Every muscle tenses as the fight begins
Any delay and an ally will fall to foe
With a blinding light, a ring bursts out from within Fearn
It expands and divine energy envelopes those on the brink of death
With their spirit raised, they fight on
Stronger and more determined than ever
The fight continues
– Fearn Ironheart, Spiritual Guidance
Clerics (Dwarf healers) are powerful heroes that heal and bolster their allies. These devoted supports use holy magic to rejuvenate their group, leaving their foes in a hopeless battle. Well-trained clerics are able to see the specific needs of the fight and know exactly what they should do. When not in combat, they are friendly and caring teammates who easily build a good reputation with others.
Hero in E_FJ, Companion (auxiliary / main hand enchant) in I_FJ, Newbie (tertiary / off-hand enchant) in E_TP, Escort (inferior / armor enchant) in I_TP
- Area Of Effect healer
- Morale booster
- Harmony – To protect allies by raising their spirit and promoting cohesive goals
- Emotive / shares emotions
- Varied attacks (fit group needs)
- Loyal to group
- Attuned to group culture
- Group harmony > self
- Sensitive to the needs of others
- Unconcerned with objective logic
- Heals group (builds rapport and proactively advises)
- Increased spirit (healing energizes them to do more)
- Warmth (emits caring and supportive energy)
- Conflict (it directly inhibits group goals)
- Direct magic damage (impersonal logic)
- Lacks self-healing spells (might ignore own needs / needs support)
COMPANION / PREFERRED ENCHANTMENTS
What Does Extroverted Feeling Do?
The goal of Judging functions is to make a decision. Extroverted Feeling uses personal data opposed to the impersonal data that Extroverted Thinking uses. In the case of Extroverted Feeling, the decisions are based on meeting everyone’s needs.
“What should I do?” is a common question that Judging functions strive to answer. Fe decisions promote harmonious relationships within the group. These decisions often limit individuality for the sake of the group. They find it as a necessary sacrifice for the greater good. With everyone working towards the same goal, there’s harmony and productivity.
Even at the cost of their own needs, Extroverted Feelers often focus on the harmony of the group. Like Extroverted Thinking, they try to structure the world around them to get measurable results. The difference, though, is that Fe measures how well the needs of the group are satisfied. They organize their priorities practically and efficiently based on the values of their group. Ignoring the empirical statistics that Te focuses on helps maintain cohesiveness in their group. They’re happy to pass over some details if it’s not too detrimental. Thinking is not. Thinking will pass over the emotions and give that detached logic priority.
Social systems and values or ethics of the group are extremely high on the Fe’s radar. They see people and groups as systems working together. Sensing the relationships helps them to not step on toes when interacting. Noticing the values and ethics does the same. There’s no reason to break harmony of a group unless a larger group can be found. In that case, whichever party can help the most people often gets priority.
What’s a Cleric (Dwarf Healer) like?
Dwarf healers are the group cheerleaders. They boost morale and share emotions. They’re tender and polite towards others who fit in with the group’s values. Think of them as AOE healers who are always aware of everyone else’s health bar. They try to take in everyone’s feelings and make educated decisions.
They’re emotionally effusive — they express gratitude and are emotionally unrestrained. Dwarves focus on interacting with the outer world. Dwarf healers express their emotions more than the Elf counterpart. This makes their faces animated and readable.
Dwarf healers are happy to listen to and help others. They often fit the role of a mediator or mentor. They are sympathetic, rather than empathetic. This difference means that they understand the emotions of others in their head. They can relate to the feelings of others. Empathy is more mirroring the emotion internally like an Elf healer does.
Quests that have emotional feedback and results are best for Dwarf healers. They want to help people — the more, the better. They will do everything they can to help the whole town by defeating a local terror. If they can rally others and make it a collective goal, it’s even better.
They like subjective information. Detached, empirical statistics do nothing for them. Healers can’t heal what has no emotions. Don’t tell them about the new stats on your gear, tell them how it helps you improve the lives of other people. Their gear helps them heal better, that’s why they want to level up. It has a lot less to do with the item score or the increase in number stats. They will, however, pick things that are popular. It’s important to match the values of other people, so if many people value one thing, then it must be good.
Dwarf healers are accepting of other people. Internal values should be suppressed to create a more cohesive group. This makes them often accept the differences in others for the greater good. They might not agree with the opinions of others, but they won’t cause problems fighting for individuality. Emotions and value are shared among the group. They also expect reciprocity and for others to put aside differences for harmony. Of course it depends on the people though. A Dwarf healer isn’t going to just help a gang because they’re nearby.
Reunifying their group is another strong skill for Dwarf healers. Promoting harmony isn’t just about preventing problems, but also about returning things to how they were. You’ll see them trying to calm people down and looking for ways to help reach an understanding. They insist on forgiveness to increase harmony. Healing broken relationships gets everyone back into good spirits. The higher the spirits, the more cooperation and the better the group performs.
Dwarf healers are often more sensitive to other’s emotions than their own. Feelings aren’t internalized like an Elf’s are. They’re also likely to ignore their individual emotions so they can mesh with the group. Some people think of this as superficial, but it’s better to think of it as effective. It’s certainly not bad to help people feel at ease. By having a friend in the group, people function at a higher level. It’s a logical approach to feelings and emotions.
Wave of healing – Heal allies, bouncing from one to another. Burst forth with direct, animated emotions.
Healing globe – Cast a healing globe that expands as it swirls outward. Use your communication skills to encourage others; like speech bubbles coming out of you.
Sacrificial heal – Sacrifice some of your health to heal another player. Put aside your own needs for the sake of the group’s harmony.
Ray of hope – Inspire and heal others. Give inspiring advice to those in need.
Vision of glory – Boost the morale of your party. Boost the morale of your group by appealing to their emotions.
Splendor – Boost your charisma. Raise your interpersonal rapport.
Ledon’s caress – Increase your persuasion for a short time. Persuade others with strong emotion.
Zone of truth – Gain perception in an area. Quickly read social situations to determine the best method of attack.
Fearn Ironheart, Pre-made Dwarf Healer
When he was 20, Fearn’s town was invaded by Orcs, leaving both of his parents gravely wounded. Fearn cared for them to the best of his ability until their death. His mother was a teacher and his father was a singspeaker. His mother taught him much about caring for and weaning children into apprenticeship. He was always told that it was important for everyone to work for the greater good and set aside personal goals.
Old age and war took its tole on Fearn’s town. It was severely lacking healers to care for those injured in the constant fighting. He began studying herbs, potions, and magic to better serve his community. Fearn realized that he could use these tools to positively affect others. Not only could he heal physical wounds, but emotional wounds as well.
He has gained much respect within his community as a sympathetic caretaker. Now that his town is stable again, Fearn decides to expand his efforts of creating a harmonious world. He sets out to find a group that will have the biggest impact in reuniting the broken alliances of Elves and Dwarves.