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HEALER ABILITIES

 

TIER 1 ABILITIES

 

CURE

Out of combat you can now cure crewmates who are suffering from poison ailments.

Cost of 20 essence per ailment cured



HEALING 1

Out of combat you can heal your crewmates health. Only works on biological crewmates. Costs 10 essence per 1 health point restored



WARD 1

Cast ward on anyone during your turn and that targets health damage received will be reduced by 1 health point. This action is nullified when the crewmate has been attacked.

Costs 10 essence



LEGION

Cast Legion during your turn and you and all crewmates will receive a temporary armour boost of +2 until the end of the fight. Effectively this reduces damage received from each enemy attack during the fight by 2.

Costs 50 essence and can only be used once per fight



REFLECT 1

Cast only on yourself during your turn. Reflects 10% of any damage received from any enemy during the current fight directly back to the enemy's health points, ignoring its armour.

Costs 25 essence, lasts only one turn


 

TIER 2 ABILITIES - ( Must unlock one tier 1 ability before accessing tier 2 )

 

HEALING 2

Out of combat you can heal your crewmates health. Only works on biological crewmates. Requires Healing 1

cost of 8 essence per 1 health point.



WARD 2

Cast ward on anyone during your turn and that targets health damage received will be reduced by 2 health point. This action is nullified when the crewmate has been attacked. Requires Ward 1

costs 10 essence



STEALTH CLOAK

Cast on yourself only during your turn. Requires stealth check of 7 or the action fails. If successful, you will be invisible to all enemies for the next three turns. When its time for an enemy to attack you, they will instead move to the next player in the sequence.

Costs 50 essence per attempt



REFLECT 2

Cast only on yourself during your turn. Reflects 20% of any damage received from any enemy during the current fight directly back to the enemy's health points, ignoring its armour. Requires Reflect 1

Costs 50 essence, lasts only one turn



STEALTH JACKET

You can now cast Stealth Cloak on crewmates only during your turn. Does not work on mechanical crewmates. Requires mentality check of 8 or the action fails. If successful, your crewmate will be invisible to all enemies for the next two turns. When its time for an enemy to attack them, they will instead move to the next player in the sequence. Requires Stealth Cloak

Costs 50 essence per attempt


 

TIER 3 ABILITIES - ( Must unlock two tier 2 abilities before accessing tier 3 )

 

ANGEL OF FORTUNE

Unlock health criticals. You may roll 1d20 each time you've been attacked by an enemy. If you roll a 20, then the enemy attack will instantly be halved.



HEALING 3

During and / or out of combat you can heal your crewmates health. Only works on biological crewmates. Requires Healing 2

Costs 6 essence per 1 health point restored



HEALING 4

During and / or out of combat you can heal your crewmates health. Only works on biological crewmates. Requires Healing 3

Costs 4 essence per 1 health point restored



APPRENTICE HEALER

You can trade 300 essence for one skill point. One time only



ADEPT HEALER

You can trade 300 essence for one skill point. One time only. Requires apprentice healer



EXPERT HEALER

You can trade 300 essence for one skill point. One time only. Requires adept healer



ACCOMPLISHED HEALER

You can trade 300 essence for one skill point. One time only. Requires expert healer


 

TIER 4 ABILITIES - ( Must unlock two tier 3 abilities before accessing tier 4 )

 

ANGEL OF DEATH

During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then all enemies in the encounter will die instantly.

Costs 40 essence per attempt



ANGEL OF LIFE

During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then you and all crewmates will instantly heal 15 health points each. Only works on biological crewmates.

Costs 30 essence per attempt



ANGEL OF PEACE

When not in combat, you may attempt the impossible. You may roll 1d20. If you roll a 20, then you and all crewmates will instantly restore all heal points. Only works on biological crewmates

Costs 40 essence per attempt


 


healer ability

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