Abilities

Humanitarians, healers and shepherds to the afflicted.
Post Reply
Icterus
Member
Posts: 68
Joined: Sun Jan 16, 2011 11:22 pm

Abilities

Post by Icterus »

Just some thoughts on future abilities:
Cure/Heal poisons.
Heal diseases.
Bring someone out of unconsciousness.
Raising dead I think would be the ultimate ability having a high rank in the guild and much skill to perform such a task. I think it would help players be a little more cautious about how they handle themselves (if death is going to be very costly) since healers that are able to ressurect would be difficult to find.

Post some thoughts if you have ideas.
User avatar
Rias
DEV
Posts: 6162
Joined: Tue Aug 04, 2009 4:23 pm
Location: Utah
Contact:

Post by Rias »

I was thinking of some kind of preemptive reinforcement spell. It would temporarily "overheal" the target, adding some damage reduction to hit locations that would be whittled away as damage is taken and over time.

Basically temporary extra armor that doesn't cause encumbrance.
The lore compels me!
User avatar
gnawking
New member
Posts: 4
Joined: Sat Apr 09, 2011 3:11 pm

Post by gnawking »

As the heal class, maybe something to improve warding chances against poisons/diseases. Also with herbalism being a pre-cursor to healing, at least historically, maybe something to improve foraging skills, self cast only or cast on others, ....either skill with a set amount of time it's active (maybe the same as buying skillup practice)
Post Reply

Return to “Monastic Order”