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{{wikipedia|Healer}}
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{{wikipedia|Healer (video games)}}
The '''Healer''' is one of the [[Role|roles]] in [[NetHack]]. Healers can be [[Human (starting race)|humans]] or [[Gnome (starting race)|gnomes]], and are always [[neutral]]. While the concept of a healer is ubiquitous, parts of the healer’s game, such as the [[quest]], are based on Greek legends. The [[guidebook]] says of them:
+
The '''Healer''' is one of the [[role]]s in ''[[NetHack]]''. Healers can be [[Human (starting race)|humans]] or [[Gnome (starting race)|gnomes]], and are always [[neutral]]. While the concept of a healer is ubiquitous, the Healer of ''NetHack'' is based on stereotypical doctors and physicians, with the [[Healer quest]] and pantheon based on the idea of 'Western' medicine as originating in ancient Greece. The [[guidebook]] says of them:
  
              Healers are wise in medicine and apothecary.  They know the
+
<pre>    Healers are wise in medicine and apothecary.  They know the herbs and simples that can restore vitality, ease pain, anesthetize, and neutralize poisons; and with their instruments, they can divine a being's state of health or sickness.  Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon.
          herbs and simples that can restore vitality, ease pain, anes-
+
</pre>
          thetize, and neutralize poisons; and with their instruments, they
 
          can divine a being's state of health or sickness.  Their medical
 
          practice earns them quite reasonable amounts of money, with which
 
          they enter the dungeon.
 
 
 
==Strategy==
 
* Although healers have excellent [[HP]] growth, their fighting skills are very poor. A well trained [[pet]] can quickly surpass its owner in battle prowess.
 
* Healers start with poison resistance. This is a good thing.
 
* The very early game is quite difficult for most players. However, due to their starting equipment, a Healer should not be afraid of combat. A good strategy if not going for the [[protection racket]] or [[atheist]] conduct is to fight until somewhat damaged, then if after turn 300, [[Prayer|pray]]. You will then be healed with a boost to your HP from your god.
 
* Another very early game strategy for combat is to wait until damaged, then quaff your potions of [[potion of extra healing|extra healing]]. If the health boost would take you above your maximum HP (quite common with the low starting HP of the Healer), this maximum is then boosted by 2 if the potion is uncursed, or 5 if it is blessed.
 
* Applying a stethoscope to a monster will reveal its armor class, which in turn will give some idea of whether it has any enchanted armor. For example, if a dwarf in the Gnomish Mines has AC 4 or less, it probably has either a [[dwarvish mithril-coat]] or at least one enchanted piece of armor. This strategy is not exclusive to healers, but they are the only class to start with a stethoscope.
 
* Because healers start with a large quantity of [[zorkmid|gold]], they can purchase a lot of [[protection]] from the [[Minetown]]’s [[Aligned priest|priest]] if they avoid gaining experience beforehand. A skilled (or [[luck]]y) player can loot [[Sokoban]] and reach Minetown’s [[temple]] without landing a single blow. The loot can be increased by [[credit cloning]].
 
* Healers are also best suited for the pacifist [[conduct]].
 
* The Healer's quest nemesis, the [[Cyclops]], can be tough if you attempt to fight him hand to hand while he is wielding the [[Staff of Aesculapius]]. Fortunately, he is vulnerable to wands of sleep or death, and healers always start with a wand of sleep. Also, the Cyclops respects [[Elbereth]].
 
* The [[healer quest]] has a large number of dragons. If one is lucky, a dragon on the first level will leave behind [[dragon scales]] which can be enchanted into dragon scale mail. Unfortunately, the large number of dragons makes the quest a dangerous place to visit without [[reflection]], particularly if there are any black dragons around with their [[Disintegration]] breath.
 
 
 
===Weapons===
 
Healers are restricted in the use of most big powerful warrior weapons such as dwarvish mattocks and long swords. Your starting scalpel is equivalent to a rustproof [[orcish dagger]], and is not considered a very good weapon. You may consider upgrading to a normal or elven dagger, which have better damage versus small monsters.
 
