Empath healing: Difference between revisions

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Perhaps the most fundamental and useful [[page type is::ability]] an [[guild association is::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.
Perhaps the most fundamental and useful [[page type is::ability]] an [[guild association is::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.


==Diagnostic Link==
==Diagnostic Link==
'''{{com|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!).<br>
'''{{com|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!).<br>


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.
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.


By touching, you have established a '''diagnostic link''' with that person. This is necessary for the [[Link ability]] and [[Shift ability|Shifting]] as well as healing. The diagnostic link will wear off after a short while, the length being dependent primarily on your [[Empathy skill]].
By touching, you have established a '''diagnostic link''' with that person. This is necessary for the [[Link ability]] and [[Shift ability|Shifting]] as well as healing. The diagnostic link will wear off after a short while, the length being dependent primarily on your [[Empathy skill]].


===Syntax===
===Syntax===
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==Healing your patient==
==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.
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 '''{{com|TRANSFER}}''', or you can use its synonym, '''{{com|TAKE}}'''.
The primary command for healing a patient is '''{{com|TRANSFER}}''', or you can use its synonym, '''{{com|TAKE}}'''.
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===Wounds and Scars===
===Wounds and Scars===
When taking an internal wound, you must specify this by typing {{com|INT}} after the name of the body part. When taking a scar, you must add the word {{com|SCAR}}.
When taking an internal wound, you must specify this by typing {{com|INT}} after the name of the body part. When taking a scar, you must add the word {{com|SCAR}}.


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===[[Damage#Vitality|Vitality]]===
===[[Damage#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.
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.


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===[[Damage#Poison|Poison]]===
===[[Damage#Poison|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.
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.


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===Partial Transfers===
===Partial Transfers===
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:
By default, <tt>TAKE</tt>/<tt>TRANSFER</tt> tries to grab the entire wound. If you are concerned with [[over-healing]], 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 fail to take anything
*you fail to take anything
*you lose focus and take the whole wound
*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 wound transfers either immediately or at a faster than normal pace, running the risk of overhealing)
*you get a wild transfer (entire wound transfers either immediately or at a faster than normal pace, running the risk of over-healing)


===Speed===
===Speed===
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.
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.
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.


===Break===
===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 '''{{com|BREAK}}''' command.
The most important thing to know, once you learn how to '''start''' a transfer, is how to '''stop''' it. This is done with the '''{{com|BREAK}}''' command.


:BREAK <player>
:BREAK <player>
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:BREAK ALL
:BREAK ALL


Breaking is used to immediately stop a transfer from completing. There are several reasons why you would want to do this:
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 realize after the fact that you are taking a wound that will kill you if you finish the transfer.
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*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.
*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>'' 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.
{{tt|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.


Healing links will only continue if you are in the same room as your patient, so another way to break all links is simply to leave the room. Additionally, you cannot transfer wounds etc. from a prone position, making the {{com|FAINT}}, {{com|FALL}}, and {{com|LIE}} commands similarly useful for breaking all links at once. These other methods may incur a slight delay before the healing links actually stop, so in a real health emergency {{tt|BREAK}} is more reliable.
Healing links will only continue if you are in the same room as your patient, so another way to break all links is simply to leave the room. Additionally, you cannot transfer wounds etc. from a prone position, making the {{com|FAINT}}, {{com|FALL}}, and {{com|LIE}} commands similarly useful for breaking all links at once. These other methods may incur a slight delay before the healing links actually stop, so in a real health emergency {{tt|BREAK}} is more reliable.


===Examples===
===Examples===
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The most important difference between triage and regular healing is that multiple Empaths may heal the same patient without running afoul of guild etiquette.<br>
The most important difference between triage and regular healing is that multiple Empaths may heal the same patient without running afoul of guild etiquette.<br>
<br>
<br>
Triage patients are likely to be more seriously injured than regular patients. As such, there is a higher risk of over-healing, and most people don't recommend triage to inexperienced Empaths.<br>
Triage patients are likely to be more seriously injured than regular patients. As such, there is a higher risk of [[over-healing]], and most people don't recommend triage to inexperienced Empaths.<br>
<br>
<br>
The Empath's first priority is to avoid over-healing. A dead Empath only adds to the workload. Moreover, since Empaths don't learn [[Empathy skill|empathy]] by healing other Empaths, most won't be eager to drop what they're doing to heal a careless Empath. If you accidentally over-heal during triage, the most courteous practice is to depart (especially if there are other patients).<br>
The Empath's first priority is to avoid over-healing. A dead Empath only adds to the workload. Moreover, since Empaths don't learn [[Empathy skill|empathy]] by healing other Empaths, most won't be eager to drop what they're doing to heal a careless Empath. If you accidentally over-heal during triage, the most courteous practice is to depart (especially if there are other patients).<br>
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==List of body parts==
==List of body parts==
There are a total of fifteen major body areas, including the tail, where wounds may occur. If you don't have a tail, then you will of course be unable to take a tail wound. 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!
There are a total of fifteen major body areas, including the tail, where wounds may occur. If you don't have a tail, then you will of course be unable to take a tail wound. 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
*Head
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==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===
===Over-healing===
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.
The most common way for an Empath to die is by over-healing. Over-healing 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 over-healing.


