Holy
Channeling the restorative light of the Dawn, White Magic is the primary healing archetype in the world of Ravendawn. While this archetype focuses on keeping its user and their allies alive on the field of battle, the full power of the Dawn should not be underestimated… skilled users can call down its holy force to smite their enemies where they stand.
Archetype Bonus: Increases your Intelligence and Wisdom by 1 per 3 levels.
Active Skills
Flash Heal
Heals the target for (x) health.
Smite
Deals (x) spell damage to the target. Damage increases by (y) per Aether. Doesn't consume Aether.
Mend
Heals the target for (x) health per second over 6s. Healing increases by (y) per Aether consumed.
Holy Shackles
Slows enemy for 30% and deals (x) spell damage per second for 3s. Duration is increased by 1s per Aether consumed.
Devotion
Heals the target for (x) health.
Dawn's Light
Heals the target for (x) health. Healing increases by (y) per Aether consumed.
Healing Channel
Focuses on a target for 1s, healing them by (x) health every 0.5s. Duration is increased by 0.5s per Aether consumed.
Purify
Removes 2 random harmful spell effects from the target.
Circle of Light
Heals everyone inside a medium area by (x) health per second over 5s. Healing is increases by (y) per Aether consumed.
Holy Force
Deals (x) spell damage on target. Deals (y) more per Aether consumed.
Generous Influence
Heals a target for (x) health and increases the healing they receive by 20% for 10s. If this is used on another player, it increases the healing you receive by 30% instead.
Living Saint
Increases defense power and spell power by 25% for 10s.
White Magic Passives
Invigorated Healing
Increases the healing power of Flash Heal, Dawn's Light, Mend and Healing Channel by 10%.
Sacred Spirit
Healing spells on a target with under 30% health heal for 25% more.
Prophet
Reduces the cooldown of Healing Channel and Devotion by 50%.
Healing Bond
When you heal a target, you are also healed for 5% of that amount.
Devout Healer
Increases your Healing Power by 20% but at the cost of 10% Weapon Power and Spell Power.
Healing Attunement
Heals cast on other players cost half the mana.