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Wiki Classes Healer

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 5 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 Blessings and hallowing
Calming Powder Calm
Prayer Beads Soul Tether
Wool Bedroll Bedroll
Holy Chalk Consecrate Ground
Sacred Herbs Brewing
White Shroud Ritual work

Carry caps are per item and scale with your level, so a high-level healer can go much longer between restocks. 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, damage caps, hex reflection, damage-splitting bonds, and abilities that turn incoming damage into healing or into SP loss. 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 resurrection tools that work at a distance, 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 healershand, unyieldingaura and divineintervention, which are the abilities you hold in reserve for the moment a fight goes wrong.

Blessing#

Self-buffs. A retribution aura that punishes attackers, a stacking damage buff, and immunity to fear and charm.

Judgment#

The healer's small offensive line: a channelled escalating holy attack, a double-damage seal, and a channelled execution that is lethal to wounded undead.

Smite#

Two late anti-undead attacks that ignore or overwhelm undead resistances.

Devotion#

One skill, spotlessmind, which strips mental afflictions from a target.

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 moderate heal on a single target.
10 Healing Breeze Heal 20 SP 8s Light heal-over-time pulse on the whole party for 12 seconds.
11 Vitalize Heal 40 SP 30s Heavy instant heal plus a short heal-over-time.
15 Purify Utility 20 SP 30s Remove poisons and curses from food, water and carried items.
16 Orison of Healing Heal 20 SP 12s Light heal-over-time on an ally for 15 seconds.
23 Diagnose Utility 10 SP 5s List an ally's active conditions and debuffs.
24 Dismiss Condition Support 25 SP 10s Remove one poison, disease or curse from a target.
27 Bandage Utility 15 SP 5s Small instant heal plus a minor heal-over-time; uses linen.
43 Word of Healing Heal 25 SP 15s Instant medium heal on one ally.
45 Hallow Support 60 SP 1m Ground effect increasing healing received by everyone in the room.
51 Infuse Health Heal 150 SP 2m Channel your own health into an ally.
52 Heal Party Heal 100 SP 1m Heavy area heal restoring every party member in the room.
65 Healing Seed Heal 40 SP 30s Plant a seed on an ally that bursts into healing shortly after.
70 Brew Elixir Utility 100 SP 1m Brew a healing elixir from gathered herbs as a carryable item.
73 Attunement Buff 30 SP - Increase your healing output for 20 seconds.
92 Bedroll Utility 80 SP 5m Lay out a bedroll for improved regeneration while resting.
99 Resurrect Utility 500 SP - Long ritual returning a fallen ally to life.

Protection#

Level Skill Type Cost Cooldown Effect
18 Reverse Fate Protection 50 SP 5m Turn the next incoming damage on an ally into healing instead.
19 Spirit Ward Protection 300 SP 1m Cap incoming hits on an ally to a tenth of their maximum health for 8 seconds.
28 Faith Shield Protection 50 SP 10s Absorb shield on an ally that scales with your level.
29 Ease Burden Utility 40 SP 10m Reduce an ally's encumbrance for half an hour.
33 Aegis Protection 50 SP 45s Party-wide damage reduction for 20 seconds.
34 Shielding Hands Protection 100 SP 20m Strong touch heal plus a brief window of damage immunity.
42 Absorb Shield Protection 30 SP 12s A larger absorb shield on one ally, scaling with your level.
47 Aura of Stability Protection 25 SP 45s Party members cannot be knocked down or interrupted for 15 seconds.
64 Protective Bond Protection 50 SP - Split all damage an ally takes evenly with yourself until broken.
77 Reverse Hex Protection 30 SP 12s Rebound a curse on an ally back to its original caster.
81 Life Sheath Protection 30 SP 8s An ally takes no damage for 4 seconds but cannot act either.
87 Spell Breaker Protection 60 SP 1m 30s Break the next spell cast at an ally and refund them part of their SP.
88 Life Barrier Protection 10 SP 5s Convert all incoming damage on an ally into SP loss for 6 seconds.
95 Spirit Bond Protection 35 SP 45s Share healing received between two bonded allies.

