About: Healer (Class)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Healer, Healslime in later editions, is a slime with tentacle. This class is the monster equivalent of the Cleric class. The Healer gives a great increase in intelligence and Max MP and sharp drops in all other categories.

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  • Healer (Class)
  • Healer (class)
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  • The Healer, Healslime in later editions, is a slime with tentacle. This class is the monster equivalent of the Cleric class. The Healer gives a great increase in intelligence and Max MP and sharp drops in all other categories.
  • Healer is a class in ADOM. Healers are generally a melee-orientated class, with an excellent potential for semi-casting. They have a very good skillset that includes Find weakness to greatly compensate their mediocre strength scores, Concentration and Literacy to allow them to learn spells, and Alertness and Herbalism for general flexibility. Of course, they tend to advance their Healing and First aid scores more quickly than other classes as well.
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abstract
  • The Healer, Healslime in later editions, is a slime with tentacle. This class is the monster equivalent of the Cleric class. The Healer gives a great increase in intelligence and Max MP and sharp drops in all other categories.
  • Healer is a class in ADOM. Healers are generally a melee-orientated class, with an excellent potential for semi-casting. They have a very good skillset that includes Find weakness to greatly compensate their mediocre strength scores, Concentration and Literacy to allow them to learn spells, and Alertness and Herbalism for general flexibility. Of course, they tend to advance their Healing and First aid scores more quickly than other classes as well. No matter what mode of combat they choose, Healers have the advantage of possessing a much greater survivability over the other classes due to their typically high Toughness scores and class powers. Although the manual says they do not make great fighters, their high proficiency in the Find weakness skill actually makes them generally better fighters than classes that lack it (as long as they have a good melee weapon, anyway). They are surprisingly good at learning spells for greater flexibility in combat; although they do lack the casting powers (and book finding abilities) of Wizards, Priests or Necromancers. Whilst Healers can be very formidable around the mid game, their biggest weakness is early game survival — as most healers start off with terrible weapons and barely any armor. Humans, Gnomes and Hurthlings might find themselves better off fighting with their torches than their scalpels (unless true berserking), whereas Trolls are fine on the weapons front as they are guaranteed a heavy club anyway. Their healing abilities make any damage sustained during a fight essentially non-consequential, as long as they don't get surrounded; the trouble is winning the fight in the first place. For this reason, Healers should definitely consider taking off what little armor they get and boosting their paltry damage using true berserk tactics. Almost any race can make a good Healer. Orcs, Drakelings and Dwarves in particular generally make excellent fighters. Elves and Gnomes can make great fighters and great casters; Gnomes in particular are a good choice as they have a good chance of receiving the Heir gift for early game survival. As for Trolls, they are not just good healers but trollish healers are perhaps one of the most formidable race-class combinations in the game. They have excellent survival prospects in the early game and can become true powerhouses in the late game, capable of both inflicting and surviving massive amounts of damage. Since Healers advance most of their skills quickly and one of their best class powers comes at level 12, Trolls' slow experience gain isn't a huge issue either.
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