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Healer

Dedicated healing hero, effective at keeping allies alive. Healers specialize in a variety of healing spells and can instantly revive fallen allies.

While Healers won't be much direct help in killing monsters, having a Healer behind you in battle can do an enormous amount towards keeping you alive as you face increasingly dangerous foes.  A wise warrior keeps a close eye on his Healer's mana.

 

Advancement

Prerequisite:  Chemist level 2

 


Healer Stats

  Strength Agility Intelligence
Base Attributes: 20 5 25
Level Bonus: +2 +0.5 +3.5
       
Range: 400    
Attack: Magic    
Armor: Light    

 

Healer Active Skill Set: Restoration
Heal
Restores a small amount of health to the target.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 1 sec. 1 sec. 10 300 Unit Friend, Self Restores 30 health 100 100
2 1 sec. 1 sec. 10 300 Unit Friend, Self Restores 50 health 200 300
3 1 sec. 1 sec. 10 300 Unit Friend, Self Restores 70 health 300 600
Heal Information
This is a very efficient healing spell in terms of mana, but it can take a long time to restore a lot of health, especially at low levels, so it's not as good for emergency healing.  Also, this spell will take up a lot of time you could otherwise spend attacking in combat.  Two casters cannot use Heal on the same target at the same time.

 

Archonic Healing
Instantly restores a large amount of health to the target.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 N/A 10 sec. 150 600 Unit Friend, Self Restores 300 health 150 150
2 N/A 10 sec. 250 600 Unit Friend, Self Restores 600 health 250 400
3 N/A 10 sec. 350 600 Unit Friend, Self Restores 900 health 350 750

Archonic Healing Information
Archonic Healing is a fast, powerful healing spell, and is good for saving someone who is about to die.  You can cast Archonic Healing quickly in battle and then go back to attacking.  However, this spell consumes a lot of mana, and the cooldown can get you if you're not careful.

 

Mass Heal
Restores health to multiple targets simultaneously.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 1 sec. 1 sec. 15 per target None 400 Friend, Self Restores 30 health to up to 5 targets 150 150
2 1 sec. 1 sec. 15 per target None 400 Friend, Self Restores 50 health to up to 5 targets 350 500
3 1 sec. 1 sec. 15 per target None 400 Friend, Self Restores 70 health to up to 5 targets 550 1050

Mass Heal Information
This spell is much like the Heal spell, except that you can cast it on multiple targets simultaneously.  You will be charged mana for each target affected, but not for allies in range who are already at full health.  This spell is more expensive than regular Heal.

One target can be simultaneously healed by Heal and Mass Heal, but not by two casters using the same spell.

 

Mantle of Health
Places a mantle of health on an ally which sends out healing rays towards damaged allies every 2 seconds.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 10 sec. 12 sec. 170 400 300 Friend, Self Restores 40 health to one ally every 2 seconds 130 130
2 16 sec. 12 sec. 170 400 300 Friend, Self Restores 40 health to one ally every 2 seconds 220 350
3 22 sec. 12 sec. 170 400 300 Friend, Self Restores 40 health to one ally every 2 seconds 310 660

Mantle of Health Information
Mantle of Health effectively provides intelligent healing-over-time that directs itself only to allies who need the healing.  You can't put multiple Mantles of Health on a single target, but if several allies are near each other, you can put it on each of them, and the healing rays from each may heal the same target.

 

Song of Life
Drains mana to heal all nearby allies while active.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 Toggleable None 10 None 600 Friend, Self Restores 15 health/sec, drains 15 mana/sec 110 110
2 Toggleable None 10 None 600 Friend, Self Restores 25 health/sec, drains 25 mana/sec 245 355
3 Toggleable None 10 None 600 Friend, Self Restores 35 health/sec, drains 35 mana/sec 380 735
4 Toggleable None 10 None 600 Friend, Self Restores 45 health/sec, drains 45 mana/sec 515 1250
5 Toggleable None 10 None 600 Friend, Self Restores 55 health/sec, drains 55 mana/sec 650 1900

Song of Life Information
As long as Song of Life is active, your mana will be drained constantly, but all allies in range (including you) will be healed for the listed amount.  You can still attack and use other spells while Song of Life is active, so this is a great spell for combat-healing, especially in large groups, but it uses up a lot of mana, so be careful when you use it.  Additional levels increase the rate of healing, but not the efficiency of healing, so only train this skill as high as is necessary to keep your allies alive.

