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Wiki Classes Healer

Healer

A restorer who keeps a party standing with heals, cleanses, damage reduction and bonds that share out damage.

Healers restore health, remove afflictions and protect companions before an attack lands. Their spells include direct healing, healing over time, damage reduction and bonds that share incoming damage. Several abilities use supplies from the Healer's Pouch, so getting ready means checking both SP and stock.

In a group, the right choice depends on the injuries and effects in play: a cleanse may do more than another heal, and a shield can stop a dangerous hit before it lands. Take care with bonds, because some pass damage to you. Cloth armor offers little when enemies reach the healer.

An Explorer of level 10 or higher joins with join healer at the Physician's College in Aurin, in the Entrance Hall or the Treatment Ward. Aldric Voss trains the guild. A healer who joins a religion can later be anointed as a cleric by the leader of that faith, keeping their level.

Resources#

The healer spends SP on nearly everything. There is no second combat resource, no charge bar and no stance, so spell costs and cooldowns decide how long you can keep healing.

The one physical resource is the Healer's Pouch, managed with supplies from level 3 and shown on the client's class panel as a bar per item. Active spells that produce or consume a tangible object draw from it; passive abilities never do. Restock at a Healer's Sundries counter using list and buy.

Pouch item Used for
Crystal Vial Brew Elixir and Create Holy Water
Linen Cloth Bandage
Anointing Oil Cloak of Bravery
Holy Incense Hallow
Calming Powder Calm
Prayer Beads Soul Tether
Wool Bedroll Bedroll
Sacred Herbs Brew Elixir
Holy Chalk Nothing yet
White Shroud Nothing yet

Carry caps are fixed per item, from three white shrouds up to fifteen bolts of linen, and do not grow with your level. Check the pouch before a long trip.

Passives are equipped with passives, two at a time, and only equipped ones work. Talents give you a point every ten guild levels, ten at most and ten at most in one tree, spent with talents spend <tree>. Each point in a tree makes every skill in it 2% better: it strikes and heals 2% harder and comes back 2% sooner, so ten points give 20% of each. Passives are untouched, and each point in Healing also makes your own weapon blows 2% stronger.

Talent Trees#

Healing#

The restoration tree. It runs from bind at level 2 through the heals over time and the large single heals up to healparty and resurrect, and also holds the practical support tools like diagnose, bandage, bedroll and brewelixir.

Protection#

Damage prevention. Shield blessings, damage reduction, hex and affliction cleansing, and bonds that link you to an ally so that a share of the damage they take is either passed to you as damage or returned to you as healing. Most of it is cast before the damage arrives.

Faith#

The class's utility, blessing and passive line. It holds the pouch, the tools for tracking the fallen at any distance, calm and pilgrim, and all eight of the healer's equippable passives. Its blessings sit here too: bless at level 6, which makes an ally's blows land heavier, spotlessmind, which strips one debuff at random from an ally and cannot be cast on yourself, and unbending, which you cast on yourself to throw off and then refuses stun, root and knockdown.

Divine#

Consumables and the heavy emergency saves. Creating light and holy water at the low end, and at the high end divineintervention, the ability you hold in reserve for the moment a fight goes wrong, plus healershand, which sends a single item from your inventory to any other player who is online, wherever in the world they are, summon to pull a party member across the world to you, and miracle, the elite skill usable once a day, that makes the whole party in the room whole again.

Skills#

Passive rows show the level at which passives equip will accept them.

