Iliac Codex

Build · Staff in hand, bandages in the pack

High Elf Healer

A support character who levels by healing: Restoration spells and bandages keep you on your feet, and a staff covers the fighting. High Elves are already immune to paralysis, so the points go elsewhere.

High Elf · custom class

Silverhand

-1difficulty · skills ×0.87 effort
  • Restoration
  • Medical
  • Blunt Weapon
  • Mysticism
  • Alteration
  • Illusion
  • Etiquette
  • Mercantile
  • Dodging
  • Running
  • Streetwise
  • Climbing
Strength
35
Intelligence
70
Willpower
70
Agility
40
Endurance
50
Personality
50
Speed
40
Luck
45

8 (+0 points)

  • Increased Magery 2× INT in Spell Points+8
  • Rapid Healing General+4
  • Forbidden Weaponry Axe-2
  • Forbidden Weaponry Long Blade-2
  • Forbidden Weaponry Missile Weapon-2
  • Forbidden Weaponry Short Blade-2
  • Forbidden Armor Type Plate-5

Why this build

  • Why a High Elf: the game’s race table gives High Elves immunity to paralysis, one of the most dangerous effects, so you never spend points on it. See races.
  • Why Restoration and Medical: a Restoration primary hands you Salve Bruise (heals health), Smelling Salts (heals fatigue) and Balyna’s Balm (heals health), and Medical sets what a bandage heals: your Medical skill ÷ 3, to 40% of your maximum health. See Weight, bandages and training.
  • Why a staff: the Staff is a Blunt Weapon, so Blunt Weapon as a primary lets you level while you fight. It is two-handed, so you will not use a shield. See Melee weapons and shields.
  • Why Intelligence 70: Increased Magery (2× INT in Spell Points) multiplies it into spell points, which pays for the healing.
  • Total −1, skills advance at ×0.87 the effort. 8 HP is free, advantages give +12 and the disadvantages give −13.

Open this build in the class calculator

Spells you start with

By default your starting spells come from your skills: a magic school among your primary or major skills gives you spells, and a primary gives you more.

Gear you start with

Each primary and major skill adds an item to your pack. Everyone also starts with an iron dagger and a few torches. See Starting gear.

Weapons that fit

Every weapon for the weapon skills this class trains and does not forbid.

SkillWeaponDamageWeightPrice
Blunt WeaponStaff1–825
Mace1–12612
Flail2–14715
Warhammer3–188.520
Light Flail3–10414

Legendary pieces worth chasing

Named Legendary drops whose bonuses meet this build’s weapons, skills or strongest attributes. They are rare; see Item rarity for the odds.

  • Graveward (weapon): +30% damage, +10 Endurance, +25 Critical Strike. Sanctified
  • Orsinium's Anvil (weapon): +32% damage, +12 Strength, +25 Blunt Weapon. Earthshaker
  • The Direnni Staff (weapon): +20% damage, +15 Intelligence, +25 Destruction, +10 Willpower. Arcane Conduit
  • Aegis of Dawn (armour): +18 armor, +45% Fire resistance, +10 Willpower. Dawnward
  • The Visor of King Lysandus (armour): +16 armor, +12 Willpower, +40% Magic resistance, +10 Personality. The Ghost-King's Vigil
  • Archmage's Loop (jewellery): +15 Intelligence, +12 Willpower, +40% Shock resistance. Spell Mastery
  • The Amulet of the Nine (jewellery): +12 Willpower, +25 Restoration, +40% Magic resistance. Divine Grace
  • The Reachman's Torc (jewellery): +12 Strength, +10 Willpower, +40% Shock resistance. Hagraven's Pact
  • The Witch-Sisters' Ring (jewellery): +12 Intelligence, +25 Illusion, +40% Frost resistance. Hex
  • The Vestments of Stendarr (clothing): +25 Restoration, +6 standing with Scholars, +12 Personality. Stendarr's Mercy

Guides for this build

Calculators for this build

Class calculatorSpell cost calculator