Against the Dark Watch the trailers

Healer

The Luminary

Warm fire that mends your friends and burns your foes. Keep the party standing and the dark at bay.

The Luminary

How the Luminary plays

Luminaries keep the hearth-fire alive when everything else goes cold. The same flame that closes a friend's wounds burns the dead to ash. A Luminary lays fire where the fight will be, and spends it.

  • Lays flames that warm friends and burn foes, then spends them
  • Divine Intervention saves a friend from the blow that would down them
  • Smite brings fire down on the toughest foe

Watch out: Slow on their feet and soft up close: the fire stays where it was laid.

In The Long Night their left clicks build Flames as their blows land, and their right clicks spend it.

Abilities

The Luminary's moves in The Long Night: you pick a left click, a right click, an ability and an Ultimate as a run goes on, and make each stronger. Their left clicks are the same in the campaign.

Left clicks

Ember Lob

A lobbed flame that bursts wide and leaves fire

Holy Bolts

Bolts that heal friends through foes

Shadow Hex

A hex built up into a burn that heals you

Right clicks

Blazing Constellation

Your flames link up; closed shapes erupt

Pyre

Flames circle you; spend them at your feet

Phoenix Convergence

Your flames stream home, then a phoenix flies out

Abilities

Light's Blessing

Bless yourself or the friend you aim at for 15 seconds with 5 charges. A blow that lands on its holder sets one off, at most once every 3 seconds: it heals them 12 health, throws back the foes round them when 3 or more are close, and jumps to the most hurt friend near them. With nobody near it stays where it is. The last charge heals twice as much, throws them back harder whoever is near, and nothing slows its holder for 2 seconds.

Light's Grasp

A hand of light takes the friend you aim at within 14 paces, standing or fallen, and pulls them to your side; with no friend aimed at, it pulls you up to 10 paces to where you aim. Foes don't stop it. Whoever it carries takes 50% less from every blow on the way, a wave where they left throws foes back, and they land running 25% faster for 2 seconds. A fallen friend stays down, ready to be stood up.

Cinder Step

Step through fire to where you aim and land in a blast wave that stuns the foes round you. With Ember Lob it hits hard, with Holy Bolts it hits and heals you and your friends in it, and with Shadow Hex it hits and hexes every foe in it.

Incandescence

For 5 seconds you burn in your left click's flame and run 25% faster, its aura pulsing round you every second. Holy Bolts: holy fire hurts the foes in it. Ember Lob: warm waves heal you and your friends in it. Shadow Hex: foes in it are hexed, their hexes heal you, and your shadow orb's spin ends sooner.

Ultimates

Ascendance

Rise and spin for 8 seconds, two beams of your left click's fire sweeping round you: they hurt the foes they cross and heal and bless the friends they touch, you as you cast it. You move slower and take 30% less damage, and you don't attack. Holy Bolts, Beacon Bolts and Hearth Sweep heal most and speed friends, Ember Lob and Searing Bolts burn hardest and make friends hit harder, Shadow Hex hexes foes and makes friends attack faster.

Divine Intervention

Bless yourself or a friend on your screen for 15 seconds. The first blow that would down them lands none of it: they come back at half health, can't be hurt for 2 seconds, and a great holy blast throws back the foes round them, and each foe it fells bursts in turn. If the blessing runs out unused, a smaller blast hurts the foes round them and heals the friends near them.

Vigil

Light a ring of fire where you aim for 8 seconds: no friend inside it can fall, and foes inside burn.