Undead Specter (healer)
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Undead Specter (healer)
*Offensive Skills:
-Skill detail for EatBrains-I
Classes: Undead Only
Target Method: Select (10m Range)
Cost for Use: ?
Heals user for: ? Points of Health and Stamina Damage
Damages Target for: ? Points of Health and Stamina Damage
Status Effect on Target: Weakness (75% Chance),
Duration, 10 Seconds
Reuse Timer: 30 Seconds
Description: A regenerative ability that all zombies, the world over, have approved of now for centuries.
-Skill detail for EatBrains-II
Classes: Undead Only
Target Method: Select (10m Range)
Cost for Use: 3 Points
Heals user for: 250 Points of Health and Stamina Damage
Damages Target for: 100 Points of Health and Stamina Damage
Status Effect on Target: Weakness (75% Chance),
Duration, 10 Seconds
Reuse Timer: 30 Seconds
Description: A regenerative ability that all zombies, the world over, have approved of now for centuries.
- Flashbomb
Flashbomb - 10m Knockback
Make targets short Daze and fall to ground, area skill.
Range: 1 meter
Effect Daze: like 5 seconds…
Flashbomb - Cost: 2%stam;
Effect: daze area +2%stam damage;
Duration 15sec;
Cooldown 60sec
Radshot
-Skill detail for RadShot-I (Like Neurtotoxin)
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 15 Stamina
Damages Target for: 25 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
-Skill detail for RadShot-II (Like Neurtotoxin-
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 45 Stamina
Damages Target for: 65 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
-CCS RadShot-III
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 45 Stamina
Damages Target for: 105 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
-CCS RadShot-IV
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 75 Stamina
Damages Target for: 200 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
*Healing Skills:
Acls
-Skill detail for ACLS-I
Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use:
Stamina Status Effect on Target: Revive with ? Health and Stamina
Reuse Timer: 15 Seconds
Description: Slightly more advanced field emergency life support, enough to get the wounded back on their feet and able to function in a limited fashion.
-Skill detail for ACLS-II
Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use: 50
Stamina Status Effect on Target: Revive with 200 Health and Stamina
Reuse Timer: 15 Seconds
Description: Slightly more advanced field emergency life support, enough to get the wounded back on their feet and able to function in a limited fashion.
-Skill detail for ACLS-III
Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use: 100 Stamina
Status Effect on Target: Revive with 400 Health and Stamina
Reuse Timer: 15 Seconds
Description: Advanced field emergency life support, enough to get the wounded back on their feet and able to function.
Aid
-Skill detail for Aid-I
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: ? Stamina
Heals target for: ? Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
-Skill detail for Aid-II
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 45 Stamina
Heals target for: 180 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
-Skill detail for Aid-III
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 75 Stamina
Heals target for: 380 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
-Skill detail for Aid-IV
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 145 Stamina
Heals target for: 600 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
Aidself
-Skill detail for AidSelf-I
Classes: Healer Archetypes Only
Target Method: Self
Cost for Use: ? Stamina
Heals target for: ? Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
-Skill detail for AidSelf-II
Classes: Healer Archetypes Only
Target Method: Self
Cost for Use: 45 Stamina
Heals target for: 180 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
-Skill detail for AidSelf-III
Skill detail for AidSelf-III
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 75 Stamina
Heals target for: 380 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
-Skill detail for AidSelf-IV
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 145 Stamina
Heals target for: 600 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
Alkaloid
-Skill detail for Alkaloid-I
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison?
Stamina Healed: ?
Stamina Cost: ?
Reuse Timer: 15
-Skill detail for Alkaloid-II (Like Clarity + Antidote)
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 55 Stamina
Cost: 25
Reuse Timer: 15
-Skill detail for Alkaloid-III
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 95
Stamina Cost: 35
Reuse Timer: 15
-CCS Alkaloid-IV
Skill detail for Alkaloid-IV A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 125
Stamina Cost: 45
Reuse Timer: 15
Firstaid
-Skill detail for FirstAid-I:
Classes: All Classes
Target Method: Self
Cost for Use: ?