 
 
Later on, you should upgrade to a [[unicorn horn]] (with which you can achieve Expert skill), then to your quest artifact, the [[Staff of Aesculapius]], which has the life-draining powers of [[Stormbringer]] without its tendency to attack peaceful monsters. With all these changes of weapon, healers may find it useful to conserve skill slots, for example by not advancing their unicorn horn skill to Expert, so as to leave the slots free for the Staff later. Another choice, particularly in the late game, is [[Magicbane]] or a highly-enchanted [[crysknife]].
 
 
 
For ranged weapons, Healers have three options: [[knives]], [[darts]], and [[daggers]], all of which have their advantages and disadvantages.
 
 
 
Knives are easily trained with the starting scalpel and can be advanced to Expert. This is the only weapon type which allows Healers to [[multishot]] 2 at Skilled and 3 at Expert. However, the damage for a knife is even worse than a scalpel, and knives are not likely to be generated in large quantities until many [[soldiers]] start appearing, although [[Mordor orcs]] have a chance to carry them as well. They are most effective in the late game.
 
 
 
Darts are also a good option. They are light, can be advanced to Expert, and plentiful in the early game from [[dart trap]]s and monsters. On the other hand, only two of them can be multishot at a time at Expert skill, they have the same low base damage as knives, and they are prone to breaking.
 
 
 
Daggers provide benefits in the early game; they are common in the Gnomish Mines and have better damage than the scalpel, but they can only be advanced to Skilled and cannot be multishot at all. It is probably only worth training dagger skill if you are planning to get Magicbane later in the game.
 
 
 
You also might want to pick up a [[Silver|silver]] weapon before entering Gehennom. If you find a silver dagger, take the time to enhance it to Skilled before entering Gehennom. [[Silver saber]]s and [[Silver spear|silver spears]] can both be raised to Basic skill as well. And of course you can always burn a wish for [[Grayswandir]].
 
 
 
A useful technique for training skills is to find a [[gas spore]] with sufficient HP, maneuver it into a corridor, and hit it with your unskilled weapon. Gas spores usually have enough HP not to explode, but to be sure, apply your stethoscope to see when its hitpoints are close to zero. You can then cast your {{spell of|healing}} spell at the gas spore and resume pummelling it ineffectually until your skill goes up. Just be sure not to let it explode, as the blast will usually wipe out a low-level Healer (4-24 damage).
 
 
 
===Spellcasting===
 
When a healer reaches about level three, he can reliably cast [[stone to flesh]], which can convert boulders into huge chunks of meat. Without the threat of starvation, players can adopt a very cautious and slow playing style with little penalty. A huge chunk of meat can be safely eaten when not Satiated, and will generally put you in to Oversatiated [[nutrition]]. This state is not displayed (the status line remains at "Satiated") so beware of eating ANYTHING until your status is back to normal. Eating anything while oversatiated will make you choke over your food and die unless you are wearing an [[amulet of life saving]] or [[amulet of magical breathing|magical breathing]].
 
 
 
Stone to flesh can also convert rocks into meatballs, which work like miniature tripe rations for training the [[apport]] of pets. Additionally, the spell can remove troublesome boulders from passageways and your carnivore pet will love you.
 
 
 
In general, [[spellcasting]] for Healers is somewhat idiosyncratic. Although they have great natural spellcasting ability—they are one of a handful of roles which can reach 100% success rates without a [[robe]]—they are restricted in all spell schools except [[healing spells|healing]]. Thus, they have difficulty casting spells with level greater than 2. One milestone Healers should strive for is [[experience level]] 21, at which point they can reliably cast level 3 spells in restricted schools. Level 4 and higher spells will always be out of reach, unfortunately, as will the bonus effects of being Skilled or higher at a spell school.
 
 
 
Because of their low base spellcasting penalty, Healers can wear metal boots and cast reliably, or a metal helm and cast almost reliably (failure&nbsp;rate&nbsp;~3%). When casting [[emergency spell]]s, Healers can wear [[gauntlets of power]] and still have 0% failure rates.
 
 
 
One interesting note on Healers is that with 18 [[wisdom]] and sufficiently high experience level and healing skill, they can cast their [[special spell]] ({{spell of|cure sickness}}) at 0% failure rate even while wearing metallic body armor and no robe. This is not true of any other role, even [[Wizard]]s.
 
