Healer
A dedicated backline restorer who keeps a party standing through heals, cleanses, absorb shields and damage-redirection bonds.
The Healer does one job and does it better than anyone else. Where the cleric splits its attention between healing, holy offence and church ceremony, and the paladin heals as a side effect of hitting things, the healer is built entirely around keeping other people alive. It has the deepest toolkit of shields, bonds and cleanses in the game, and the fewest ways to kill anything.
That focus makes the class enormously valuable in a group and slow going alone. You will level more comfortably attached to a party than solo, and you will spend most fights reading other people's health bars rather than your own. The compensation is that a healer with the full Protection tree can do things no other class can: cap the damage a single hit is allowed to do, convert incoming damage into healing, split a target's wounds with yourself, or make an ally briefly untouchable.
Resources#
The healer spends SP on essentially everything. There is no secondary combat resource to build, no charge bar and no stance. Your entire economy is spellpoints against time, which means the practical skill of the class is choosing the cheapest tool that solves the problem in front of you rather than always reaching for the biggest heal.
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 | Elixirs and holy water |
| Linen Cloth | Bandages |
| Anointing Oil | Blessings |
| Holy Incense | Hallow |
| Calming Powder | Calm |
| Prayer Beads | Soul Tether |
| Wool Bedroll | Bedroll |
| Holy Chalk | Consecrate Ground |
| Sacred Herbs | Brewing |
| White Shroud | Ritual work |
Carry caps are fixed per item, from three white shrouds up to fifteen bolts of linen; they do not grow with your level. Check the pouch before a long trip; running out of linen mid-dungeon is an avoidable problem.
Passives are equipped with passives, two at a time, and only equipped ones fire. Talents give one point every ten levels up to ten, spent with talents spend <tree>.
Talent Trees#
Healing#
The core restoration line, and the tree you will spend most of your points and most of your time in. It runs from bind at level 2 through the heal-over-time and burst heals up to healparty and resurrect, and also holds the practical support tools like diagnose, bandage, bedroll and brewelixir.
Protection#
Damage prevention rather than damage repair, and the tree that makes the class distinctive. Absorb shields, flat and proportional damage reduction, hex cleansing, and bonds that link you to an ally so that a share of the damage they take is either transferred to you as damage or returned to you as healing. A healer who learns to pre-shield rather than react will out-perform one who only heals after the fact.
Faith#
The class's utility and passive line. It holds the pouch, the long-range tools for tracking the fallen, the movement and crowd-control utility like calm and pilgrim, and all eight of the healer's equippable passives.
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 once-a-day elite skill that makes the whole party in the room whole again.
Blessing#
One self-buff, unbending, that throws off and then refuses stun, root and knockdown.
Judgment#
A declared tree that currently holds no skills. talents still lists it, but there is nothing in it to learn.
Smite#
A declared tree that currently holds no skills, like Judgment above it.
Devotion#
Two skills: bless at level 6, which makes an ally's blows land heavier, and spotlessmind, which strips one debuff at random from an ally and cannot be cast on yourself.
Skills#
Passive rows show the level at which passives equip will accept them.
