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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.


Minimum of: 8 APT & 70 MP

Armor Limit: Cloth Only.

Weapon Limit: One Handed, No Dual Wielding.

Race Limit: None.
Weapons to Unlock: Staff, Dagger, Darts
(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)


Type/Cost: Automatic. 3 MP per 1 LP Healed.

Roll: None

Requirements: None

Description: Seal wounds and recover LP by sending one's own MP/power into another in the form of a healing magic.

Unlock-able Skills

(Use CP to unlock these additional skills)

Skill Name





Structure Investments

(Meet the requirement and unlock the ability to purchase the structure.)

Coming Soon


Open a clinic: Heal customers that visit your clinic.
Requirements: Own a building, have at least 2 NPC staff, have 'Heal' ability unlocked.
NPC Pay: d100 gold for live play, or 50 gold for a daily post.
PC Pay: Decided between players.

Coming Soon


Help the Helpless: (example)
Heal an NPC in a quest.
Reward: +1 CP

Coming Soon


Coming Soon