Faith#

Level Skill Type Cost Cooldown Effect
1 Cloak of Bravery Buff 25 SP 30s Immunity to fear and a damage bonus for 12 seconds.
5 Supplies Utility - - List, inspect and manage your Healer's Pouch.
7 Recall the Fallen Utility - 30s Recall a fallen party member's spirit; long-range resurrection at altars.
10 Tender Hand Passive - - All your heals are stronger.
15 Twofold Mend Passive - - Chance for any heal to fire a second time.
20 Devotion Passive - - Heals cost less SP.
20 Soul Tether Utility 30 SP 1m Tether to an ally so either can revive the other once a day; uses beads.
25 Calming Presence Passive - - Hostile creatures are far less likely to attack you unprovoked.
30 Group Mender Passive - - Your heals splash part of their value onto a nearby ally.
38 Calm Utility 50 SP 1m Calm a hostile creature, cutting its aggression and damage; uses powder.
40 Holy Skin Passive - - Flat damage reduction from all sources.
45 Beacon of Faith Passive - - Allies heal for more while you are alive.
50 Last Rites Passive - - Players you resurrect return at full health.
60 Pilgrim's Step Utility 80 SP 5m Movement speed and immunity to slows for 30 seconds.

Divine#

Level Skill Type Cost Cooldown Effect
6 Create Light Utility 15 SP 1m Conjure a sustained globe of holy light that also harms undead.
9 Create Holy Water Utility 50 SP 1m Bless water in a flask for bonus damage against undead and demons; uses a vial.
46 Aid Utility 50 SP 3m Small instant health and SP restore plus a brief stat buff on an ally.
54 Consecrate Ground Utility 80 SP 5m Consecrate the room so undead and demons burn while they remain; uses chalk.
55 Restore Condition Divine 45 SP 20s Clear every negative condition from an ally at once.
72 Healer's Hand Utility 60 SP 5m Full health restore on a single target.
74 Unyielding Aura Divine 100 SP 10m Party members in the room cannot be reduced below 1 health for 6 seconds.
96 Intervention Divine 50 SP 5m Pre-cast save: the next lethal hit on the target is prevented and heals them instead.

Blessing#

Level Skill Type Cost Cooldown Effect
36 Retribution Aura Buff 50 SP 5m Attackers take HOLY damage when they strike you.
56 Holy Might Buff 35 SP 1m 30s Stacking damage bonus on your next attacks, up to three charges.
91 Crusader's Resolve Buff 45 SP 3m Immunity to fear and charm for 30 seconds.

Judgment#

Level Skill Type Cost Cooldown Effect
69 Inquisition Combat 30 SP 40s Channelled attack dealing escalating HOLY damage over 6 seconds.
82 Seal of Wrath Debuff 40 SP 1m Your next hit lands for double damage as HOLY.
90 Final Judgment Combat 35 SP 1m 30s Channelled execution; lethal to undead below half health.

Smite#

Level Skill Type Cost Cooldown Effect
79 Purging Flame Combat 75 SP 2m Holy fire that ignores undead resistances.
97 Exorcism Combat 45 SP 15s Drive out possessing spirits; devastating to undead and demons.

Devotion#

Level Skill Type Cost Cooldown Effect
25 Spotless Mind Utility 30 SP 1m Remove fear, charm, confusion and silence from a target.

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 is a genuine self-buff that lets you contribute damage while nothing needs healing, and createlight at 6 solves the dark-room problem that plagues low-level characters. Take supplies at 5 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 the party as background regeneration, use orison on whoever is taking steady chip damage, and save vitalize for a spike. 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. soa on the tank before a pull costs less than the heal it saves, aegis before a known area attack is better than healing three people afterwards, and auraofstability before a boss that stuns will keep the party's rotations 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, recall and tether all mean a party death is recoverable rather than fatal to the run. Against undead you can also contribute real damage through Judgment and Smite, so do not assume you are purely a support presence in every fight.