As Healer’s Quest is now officially released on Steam, I thought I’d put together a little guide for you all. After reviewing it this week, there were a few areas that took me a little while to figure out, and others that weren’t at all obvious until I stumbled across them hours later. So, without further ado, here are my most helpful tips for Healer’s Quest, that’ll hopefully stop a ragequit or three…

1. Pay attention to your class alignment

This may sound fairly basic, but the abilities you can pick up here will be increasingly valuable for the game, later on, so make sure you think carefully about each benefit before deciding. For example, I made my healer, Aethery, into a Good-aligned healer, and took the Skilled Healer boon, which made my healing spells 5% more effective – it might not sound like much, but that may well save your neck in a fight. There are multitudes of these to play with across all three alignments – some will get you permanent buffs like +1 to all allies’ defense, or +1 to all front line allies, but there are some more material ones as well, which will give you the chance to pick up better loot, or start off with 100 gold, which you’ll absolutely need for the early hours of your game.

Choose wisely! It definitely gives you the chance to roleplay, and opens up the opportunity for multiple playthroughs, if only to see what this one does:

2. Stock up on health potions as soon as you have enough gold

These’ll be the difference between one dungeon trip and multiple ones. Whilst the dungeons are pretty short anyway, there’s always a wealth of random encounters waiting to surprise you, when you’re making that trek from the mid boss to the final one. These potions can be bought from a shop that’s usually not too far from the dungeon’s entrance, and depending on the backpack upgrades you buy, you can buy up to seven at a time.

Though they can’t be used in battle, they’ll heal you a hefty chunk of HP either right before the battle starts, or on the main world screen. I would save these for right before boss fights – it’ll give you an automatic advantage to go into the fight will full health, and if you run into a sticky situation whilst travelling, they’ll give your team a boost long enough for the healer to yank them to safety.

3. Spam Meditate whenever you can

One of the biggest problems I ran into with Healer’s Quest was my mana. As any RPG aficionado will tell you, it’s the fuel you need to cast spells, and since your party is full of flimsy idiots with a CON stat of about -5, you’ll run low on that pretty fast. I did wind up equipping the Boon spell a lot, which grants you an extra 50 mana, and has a cooldown time of roughly one minute, though this can be lowered slightly with upgrades. Boon’s great and all, but the cooldown time doesn’t make it perfect to use alone, so what you’ll really want to equip is Meditate, where you’ll get two points of mana back per second.

This is a difficult one to achieve, since fights are lightning fast, and your allies will require constant backup, but use it as often as you can, since you need every scrap of mana you can claw back. There’s also a good few accessories you can equip to help with mana recovery (there’s a nice one where you get 30 points of mana if your ally kills an enemy), so be sure to keep it as topped up as much as you can, because it’s the quickest way to ruin a fight. On the flip side, the buffs aren’t worth it – they wear off too quickly to have much of an effect.

4. Remedy is your best friend

Let me tell you about the most kickass spell in the world – Remedy. Remedy cures pretty much all the nasty abnormal status effects that the game likes to throw at you, and this is where the true challenge lies in Healer’s Quest, because practically everything else can be cured with healing spells. You’ll want to keep Remedy on you all the time, because while you’re usually able to stumble through without buffs, I never had a boss fight that didn’t throw statuses at you.

It’s practically got no downsides – cooldown time is only a handful of seconds, and it costs practically no mana to cast, so you’re free to spam it as you please. Considering a lot of these statuses will kill you very quickly, make sure to supplement Remedy with healing spells, because these will keep your party members alive in a pinch, as all statuses only remain active for six seconds. The only downside to Remedy is that, even with the upgrades, there’s no way to cast it on more than one party member at a time, so your flimsier party members will end up getting killed because you weren’t able to cure the status fast enough. In my experience, cure Beauty and Murky first, since Tanky and Grumpy can hold out for a little while longer.

5. Some statuses aren’t worth healing

So, you’re in the middle of a fight, your party gets slapped with a status – everyone panic, and spam Remedy as fast as you can, right? Not always. There are statuses that there’s no point in using Remedy on, and the first one is Wound, mostly because I don’t think Remedy cures that one anyway. The afflicted team mate’s health will drop rapidly, with a red droplet icon hovering over them, but thankfully, this is the easiest one to cure – a rapid-fire healing spell or three will soon sort it.

The other one I found is the status that water-based enemies cast on the player – it shrouds your team mates in black ink, and makes them more likely to miss their targets. Since this status is one of the few that doesn’t cause any harm, just frustration, to your party, it’s best to save your Remedy spell for when you need it, and ride the spell out. On the other hand, Poison is the worst one to get hit with, because you can only heal one party member at a time; if you get any enemies that are likely to cast Poison multiple times (usually Goblins), it’s best to just run and save your energy.

Any other tips or tricks? Let us know in the comments!