Stamina Heals: ? Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
-Skill detail for FirstAid-II
Classes: All Classes
Target Method: Self
Cost for Use: 40 Stamina
Heals: 50 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
-Skill detail for FirstAid-III
Classes: All Classes
Target Method: Self
Cost for Use: 60 Stamina
Heals: 100 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
-Skill detail for FirstAid-IV
Classes: All Classes
Target Method: Self
Cost for Use: 120 Stamina
Heals: 175 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
Restore
-Skill detail for Restore-I (Like Clarity + Jolt)
Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 15 Stamina
Heals Target: 50 Stamina
Status Effect Cleared on Target: Daze
Reuse Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.
-Skill detail for Restore-II (Like Clarity + Jolt)
Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 25 Stamina
Heals Target: 100 Stamina
Status Effect Cleared on Target: Daze Reuse
Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.
-Skill detail for Restore-III
Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 50 Stamina
Heals Target: 150 Stamin
Status Effect Cleared on Target: Daze
Reuse Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.
*Support Skills:
Biofield
-Skill detail for BioField-I
* The caster creates a small biological regenerative field around them, healing their allies en masse.
* Target Method: AoE 5m
* Status Effect: Heal Over Time
* Healing Amount: ? HP per tick
* Duration: 30 seconds
* Stamina Cost: ?
* Reuse Timer: 60 Seconds
-Skill detail for BioField-II
* The caster creates a small biological regenerative field around them, healing their allies en masse.
* Target Method: AoE 5m
* Status Effect: Heal Over Time
* Healing Amount: 40 HP per tick
* Duration: 30 seconds
* Stamina Cost: 150
* Reuse Timer: 60 Seconds
-Skill detail for Inspire-I
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
Stamina Cost: 15
Armor Increase on Target: +14
Armor Duration: 60 seconds
Reuse Timer: 15 Seconds
-Skill detail for StopRot-I
Undead level 10 racial HoT
Strengthen
One healer can only once on a target but two healers can buff the same fighter.
-Skill detail for Strengthen-I (Like Invigorate)
Description: A healer buff allowing them to increase a players damage output for a short time.
Damage Increase: +15
Stamina Cost: 35
Duration: 60 Seconds
Reuse Timer: 60 Seconds
-Skill detail for StrengthenII
Description: A healer buff allowing them to increase a players damage output for a short time.
Damage Increase: +35
Stamina Cost: 120
Duration: 60 Seconds
Reuse Timer: 60 Seconds
-Skill detail for EatBrains-I
Classes: Undead Only
Target Method: Select (10m Range)
Cost for Use: ?
Heals user for: ? Points of Health and Stamina Damage
Damages Target for: ? Points of Health and Stamina Damage
Status Effect on Target: Weakness (75% Chance),
Duration, 10 Seconds
Reuse Timer: 30 Seconds
Description: A regenerative ability that all zombies, the world over, have approved of now for centuries.
-Skill detail for EatBrains-II
Classes: Undead Only
Target Method: Select (10m Range)
Cost for Use: 3 Points
Heals user for: 250 Points of Health and Stamina Damage
Damages Target for: 100 Points of Health and Stamina Damage
Status Effect on Target: Weakness (75% Chance),
Duration, 10 Seconds
Reuse Timer: 30 Seconds
Description: A regenerative ability that all zombies, the world over, have approved of now for centuries.
- Flashbomb
Flashbomb - 10m Knockback
Make targets short Daze and fall to ground, area skill.
Range: 1 meter
Effect Daze: like 5 seconds…
Flashbomb - Cost: 2%stam;
Effect: daze area +2%stam damage;
Duration 15sec;
Cooldown 60sec
Radshot
-Skill detail for RadShot-I (Like Neurtotoxin)
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 15 Stamina
Damages Target for: 25 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
-Skill detail for RadShot-II (Like Neurtotoxin-
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 45 Stamina
Damages Target for: 65 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
-CCS RadShot-III
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 45 Stamina
Damages Target for: 105 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
-CCS RadShot-IV
Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 75 Stamina
Damages Target for: 200 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.
*Healing Skills:
Acls
-Skill detail for ACLS-I
Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use:
Stamina Status Effect on Target: Revive with ? Health and Stamina
Reuse Timer: 15 Seconds
Description: Slightly more advanced field emergency life support, enough to get the wounded back on their feet and able to function in a limited fashion.
-Skill detail for ACLS-II
Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use: 50
Stamina Status Effect on Target: Revive with 200 Health and Stamina
Reuse Timer: 15 Seconds
Description: Slightly more advanced field emergency life support, enough to get the wounded back on their feet and able to function in a limited fashion.
