The Cleric, Druid, and Shaman make up this archetype. The armor a healer character wears depends on their class; druids and shaman wear leather, while clerics wear plate-mail. The primary job of the healer is to keep everyone in the group alive, remove posions and diseases whenever possible, and resurrect fallen group members should someone die. Healer characters are not entirely defensive however, and can produce decent offensive capabilities at their disposal when needed; clerics especially can ravage undead creatures, while druids have an almost wizard-like array of single target spells (albeit far less damaging). Healers are also able to debuff targets in various ways, particularly the Shaman, who can lower a mob's strength and stamina. Meanwhile, a cleric can cause harm to a foe, either when it attacks or when it is attacked.
Druids and Shaman also possess the ability to shapeshift into wolf and bear forms respectively. These forms are mostly defensive, increasing their health by a considerable amount, but also giving them greater melee damage (though not significantly so). The druid can also shapeshift into various other forms, including bixies, brownies, satyrs, and treants.
Even while not in a group, healers may still be called upon for various minor services while in town. All three healers have the ability to resurrect a single target, returning them back to where they died previously. Players seeking to complete a quest on their own might request defensive buffs. Both druids and shaman have an iconic and frequently sought after spell known as 'Spirit of the Wolf', or 'SoW', which grants a single target increased movement speed for a lengthy duration (or until they attack/perform an offensive action.)
Much like tanks, healers tend to have a very active role within their group, and should prepare accordingly by stocking up on drinks. It is also helpful to know when to heal a target so as to conserve on mana, as well as to prevent pulling aggro from the tank.
Healer characters have special masteries available to them that are unavailable to other archetypes.
|10||Meditative Prayer 1||10||100 WIS||PoT +4||Prolonged bouts of meditation and prayer strengthens a priest's divine bond, increasing power flow to the mind.|
|15||Meditative Prayer 2||20||140 WIS||-||-|
|20||Meditative Prayer 3||30||180 WIS||-||-|
|25||Meditative Prayer 4||40||235 WIS||-||-|
|30||Meditative Prayer 5||50||250 WIS||-||-|
|20||Crusading Faith 1||10||80 DEX, 100 WIS||DEX +5, OFF MOD +1||A priest's faith grants added prowess from their god.|
|30||Crusading Faith 2||40||100 DEX, 150 WIS||-||-|
|40||Crusading Faith 3||55||120 DEX, 200 WIS||-||-|
|15||Protected Faith 1||20||60 AGI, 100 WIS||DEF MOD +1||The gods of norrath protect their faithful.|
|20||Protected Faith 2||30||80 AGI, 130 WIS||-||Your faith grants you added protection from your god.|
|25||Protected Faith 3||40||100 AGI, 160 WIS||-||-|
|30||Protected Faith 4||50||120 AGI, 190 WIS||-||-|
|35||Protected Faith 5||60||140 AGI, 220 WIS||-||-|
|20||Diviner's Form 1||25||Balance 1||DEX +15||Some priests are surprisingly spry.|
|25||Diviner's Form 2||40||Balance 2||DEX +15||-|
|30||Diviner's Form 3||55||Balance 3||DEX +20||-|
|20||Diviner's Fortitude 1||25||Vigor 1||STA +15||Some priests are surprisingly stout of heart.|
|25||Diviner's Fortitude 2||40||Vigor 2||STA +15||-|
|30||Diviner's Fortitude 3||55||Vigor 3||STA +20||-|
|20||Diviner's Presence 1||25||Beauty 1||CHA +15||A priest's bearing often sways the faith of commoners.|
|25||Diviner's Presence 2||40||Beauty 2||CHA +15||-|
|30||Diviner's Presence 3||55||Beauty 3||CHA +20||-|
|20||Diviner's Wisdom 1||25||Insight 1||WIS +15||Priestly wisdom is treasured in small villages and hamlets throughout Tunaria.|
|25||Diviner's Wisdom 2||40||Insight 2||WIS +15||-|
|30||Diviner's Wisdom 3||55||Insight 3||WIS +20||-|
|5||Field Training 1||30||NONE||STR +15, CHA -5||?|
|10||Field Training 2||45||-||STR +35, CHA -10||-|
Master Classes (Archetype)Edit
All four archetypes possess two unique master classes that only characters whose class is within that archetype can unlock. These master classes typically have much higher requirements to achieve than a normal master class, but can provide extremely powerful benefits for particular playstyles.
The two archetype master classes available to melee are: Diviner and Divine Were-Hunter.
Patient and wise, diviners are advisors to both nobility and common folk.
|WIS MAX +50|
CHA MAX +50
Obtaining the Diviner master class tag unlocks the following CMs:
WIS MAX +50
Obtaining the Divine Were-Hunter master class tag unlocks the following CMs for purchase:
- In order to unlock Heroic Were-Hunter, a player must complete the first Were-Hunter related quest starting at level 30, and become "branded". This will permanently prevent them from becoming infected by lycanthropes, and allow them to unlock were-hunter related CMs, including Heroic Were-Hunter (assuming all other prerequisites have been met).