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Healing Methods
-Healing Others.
-Healing Others: Advanced.
-Healing Order and Lists.
-Live vs. Dead Patients.
-Overhealing.
-Blacklists.
-Healing aids.
-Herbs and herb use.
Healing Others:
For an Empath, healing is one of the most important elements of life,
whether it's done for money, experience, a challenge, for purely to help
others. And it all starts with a touch.
When you TOUCH <person>, you can see what wounds they have, their vitality level, and if they have
poison, disease, acid, or other foreign objects lodged in them. You can
also see 4 types of wounds and the severity of each: Fresh External, Scars External, Fresh Internal, and Scars Internal.
You should start out by only healing the Fresh Externals, because those
are the only wounds you'll be able to heal from yourself. It is
selfish (and foolish) for a young Empath to take more than they can
heal, thereby requiring another Empath to sacrifice the time and effort
to do so. Empaths DO NOT receive experience for healing each
other, of course.
Now, to begin the transfer process and take the wounds onto yourself, type
TRANSFER <person> <part>.
Using TAKE also works in place of TRANSFER. To break
all of your links at any time, type BREAK <person>. If
you're taking a wound and realize that if you continue, you could end up
bleeding all over the place, you should break your links. You can
also lie or fall down to break all your links. When you're young, taking wounds can be somewhat difficult, so you can't take many at once. You may get fatigued easily, and your links may even break if the pain is too great, or you try too many at once.
Skill in Empathy will help, as will raising your Stamina and Discipline. You may also notice older empaths touching and transferring wounds from multiple patients at one time.
At first, you'll only be able to maintain one diagnostic link at a time, and will have to wait for it to wear off before you can touch another patient.
Every 10 circles, you'll gain the ability to establish 1 more link at a time, so at 10th you can have 2, at 20th you can have 3, at 30th you can have 4, etc.
Healing
others, advanced:
We Empaths have a few other tricks at our disposal. If you've got
the basics of healing down, you may want to try the following: Diagnostic
touch:
When Empaths normally touch a person, they see all the wounds that person has.
However, one useful technique we have is to TOUCH <person> <severity>, and (based on skill) you'll only see wounds as bad or worse than the level you specify. Type
TOUCH in game to see the usage information. The severities you can choose from are:
MINOR, HARMFUL, DAMAGING, WOUND or WOUND <injury
severity>, SEVERE, DEVASTATING, USELESS, BLEEDING or
BLEEDING <injury severity>. If you don't have enough ranks in
Empathy for the level you try to use, you'll get a message telling you so. Partial
transfers:
The normal commands for taking wounds are TAKE <person> <part> or
TRANSFER <person> <part>. This will start transferring the entire injury, in pulses.
But in order to control our healing more finely, we can also tack on the partial transfer
modifiers PART, HALF, and MOST. For example, TRANSFER
JOEPATIENT BACK HALF will attempt to take half of Joepatient's back wound.
It takes very high Empathy skill to do this reliably, and if you fail, your concentration will drop drastically, which can be hard if
it's low to begin with. Healing Order and Lists:
In the infirmary, chaos often reigns. It can be difficult or impossible to keep track of who's been waiting for healing the longest, and who needs the most urgent care.
While many people have requested some kind of list that patients can sign so we can see who is in need of empathic care, it doesn't seem that it's going to happen.
We're all left to make our own decisions about who we heal, and in what order. It's generally acceptable for an
Empath to heal their own family and friends before strangers, with the exception of emergency cases, which should always take precedence.
The order in which you heal any other patients is entirely up to you, but some people try to heal in order of arrival.
So, if you type LOOK, you will see a list of the people in the room, from newest arrivals at the top, to those who have been there the longest, at the
bottom. You can also use the PERC HEALTH ability to find out who
is an Empath, and who isn't. With more practice, PERC HEALTH will
reveal those who are poisoned or dying.
Live
vs. Dead Patients:
In the infirmary, you will most often be dealing with live patients, though an occasional deader may be dragged through.
In the Clerics guild, you will see mostly dead patients, with a few live ones seeking healing.
In the field, it's often a random mix. With live patients in the infirmary, you're usually expected to heal them fully, if you offer to heal them at all.
Most patients go there with the intention of getting completely fixed
up. The exceptions to this are if you're too wounded to handle it all, or if you're too young to be able to take all their wounds.
In either case, you should inform them that they're not fully healed, and what wounds they have left.
It would be unkind to tell a patient they're fully healed when they
still have all their internals. On the other hand, in a morgue area such as the
Clerics guild, it's quite acceptable (when there's heavy traffic) to only heal what wounds a patient needs taken to allow them to live.
The main focus here is to get them healthy enough for the Clerics to get them up and out, and then they can seek further healing elsewhere.
However, if it's slow and you can manage it, it's always nice for a patient to be fully healed when they come back to life.
Overhealing:
Overhealing is probably one of the most unpleasant aspects of an
Empath's life, and it's happened to almost every single one of us.
There are several ways you can overheal, and ways that you can try to prevent
it. However, on occasion, bad luck, fog, or internet trouble may get the best of you no matter what you try to do to avoid it.
