Healer Class
01
Overview
Healers are those who see to the ailments of others and ward against illness and disease. They combine herbs, potions and sometimes magic to ensure the recovery of their charges. The more powerful the Healer, the stronger the cure.
Ovates use potions, herbs and other natural objects to heal others and themselves.
Clerics use the energy gifted to them by Fenrir and Jord to generate healing.
Healers are an essential part of a party and ensure that those fighting can do so to the best of their ability. While they do carry a weapon for self-defense and may have some offensive magic, they are not often at the forefront of a heated battle.
Learn more about healing magic on the MAGIC PAGE.
Learn more about using healing magic in combat on the HEALING IN COMBAT section on the COMBAT PAGE.
Learn more about the stat points of a Healer below.
Healer Stats
Icewarg
Stonewarg
Woodwarg
Strength: 10
Agility: 10
Intellect: 15
Stamina: 15
Strength: 15
Agility: 10
Intellect: 13
Stamina: 12
Strength: 10
Agility: 10
Intellect: 18
Stamina: 12
Cleric
You have chosen the path of the Cleric. You are able to heal with the knowledge of life itself that Fenrir and Jord have bestowed upon you.
Art/literature depicting your character in a holy place (church, graveyard, shrine, etc.) will gain an additional +2 XP.
ZEALOT
Praise Fenrir and Jord and make your enemies quake in the presence of your fervor. Enemies are easier to hit for ONE (1) turn with -2 AC.
Range: Field
Action: Bonus
Charge: Once per battle
SAP
Drain the life from your target and invigorate your own body. You steal 15 health points from your chosen enemy and add it to yourself.
Range: Target
Action: Full
Charge: Once per 3 turns
LAY HANDS
Infuse divine magic into an injured ally, knitting their wounds back together. Healing adds an additional +10 health.
Range: Target Same Line
Action: Innate
Charge: N/A
WEAPON OF TRUTH
Imbue a party member’s weapon with bolstering energy. If they wield the weapon, they will stand firm. The chosen party member will be able to remain in play on the battlefield for TWO (2) turns if they reach 0 health.
Range: Target
Action: Full
Charge: Once per battle
HEALING LIGHT
Call down the power of the sun or moon, washing its light over your ally. Raise a member of your party’s health by 50 points.
Range: Target Same or Adjacent Line
Action: Full
Charge: N/A
SACRIFICE
You are the instrument of the gods, giving your life as they will it. You trade half your remaining HP to restore an injured or fallen teammate to full health.
Range: Target Same Line
Action: Full
Charge: Once per battle
GUIDED BY FENRIR
Following the way of Fenrir, your weapons have become a conduit for you to sap energy from your foes. When you hit an enemy, steal their health and give it to a teammate in the same line, up to 50 HP.
Range: Target, Target Same Line
Action: Full
Charge: Once per 3 turns
GUIDED BY JORD
Following the path of Jord, you know the living world beneath your paws will give you all you and yours need. Restore 25 HP to every member of your party.
Range: Field
Action: Full
Charge: Once per 5 turns
OBLIVION
The rise and fall of living souls are yours to control. Just as you give life, you may take it away. If an enemy is below 30% health, you have a 50/50 chance of knocking them unconscious for the rest of battle. [Some creatures may be immune]
Range: Target
Action: Full
Charge: Twice per battle (once per turn)
Ovate
You have chosen the path of the Ovate. You are a conduit for Hvalla itself and are able to heal with all the blessings it has to offer.
Art/literature depicting your character using herbalism (gardening, creating salves/natural cures, etc.) in their healing will gain an additional +2XP.
BOOST
With a dash of the right reagents, your herbal concoctions grow in potency. Choose one member of your party on the same line and increase their chance to hit on their next attack by +3.
Range: Target
Action: Full
Charge: Once per 3 turns
PLACE HANDS
You are an adept healer. Heal a party member for 15 health and remove one active debuff.
Range: Target Same Line
Action: Full
Charge: Once per 3 turns
QUIET
Calms the enemy and urges them not to attack. The enemy’s front line has a -5 chance to hit for 1 turn.
Range: Target Front Line
Action: Full
Charge: Once per 3 turns
POULTICE
Your healing salves are the stuff of legend, able to mend the most grievous of wounds. Bring back 25 of the total health of up to TWO (2) of your party members.
Range: Target Same Line
Action: Full
Charge: Once per 3 turns
HYMN OF
THE GODS
The sound of your voice brings all your party closer to Fenrir and Jord. Raise the morale of your party, increasing everyone’s damage by 15 for THREE (3) turns.
Range: Field
Action: Full
Charge: Once per battle
TRANSFERENCE
You are able to give 15 points of your own health to another party member on the same line. In return, you gain +3 to hit on your attack.
Range: Self and Same Line
Action: Bonus
Charge: Once per 3 turns
RESURRECT
Bring back the fallen by drawing upon the living force of nature itself. Surrounding flora wilts from where they lay, leaching life back into them. Your chosen unconscious or dead party member regains 50 health. This can only be used 3 times per battle.
Range: Target Same Line
Action: Full
Charge: Three times per battle
LIFESTEAL
What the gods giveth may always be taken away. Take 50 points of health from up to TWO (2) of your chosen enemies and give each member of your line 20 HP.
Range: Target and Line
Action: Full
Charge: Twice per battle
LEY CHANNEL
Become a conduit to the ley magic of Hvalla, harnessing its power and setting it upon your enemies. Members of your party on the same line receive an extra 20 HP when healed and deal an additional 20 damage each time they hit for THREE (3) turns.
Range: Same Line
Action: Full
Charge: Once per 5 turns