-Skill detail for ACLS-III
Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use: 100 Stamina
Status Effect on Target: Revive with 400 Health and Stamina
Reuse Timer: 15 Seconds
Description: Advanced field emergency life support, enough to get the wounded back on their feet and able to function.
Aid
-Skill detail for Aid-I
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: ? Stamina
Heals target for: ? Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
-Skill detail for Aid-II
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 45 Stamina
Heals target for: 180 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
-Skill detail for Aid-III
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 75 Stamina
Heals target for: 380 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
-Skill detail for Aid-IV
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 145 Stamina
Heals target for: 600 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.
Aidself
-Skill detail for AidSelf-I
Classes: Healer Archetypes Only
Target Method: Self
Cost for Use: ? Stamina
Heals target for: ? Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
-Skill detail for AidSelf-II
Classes: Healer Archetypes Only
Target Method: Self
Cost for Use: 45 Stamina
Heals target for: 180 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
-Skill detail for AidSelf-III
Skill detail for AidSelf-III
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 75 Stamina
Heals target for: 380 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
-Skill detail for AidSelf-IV
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 145 Stamina
Heals target for: 600 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.
Alkaloid
-Skill detail for Alkaloid-I
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison?
Stamina Healed: ?
Stamina Cost: ?
Reuse Timer: 15
-Skill detail for Alkaloid-II (Like Clarity + Antidote)
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 55 Stamina
Cost: 25
Reuse Timer: 15
-Skill detail for Alkaloid-III
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 95
Stamina Cost: 35
Reuse Timer: 15
-CCS Alkaloid-IV
Skill detail for Alkaloid-IV A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 125
Stamina Cost: 45
Reuse Timer: 15
Firstaid
-Skill detail for FirstAid-I:
Classes: All Classes
Target Method: Self
Cost for Use: ?
Stamina Heals: ? Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
-Skill detail for FirstAid-II
Classes: All Classes
Target Method: Self
Cost for Use: 40 Stamina
Heals: 50 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
-Skill detail for FirstAid-III
Classes: All Classes
Target Method: Self
Cost for Use: 60 Stamina
Heals: 100 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
-Skill detail for FirstAid-IV
Classes: All Classes
Target Method: Self
Cost for Use: 120 Stamina
Heals: 175 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.
Restore
-Skill detail for Restore-I (Like Clarity + Jolt)
Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 15 Stamina
Heals Target: 50 Stamina
Status Effect Cleared on Target: Daze
Reuse Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.
-Skill detail for Restore-II (Like Clarity + Jolt)
Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 25 Stamina
Heals Target: 100 Stamina
Status Effect Cleared on Target: Daze Reuse
Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.
-Skill detail for Restore-III
Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 50 Stamina
Heals Target: 150 Stamin
Status Effect Cleared on Target: Daze
Reuse Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.
*Support Skills:
Biofield
-Skill detail for BioField-I
* The caster creates a small biological regenerative field around them, healing their allies en masse.
* Target Method: AoE 5m
* Status Effect: Heal Over Time
* Healing Amount: ? HP per tick
* Duration: 30 seconds
* Stamina Cost: ?
* Reuse Timer: 60 Seconds
-Skill detail for BioField-II
* The caster creates a small biological regenerative field around them, healing their allies en masse.
* Target Method: AoE 5m
* Status Effect: Heal Over Time
* Healing Amount: 40 HP per tick
* Duration: 30 seconds
* Stamina Cost: 150
* Reuse Timer: 60 Seconds
-Skill detail for Inspire-I
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
Stamina Cost: 15
Armor Increase on Target: +14
Armor Duration: 60 seconds
Reuse Timer: 15 Seconds
-Skill detail for StopRot-I
Undead level 10 racial HoT
Strengthen
One healer can only once on a target but two healers can buff the same fighter.
-Skill detail for Strengthen-I (Like Invigorate)
Description: A healer buff allowing them to increase a players damage output for a short time.
Damage Increase: +15
Stamina Cost: 35
Duration: 60 Seconds
Reuse Timer: 60 Seconds
-Skill detail for StrengthenII
Description: A healer buff allowing them to increase a players damage output for a short time.
Damage Increase: +35
Stamina Cost: 120
Duration: 60 Seconds
Reuse Timer: 60 Seconds
Sonny- Admin
- Posts : 16
Join date : 2009-08-13
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