Fatal Wounds:
Losing a vital body part (the head, neck, chest, back, or abdomen) will kill you, and destroying the chest is probably the number-one
most common way for an Empath to overheal, since chest wounds
themselves are so common. The best way to prevent this is to monitor your own wounds, highlight the severe ones so they'll catch your attention, and either break links or use
TAKE <part/some/most> on a serious wound to these areas.
A slightly more risky method is to attempt to cast a spell during the transfer, before the wound gets fatal, to heal it. Vitality
Death:
A vitality death usually happens when you're working on one (or more) patients who have a lot more stamina than you, so you can end up giving more vitality than you have.
If you or your patients are bleeding, you'll be losing vitality, or if you're using a spell such as Aesandry Darlaeth, which also drains it.
Spells such as Blood Staunch (stops your bleeding), HeartLink (slows your bleeding as well as your patient's), and Nissa's Binding (puts you and your patient to sleep, clotting bleeding, and refilling vitality) can
effectively cease vitality loss. Fortunately, since the death changes during the first week
of HSN03, pure vitality death no longer occurs. One must have a
fatal wound in order to die immediately upon full vitality loss, or
else they may slip into an unconscious dying state. For a list
of fatal wounds, visit the Health
page. Fatigue
Catastrophe:
Sometimes when you're healing, you may end up transferring more and faster than you realized or meant to, especially since wounds are more common nowadays than ever before.
The worst situation you can put yourself in is to spout multiple serious bleeders you can't tend (damaged limbs, internals, or beyond your ability), and be too fatigued to cast a spell to stop them.
Casting Refresh often can help with this, but the most important thing is just to be careful.
Pace yourself, don't take too many wounds too fast, and stop before the bleeders stack up and get out of control.
Blacklists:
Blacklists are a very controversial issue. The most merciful and forgiving
Empaths may decide never to refuse to heal someone. However, most of us have run into people who have offended us to the point that we would rather let them die than help them.
Your own choices as to whether and how to use a blacklist are up to you, but you should be aware that the person will often find healing elsewhere, and many
Empaths won't follow another's blacklist. But, if someone does
commit an absolutely unforgivable act toward you and our guild, you may
wish to post their name and information at DRsecrets.com on the forums
to try to warn others. It's no guarantee, but it's a shot. On
the flipside, you might consider a list for your patients who tip you
well or are very gracious! Healing
Aids:
Those who have been Empaths for very long realize how tedious and tiring it can be to type out the commands to take every single wound on a person, for every patient they heal.
To remedy this, methods for healing with scripts and programs have been created.
Below are a few techniques to make healing others and yourself easier
and less time-consuming.
Healing others:
-Kitrinx's Crutch:
An excellent tool that really gives Empath players a break from the
massive amounts of typing we would otherwise have to do to heal
someone with a full set of wounds. It is recommended that you
know how to heal manually before downloading and using the Crutch.
-Fog-speed full-healing script:
(To use: Create a command script called "healscript.cmd" and
paste this in. Execute by typing .HEALSCRIPT <patient's name>.) Healing
yourself:
-Heal scripts: I've
put together some self-healing scripts and am sharing them with anyone who's
interested.
Treating
Ailments
-Poison.
-Disease.
-Acid.
-Bloodworms/Leeches.
Poison:
Once you've learned the Flush Poisons spell, you can safely take poison
from your patients. See the "Your Health" page for more
information on poison types and sources.
To take poison, type TAKE <patient> POISON.
If your patient has more than one type of poison, you can specify which
poison to take by typing TAKE <patient> <poison type> POISON
where the poison type can be: internal, nerve, stunning, cyanide.
To heal the poison once you've taken it, prepare your Flush Poisons
spell and cast it upon yourself. If you don't prep it high enough
to get rid of it completely, you'll know, and will have to cast the
spell a second time.
Disease:
Once you've learned the Cure Disease spell and have about 85 ranks in
Empathy, you may take disease from your patients. See the "Your Health" page for more
information on disease types and sources.
To take disease, type TAKE <patient> DISEASE.
If your patient has more than one type of disease, you can specify which
disease to take by typing TAKE <patient> <disease type>
where the disease type can be: gangrene, infection, flesh rot/skin
rot/sore.
To heal the disease once you've taken it, prepare your Cure Disease
spell and cast it upon yourself. If you don't prep it high enough
to get rid of it completely, you'll know, and will have to cast the
spell a second time.
Acid:
Unfortunately, Empaths cannot heal acid directly. We can, however,
monitor a patient's vitality while waiting for the acid to wear
off. Once it has, we can then take the wounds that remain.
To transfer your vitality to a patient, simply type TRANSFER
or TAKE <patient>. Remember to keep an eye on your
own vitality level, as well.
Bloodworms/Leeches:
Empaths can't 'heal' bloodworms or leeches, but we can tend the body
part that they're on to remove them. (Much like we do with bolts,
arrows, and darts.) This teaches First Aid, Empathy, and some
Mechanical Lore. Make sure you have at least 40-50 ranks in First
Aid before you try, however, or you could be stuck in a rather lengthy
roundtime while your vitality gets sucked dry.