Healing#

Level Skill Type Cost Cooldown Effect
2 Bind Heal 5 SP 6s Instant small heal on yourself or an ally, restoring 10 health at level 2 rising to 20 at level 100.
7 Diagnose Utility 10 SP 5s Read any living target in the room, showing their level, exact health, spellpoints and endurance, plus every active buff and debuff with its remaining time.
8 Healing Breeze Heal 20 SP 30s A light heal over time on yourself or one ally, pulsing every two seconds for 24 seconds.
9 Vitalize Support 40 SP 30s For five combat rounds, you or an ally swing without spending stamina, and the main hand has a 30% chance each round to strike a second time.
11 Purify Utility 20 SP 30s Cleanse a single food or drink item of poison, rot, spoilage, taint and contamination.
12 Orison of Healing Heal 10 SP 12s Instant heal on yourself or an ally, restoring 10 health at level 1 rising to 80 at level 100, and doubled if the target has Attunement.
17 Dismiss Condition Support 30 SP 1m Attempt to strip one affliction from yourself or an ally, healing a little as it lifts. The attempt succeeds about half the time at low level, rising to nine times in ten at level 100; a failure leaves the affliction in place.
19 Bandage Utility 15 SP 5s Spend a minute out of combat rolling up to ten linen bandages, one linen each. Each restores 25 health at level 1, rising to 100 at level 100, and anyone can use them.
26 Word of Healing Heal 30 SP 30s Instant heal on yourself or an ally, restoring a base of 20 health at level 1 rising to 120 at level 100, doubled if the target is below half health.
27 Hallow Support 60 SP 1m Instantly heal every ally in the room and consecrate the ground, so anyone standing in it recovers health as fast as if resting, for about a minute at this level rising to just over two minutes at level 100; uses incense.
31 Infuse Health Heal 150 SP 2m Instant massive heal on yourself or an ally, restoring 200 health at level 1 rising to 800 at level 100.
32 Heal Party Heal 100 SP 1m Heavy area heal restoring every party member in the room.
41 Brew Elixir Utility 250 SP 1h At an alchemy lab, brew a carryable Elixir of Healing that restores 50 health at level 1 rising to 300 at level 100; uses one bundle of sacred herbs and one crystal vial.
45 Attunement Buff 30 SP None Attune an ally for two minutes so that heals landing on them are stronger; Orison heals for double, and Word of Healing and Heal Party for half again. Cannot be cast on yourself.
51 Resurrect Utility 275 SP None Long ritual returning a fallen ally to life.
56 Bedroll Utility 80 SP 5m Lay out a bedroll, out of combat. Anyone resting in the room recovers health, SP and endurance twice as fast, and rest beside it is not halved by hard mode. It stays until someone picks it up or the room resets; uses a wool bedroll.
57 Restore Heal 100 SP 5m Fully restore your own or an ally's health and stamina. Spellpoints are untouched.
58 Cleanse Party Support 90 SP 1m Lift one affliction from every party member and companion in the room. You must be in a group to cast it.

Protection#

Level Skill Type Cost Cooldown Effect
4 Aegis Protection 50 SP 45s Bless one ally's shield so they block more often, adding 8 to 20 percent block chance for four to ten minutes, both scaling with your level. It only helps a warrior with shield mastery and a shield equipped, and it cannot be cast on yourself.
13 Reverse Fate Protection 50 SP 5m Bind an ally so that every wound they take also heals you for a fifth of the damage, lasting one minute and rising to five minutes by level 100; cannot be cast on yourself.
20 Faith Shield Protection 50 SP 10s Cloak an ally in a shield of faith for five minutes, reducing every blow they take by 30 percent. Cannot be cast in combat or on yourself.
21 Ease Burden Utility 100 SP 10m Raise your own or an ally's carrying capacity for a long stretch, with both the weight and the duration scaling on your level.
29 Aura of Stability Protection 100 SP 30s Ward one ally, or yourself, against knockdown for ten minutes. The same person cannot be warded again for two hours.
38 Protective Bond Protection 50 SP 1m Ward yourself or an ally with a single charge that softens the next heavy blow, absorbing up to 200 damage. Nobody can be warded more than once an hour.
43 Spirit Ward Protection 300 SP 1m Send a guardian spirit to watch over any player anywhere in the world for an hour, warning you when their health falls past three quarters, half and a quarter. You cannot send one to yourself, and you can protect only one soul at a time.
46 Protection Protection 50 SP None Ward yourself or an ally against one element, cutting that damage by 20% for fifteen minutes.
47 Reverse Hex Protection 30 SP 12s Lift the debuff with the most time left off yourself and lay it on a target for twice the time it had left.
49 Life Sheath Protection 30 SP 8s Burn away one harmful condition from yourself or an ally in the room. It is instant, so it can answer a curse or poison the moment it lands.
52 Spell Breaker Protection 60 SP 1m 30s Wrap yourself or an ally in an aura against magic for 15 seconds. For now the aura is only a mark: no spell, hex or curse checks for it, so it gives no protection.
53 Life Barrier Protection 10 SP 5s Bind a golden thread to an ally for up to five minutes so that a fifth of the damage they take is redirected to you as damage. Cannot be cast on yourself, and recasting releases it.

