Tantheus' Drakkar Healer Guide

Healer Guide: by Daniel

Healer's

By Daniel of MoY

Updated by

Shar_MoY

All text here either comes from the Manual, or from a friends web page. I have a small healer currently so don't know much at all. and I am waiting on a web page from a well known healer. Till then this one will have to do. Thanks all Daniel of MoY. Healers are a kind of mixture of Fighters and Mentalist. Healers get some of the same Disciplines that Mentalists use, but they also learn their own unique Disciplines. A Healer has the special ability to heal damage and at high skill healers can even restore life to the body of a fallen comrade. Healers rely mainly on psionics to prosper in the Kingdom of Drakkar, but Healers should also be adept in the use of weapons. A Healer's offensive Disciplines usually take more Energy Points to form than do the offensive Disciplines of Mentalists. Therefore, if your Healer forms several Disciplines during one battle, it is entirely possible that his energy will be depleted to the point that he will be unable to form any more psionic attacks. In that case he had better be skilled with some type of weapon, or his life may be forfeit. Wisdom and Intelligence are very important statistics for Healers. The Healer's Wisdom and Intelligence will determine initial Energy Points, and they also have a bearing on EPs gained as a healer advances in Experience. But, Healers need to be fairly stong and agile, with a good constitution, since they will often have to fall back on physical attacks during combat. Healers tend to have higher Health Point bonuses than Mentalists, but not as robust as Fighters and Martial Artists. Generally, the difference between Mentalist and Healers is Mentalist use discs to attack, Healers use discs in a more supportive manner. Healers gain one extra attack per round every 8 Experience levels – 8, 16, 24, etc� Healers have a soothing touch in Drakkar. They alone have the power to heal others and raise them from the dead. Healers are able to wear good armor and wield a variety of weapons. Healers are always needed on hunts, but, unfortunately, they have to be careful until higher skill levels. Their energy points do not regenerate unless they are fully healed. Below are some points related to healers: Weapon skills of choice are Thrown, Axe, Martial Artist, & Staff. Try to get 18's in Charisma, & Luck, with high numbers in Wisdom, and Inteligence. Build a weapon skill for when you run out of energy points. Your two main spells to gain skill are Mend and Assault. Your first attack spell is at skill level 3. so stay in town and cast mend on self and others. Healers must be unwounded to regain energy points (this does not include uzi or other regen items). LEVEL Discipline Ep Cost LEVEL Discipline Ep Cost 1 Mend 5 14 ProtStun 30 2 Detect 10 Push 20 3 Assault 10 15 Atone 35 4 Blind 10 AutoHeal 50 5 Detox 10 16 Stone to Flesh 100 ProtFire 10 EarthCrush 100 6 Vision 10 17 AntiStun 100 7 CritCure 30 Psi-Crush 100 ProtIce 25 Charm 30 8 Heal 20 18 PowerWord Stun 100 9 Stun 15 Aid 100 Succor 15 19 PowerWord Death 100 10 Light 10 20 PowerWord Heal 100 11 Poison 20 21 Strength 100 FireStorm 25 Cure Disease 200 12 Lightning 15 22 Agillity 200 13 ProtAssault 40 ====== Healer Spells ====== LEVEL Discipline Ep Cost Description 1 Mend 5 This discipline cures minor damage. The healing power of this Discipline is based upon the skill level of the Healer. Form this on yourself or others. 2 Detect 10 Detect places a glowing halo around all illusionary walls within the casters view. The discipline's duration is based on the skill level of the caster. Cast this on yourself or others. 3 Assault 10 This discipline assaults the brain of a creature, disrupting neural pathways and wreaking general havoc upon its nervous system. Assault will cause about 12 points of damage per skill level of the psionicist. Form this on a target. 4 Blind 10 This discipline attempts to cause a targeted creature to go blind. This chance of success is dependent upon the skill level of the psionicist and the experience level of the target. Form this on a target. 5 Detox 10 This healer discipline neutalizes any poison in the recipient. Form this on yourself or others. ProtFire 10 This discipline forms a protective barrier around the recipient that will resist most fire damage. The amount of Protection is based on the skill level of the Psionicist who forms the discipline. Form this on yourself or others. 6 Vision 10 This discipline restores sight to the blind. Form this on yourself or others. 