You can find bloodworms in the Marshes between Riverhaven and
Dirge. Just be careful of the blue-bellied crocodiles there.
Leeches, a bit farther away, are found in the Sand Pits of Muspar'i.
Empathic
Messaging
-For the
Empath.
-For the Patient.
When yours or someone else's life is on the line,
you need to know what the game system is telling you during an
Empathic link. The following are messages that are important to
Empaths or patients, along with the explanation of their
significance. Hopefully this may clear up some confusion, or you may want to add some of these to your highlight strings.
Key:
In-Game Messaging
Meaning
Unverified Messaging
For the Empath:
- You are overwhelmed by the new pain in your body and can not maintain the transference link.
You've taken too many wounds overall and need to heal some before you can take any more. This happens often with young
empaths.
- You are overwhelmed by the new pain in your <body part> and can not maintain the transference link.
Similar to the first message, only it indicates that your problem is with a specific body part, while other areas may still be able to handle more wounds.
- You are unable to keep concentrating on your link with <patient>.
You're trying to maintain too many links at once. Slow down, and try taking only one or two wounds at a time. Usually only a problem for young
empaths.
- You fall to your knees and swoon from the incredible pain burning through your <body part>.
You've damaged a body part to the devastating level, one lower than useless. If this is a vital body part, stop taking wounds from there until you heal it.
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You swoon from the incredible pain burning through your <body part>.
Identical to the above message, except you're already on your knees.
- You can't heal while lying down on the job!
You're lying down (possibly from destroying a body part) and you can't transfer wounds until you sit, kneel, or stand.
- You are unable to take any more wounds from the <body part>.
The body part you're trying to transfer to is completely destroyed, and you can't take any more until it's healed.
- You sense the link with <Patient> grow weak and then break completely.
The patient has left the room.
- You sense the transference link has broken.
The patient has left the realms.
- You touch <Patient>.
You are unable to establish another empathic link.
You've already established as many diagnostic links as you're able to. (You get one more link for every 10 circles. 1st to 9th = 1, 10th to 19th = 2, 20th to 29th = 3, etc.
Further research and numbers on this would be appreciated because I'm no longer sure it always holds true.)
- Your spell fails completely.
Usually happens when you don't wait long enough for a spell to prepare, or are too fatigued.
- Your spell backfires.
Usually happens when you try to cast a spell above your abilities, or try to channel too much mana into it. Also affected by head/nerve wounds, and casting too fast.
- You feel the surge of energy within you ebb away.
The Refresh spell has worn off.
- You feel a slight tingling sensation that quickly passes.
The normal message you get when rubbing or eating a healing herb.
- You feel a bit nauseous, as if you'd eaten too much of something.
You've eaten more of an herb that you already have active, which hasn't worn off yet.
- You feel a dangerous burning sensation where some <herb> was rubbed.
You've rubbed on more of an herb of which the last dose hasn't worn off yet.
- <He/She> has a bad case of the shakes.
The person has nerve poison.
- <He/She> look pale and drawn.
The person has internal poison.
- <His/Her> skin covered with open and oozing sores.
The person is diseased with flesh rot, or gangrene.
- <Patient> shakes with a cold as if he'd seen a ghost.
The person has a disease, which was dormant, but became active as of this message.
- Cyanide symptoms.
- Poison symptoms.
- Acid symptoms.
For the Patient:
- You feel slightly disoriented as <Empath> breaks the link with you.
The Empath stopped transferring injuries from one or more of your wounds.
- You feel suddenly worse.
The Empath was trying to transfer too many wounds at once, and one or more of their links with you broke. This doesn't cause any harm to you.
- <Empath> gestures at you.
You feel your heart shudder and almost stop before it begins beating to a strange rhythm.
The Empath cast HeartLink at you, a spell which slows both your bleeding and the empath's, and also stops poison and slows disease.
- Your heart continues beating its unnatural rhythm.
The HeartLink spell is still active on you.
- Your heart shudders, then resumes its normal rhythm.
The HeartLink spell wears off.
- <Empath> breaks out into a sweat.
The Empath cast Flush Poisons.
- <Empath> looks a bit dizzy for a moment.
The Empath cast Cure Disease.
- <Empath> collapses.
The Empath was too fatigued, and the strain of trying to take more injuries caused them to collapse from exhaustion.
- You feel a tingling sensation within as <Empath> struggles to take the <poison> from you.
The Empath is attempting to take some poison from you.
- You feel the sudden collapse of any resistance to <Empath>'s healing efforts and feel certain that the <poison> is gone.
The Empath has taken all the poison from you.
- Your <body part> <wound type> feel <better/fully healed>.
Wounds: Fresh external wounds.
Scars: External scars.
Bruises: Fresh internal wounds.
Twitches: Internal scars.
Twitching: Fresh nerve wounds.
Numbness: Nerve scars.
- <Empath> touches you and looks pained.
The Empath has empathic shock.
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