Healers in the gameAcross the Obeliskare not like the typical Healer-type Jobs or Classesseen in a lot of other games.Yes, they can heal the party and provide a myriad of other buffs/debuffs, but in this game, they also function as fantastic damage dealers. In fact, characters like Reginald and Nezglekt (who isone of the hardest unlockable characters) are some of the best DPS characters overall.
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With that in mind, let’s take a look at some of the best cards to pick up at the Magic Forge inAcross the Obelisk’searly game, and why they’re so useful early on. Keep in mind, The Healers, compared to other Classes like the Warriors, tend to play very differently from each other, andnone of them are “useless”.With that in mind, these picks depend on how a player wants to use their Healer, and what Damage type that Healer prefers.
8Healing Spell: Heal
Recommended Upgrade: Gold Variant
Let’s start things off simple and talk about a Healing Spell, which is of course namedHeal. This is one of the most basic Healing Spells in the game, and that’s also exactly why it’s so useful,especially for beginners.Use it on a character of choice, and they’re healed a certain amount, simple and easy.
And, in Senenthia and the majority of wherever Act 2 takes place, simple is usually best, especially with the Gold Variant of Heal. This version of the card has Vanish, which lets the Healer cut down their possible draws a bit as well as Heal allies, maximizing their potential damage for the next turn. Healing Spells in anything,even inDungeons and Dragons,typically force players to choose between DPS output or team survivability, and Heal is one of the best options inAtOfor Healing the party without using all the Healer’s available Energy.

7Defense Skill: Anthem Of Hope
Recommended Upgrade: Blue Variant
Next up let’s look at another support-type card,Anthem of Hope. Now, this Defense Skill is pretty simple, when used, it gives every party member two stacks of Courage, which buffs their Holy, Shadow, and Mind resistances by 30 percent a turn, per Stack, with a Stack fading after each turn.
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But, if players Upgrade this card to the Blue Variant, it also gives a stack of the Inspire Buff as well. Finding a card that gives Inspire to even one ally can be costly, so having one that applies it to every party member at once that is also an Uncommon-Rarity card is just so useful. Sadly, the Gold Variant gets rid of the Inspire part of the card, making it an Upgrade to avoid at all costs.
6Skill: Fanaticism
Recommended Upgrade: Either Variant
Just like Mages, Healers tend to be a bit Energy-heavy with all their high-cost cards. The best damaging cards cost quite a bit and their Energy is split between Attacks, Support-type cards, and Healing cards. So, what are their options for Energy regain? Energy regain, of course, isan aspect of deckbuilding roguelikes that’s always incredibly important. Well, Warriors have the Enrage card and Scouts have Adrenaline, but what about Healers? They haveFanaticism. And, while this card does cost 0 Energy while giving 1 Energy and a Stack of Energize at the base level, it also applies a lot of self-damage and Debuffs to the caster like Vulnerable and Stacks of Dark.
That said, these downsides aren’t that bad if it leads to wiping out the enemies in the same turn or even the next turn. Plus, it’s only an Uncommon-Rarity card, so it’s not that expensive in Shards either. Both Upgrade Variants are also worthwhile in different ways. The Blue Variant is better for Healers who can’t handle the self-damage from the card as well as they thought while the Gold Variant is for those who double down on the damage in exchange for an additional pip of immediate Energy.

5Spells: Dawnlight & Black Karma
Recommended Upgrade: Gold Variant For Both
As previously mentioned, the Healers inAcross the Obeliskall have unique playstyles that separate the cards they prefer more than other Classes would. For example,Ottisis primarily a Support-type Holy-Damage Healer whileMalukahspecializes in Dark or Shadow Damage while also Supporting with Healing Spells. Typically, this is split two ways between the Holy-damage Healers and the Shadow, or Mind Healers. So, these are the best low-cost Spell options for each:
4Spells: Flash & Vile Lance
Recommended Upgrade: Gold Variant For All Three
Again, the main aspect players should look for when picking “good” early game cards and Upgrades is the Energy Cost to Damage to Debuffs ratio. Until they get to their third character Trait at Level 3 which tends to have an option for additional Energy gain, they likely want to stay away from a Deck with a high average Energy cost. So, here are some fantastic low-cost options for both the Holy Healers and the Shadow/Mind ones:
3Spells: Holy Nova, Unholy Storm, & Clairvoyance
Recommended Upgrade: Either For Holy Nova and Unholy Storm, Gold Variant For Clairvoyance
Last up for the Attack-type Spells, let’s take a look at some of the pricier options for all four of the Healers. These are the Spells that usually cost between 2-3 Energy but are meant to deal substantial damage to all the enemies at once. Typically, players will go for the lower Energy cost Upgrade with these and then Transform them to their higher-cost Variant in Act 2. The options are:

2Skill: Inner Fire
Inner Fireis essentially just the Healer version of Unstable Power that Mages players likely know all about. The Powerful buff is fantastic on Spell-users as it applies to all damage and heals, and Stacks with things like Bless or the Damage Reduction that comes from Elemental Debuff Stacks.
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3 Stacks of Burn as a tradeoff for the Powerful Stacks is also such a low tradeoff. Also, Players should go for the Blue Variant of the card since it makes Inner Fire Innate.
1Skill: Clarity
Finally, there’sClarity,another Support-type Skill for Healers that lets them give their party members some Inspire. Honestly, the Purge enemies of Fury and self-Dispel Insane parts of this card are usually ignored, as a lot of theconfusing Buffs and Debuffs in gamestend to be. And, even the Slow Dispel isn’t the main reason why people spend Shards on this card.
No, people use this simply because this is a 0-Cost card that gives Inspire. That said, the Blue Variant Upgrade is the preferred option as it removes the Vanish aspect of the card and also gives it the ability to Dispel Sanctify, which is helpful in Act 3 and Act 4.