Faith#

Level Skill Type Cost Cooldown Effect
1 Cloak of Bravery Buff 10 SP 30s Bless a cloak worn by a target, granting the wearer 10 bonus health at level 1 rising to 150 at level 100 for two hours; uses anointing oil.
3 Supplies Utility None None List, inspect and manage your Healer's Pouch.
5 Recall the Fallen Utility None 2h List the players who have died most recently anywhere in the world, with each one's level, the room they fell in and how long ago.
6 Bless Buff 10 SP 1m Lay a small blessing on yourself or an ally so their blows land heavier while it holds.
10 Create Spring Utility 55 SP 20m Call a clear spring out of open ground. Anyone who drinks from it rests twice as fast for five minutes.
14 Soul Tether Utility 30 SP 1m A 20 second prayer binding you to one player out of combat. For the next 24 hours, if they die anywhere in the world you are told at once and given the room they fell in. One tether at a time; uses beads.
15 Create Food Utility 100 SP 1h Conjure a loaf of holy bread into the hands of every party member present.
18 Spotless Mind Utility 30 SP 1m Remove one debuff at random from another character in the room. Cannot be cast on yourself.
20 Calming Presence Passive None None Hostile creatures are far less likely to attack you unprovoked.
23 Calm Utility 50 SP 1m Each enemy you are fighting in this room rolls to be soothed and drops out of combat briefly on success, though bosses are immune; uses powder.
30 Devotion Passive None None Heals cost less SP.
37 Pilgrim's Step Utility 80 SP 5m Step across the world to a party member's room; both of you must be out of combat and the destination must not be warded.
40 Tender Hand Passive None None All your heals are stronger.
50 Beacon of Faith Passive None None Allies heal for more while you are alive.
55 Unbending Buff 90 SP 3m Throw off any stun, root or knockdown on you and refuse all three for 20 seconds.
60 Group Mender Passive None None Your heals splash part of their value onto a nearby ally.
70 Twofold Mend Passive None None Chance for any heal to fire a second time.
80 Holy Skin Passive None None Flat damage reduction from all sources.
90 Last Rites Passive None None Players you resurrect come back with their SP and endurance restored, and none of the afflictions they died with.

Divine#

Level Skill Type Cost Cooldown Effect
16 Create Holy Water Utility 50 SP 1m Bless a vial of water to throw at the undead (skeletons, spirits, specters, wights, ghouls and the like); uses a vial.
22 Create Light Utility 15 SP 1m Conjure a carryable orb of holy light that lasts about 10 minutes, rising to 30 minutes at level 100.
28 Aid Utility 50 SP 3m Open a divine link to any player in the world for ten minutes, letting you read their condition and speak with them privately at any distance.
33 Consecrate Ground Utility 80 SP 5m A three second rite that sanctifies the room for 8 pulses two seconds apart, rising to 15 at level 100. Each pulse heals you and your group standing in it and sears any undead or demon there with HOLY damage. Once per consecration, a blow that would kill you or a group member standing on it, while you are there, leaves them at 1 health instead.
44 Healer's Hand Utility 50 SP None Send one item from your inventory to another player online, wherever in the world they are; the item is theirs to keep.
54 Intervention Divine 500 SP 1 week A one minute invocation ending in a sixty second golden vigil over yourself or an ally. The heavens answer only once a week, and an interrupted prayer costs the spellpoints but not the week.
59 Summon Utility 250 SP 1h A twenty second prayer that calls a party member across the world to your side. Neither of you may be in combat, and the destination must not be warded against travel.
60 Miracle Divine 500 SP 24h The healer's elite skill. Once a day, every party member in the room is made whole: health and wind fully restored and every affliction burned away. Spellpoints are untouched.

Playing a Healer#

At low levels bind is a quick heal to use between ordinary attacks. bravery blesses a worn cloak and spends anointing oil, and createlight gives you a light. The Healer's Pouch opens with supplies at level 3; check it before you leave a supply counter.

Healing needs change during a fight. healingbreeze keeps up with steady damage on one ally, orison is the direct heal, and vitalize keeps a fighter swinging without spending endurance. Use diagnose when an affliction may be behind the damage, because healing alone will not lift it.

Protection spells go on before the attack comes. aegis helps an ally fighting with a shield, and auraofstability stops them being knocked down. Shields, damage reduction and bonds work differently; check whether a bond passes damage to you before using it on a companion under heavy attack.

Healing talents make the heals stronger, while Protection talents support prevention. Passives split the same way: Tender Hand and Devotion help healing, Group Mender spreads it to the party, and Holy Skin protects you. Calming Presence keeps creatures off you while you travel. Only two can be equipped at once.

Agree with your companions on who holds the enemy's attention. If a party member dies, recall fallen and tether help find the body, and resurrect can bring them back where its conditions are met. Keep enough SP and supplies for the recovery spells the party expects you to have.