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Demon Mindreader (Healer)

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Demon Mindreader (Healer) Empty Demon Mindreader (Healer)

Post  Admin Sun Aug 16, 2009 6:26 am

Start Skills
Offensive Skills:

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

Malice

Demon onle area curse and damage.

Wrack

Demon feed skill,

Demons: Wrack has been changed, it now costs 25 stamina to use, and does 10 stamina damage to the target, and gains the demon one soul point, the reuse timer on this ability has been increased to 30 seconds

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:
Aquered skills

Skill detail for Restore-I
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 RadShot-I
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 Strengthen-I
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 Alkaloid-II
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 Cannibal-I
Demon Level 10 HoT

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 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.
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Skill detail for Restore-II
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 RadShot-II
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.

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

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 Restore-III
Classes: Healer Archetype Only Target Method: Select (20m Range) Cost for Use: 50 Stamina Heals Target: 150 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 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 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 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.

Skill detail for Strengthen-II
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 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

Skill detail for Restore-IV
Classes: Healer Archetype Only Target Method: Select (20m Range) Cost for Use: 95 Stamina Heals Target: 275 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 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.

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.

Skill detail for 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.

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

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Join date : 2009-08-13

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