Healer/EvilHack

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In EvilHack, the Healer is one of the roles from NetHack that is available to the hero.

Healers can be humans, elves, dwarves, gnomes, hobbits, giants, or tortles, and always start as neutral.

Starting equipment

Each Healer starts with the following equipment:

The following racial conditions also apply:

  • Dwarf Healers have a 14 chance of starting with a +0 pick-axe.
  • Giant Healers may start with random valuable gems.
  • Hobbit Healers start with a tinning kit and two additional stacks of 1-2 random comestibles.
  • Tortle Healers have a 14 chance of starting with an oilskin sack.

Healers start with knowledge of the potion of full healing's randomized appearance and any applicable racial equipment.

The Healer's default starting pet is a little dog or kitten with equal probability.

Intrinsics

Healers gain the following intrinsic properties upon reaching the given experience levels:

Attributes

The Healer's starting attributes are distributed as follows:

Attributes Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining
Minimum attributes 7 7 11 7 13 16 14
Distribution percentages 15% 15% 25% 20% 20% 5%
Mean w/ standard deviation (human) 9.31±1.46 9.17±1.42 14.55±1.63 9.87±1.57 15.77±1.40 16.56±0.73

The means and standard deviations were calculated via simulation, whose source code can be found on the role article's talk page, and assumes that all given roles are played as humans—non-human races will have different attribute means as a result of different attribute maximums.

Skills

Healers have the following skills available to them:

Healer skills
Max Skills
Basic
Skilled
Expert

Healers start with Basic skill in daggers and healing spells. They use the wisdom stat to cast spells, and their special spell is cure sickness.

Special rules

Healers get a +1 alignment record bonus for casting the healing, extra healing, or critical healing spells or pets and peaceful monsters, and will also gain the same bonus if they use the cure sickness spell to cure the illness of a pet or peaceful monster. They can identify the wand of undead turning by zapping a corpse with it, even if they cannot see the corpse currently.

Healers do not gain a multishot bonus for reaching Skilled in any weapon skill, though they still get the normal multishot bonus for Expert skill with any weapon. This means that gnomish Healers do not get a multishot bonus with crossbows.

As primary casters, Healers wearing any form of body armor are only penalized when casting spells of level 4 or higher. They may also receive spellbooks as sacrifice gifts from their deity.

Healers only take 12 damage from explosions caused by destroyed wands.

Healers have a +3 bonus to casting emergency spells.

Healers do not suffer damage or attribute loss from quaffing a potion of sickness and are immune to their vapors, though quaffing the potion will still cure hallucination.

Nurses will not damage Healers with their attacks.

Healers can gauge the health of pets and other monsters that they can see.

A Healer is given bonuses and unique outputs when applying a stethoscope in certain situations:

  • A Healer applying a stethoscope to a statue can determine whether it contains items or is on a statue trap.
  • A Healer applying a stethoscope to a corpse can determine whether it will revive.
  • A Healer can more reliably apply a stethoscope to themself while engulfed by a whirly monster.

Rank titles

The status line displays one of the following ranks for the corresponding experience levels:

  • 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

Gods

Main article: Religion

The Healer pantheon is based on the mythology of ancient Greece.

Quest

Main article: Healer quest

The Healer's quest sees them fighting the Cyclops for The Staff of Aesculapius, an artifact quarterstaff. It grants hungerless regeneration and drain resistance while wielded, and deals double damage to all monsters without drain resistance and drains levels from them on each hit - this life-draining applies a further +1d8 damage to the target's current and maximum HP, and restores half of that damage to the wielder's current HP. Invoking The Staff of Aesculapius heals the user by half of the HP needed to return to full health, and cures sickness, withering, blindness not caused by gunk (e.g. from a cream pie), and sliming.

Strategy

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