 

Blessing of Vitality
Temporarily increases the maximum health of the target.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 60 sec. 5 sec. 135 500 Unit Friend, Self Increases max health by 500 150 150
2 60 sec. 5 sec. 135 500 Unit Friend, Self Increases max health by 850 260 410
3 60 sec. 5 sec. 135 500 Unit Friend, Self Increases max health by 1200 370 780

Blessing of Vitality Information
When this spell is cast or wears off, your percentage of health remaining stays constant, so you can give someone the most extra health by using this spell while they're at full health.  If the spell wears off before the battle ends, you've effectively reduced the damage they took while the spell was active.

This spell can also be helpful for surviving particularly tough battles, or ensuring that you can get full effectiveness from large healing spells, like Archonic Healing or Healer's Boon.

 

Resurrection
Brings a fallen hero back to life.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost
1 N/A 15 sec. 300 150 Unit Friend, Gravestone Revive with 20% health 200

Resurrection Information
If one of your allies should be so unfortunate as to die in battle, casting this spell on their gravestone will instantly return them to fighting condition.  You'll find that the ability to revive fallen allies becomes more valuable on higher difficulty levels, especially on Master, when heroes never return to life unless an ally revives them.  However, it's still usually better to prevent an ally from dying than to resurrect them.

 

Reviva
Automatically revives the target if it should be slain before the spell wears off.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost
1 200 sec 2 sec. 500 400 Unit Friend, Self Automatically revive with 20% health if killed 330

Reviva Information
Reviva is very expensive, but can help prevent some difficult situations, especially since this is the only way to effectively revive yourself.  This spell lasts a very long time, so consider casting it whenever you've got spare mana (especially between waves) so it will already be in effect if you need it.

 

Healer Support Skills

Healer's Boon
Tactical Skill

Instantly restores a large amount of health to the caster.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 N/A 45 sec. 150 N/A Self Self Restores 1000 health 250 250
2 N/A 45 sec. 300 N/A Self Self Restores 2000 health 500 750

Healer's Boon Information
Healer's Boon makes a great "panic button" that you can use when you're about to die.  Healer's Boon can easily heal you for more than your maximum health, so it's almost like having a second health bar.  The long cooldown and the fact that this spell can only be used on yourself makes this unlikely to suffice as a party's only means of healing, but this is a great spell to equip any time you're taking damage for your party.  Heroes specializing in other areas may even want to consider training as a Healer for a few waves in order to purchase this skill.

 

Vitality
Mastery

Increases maximum health.
Level Effect Skill Point Cost
1 Increases maximum health by 1000 370

Vitality Information
Vitality will allow you to take more damage before dying, and will make it easier to gain the full benefit of large healing spells like Archonic Healing and Healer's Boon.  Remember that the fountain of health restores a percentage of your maximum health each second, so Vitality will also increase the rate at which the fountain heals you.

 

Recovery
Aura

Increases the regeneration rate of friendly units.
Level Area of Effect Affected Targets Effect Skill Point Cost Cumulative Cost
1 500 Friend, Self +2 health/sec 200 200
2 500 Friend, Self +4 health/sec 400 600
3 500 Friend, Self +6 health/sec 600 1200
4 500 Friend, Self +8 health/sec 800 2000
5 500 Friend, Self +10 health/sec 1000 3000

Recovery Information
While not strong enough to serve as your only means of healing, Recovery can provide a noticeable boost to your regeneration both during battle and between waves, reducing the amount of healing you need to perform.  Recovery will stack with the Regeneration mastery from the Chemist job, but two Recovery auras from different heroes won't stack, so you only need one person from your party to learn this aura.