7 CritCure 30 This healer discipline attempts to bring a slain character back to life. The exertion of forming CritCure often damages the healer who forms the discipline. To resurrect a dead character, you must stand on the same square as the corpse and cast: Form CritCure. ProtIce 25 This discipline forms a protective barrier around the recipient that will resist most cold damage. The amount of protection is based on the skill level of the psionicist who forms the discipline. Form this on yourself or others. 8 Heal 20 This healer discipline removes almost all damage on the recipient of the discipline, depending on the skill level of the Healer. Form this on yourself or others. 9 Stun 15 Stun attacks the mind, attempting to daze the target so that it is incapable of taking action. A few creatures are immune to this effect. The chance of the Stun discipline succeeding is based on the skill level of the psionicist and the experience level of the target. Form this at a target. Succor 15 This discipline enables the character to record his present location into a small twig. The twig is generated in the character's right hand when Succor is formed. To form this discipline, empty your right hand and select: Form Succor. 10 Light 10 This discipline causes the illumination of an area 30' x 30', centered at a specified location or target creature. This discipline will counter-act the Darkness discipline and may reveal hidden thieves. To form this discipline, center it on a creature or player or along a path. 11 Poison 20 This discipline attempts to create a toxic poison in the bloodstream of the target creature. The toxicity and duration of the poison depends on the skill level of the psionicist who forms the discipline. From this at a target. FireStorm 25 FireStorm causes an area to explode. The area of effect is only one square, but the heat is very concentrated. This discipline is so devastating that standard forms of fire protection have little or no effect against it. FireStorm causes an average of 12 points of damage per skill level of the psionicist. Form this at a target or along a path. 12 Lightning 15 This discipline causes a bolt of Lightning to strike a location or specified creature. Terrain type and atmospheric condition often affect the power of this discipline. The damage done by this discipline is based upon the skill level of the psionicist. Form this at a target or along a path. 13 ProtAssault 40 This discipline forms a protective shield around the recipient's mind that will absorb damage done by the Assault discipline. The amount of protection is based on the skill level of the psionicist who forms the discipline. Form this on yourself or others. 14 ProtStun 30 This discipline forms a protective shield around the recipient's mind that will decrease the probability that a Stun discipline will affect the character. The amount of protection is based on the skill level of the healer who forms the discipline. Form this on yourself or others. Push 20 This dicipline attempts to move a creature a space or two in a random direction. It is possible to push opponents off cliffs or to move stunned allies away from danger. Form this at a target. 15 Atone 35 This discipline attempts to move the recipient one step closer to an alignment of true good. Only extremely skilled practitioners have been able to purify characters enough to pursue Paladinhood. The psionicist who forms this discipline must exert extreme energy to alter the thinking of the recipient and therefore will always suffer some permanent damage in the process. Form this on yourself or other. AutoHeal 50 This is a healers discipline which imbues the body of the recipient with latent psionic healing energy. For the duration of the discipline, a wound that would drop the recipient below one-fifth of his maximum health points will result in the Autoheal being discharged. This discipline will only activate if the character survives the blow. Form this on yourself or others. 16 Stone to Flesh 100 Restores a statue to life from baskie lair. EarthCrush 100 With the power of the mind, the psionicist causes the earth itself to rise up in a cresting wave and smash all creatures, friend and foe alike, in a one square area. Use this discipline with extreme caution. To from this discipline you must specify a path. 17 AntiStun 100 Really really hard to stun someone when this is on them. Psi-Crush 100 All I have to say about this one is…. OUCHIE!! Charm 30 This discipline attempts to cause a targeted creature to become an automation under the psionicist's control. Both the chance of success and duration depend upon the skill level of the psionicist and the experience level of the creature. Form this on a target. 18 PowerWord 100 Heal:Instantly Heals all visible allies of poison, blindness, and wounds.

psionicist to every visible hostile creature. Allied and non-hostile creatures are

  unaffected.


   
  Aid
  100
  Works great, helps you hit more often, and harder..