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.
Prerequisite: Chemist level 2
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. |
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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. |
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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'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.