Empaths 3.1: Difference between revisions

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===Changes and Updates===
===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===
===Syntax===
<pre>
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.
</pre>


==Persistent Link==
==Persistent Link==

Revision as of 06:45, 24 March 2014

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.