Healing#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 2 | Bind | Heal | 10 SP | 6s | Instant small heal on yourself or an ally, restoring 10 health at level 2 rising to 20 at level 100. |
| 8 | Healing Breeze | Heal | 20 SP | 30s | Light heal-over-time on yourself or one ally, pulsing every two seconds for 24 seconds. |
| 9 | Vitalize | Support | 40 SP | 30s | Instant stamina restore on yourself or an ally, scaling with your level from 30 points at level 1 to 150 at level 100. |
| 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 | 25 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. |
| 16 | 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. |
| 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, restoring 25 health at level 1 rising to 100 at level 100 when applied. 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 that anyone standing in it regenerates health twice as fast, 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 | - | 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 | 500 SP | - | Long ritual returning a fallen ally to life. |
| 56 | Bedroll | Utility | 80 SP | 5m | Lay out a bedroll for improved regeneration while resting. |
| 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 | Bond an ally for one minute so that two fifths of every blow they take is redirected to you, or bond yourself so that share is absorbed instead. |
| 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 | - | Ward yourself or an ally against one element, cutting that damage by twenty per cent for fifteen minutes. |
| 47 | Reverse Hex | Protection | 30 SP | 12s | Rebound a curse on an ally back to its original caster. |
| 49 | Life Sheath | Protection | 30 SP | 8s | An ally takes no damage for 4 seconds but cannot act either. |
| 52 | Spell Breaker | Protection | 60 SP | 1m 30s | Wrap yourself or an ally in an anti-magic aura for 15 seconds. |
| 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 | - | - | List, inspect and manage your Healer's Pouch. |
| 5 | Recall the Fallen | Utility | - | 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. |
| 10 | Create Spring | Utility | 55 SP | 20m | Call a clear spring out of open ground. Anyone may drink from it to recover their wind while it flows. |
| 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. |
| 20 | Calming Presence | Passive | - | - | 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 | - | - | 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 | - | - | All your heals are stronger. |
| 50 | Beacon of Faith | Passive | - | - | Allies heal for more while you are alive. |
| 60 | Group Mender | Passive | - | - | Your heals splash part of their value onto a nearby ally. |
| 70 | Twofold Mend | Passive | - | - | Chance for any heal to fire a second time. |
| 80 | Holy Skin | Passive | - | - | Flat damage reduction from all sources. |
| 90 | Last Rites | Passive | - | - | Players you resurrect return at full health. |
Divine#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 7 | Create Holy Water | Utility | 50 SP | 1m | Bless water in a flask for bonus damage against undead and demons; 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 | Sanctify the room so that no combat can take place within it and lethal damage leaves those inside at one health, lasting a few minutes and scaling with your level; uses chalk. |
| 44 | Healer's Hand | Utility | 50 SP | - | 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 minute-long 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. |
Blessing#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 55 | Unbending | Buff | 90 SP | 3m | Throw off any stun, root or knockdown on you and refuse all three for 20 seconds. |
Judgment#
This tree is declared but currently holds no skills.
Smite#
This tree is declared but currently holds no skills.
Devotion#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 6 | Bless | Buff | 10 SP | 1m | Lay a small blessing on yourself or an ally so their blows land heavier while it holds. |
| 18 | Spotless Mind | Utility | 30 SP | 1m | Remove one debuff at random from another character in the room. Cannot be cast on yourself. |
Playing a Healer#
The early game is bind and patience. Bind is cheap and on a six second cooldown, so at low level your rhythm is auto-attack, bind, auto-attack, and your SP pool is the only thing limiting how long you can keep going. bravery at level 1 blesses a cloak somebody is already wearing and grants that wearer bonus health for two hours in exchange for a vial of anointing oil, and createlight solves the dark-room problem that plagues low-level characters. Take supplies at 3 and get into the habit of restocking whenever you pass a Sundries counter.
Once healingbreeze and vitalize arrive the class starts to feel like itself. The rotation is triage rather than a sequence: keep healingbreeze running on whoever is taking steady damage as background regeneration, use orison as your workhorse direct heal, and keep vitalize for a martial ally whose stamina has run dry. diagnose is worth using more than most players do; a fight that will not stabilise is usually a condition you have not cleansed rather than a heal you have not cast.
The single biggest improvement you can make to your own play is learning to pre-cast Protection abilities. aegis on a warrior ally carrying a shield raises the number of blows they turn aside outright, and auraofstability on that ally before a boss that stuns will keep their rotation running. Reactive healing works up to a point; the healer only becomes strong when it starts preventing damage rather than repairing it.
Spend your first talent points in Healing, then Protection. For passives, Tender Hand plus Devotion is the safe general-purpose pair early on, Group Mender is excellent in a large party, and Holy Skin is the right choice whenever you expect to be taking damage yourself. Calming Presence is worth equipping while travelling through hostile territory alone.
In a group your role is unambiguous: you are the reason the group survives, and you should be positioned and protected accordingly. Ask the tank to hold aggro rather than trying to out-heal being hit, keep at least one emergency ability off cooldown at all times, and remember that resurrect is what makes a party death recoverable, and recall and tether are how you find the body in time to use it. The healer has almost no offence of its own, so in a fight your contribution is measured entirely in the deaths you prevent.