  
 
==Starting equipment==
 
==Starting equipment==
Line 66: Line 23:
 
* Level 1: [[Poison resistance]]
 
* Level 1: [[Poison resistance]]
 
* Level 15: [[Warning]]
 
* Level 15: [[Warning]]
 +
 +
==Skills==
 +
{{Healer skill table}}
 +
Healers start with ''Basic'' skill in ''knife'' and ''healing spells''.
 +
 +
==Special rules==
 +
Healers get a +1 [[alignment record]] bonus for healing their [[pet]]s.
 +
 +
Healers take no damage and lose no [[attribute]] points when quaffing a [[potion of sickness]], although this will still cure [[hallucination]].
 +
 +
[[Nurse]]s won't damage Healers with their attacks.
 +
 +
Healers have proficiency with [[stethoscope]]s. A Healer can more reliably apply a stethoscope to themselves while [[engulf]]ed by a [[whirly]] monster. A Healer can apply a stethoscope to a [[statue]] to determine whether it contains items or is on a [[statue trap]].
 +
 +
Healers only gain a [[multishot]] bonus for being at Skilled level with knives; they still get the normal multishot bonus for being Expert. Gnomish Healers do not get a multishot bonus with [[crossbow]]s.
 +
 +
==Quest==
 +
{{main|Healer quest}}
 +
The Healer quest sees you fighting the [[Cyclops]] for [[The Staff of Aesculapius]].
  
 
==Rank titles==
 
==Rank titles==
Line 79: Line 55:
 
*XL 30: Chirurgeon
 
*XL 30: Chirurgeon
  
==Skills==
+
==Strategy==
{{Healer skill table}}
+
===Character creation===
Healers start with ''Basic'' skill in ''Knife'' and ''Healing spells''.
+
A common early-game goal for a Healer is to run the [[protection racket]] and reach [[Minetown]] while gaining as few [[experience level]]s as possible; a gnomish Healer's relatively peaceful [[Mines]] and [[infravision]] make this goal significantly easier to achieve. Conversely, a human Healer has a much harder Mines, but can reach the maximum [[strength]] bonus without wearing [[gauntlets of power]], which impose a significant [[spellcasting]] penalty unless they also wear a [[robe]].
 +
 
 +
===Early game===
 +
====Objectives====
 +
Because healers start with a large quantity of [[zorkmid]]s, they can buy [[protection]] from the Minetown [[temple]] [[Aligned priest|priest]], with the amount potentially increased by [[credit cloning]] beforehand. A skilled (or lucky) gnomish Healer can reach Minetown’s temple without landing a single blow. Healers are also best suited for the [[pacifist]] [[conduct]].
 +
 
 +
Although healers have excellent [[HP]] growth, their initially poor fighting skills make the very early game quite difficult for most players. However, due to their starting equipment, a Healer should not be completely afraid of combat; the stethoscope is a good way to read an enemy's HP and gauge whether to fight, flee, or simply fall back a bit. The starting money can also be used to buy solid weapons and armor if you are lucky enough to happen upon an early shop that sells them.
 +
 
 +
One possible strategy (if not going for the [[protection racket]] or [[atheist]] conduct) is to fight until somewhat damaged after turn 100, then [[pray]]. You will then be healed with a boost to your max HP from your god. Another very early game strategy is to immediately quaff your [[potion of extra healing|potions of extra healing]], which will boost your maximum by 2 (5 for blessed potions).
 +
 
 +
====Weapons====
 +
Healers are restricted in most weapon skills. Your starting scalpel is equivalent to a rustproof, half-weight [[orcish dagger]] and is not a particularly good weapon. As your melee weapon, you could upgrade to a [[short sword]], [[aklys]], [[dagger]], or [[elven dagger]] - all of which have better average damage versus small monsters.
 +
 
 +
For ranged weapons, a Healer has four options: [[knives]], [[dart]]s, daggers, and the aklys. Knives are easily trained with your starting scalpel and can be advanced to Expert, making them the only ranged weapon that Healers can [[multishot]] 3 of. However, the base damage for a knife is low, and knives are unlikely to be generated in large quantities; monsters such as [[soldier]]s, [[barrow wight]]s, [[Mordor orc]]s, and [[orc-captain]]s can all carry knives, but it could take awhile to put together a reasonable stack.
 +
 
