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If you have ever been revived from the dead, had a limb regrown, drank a healing elixir, or had a wound patched up or sealed... then you've probably encountered a healer. They use their talents and time to come to the aid of others in the world, saving one life at a time and supporting everyone else. A healer may take up other skills than healing, but typically those skills are for the support of others still.
Why be a healer?

Some players thoroughly enjoy being able to help others, and be needed constantly. Welcome to being a healer! Every quest party struggles if they don't have a healer present; death matches (duels) require someone to be able to resurrect them; assassinations occur all over the world and require immediate assistance from healers for damage control.

How do they fair in battle?

Since healers dabble a little bit in magic, certain aspects of battle can be to their advantage. However, other than those special circumstances... they do very poor in battle. One on one especially can be difficult for a healer since they are restricted to cloth armor, low-damage weapons, and nearly no battle skills. It's not impossible to battle with a healer, but you'll find it more difficult to survive one.

How do they fair in quests?

Healers do VERY well in quests and are one of the top-priority classes during quests. Warriors especially find healers to be a very necessary resource to keep them alive and able to fight tougher opponents. They have very useful support-style skills to give bonuses to the quest party, and if protected, can help keep a party alive through the entire quest.

What race and alignment are most typical for this class?

Humans surprisingly tend to take up the majority of the healer class, but since they are limited on their magic use, you will also often find Halflings taking up the role. Healers are typically magical, but dabble in enough of it to aid times when their non-magical medical skills can't apply. Humans usually call themselves medics, or doctors instead of 'healer', and other races generally give their healers special titles as well.

Healers are almost always of a good alignment since it is a class who's primary focus is aid to others; a concept not well-accepted by darker alignments. It's not impossible to find a self-deemed 'evil' healer however, because even those on the dark side need aid in protecting their own lives (though will never admit it) and hire others of similar background to start learning healing. In fact, the majority of people in the world would even go as far as to argue that healers in general are neutral instead of good, since most are willing to heal others not of their own faith just for the gesture of common aid.



Main Class Skills

(Starts unlocked at 90 DL. Invest CP to make stronger.)

Skill Name


Weapons Allowed:

Armor Allowed:

Magic Allowed (1 CP per type):



It takes 1 CP to use any of the following, and each CP invested will increase it.

Camping Knowledge
(Heal 5 LP per CP, each shift slept.)
You are a well-prepared camper and understand eating, hydrating, hygiene and proper bedding are important for being well rested.

If you sleep all 3 and get half your LP back, you also get the LP added from this skill. If the LP is more than your max, you keep that until next attacked or the quest/event ends.

(+1 toward non-attack rolls per CP.)
When it comes to accomplishing things, you tend to have an edge on other people. Maybe the Gods favor you, or maybe it is just lady luck blowing you a kiss.

Hidden Paths
(APT is rolled to locate a hidden path. This gives +1 toward DL roll. If discovered, it is up to you if you share the information with everyone or investigate on your own.)
You have keen perception of things most do not notice. Due to this, you are able to find doorways and paths that are practically invisible.

If everyone in the party is riding, they will cut 1 day off their travel. This means one less chance of an unexpected battle while camping.
If you are riding when you get attacked by an enemy, you get +1 DMG and +1 INIT (per CP invested) for your first attack if your party attacks first. If the enemy attacks on the first turn instead, you will get +2 (per CP invested) toward your roll if you dodge. This skill requires owning a ride-able animal, such as a horse, or being on a travelling vessel.