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Healing Arts scribed by the hands of Turnadel

This scroll is a guide to the Healing Arts, including what spells are involved, how to use them, and when to use them.

Spells

Healing is the primary use for Naturalism Spell Use with Heal, Regenerate and Body Restore being the 1st, 2nd and 3rd level healing spells respectively. The amount of healing that can be done is based on the spell used, your knowledge of that spell and your knowledge of Naturalism Spell Use.

The Heal spell is the most important of the 3 healing spells as it can be learnt and used by all Mages to a high level. Regenerate is used primarily by Shaman after reaching Guild Level 26 when it starts becoming more powerful than the Heal spell. The Body Restore spell is a Shaman only spell which is the most powerful of all as it is able to completely heal someone, no matter how badly hurt, in one casting.

The other healing spells are used less frequently and for special situations.

Antidote is the most commonly learnt secondary healing spell. This is used to heal people of the effects of poisoning. It is also the prerequisite for Cure Confusion and, for Shaman only, Pacifies Enchantment. This spell is commonly only learnt to Novice level.

Body Bind is used to heal those that are bleeding. This spell is not commonly learnt as few people suffer from bleeding, but for those who join Serenity, this spell is contained within the Herb Pouch.

Cure Confusion which, as the name suggests, is used to remove Confusion from people and can be very useful, especially in Longford. Although Confusion is not fatal it does hinder you from luring and therefore being able to cure it can be a boon. For those who join the Labyrinth, this spell is contained within the Orb of Knowledge.

The two most powerful Shamanic spells are Raise Dead and Resurrect. These are used to bring back the dead to life but each has its own drawbacks.

Raise Dead, which is available at Guild Level 20, brings the dead back with 1 Hit Point and 1 Spell Point. Experience is still lost as if they died, but they do not suffer any loss of Gold. Resurrect, which is available from Guild Level 32, brings a person back with full Hit Points and Spell Points. They will suffer some loss of experience, but not as much as if they had been Raised or gone to the Plane of Rebirth. Their gold remains completely intact as with the Raise Dead spell.

Spell Use and Etiquette

Camp Healing

A lot of Mages select a certain spot and wait for those what are wounded to come to them. The Shrine is the most obvious example of this but other spots include the entrance to the Fortress, safe spots within hunting areas and outside the Fighters Guild. When "Camp Healing" in these places it is important to follow some basic etiquette to avoid problems between yourself and the other people in the camp.

Certain actions are considered to be extremely annoying to everyone else there and should therefore never be used. The first of these is "macro healing". By this I mean the use of macros to systematically target everyone in the camp such as t a;;t b;;t c;;t d;;cast heal&. By using these macros you are showing disrespect not only to your fellow healers but to those hunters that are in the camp by causing huge scrolls and not allowing other healers a chance to operate. Such action is also considered an abuse of your power by the immortals and will be punished if found.

In a similar vein but not considered abuse is "indiscriminate healing". This is where you enter a camp and target each person there without regard to whether they are injured or not. This also creates scrolls and is therefore considered to be disrespectful. It is much better to examine the people within the camp to determined whether they are wounded or badly wounded. This allows you to target you healing only at the injured which is much more appropriate.

Lastly we come to the grey area, which is "healing below your level". When a younger hunter enters the camp and informs you can see how much healing a person requires. If you know that you can heal for much more than they are hurt, and other weaker or younger healers are present, it is far better to let them heal the damage. This is a matter of showing respect to your fellow healers and their abilities.

Group Hunting/Healing

The other type of healing is when you accompany a group of hunters. Here it is important to concentrate on the correct tactics in order to ensure you and the rest of your hunting party. I will not give details of any specific tactics as it is to you to find the one that is best for you. However I will give you a number of items to consider when choosing them.

Guards. A hunting party that leaves its healer unguarded can, quite quickly, be a dead hunting party. Therefore you should ask to be guarded so you can concentrate on healing the other members and not yourself. The best guards are other distance fighters such as Mages or Rangers. It is important to keep your guard alive so you should make sure he is one of the first people you heal.

Melee Fighters. These are the people that are going to be taking the brunt of the damage. The first to charge into harm's way they often have the largest amount of Hit Points to withstand punishment from the beasts. However, if not taken care of, they will die and the rest of the hunting party will soon follow.

Numbers. The more people in a hunting group the more spread out your healing will be. This may mean that, unless you use more than one healing macro, some people will not receive healing and will die as a result.

Potions and Pastes. Healing will soon exhaust your supply of Draughts of the Gods and Paste of the Spirit. It is wise to make sure that other people in the group also carry these for you to use. Otherwise you will end up spending your time in going backwards and forwards into town, and your gold as well. With other group members having a supply this splits the cost fairly and does not waste time in replenishing your stock.

Lastly, let me warn you of the temptation of "Power Healing". "Power Healing" is where a powerful person guards and follows you and lures up a swarm of monsters. They then commence battering at your guard whilst you heal the guard. The guard is only there to stop the beasts getting to the healer and little or no effort is made to combat the monsters. This is considered, purely and simply, as abuse. This will lead to both people getting either warned or banned and you are therefore cautioned never to try it. If you in any doubt as to whether a situation could be called "Power Healing" then it is best to err on the side of caution.

Necromancy

Bringing the dead back to life is the most powerful ability that a shaman possesses and should always be treated with the respect it is due.

Raise Dead only just brings someone back to life so it is important to make sure that the surrounding area is clear of beasts that could do a newly risen person harm and cause them to die again. It is also vital that you ask before casting this spell. The reason for this is that the person may well be waiting for a resurrection, have asked another shaman to aid them, or be role-playing something while dead.

Resurrect is the single most powerful spell available to a Shaman. It is also a privilege to receive and not a right. You should never feel bullied into using this spell and be secure in your knowledge of the fact that it is your choice who, if any, you wish to resurrect. As with Raise Dead it also important to secure someone's permission before resurrecting them. This is because others might be able to save more experience than you or charge less.

With both spells you should ensure that the person bring brought back from the dead is fully aware of the spell you plan to use on them and its effects. While both spells save gold, the amount of experience saved by the Resurrect spell differs according to your knowledge of the spell. GL32 = 50%, GL52 = 60%, GL75 = 70% saved. These have all been confirmed. Its is estimated that at GL110 we will be able to save 80% and at GL150 it will be 90% but as yet no shaman has reached those heady heights.




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