 +
Darts and daggers are far more plentiful: darts can be [[potion of sickness|poisoned]], and the skill can be advanced to Expert, but they have the same low base damage as knives and are breakable. Daggers are reusable and deal slightly more damage, but are heavier, cannot be poisoned, and are capped at Skilled level. The aklys tends to be the best option of the set - it is plentiful early in the [[Gnomish Mines]] due to the strength restrictions of the resident gnomes. It can be tethered and thrown as a re-usable weapon, and should train up quickly to Skilled since it can double as a melee weapon.
 +
 
 +
An unusual technique for training your Healer's skills is to find a [[gas spore]] with sufficient HP, maneuver it into a corridor, and hit it with your unskilled weapon. Apply your starting [[stethoscope]] to see when its hit points are close to zero, then cast your {{spell of|healing}} spell at the gas spore before you resume attacking. Be very careful when training a skill this way - a gas spore's explosion frequently wipes out a low-level Healer.
 +
 
 +
====Spellcasting====
 +
At experience level 3, Healers can reliably cast [[stone to flesh]], which can convert boulders into huge chunks of meat. This alleviates the threat of starvation, allowing players to act slower and more cautiously. Eating a huge chunk of meat while not Satiated will generally result in being "[[oversatiated]]" - as this specific state is still displayed on the status line as "Satiated", it may be best to avoid eating anything until your nutrition returns to normal, lest you risk a death by choking (unless you are wearing an [[amulet of life saving]] or [[amulet of magical breathing|magical breathing]]). The spell can also be used to remove troublesome boulders from passageways.
 +
 
 +
A [[pet]] is probably the Healer's best aid in developing their [[spellcasting]] skills: due to the role's low fighting skills, it may quickly surpass the player in terms of damage output. Regularly monitoring and healing a pet both trains the skill and ensures its survival against particularly troublesome foes. Stone to flesh can convert rocks into meatballs, which can be used to tame carnivorous domestic pets and serve as treats to train their [[apport]].
 +
 
 +
====Armor====
 +
Applying the starting stethoscope to a monster will reveal its armor class, which in turn will give some idea of whether it has any enchanted armor. For example, if a dwarf in the Gnomish Mines has AC 4 or less, it probably has either a [[dwarvish mithril-coat]] or at least one enchanted piece of armor.
 +
 
 +
While early metallic armor can interfere with your casting success in a pinch, remember that you can always retreat to a relatively safer area to remove the armor and heal yourself or your pet(s). In addition, all but one of the [[emergency spell]]s are in the healing school, and Healers are the only role to get a +3 bonus towards successful casting of emergency spells. [[Gauntlets of power]] may be especially worthwhile, since they provide such a huge boost to damage and survivability for an early Healer.
 +
 
 +
===Mid game===
 +
====Objectives====
 +
The [[Healer quest]] has a large number of dragons - thus makes it a dangerous place to visit without [[reflection]], particularly if there are any [[black dragon]]s with [[disintegration]] [[breath]]. The abundance of [[moat|water]] also makes crossing difficult if you have not obtained a reliable means to do so. For this reason, it may be best to get the [[Castle]] wand prior to attempting the Quest. That said, if you are capable of dispatching dragons, one of them may leave behind [[dragon scales]] which can be enchanted into [[dragon scale mail]].
 +
 
 +
The Healer's [[quest nemesis]], the [[Cyclops]], can be incredibly tough; it is unwise to melee him while he is wielding the [[Staff of Aesculapius]], and the [[wand of lightning]] that generates on his starting square is dangerous as well. Fortunately, the Cyclops respects [[Elbereth]] and the [[scroll of scare monster]] and has low monster magic resistance, making him especially vulnerable to wands of death or wands of sleep (which Healers always start with) if they can hit through his AC.
 +
 
 +
{{upcoming|NetHack 3.7.0|The scroll of scare monster on the ground no longer scares any [[unique]] monster.}}
 +
 
 +
====Weapons====
 +
Healers should consider switching to a [[unicorn horn]], which can be trained to Expert skill, and, after the Quest, the Staff of Aesculapius. The Staff itself does double damage to monsters without [[drain resistance]], and has additional [[life drain]]ing powers similar to [[Stormbringer]] (though without being [[bloodthirsty]]). Healers may also generally find it useful to conserve skill slots, e.g. by not advancing their unicorn horn skill to Expert and leaving the slot free for the Staff later.
 +
 
