a patient is TRANSFER, or you can use its synonym, TAKE.

note: see the list of body parts below for acceptable values of <body part>

Wounds and Scars

When taking an internal wound, you must specify this by typing INT after the name of the body part. When taking a scar, you must add the word SCAR.

  • TAKE
  • TRANSFER
<patient> <body part>
  • PART
  • HALF
  • MOST
  • CAREFUL/SLOW
  • QUICK/FAST

Vitality

A vitality transfer will occur when you don't specify a body part (or disease, shock, or poison). Be careful when taking vitality from characters who have higher stamina than you do, as this runs the risk of vit death. For the same reason, most Empaths avoid taking vitality from deaders under any circumstance.

  • TAKE
  • TRANSFER
<patient>
  • PART
  • HALF
  • MOST
  • CAREFUL/SLOW
  • QUICK/FAST

Disease

  • TAKE
  • TRANSFER
<patient>
  • CAREFUL/SLOW
  • QUICK/FAST
DISEASE

These keywords can be used instead of DISEASE to specify a specific ailment:

  • GANGRENE
  • INFECTION
  • FLESHROT
  • CONSUMPTION (plague)

Poison

When transferring poison, you can optionally specify a body part to take the poison from a specific area of the body. This is helpful in targeting the more severe items when multiple poisons are present.

  • TAKE
  • TRANSFER
<patient> [optional: <body part>]
  • CAREFUL/SLOW
  • QUICK/FAST
POISON

Shock

  • TAKE
  • TRANSFER
<Empath> SHOCK

Partial Transfers

By default, TAKE/TRANSFER tries to grab the entire wound. If you are concerned with overhealing, it might be better to only take a portion of the wound instead, and this is done via the keywords PART, HALF, or MOST. The ability to perform a limited transfer is, naturally, based on your skill. There are four possible outcomes:

  • you fail to take anything
  • you lose focus and take the whole wound
  • you successfully take the specified portion
  • you get a wild transfer (entire wound transfers either immediately or at a faster than normal pace, running the risk of overhealing)

Speed

Additionally, you can control the speed of the transfer. By default, the wound transfer occurs at NORMAL speed. By specifying the QUICK or CAREFUL keywords (FAST and SLOW are synonyms), you can make the transfer go faster or slower than normal.

A QUICK transfer will teach a bit more Empathy skill than a NORMAL one, and is more difficult to perform. Quick transfers are an incentive for experienced Empaths to continue healing patients when they reach the point that Normal transfers cease teaching well. Likewise, a CAREFUL transfer teaches a bit less Empathy than normal, but it is easier. This can be helpful for novice Empaths to more easily maintain their links.

Break

The most important thing to know, once you learn how to start a transfer, is how to stop it. This is done with the BREAK command.

BREAK <player>

Breaking is used to immediately stop a transfer from completing. There are several reasons why you would want to do this:

  • You realize after the fact that you are taking a wound that will kill you if you finish the transfer.
  • You are taking vitality from a deader, or your vitality is running low and you are taking vit from someone with higher stamina than you.
  • You attempted a partial transfer which failed, instead starting a full or wild transfer.
  • You start taking a wound your patient doesn't want you to take, such as a bleeder, or you realize after starting to heal that your patient is an Empath.

BREAK <player> will stop the transfer of one injury each time you enter it, so for safety it is best to spam the command until you get the message that you no longer have any active links. Note also that at high levels of skill, you will take wounds very quickly so the window for breaking a link can be very short.

Examples

  • TAKE TIMOTHY LEFT ARM will take fresh external wounds from the left arm.
  • TAKE ANNAEL ABDOMEN SCAR PART will attempt a partial transfer of external scar wounds from the abdomen.
  • TAKE VORCLAF HEAD INT SCAR MOST QUICK will attempt a quick transfer of most but not all the internal scar wounds from the head.
  • TRANS EDENLAEN SLOW will start a careful transfer of vitality from Edenlaen.
  • TAKE NEESA LEFT ARM POISON QUICK will start a rapid transfer of poison from Neesa's left arm.
  • TAKE EMMILINE SHOCK will share Empathic shock from Emmiline.
  • BREAK JOUROK will halt the transfer of a single wound or other injury.

Acquiring a patient

Triage

(need more info here)

Guild healing

(need more info here)

Field healing

(need more info here)

List of body parts

There are a total of fifteen major body areas, including the tail, where wounds may occur. Each area has an internal and external component, and wounds may be fresh or scar, making a total of sixty different wounds that a patient may have. And that isn't counting vitality, disease, or poison!

  • Head
  • Neck
  • Chest
  • Abdomen
  • Back
  • Right Eye
  • Left Eye
  • Right Arm
  • Left Arm
  • Right Hand
  • Left Hand
  • Right Leg
  • Left Leg
  • Tail
  • Skin (Nerves = internal skin)

Notes

This is a collection of bits of experience and advice fellow empaths have picked up over the course of their careers about the healing ability.

Overhealing

The most common way for an Empath to die is by overhealing. Overhealing occurs when you take more wounds onto a critical body part than that area can bear. Watch your health carefully when you are healing! With practice, you will learn your limits and hopefully, avoid overhealing.

Critical Areas

"Useless"-level wounds on these body parts, whether external or internal, fresh or scar, will lead to immediate death. Naturally, transferring vitality can also kill you.

  • Head
  • Neck
  • Chest
  • Abdomen
  • Back

Non-critical Areas

You can hold "Useless"-level wounds on the following parts of your body without dying. You will not, however, be able to transfer more onto that part once the area is completely destroyed.

  • Arms
  • Legs
  • Hands
  • Eyes
  • Tail
  • Skin/Nerves

Tips for staying alive

(need more info here)