Supposedly, it is also possible to die from simply having too many wounds overall that are individually non-fatal (a sort of shock response to the pain, I guess). I've never really seen this happen, though, even as a novice when transfer pulses are small enough to get really close to "useless".
Supposedly, it is also possible to die from simply having too many wounds overall that are individually non-fatal (a sort of shock response to the pain, I guess). I've never really seen this happen, though, even as a novice when transfer pulses are small enough to get really close to "useless".
====Critical Areas====
====Critical Areas====
"Useless"-level wounds on these body parts, whether external or internal, fresh or scar, will lead to immediate death. Transferring too much vitality from a patient can also kill you.
"Useless"-level wounds on these body parts, whether external or internal, fresh or scar, will lead to immediate death. Transferring too much vitality from a patient can also kill you.
*Head
*Head
*Neck
*Neck
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*Abdomen
*Abdomen
*Back
*Back
*Tail (S'kra only)
*Tail ([[S'Kra Mur|S'Kra]] only)


====Non-critical Areas====
====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.
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
*Arms
*Legs
*Legs

Revision as of 15:36, 22 April 2010

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.


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.

Diagnostic Link

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.

By touching, you have established a diagnostic link with that person. This is necessary for the Link ability and Shifting as well as healing. The diagnostic link will wear off after a short while, the length being dependent primarily on your Empathy skill.

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> <modifier>

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 over-healing, 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 over-healing)

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>

or

BREAK ALL

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.

Healing links will only continue if you are in the same room as your patient, so another way to break all links is simply to leave the room. Additionally, you cannot transfer wounds etc. from a prone position, making the FAINT, FALL, and LIE commands similarly useful for breaking all links at once. These other methods may incur a slight delay before the healing links actually stop, so in a real health emergency BREAK is more reliable.

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

Stationary (Guild) Healing

Generally, patients come into the room and request healing. Alternatively, you may whisper an injured person and ask if he would like to be healed. (It's best not to heal without asking, even if the person is in a known healing area.) When no patients are coming, Empaths sometimes gweth about their availability.

Once an Empath has touched a patient, guild etiquette holds that other Empaths should refrain from touching that patient unless the first Empath either requests help or declines to heal.


Triage

The most important difference between triage and regular healing is that multiple Empaths may heal the same patient without running afoul of guild etiquette.

Triage patients are likely to be more seriously injured than regular patients. As such, there is a higher risk of over-healing, and most people don't recommend triage to inexperienced Empaths.

The Empath's first priority is to avoid over-healing. A dead Empath only adds to the workload. Moreover, since Empaths don't learn empathy by healing other Empaths, most won't be eager to drop what they're doing to heal a careless Empath. If you accidentally over-heal during triage, the most courteous practice is to depart (especially if there are other patients).

Unlike regular healing, triage Empaths aren't usually focused on getting someone fully healed before moving on. Rather, the focus is on getting wounded fighters back into battle or getting bodies ready to be raised.

The general order of priority for triage patients is:

  1. Live front-line fighters
  2. Live support personnel (Clerics, Bards, Paladins, etc.)
  3. Dead front-line fighters
  4. Dead support personnel
  5. Live people who aren't fighting or helping triage
  6. Dead people who aren't fighting or helping triage
  • Some people would add AFK scripters at the bottom of this list.

For more information about best triage practices, see Crossing triage.

Combat/Field Healing

Acquiring a Patient

Stationary (Guild) Healing

Generally, patients come into the room and request healing. Alternatively, you may whisper an injured person and ask if he would like to be healed. (It's best not to heal without asking, even if the person is in a known healing area.)

Once an Empath has touched a patient, guild etiquette holds that other Empaths should refrain from touching that patient unless the first Empath either requests help or declines to heal.

Triage

The most important difference between triage and regular healing is that multiple Empaths may heal the same patient without running afoul of guild etiquette.

Triage patients are likely to be more seriously injured than regular patients. As such, there is a higher risk of over-healing, and most people don't recommend triage to inexperienced Empaths.

The Empath's first priority is to avoid over-healing. A dead Empath only adds to the workload. Moreover, since Empaths don't learn empathy by healing other Empaths, most won't be eager to drop what they're doing to heal a careless Empath. If you accidentally over-heal during triage, the most courteous practice is to depart (especially if there are other patients).

Unlike regular healing, triage Empaths aren't usually focused on getting someone fully healed before moving on. Rather, the focus is on getting wounded fighters back into battle or getting bodies ready to be raised.

The general order of priority for triage patients is:

  1. Live front-line fighters
  2. Live support personnel (Clerics, Bards, Paladins, etc.)
  3. Dead front-line fighters
  4. Dead support personnel
  5. Live people who aren't fighting or helping triage
  6. Dead people who aren't fighting or helping triage
  • Some people would add AFK scripters at the bottom of this list.

For more information about best triage practices, see Crossing triage.


Combat/Field Healing

There are a few ways to go about field healing. Some Empaths patrol hunting areas for patients. (If you choose to do this, make sure you can safely handle the monsters that prowl the area.) Another method is to hunt with someone you know.

Healing in combat is a bit trickier then normal. You'll have to monitor both your health and the person you're healing. Unlike normal patients, combat patients may receive new injuries while you are healing them. These injuries will be transferred to you if you have an open link. Partial or slow transferring of wounds is recommended. Ideally, you should heal your wounds right away instead of letting them accumulate.

You will want to keep Refresh and Sphere of Protection active at all times.

List of body parts

There are a total of fifteen major body areas, including the tail, where wounds may occur. If you don't have a tail, then you will of course be unable to take a tail wound. 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.

Over-healing

The most common way for an Empath to die is by over-healing. Over-healing 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 over-healing.

Supposedly, it is also possible to die from simply having too many wounds overall that are individually non-fatal (a sort of shock response to the pain, I guess). I've never really seen this happen, though, even as a novice when transfer pulses are small enough to get really close to "useless".

Critical Areas

"Useless"-level wounds on these body parts, whether external or internal, fresh or scar, will lead to immediate death. Transferring too much vitality from a patient can also kill you.

  • Head
  • Neck
  • Chest
  • Abdomen
  • Back
  • Tail (S'Kra only)

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 (Prydaen and Rakash only)
  • Skin/Nerves