 +
====Spellcasting====
 +
Long-term spellcasting for Healers is somewhat idiosyncratic. Although they have great natural spellcasting ability, they are restricted in all spell schools except [[healing spells|healing]], resulting in difficulty casting level 3 or higher spells. Level 2 spells such as {{spell of|magic missile}} can still be of significant use.
 +
 
 +
===Late game===
 +
====Weapons====
 +
Some players prefer using a [[silver]] weapon within [[Gehennom]] - for those sticking with their quest artifact, a silver weapon in the hands of a suitable pet can compensate for the lower damage output, as most of Gehennom's residents are drain resistant, and the Staff's hungerless regeneration and other properties are valuable for survival. Other good non-silver weapons include [[Magicbane]] or a highly-enchanted [[crysknife]].
 +
 
 +
====Spellcasting====
 +
Because of their low base spellcasting penalty, Healers can wear metal boots and cast reliably, or wear a metal helm and cast with a failure rate of ~3%. When casting emergency spells, Healers can even wear gauntlets of power and still have 0% failure rates.
 +
 
 +
==Variants==
 +
===SLASH'EM===
 +
In [[SLASH'EM]], Healers have a guaranteed first sacrifice gift: [[Mirrorbright]], an artifact [[shield of reflection]] that grants [[hallucination resistance]].  This makes it more difficult for Healers to obtain an artifact weapon through sacrifice.
 +
 
 +
===xNetHack===
 +
In [[xNetHack]], quarterstaves give Healers a bonus to spellcasting success rates like a [[robe]], and a cursed staff doesn't prevent them from casting spells, making it safer to wield their quest artifact. Additionally, their d5/d7 [[scalpel]] is a better starting weapon.
  
==Quest==
+
===FIQHack===
{{main|Healer quest}}
+
In addition to similar staff bonuses as with xNetHack, healers in [[FIQHack]] have a health regeneration bonus of 0.33 HP per turn.
The Healer quest sees you fighting the [[Cyclops]] for [[The Staff of Aesculapius]].
 
  
== Encyclopedia entry ==
+
==Encyclopedia entry==
 
{{encyclopedia|
 
{{encyclopedia|
 
I swear by Apollo the physician, and Aesculapius, and Health,
 
I swear by Apollo the physician, and Aesculapius, and Health,
Line 111: Line 141:
 
}}
 
}}
 
{{DOD}}
 
{{DOD}}
{{nethack-343}}
+
{{nethack-366}}
 
[[Category:Roles]]
 
[[Category:Roles]]

Latest revision as of 11:40, 23 November 2023

The Healer is one of the roles in NetHack. Healers can be humans or gnomes, and are always neutral. While the concept of a healer is ubiquitous, the Healer of NetHack is based on stereotypical doctors and physicians, with the Healer quest and pantheon based on the idea of 'Western' medicine as originating in ancient Greece. The guidebook says of them:

     Healers are wise in medicine and apothecary.  They know the herbs and simples that can restore vitality, ease pain, anesthetize, and neutralize poisons; and with their instruments, they can divine a being's state of health or sickness.  Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon.

Starting equipment

Intrinsics

Healers gain the following intrinsics at these experience levels:

Skills

Healer skills
Max Skills
Basic
Skilled
Expert

Healers start with Basic skill in knife and healing spells.

Special rules

Healers get a +1 alignment record bonus for healing their pets.

Healers take no damage and lose no attribute points when quaffing a potion of sickness, although this will still cure hallucination.

Nurses won't damage Healers with their attacks.

Healers have proficiency with stethoscopes. A Healer can more reliably apply a stethoscope to themselves while engulfed by a whirly monster. A Healer can apply a stethoscope to a statue to determine whether it contains items or is on a statue trap.

Healers only gain a multishot bonus for being at Skilled level with knives; they still get the normal multishot bonus for being Expert. Gnomish Healers do not get a multishot bonus with crossbows.

Quest

Main article: Healer quest

The Healer quest sees you fighting the Cyclops for The Staff of Aesculapius.

