Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Base and upgraded
| Base | Upgraded | |
|---|---|---|
| Effect | Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups. | Heal a unit at range. Excess healing is converted to an equal amount of random stat ups. |
| Cost › Mana | 6 | 5 (−1) |
| Target › Max range | 1 | 4 (+3) |
Every field that differs between the two levels in the game files.
Classes that can get it 1
A Medic class ability: higher Stimulation makes kittens more likely to take their ability from the parent with class abilities (table below).
Passing it to kittens
| Stimulation | Inherits an ability | This one, parent knows 1 | …knows 2 | …knows 4 | Picks the class parent |
|---|---|---|---|---|---|
| 0 | 20% | 10.9% | 5.5% | 2.7% | 50% |
| 10 | 45% | 25.2% | 12.8% | 6.5% | 55% |
| 30 | 95% | 52% | 27% | 13.7% | 65% |
Chance a kitten gets this exact ability when one parent knows it among 1, 2 or 4 abilities and the other parent doesn't, counting both inheritance rolls. Same rule for every ability; details.
Overview
- Class
- Medic
- Mana cost
- 6
- Type
- Spell
- Game ID
Booster
Raw game dataExactly as defined in data/abilities/medic_abilities.gon
- templatespell
meta{3}
- nameABILITY_BOOSTER_NAME
- descABILITY_BOOSTER_DESC
- classMedic
graphics{2}
- animationpray
- affected_particleHealBig
cost{2}
- infcantriptrue
- mana6
target{3}
- max_aoe0
- max_range1
- min_range1
damage_instance{5}
- heal4
- typespell
- incidentally_collects_pickupsfalse
effects{1}
OverHealToStatuses{1}
- RandomStatUp1
- elements[Holy]
- categorymedic
- upgradedToBooster2