#4379
Healers have a reduced chance to engrave a given character in the dust correctly, because of the stereotype about doctors having terrible handwriting.
Healers have a reduced chance to engrave a given character in the dust correctly, because of the stereotype about doctors having terrible handwriting.
Apples (may) cure illness when eaten when blessed. However, their doctor-repelling power is increased to the point that Healers take damage when eating them or suffer some other negative effects, and hitting a Healer player monster with an apple scares them.
Healers can use a stethoscope on a corpse to usually find out what its cause of death was.
A new take on a Bard role, generally themed around leading a party of other adventurers through the dungeon, with some other additional ideas:
See also: Bard implementations.
Healers, who can see monster injury status, should see the injured status of a monster when it is healed from any source. E.g. instead of “The foo looks better” print “The bruised foo looks better.”
Either guarantee that the potion of healing will be smoky for Healers, or guarantee that it will never be smoky. Guaranteeing them to be smoky is basically an open invitation to startscum them, though.
You can use booze potions to clean off your wounds, helping you recover faster. Poison wounds, specifically, though this is debatable because 1) the game doesn’t track wounds you got from poison and 2) alcohol can help treat infections, whereas poison isn’t an infection.
Healers should probably be able to do this more successfully than other roles.
Healers start with a very high Constitution score.
Give Healers at least Basic skill cap in enchantment spells, maybe Skilled.
Healers receive an alignment penalty from using poisoned weapons.
Boost healers’ starting Dexterity; they should be better at delicate surgical procedures than the minimum Dx:7 implies.
Healers heal monsters when meleeing with no wielded weapon or worn gloves, sort of like nurses.
Healers can use an uncursed unicorn horn as if it’s blessed. They could also get the unicorn applied passively every turn as long as it’s wielded (with or without gloves on).
Healers start with higher Intelligence (perhaps at the cost of their high starting Charisma, which they don’t need as much). Priests could stand to have guaranteed a bit more Int and monks a bit more Wisdom, as well.
Healers get a Basic skill cap in divination spells.
Add a mechanic like applying a scalpel to a monster to cure its ills to give healers a way to heal monsters that isn’t tied to magic.
Add herblore (possibly as a non-combat skill). This allows you to brew various potions using herbs and potions of water. Healers are quite good at it, and their quest contains many herbs. Requires actually implementing herbs, which cannot be planted or grown like in ADOM.
Attempting to move healers out of the petmastering role: they now have skilled medical knowledge that enables them to hit monsters in melee with a scalpel or knife to inflict a “bleeding” status effect which will cause the monster to lose HP continuously. Any role is able to do this with a scalpel, but the effect is much more limited than it is for Healers. This means that for a Healer, combat now consists of hitting a monster to make it bleed, then disengaging and keeping away from it in the hope that it dies on its own. The Staff of Aesculapius no longer drains, instead it heals the damage it would have dealt (unless the Cyclops has it, in which case it drains life like normal.)
Additionally, the Staff of Aesculapius no longer has level-draining powers. Instead it has a drain HP attack that heals the wielder.
Some roles get food appraisal as a permanent intrinsic. Caveman at level 6, Tourist at level 10, maybe Healers at level 1 but they already get poison resistance so maybe not.