[ Home | Comments | Drakkar Links ]
Healer's |
All text here either comes from the Manual, or from a friends web page. I have a small healer currently so don't know much at all. and I am waiting on a web page from a well known healer. Till then this one will have to do. Thanks all Daniel of MoY.
Healers are a kind of mixture of Fighters and mentalist. Healers get some of the same Disciplines that Mentalists use, but they also learn their own unique Disciplines.
A Healer has the special ability to heal damage and at high skill healers can even restore life to the body of a fallen comrade.
Healers rely mainly on psionics to prosper in the Kingdom of Drakkar, but Healers should also be adept in the use of weapons. A Healers offensive Disciplines usually take more Energy Points to form than do the offensive Disciplines of Mentalists. Therefore, if your Healer forms several Disciplines during one battle, it is entirely possible that his energy will be depleted to the point that he will be unable to form any more psionic attacks. In that case he had better be skilled with some type of weapon, or his life may be forfeit.
Wisdom is a very important statistic for Healers. The Healer's Wisdom will determine initial Energy Points, and Wisdom also has a bearing on EPS gained as a healer advances in Experience. But, Healers need to be fairly stong and agile, with a good constitution, since they will often have to fall back on physical attacks during combat. Healers tend to have higher Health Point bonuses then mentalist, but not as robust as Fighters and Martial Artists.
Generally, the difference between Mentalist and Healers is Mentalist use discs to attack, Healers use discs in a more supportive manner.
Healers gain one extra attack per round every 8 Experience levels -- 8, 16, 24, etc..
Healers have a soothing touch in Drakkar. They alone have the power to
heal others and raise them from the dead. Healers are able to wear good armor and wield a
variety of weapons. Healers are always needed on hunts, but unfortuately they have to be
careful until higher skill levels. Their energy points are slow to regenerate. Below are
some points related to healers:
Weapon skills of choice are Axe, Martial artist, staff.
Try to get 18's in Charisma, Luck, wisdom, and int.
Build a weapon skill for when you run out of energy points.
Your two main spells to gain skill are Mend and Assault.
Your first attack spell is at skill level 3. so stay in town and cast mend on self and
others.
Healers must be unwounded to regain energy points (this does not include uzi or other
regen items).
LEVEL | Discipline | Ep Cost | LEVEL | Discipline | Ep Cost | |
1 | Mend | 5 | 13 | ProtAssault | 40 | |
2 | Detect | 10 | 14 | ProtStun | 30 | |
3 | Assault | 10 | Push | 20 | ||
4 | Blind | 10 | 15 | Atone | 35 | |
5 | Detox | 10 | AutoHeal | 50 | ||
ProtFire | 10 | 16 | Stone to Flesh | 100 | ||
6 | Vision | 10 | EarthCrush | 100 | ||
7 | CritCure | 30 | 17 | AntiStun | 100 | |
ProtIce | 25 | Psi-Crush | 40 | |||
8 | Heal | 20 | Charm | 30 | ||
9 | Stun | 15 | 18 | PowerWord Stun | 100 | |
Succor | 15 | Aid | 50 | |||
10 | Light | 10 | 19 | PowerWord Death | 100 | |
11 | Poison | 20 | 20 | PowerWord Heal | 100 | |
FireStorm | 25 | 21 | Strength | 100 | ||
12 | Lightning | 15 | 22 | Agility | 200 |
Healer Spell Descriptions.