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
- 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.
- Alteration (major): Gentle Fall
- Illusion (major): Candle
- Mysticism (major): Knock, Knick-Knack
- Restoration (primary): Salve Bruise, Smelling Salts, Balyna's Balm
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.
- Medical (primary):
Bandage. Four bandages. - Blunt Weapon (primary):
Mace,
Flail,
Warhammer, Light Flail. One blunt weapon: a mace, flail, warhammer or Light Flail.
Weapons that fit
Every weapon for the weapon skills this class trains and does not forbid.
| Skill | Weapon | Damage | Weight | Price |
|---|---|---|---|---|
| Blunt Weapon | 1–8 | 2 | 5 | |
| 1–12 | 6 | 12 | ||
| 2–14 | 7 | 15 | ||
| 3–18 | 8.5 | 20 | ||
| Light Flail | 3–10 | 4 | 14 |
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
Guides for this build
- Races and weapon bonusesWhich races hit harder with which weapons, driven by your stats, plus the built-in resistances.
- Levelling and skillsWhich skills move your level, why the level-up seems late, and the 95 cap.
- Spells and castingMagic is open to every class: how casting costs work, which spells you start with (it depends on your skills), and which skills cheapen a spell.
- Guilds overviewThe four main guilds, how rank works, who invites you and what the temples and knightly orders are.
- Death and lineageEnduring, Bloodline or No Lineage: what each choice does when you die, online and off.
- Melee weapons and shieldsChoosing a blade, axe, mace or fists, what a shield really does, and how metal, Strength and speed fit together.
- Shops and hagglingWhat a shop asks and pays, how Mercantile and Personality change it, and what changes online.
- Your first hoursFrom waking in Privateer's Hold to a bow in your hands and coin in your purse.
- Weight, bandages and trainingWhat carrying too much costs you, how bandages heal, what guild training costs, and two smaller rules from Roleplay & Realism.
- Combat basicsHow to attack, what decides a hit, what a hit does, and how armour and shields really work under the game's default rules.
- Dungeons and the automapHow the automap fills in, why a closed door hides a hall, and what the grey rooms mean.
- Resting and timeWhere you can rest, how often, and the two clocks that run the online world.
- Banking, loans and letters of creditWhere your gold is safe, what a loan really costs, and the fee on a letter of credit.