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Description: What is this class?The primary focus of this class in any situation is to lend aid to others in all types of situations. Healing wounds is the biggest asset of a Healer, so they train hard to focus and improve their ability to do so in various ways. AlignmentGood range: Those who choose to aid others for the sake of good will often put their own lives on the line to ensure that others get tended to. They rarely discriminate about whom they will aid, and often will be stubborn about even healing those who do not wish it. Usually these healers tend people from their own clinics, but many times will offer their service free.Neutral range: More often a healer is neutral than any other alignment, because you never know what kind of situation will arise that requires your skill as a healer to take place. These healers have no issue healing anyone regardless of who they are or what they have done. Often times these healers are found on the battlefields of war. Evil range: There is definitely such thing as an evil healer, because good would have won long ago if evil hadn't learned to work together enough to heal their own. Typically these healers pick and choose who they want to heal, rather than aid anyone that requires it. Also, who wouldn't trust a healer? This theory often gets healers in close to those they desire to harm. They're considered more 'rogue' healers for hire, charging steep prices for their skill. |
Requirements/RestrictionsMinimum Stats: 8 Aptitude, 60 MP. Stat Maximums: No higher than 8 Vigor. Armor Restriction: Cloth only. Weapon Restriction: One-Handed only, no dual wield. | |
Benefits Adventures With:Magical Defense |
Class AbilitiesUse your class points (CP) to invest into these abilities, NOT the skill points (SP) used to invest in other things in the game. "Sequence unlock" - Means 1 CP must be spent for each item in order to be able to unlock the next. Once it is unlocked, it can have additional CP added to it for Mastery. "Mastery" - As seen with the chart here means for each point invested, it will decrease the dice difficulty. You must roll higher than your difficulty percent on a d100 to succeed. "Automatic" - Means that no roll is required to perform that ability and you get an automatic response. | ||
Attacks |
Defenses |
Class Specific |
Staff Expert
Melee Attack that strikes out at the pressure points of the intended target to inflict damage or effects on them.
Internal Chaos - Turn person's own body against them and create toxicity. |
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-When used against the heart, lungs or brain, it requires an 'Aimed Shot' that will kill if successful. -When used against a limb, it disables the limb for as long as the healer holds the Statis. (60 MP each round it's used) -When used against non-lethal internal organs it will cut the opponents attack and defense rolls in half. (Cost: 80 MP, lasts 3 rounds) Alter molecular structure
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JobsIt takes 2 CP to unlock a job, you can have 2 jobs at max, jobs must be done by post or in front of an on-duty staff member who agrees to over-see the process live to perform the job.Open a clinic: Heal customers that visit your clinic. Requirements: Own a building, have at least 2 NPC staff, have 'Heal' ability unlocked. NPC Pay: d100 gold for live play, or 50 gold for a daily post. PC Pay: Decided between players. |
AchievementsComplete the task required in order to unlock the reward. Each achievement can only be done once, even if Dual Classing.Achievement Name: (example) Win 20 duels against other players. Reward: +1 Base Ability Help the Helpless: (example) Heal an NPC in a quest. Reward: +1 CP |