Healer Class Guide

This is a relic from the past. This is a guide published on the MoY Guild site that was the best info site around year 2000.

Healer’s
By Daniel of MoY

Updated by
Shar_MoY

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 Healer’s 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 and Intelligence are very important statistics for Healers. The Healer’s Wisdom and Intelligence will determine initial Energy Points, and they also have 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 than Mentalists, 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, unfortunately, they have to be careful until higher skill levels. Their energy points do not regenerate unless they are fully healed. Below are some points related to healers:

Weapon skills of choice are Thrown, Axe, Martial Artist, & Staff. Try to get 18’s in Charisma, & Luck, with high numbers in Wisdom, and Inteligence.
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 14 ProtStun 30
2 Detect 10 Push 20
3 Assault 10 15 Atone 35
4 Blind 10 AutoHeal 50
5 Detox 10 16 Stone to Flesh 100
ProtFire 10 EarthCrush 100
6 Vision 10 17 AntiStun 100
7 CritCure 30 Psi-Crush 100
ProtIce 25 Charm 30
8 Heal 20 18 PowerWord Stun 100
9 Stun 15 Aid 50
Succor 15 19 PowerWord Death 100
10 Light 10 20 PowerWord Heal 100
11 Poison 20 21 Strength 100
FireStorm 25 Cure Disease 200
12 Lightning 15 22 Agillity 200
13 ProtAssault 40

Leave a comment