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.