Rank titles

The status line shows you to be one of the following ranks when you reach the specified experience level:

  • XL 1-2: Rhizotomist
  • XL 3-5: Empiric
  • XL 6-9: Embalmer
  • XL 10-13: Dresser
  • XL 14-17: Medicus ossium/Medica ossium
  • XL 18-21: Herbalist
  • XL 22-25: Magister/Magistra
  • XL 26-29: Physician
  • XL 30: Chirurgeon

Strategy

Character creation

A common early-game goal for a Healer is to run the protection racket and reach Minetown while gaining as few experience levels as possible; a gnomish Healer's relatively peaceful Mines and infravision make this goal significantly easier to achieve. Conversely, a human Healer has a much harder Mines, but can reach the maximum strength bonus without wearing gauntlets of power, which impose a significant spellcasting penalty unless they also wear a robe.

Early game

Objectives

Because healers start with a large quantity of zorkmids, they can buy protection from the Minetown temple priest, with the amount potentially increased by credit cloning beforehand. A skilled (or lucky) gnomish Healer can reach Minetown’s temple without landing a single blow. Healers are also best suited for the pacifist conduct.

Although healers have excellent HP growth, their initially poor fighting skills make the very early game quite difficult for most players. However, due to their starting equipment, a Healer should not be completely afraid of combat; the stethoscope is a good way to read an enemy's HP and gauge whether to fight, flee, or simply fall back a bit. The starting money can also be used to buy solid weapons and armor if you are lucky enough to happen upon an early shop that sells them.

One possible strategy (if not going for the protection racket or atheist conduct) is to fight until somewhat damaged after turn 100, then pray. You will then be healed with a boost to your max HP from your god. Another very early game strategy is to immediately quaff your potions of extra healing, which will boost your maximum by 2 (5 for blessed potions).

Weapons

Healers are restricted in most weapon skills. Your starting scalpel is equivalent to a rustproof, half-weight orcish dagger and is not a particularly good weapon. As your melee weapon, you could upgrade to a short sword, aklys, dagger, or elven dagger - all of which have better average damage versus small monsters.

For ranged weapons, a Healer has four options: knives, darts, daggers, and the aklys. Knives are easily trained with your starting scalpel and can be advanced to Expert, making them the only ranged weapon that Healers can multishot 3 of. However, the base damage for a knife is low, and knives are unlikely to be generated in large quantities; monsters such as soldiers, barrow wights, Mordor orcs, and orc-captains can all carry knives, but it could take awhile to put together a reasonable stack.

Darts and daggers are far more plentiful: darts can be poisoned, and the skill can be advanced to Expert, but they have the same low base damage as knives and are breakable. Daggers are reusable and deal slightly more damage, but are heavier, cannot be poisoned, and are capped at Skilled level. The aklys tends to be the best option of the set - it is plentiful early in the Gnomish Mines due to the strength restrictions of the resident gnomes. It can be tethered and thrown as a re-usable weapon, and should train up quickly to Skilled since it can double as a melee weapon.

An unusual technique for training your Healer's skills is to find a gas spore with sufficient HP, maneuver it into a corridor, and hit it with your unskilled weapon. Apply your starting stethoscope to see when its hit points are close to zero, then cast your healing spell at the gas spore before you resume attacking. Be very careful when training a skill this way - a gas spore's explosion frequently wipes out a low-level Healer.

Spellcasting

At experience level 3, Healers can reliably cast stone to flesh, which can convert boulders into huge chunks of meat. This alleviates the threat of starvation, allowing players to act slower and more cautiously. Eating a huge chunk of meat while not Satiated will generally result in being "oversatiated" - as this specific state is still displayed on the status line as "Satiated", it may be best to avoid eating anything until your nutrition returns to normal, lest you risk a death by choking (unless you are wearing an amulet of life saving or magical breathing). The spell can also be used to remove troublesome boulders from passageways.

A pet is probably the Healer's best aid in developing their spellcasting skills: due to the role's low fighting skills, it may quickly surpass the player in terms of damage output. Regularly monitoring and healing a pet both trains the skill and ensures its survival against particularly troublesome foes. Stone to flesh can convert rocks into meatballs, which can be used to tame carnivorous domestic pets and serve as treats to train their apport.

Armor

Applying the starting stethoscope to a monster will reveal its armor class, which in turn will give some idea of whether it has any enchanted armor. For example, if a dwarf in the Gnomish Mines has AC 4 or less, it probably has either a dwarvish mithril-coat or at least one enchanted piece of armor.

