Healer

Design Concept

Late Game, High Cost Worker – Cures Disease and Heals Guards during PvP Battles

Chest Recipe

All wood with a Healing Potion in the middle.

Operation

The healer will cure anyone with the Disease effect added with the Gravestone Mechanic. A Basic healing potion is required to do this.

The healer will stay at his home during the day, and at dawn, anyone with a disease will try and seek out a healer to be cured.

In the Healer GUI you can select whether you want the healer to accompany your guards when you attack a players Colony. Healers will always assist and heal Guards in Defence of attacks (as long as they have healing potions.)

Although I haven’t fully thought out the Guard/Colony attack and defence mechanism’s – I envisage the Healer following the Guards and using Healing potions to heal them (with say a 10 second cool down between use.) – He should also have a limited inventory so he can only carry a set number of healing potions

The number of potions the Healer can carry, should be 5x his level – i.e. 5 to 20

'Specialisation Bonus '

Using the future Spiritual Colony Specialism the Healer will have a 50% chance of not consuming a healing potion each time he tries to cure a disease. In addition the Healer will also act like a beacon in PvP battles and provide some sort of Buff to your troops nearby.

'Specialisation Penalty '

When using any other specialisation in his colony, the healer has a 20% chance of failing to cure the disease on each attempt.