Nothing to say about my love and care towards Devotion, eh? No matter. I'm sure I can get a few of you whining with this new War talent reveal. Technically I previewed this a bit back (and no one really disliked it at the time, oddly), but here it is, officially.
1 SP per Rank
- Healing - At the end of a battle, all party members are healed for SR * 2 HP, up to a maximum of 90% maximum HP.
- Treatment - At the end of a battle, you automatically treat afflictions party members are suffering from, up to a certain severity based on SR. 1 = Minor, 2 = Moderate, 3 = Major. (Max SR: 3)
- Prevention - Decreases the chance of everyone in the party from suffering afflictions in battle, by SR * 10% of the normal chance. (Only the highest Prevention in the party takes effect.)
Medics and Mercalan followers might be interested in this one. Healing's recovery amount is rather low compared to HP values, but it will be useful for low level characters, and it does stack. Plus, if it healed for significant amounts, food would be less useful and I've always been against 'free' sustain. So a little is better than none. As for what Treatment and Prevention are talking about, this also somewhat ties into the Harvest subpath Experienced. Basically, SL2 now has an 'afflictions' system.
This is the health panel, which shows your staminas and hunger, as well as a little booklet of what afflictions you're suffering from. There are four categories; Open Wounds, which are things like cuts and stabs. Skin damage, which are things like burns/etc. Internal damage, which would be things like bruises and broken bones. And Pathogens, which are things like fevers or colds or what have you. In the health panel, you'll see the list of your afflictions; if the text is 'red', it means the affliction is untreated. If it's black, it means it has been. The percentage to the right of the affliction name is how far along it is to being healed.
What It Is
This is a roleplaying system, mainly, although it does have some impact on combat as well, since it affects your stats in various ways. However, it's intended (and will be balanced around) to not be a huge
inconvenience. The simple version; when you take damage, depending on the amount and type of damage, you can suffer from afflictions.
While in combat, when you take damage, if there's an affliction associated with that damage type, there's a (damage taken/20)% chance that you will suffer from an affliction. The only times this can't happen are during a new PvP setting called 'Sparring', which will prevent wounds from being applied. If you suffer from an affliction, it has a severity linked to the amount of damage dealt; These can be; Minor, Moderate, Major, Severe, Crippling. The severity of the wound is equal to (damage dealt/30), rounded down, to a maximum of 5. It determines how hard it is to treat, as well as the impact it has on your stats. Treated wounds have a much less noticeable impact.
Non-PC entities, such as youkai, mercs, etc. can't suffer from afflictions.
Treated VS Untreated
Wounds have two stages, treated and untreated. When you get a wound, it is untreated (of course). It can be treated using Treatment item(s) which are bought from Hikari (you might be able to craft them as well). Depending on the severity of the wound, you will need from 1 to 3 of the item. You can treat a wound by going into the health panel and clicking the red cross next to the untreated wound's name; you can use the arrows at the bottom to cycle through party members, so you can easily treat the wounds of anyone in your party. Treating a wound also requires a small amount of Mental Stamina depending on the severity, but also grants you a small amount of roleplaying EXP.
Treated wounds and untreated wounds have different effects. For example, let's take a look at this one:
Severe Cut Wound
Effect: -4% Maximum HP. Can become infected.
While untreated, this wound cuts (no pun intended) your max HP by 4%, which can be a lot. It can also become infected, which sounds bad. So let's treat it and see what it does now.
Severe Cut Wound
Effect: -1 Maximum HP
Well, that's a lot better. Now it's hardly even noticeable.
NOTE: Afflictions treated automatically via the Treatment subpath do not cost items or mental stamina, but also do not give roleplaying EXP.
Healing & Infections
Wounds heal naturally over time. This refers to in-game time, not real time; if a wound is treated, it heals -much- faster. The base duration for wounds is (severity level * 5) in-game hours. This may seem a little short and it can be adjusted rather easily if so desired, but that's the number I went with for starters.
Open wounds are special in that they can become infected if left untreated. Bite wounds from monsters are especially dangerous for this, because they can become infected faster. If you let an open wound become infected, several things happen.
1) The duration of the wound is reset, meaning if it would have lasted 10 hours, it now takes 10 more hours to heal.
2) The severity of the wound is increased by up to 3. This will let the wound go into levels of severity not possible from just taking damage, IE if a Crippling Cut Wound gets infected, its severity level goes from 5 to 8.
3) You become inflicted with a fever. Fevers are the worst affliction you can get. Its severity will fluctuate over time, but it decreases both your on-map movement speed as well as the amount of Momentum you receive at the start of your turn; the highest amount a Fever will reduce it by is 3 if it's at the peak of its severity. This means if you are over-encumbered by items, you may not get a chance to fight back against enemies at all. Thus, it's in your best interest to make sure you treat open wounds as soon as possible, and if you find yourself suffering from a fever, to rest for a little while. You can treat fevers like other afflictions, but it only limits the maximum level of severity by half, which is still quite bad compared to other afflictions.
Depending on your race, afflictions might affect you differently.
1) Dullahans and Liches cannot suffer from any afflictions at all, since they don't have normal bodies.
2) Mechanations are immune to open wounds, and by relation, fevers.
3) Shaitans have a 50% less chance to suffer from open wounds due to their unique physiology.
Once the beta is live, if you have any ideas for other, similar racial resistances (or weaknesses) to certain types of afflictions, you should post a suggestion thread. You can discuss it in this thread too but since I'm still finishing everything, you're better off doing as said above (when the beta hits!) so it's fresh and I actually have some time to implement it.