While early metallic armor can interfere with your casting success in a pinch, remember that you can always retreat to a relatively safer area to remove the armor and heal yourself or your pet(s). In addition, all but one of the emergency spells are in the healing school, and Healers are the only role to get a +3 bonus towards successful casting of emergency spells. Gauntlets of power may be especially worthwhile, since they provide such a huge boost to damage and survivability for an early Healer.

Mid game

Objectives

The Healer quest has a large number of dragons - thus makes it a dangerous place to visit without reflection, particularly if there are any black dragons with disintegration breath. The abundance of water also makes crossing difficult if you have not obtained a reliable means to do so. For this reason, it may be best to get the Castle wand prior to attempting the Quest. That said, if you are capable of dispatching dragons, one of them may leave behind dragon scales which can be enchanted into dragon scale mail.

The Healer's quest nemesis, the Cyclops, can be incredibly tough; it is unwise to melee him while he is wielding the Staff of Aesculapius, and the wand of lightning that generates on his starting square is dangerous as well. Fortunately, the Cyclops respects Elbereth and the scroll of scare monster and has low monster magic resistance, making him especially vulnerable to wands of death or wands of sleep (which Healers always start with) if they can hit through his AC.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

The scroll of scare monster on the ground no longer scares any unique monster.

Weapons

Healers should consider switching to a unicorn horn, which can be trained to Expert skill, and, after the Quest, the Staff of Aesculapius. The Staff itself does double damage to monsters without drain resistance, and has additional life draining powers similar to Stormbringer (though without being bloodthirsty). Healers may also generally find it useful to conserve skill slots, e.g. by not advancing their unicorn horn skill to Expert and leaving the slot free for the Staff later.

Spellcasting

Long-term spellcasting for Healers is somewhat idiosyncratic. Although they have great natural spellcasting ability, they are restricted in all spell schools except healing, resulting in difficulty casting level 3 or higher spells. Level 2 spells such as magic missile can still be of significant use.

Late game

Weapons

Some players prefer using a silver weapon within Gehennom - for those sticking with their quest artifact, a silver weapon in the hands of a suitable pet can compensate for the lower damage output, as most of Gehennom's residents are drain resistant, and the Staff's hungerless regeneration and other properties are valuable for survival. Other good non-silver weapons include Magicbane or a highly-enchanted crysknife.

Spellcasting

Because of their low base spellcasting penalty, Healers can wear metal boots and cast reliably, or wear a metal helm and cast with a failure rate of ~3%. When casting emergency spells, Healers can even wear gauntlets of power and still have 0% failure rates.

Variants

SLASH'EM

In SLASH'EM, Healers have a guaranteed first sacrifice gift: Mirrorbright, an artifact shield of reflection that grants hallucination resistance. This makes it more difficult for Healers to obtain an artifact weapon through sacrifice.

xNetHack

In xNetHack, quarterstaves give Healers a bonus to spellcasting success rates like a robe, and a cursed staff doesn't prevent them from casting spells, making it safer to wield their quest artifact. Additionally, their d5/d7 scalpel is a better starting weapon.

FIQHack

In addition to similar staff bonuses as with xNetHack, healers in FIQHack have a health regeneration bonus of 0.33 HP per turn.

Encyclopedia entry

I swear by Apollo the physician, and Aesculapius, and Health,
and All-heal, and all the gods and goddesses, that, according
to my ability and judgment, I will keep this Oath and this
stipulation -- to reckon him who taught me this Art equally dear
to me as my parents, to share my substance with him, and relieve
his necessities if required; to look upon his offspring in the
same footing as my own brothers, and to teach them this art, if
they shall wish to learn it, without fee or stipulation; and
that by precept, lecture, and every other mode of instruction,
I will impart a knowledge of the Art to my own sons, and those
of my teachers, and to disciples bound by a stipulation and oath
according to the law of medicine, but to none others. I will
follow that system of regimen which, according to my ability and
judgment, I consider for the benefit of my patients, and abstain
from whatever is deleterious and mischievous. [...]

[ Hippocrates' Oath, translated by Francis Adams ]


PHYSICIAN, n. One upon whom we set our hopes when ill and our
dogs when well.

[ The Devil's Dictionary, by Ambrose Bierce ]

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