Character class

Healer

Keeps the party standing and drives back the dark.

Healers combine Intelligence and Charisma, begin with four spells, and have the strongest healing modifier. They can use first aid outside their magic limit.

Healing, protection, cleansing, support, and calm leadership.
Fantasy illustration of the Healer class
Class illustrationHealer
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Class bonuses

Class bonuses change attribute values, not the strong or weak attribute category.

STR0Strength
AGI0Agility
INT+2Intelligence
CHA+1Charisma
LUCK0Luck
Class ability

First Aid

Once per combat, restores ⌈Intelligence/2⌉ Health to themself or one ally, up to the maximum. This is not a healing spell and does not use the healing magic limit.

Starting loadout

Active equipment

  • Wizard's Staff
  • Dagger
  • Padded Armor

In the inventory

Healer's Kit · Bandages · Wine flask · Backpack · Flint and steel · Waterskin · Trail rations

The dagger may also serve as a practical knife for gathering herbs.

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Six races

Open any race and class combination to see its exact starting profile.

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