SOME ODD THINGS ABOUT HEALERS * Every weapon or skill that healers can take to expert is either directly or at least anecdotally related to healing. * Their starting scalpel is indeed a poor weapon yet is worth training to expert since knives offer by far their best ranged attack. And a crysknife is a very capable weapon in reserve to your quest artifact. * Should you choose to play them that way, healers begin with every spell they'll need for the game, although obtaining a spellbook of Cure Sickness could be useful. *Alternatively, healers can reliably cast all level 1 and 2 spells unskilled by XL9 with no robe and wearing GoP, assuming no other metal armor. * Stone to flesh is most valuable when you forget it at 20K moves and gain confusion on demand at the earliest possible point. * Given their poor initial strength and gear, keeping your pet(s) and yourself healed is critical. Fortunately, healers are better and earlier equipped for this than any other role. * It is probably a mistake to wear anything early that interferes with your ability to heal yourself. * Healers have a special class of nemeses in the early game: monsters that regenerate as quickly or faster than a +0 scalpel can do damage. These include imps, homunculi and all lycanthropes. That's why healthy pets are important, as are advancing knives, identifying enchant weapon, being fast and, best of all, obtaining Gauntlets of Power. * Healers are simultaniously the most powerful and most restricted spellcasters in the game. In fact, it could be argued they aren't spellcasters at all. Just healers. * Healers tend to use their stethoscope compulsively and know all its tricks. * Leather drums should be avoided since you can't use a stethoscope if you are deaf. Surprisingly, a depleted drum of earthquake no longer has this effect. * Healers rarely have to burn a wish for dragon scale mail since every level of their quest is crawling with dragons. Reflection, a wand of undead turning and a tinning kit could all be useful. Especially reflection. * Healing the damage you have received is a complement to the damage you can inflict. This makes The Staff of Aesculapius a far more effective weapon than the numbers might suggest. * It is not uncommon for a healer wielding The Staff to finish fighting a large number of monsters and find themself at full HP without having casted or quaffed. * Somewhat off-topic, The Staff is a forgiving intelligent artifact. It will of course blast any neutral non-healer that wields it but then will immediately begin to repair the damage it has caused. * Healers are quite literally and in every facet of their game, all about healing... every@ma.sdf.org