Heal Self: Difference between revisions

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1.0.8 update: casting time increased
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   | class      = Conjurer
   | class      = Conjurer
   | discipline  = Life
   | discipline  = Life
   | position    = 1
   | position    = 2
   | type        = Direct
   | type        = Direct
   | summary    = <!-- Type an alternate description here if desired -->
   | summary    = <!-- Type an alternate description here if desired -->
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   | affects    = Self
   | affects    = Self
   | casting    = 1
   | casting    = 1
  | range      = <!-- N/A -->
   | cooldown    = 15
   | cooldown    = 15
   | area        = <!-- N/A -->
   | gcd        = Short
   | cost        = 70, 90, 110, 130, 150
   | cost        = 70, 90, 110, 130, 150
  | duration    = <!-- N/A -->
   | restore    = [[Health]]: +200, +300, +400, +500, +600
  | damage      = <!-- N/A -->
  | debuff      = <!-- N/A --> 
  | selfdebuff  = <!-- N/A --> 
   | restore    = Health: +200, +300, +400, +500, +600
   | buff        = <!-- N/A -->
   | buff        = <!-- N/A -->
   | other      = <!-- N/A -->
   | other      = <!-- N/A -->
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<noinclude>
<noinclude>
   | notes = <!-- type general notes on power under here -->
   | notes = <!-- type general notes on power under here -->
Conjurers are the only healing class of the game, and of course they can heal themselves. This spell is not as mana efficient as [[Heal Ally]], so conjurers should heal each other rather themselves, when possible.
Conjurers are the only healing class of the game, and of course they can heal themselves. This spell is not as mana efficient as [[Heal Ally]], so conjurers should heal each other rather themselves, when possible. Also, Heal Self has a cooldown of 15 seconds, so Conjurers must be thoughtful about when they use this spell.


This spell can be recognized as the caster becomes engulfed in healing light, green plus symbols raise from it's feet, and his [[health|hp]] will suddenly rise.
This spell can be recognized as the caster becomes engulfed in healing light, green plus symbols raise from it's feet, and his [[health|hp]] will suddenly rise.


</noinclude>}}</onlyinclude>
</noinclude>}}</onlyinclude>

Latest revision as of 17:56, 6 November 2020

"Just a flesh wound, don't worry"


Heal Self is a Conjurer power: the 2nd of the Life discipline.

Heals the caster.
Type: Direct
Discipline level: 3
Character level: 5
Affects: SelfCasting time: 1sCooldown time: 15sGlobal Cooldown: Short
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 70 90 110 130 150
 
Restore
Health +200 +300 +400 +500 +600

Notes

Conjurers are the only healing class of the game, and of course they can heal themselves. This spell is not as mana efficient as Heal Ally, so conjurers should heal each other rather themselves, when possible. Also, Heal Self has a cooldown of 15 seconds, so Conjurers must be thoughtful about when they use this spell.

This spell can be recognized as the caster becomes engulfed in healing light, green plus symbols raise from it's feet, and his hp will suddenly rise.