Help: CuristAvailableLevel 1: Cure Light.Level 1: Armor.Level 1: Kick.Level 3: Detect Poison.Level 4: Call Lightning.Level 4: Cure Blind.Level 4: Detect Alignment.Level 5: Bless.Level 6: Blindness.Level 6: Detect Invisibility.Level 7: Catseye.Level 8: Poison.Level 8: Protection From Evil.Level 8: Protection From Good.Level 9: Cure Critic.Level 9: Aura of Protection.Level 10: Remove Poison.Level 10: Summon.Level 11: Holyfist.Level 11: Identify.Level 12: Earthquake.Level 12: Remove Curse.Level 12: Word of Recall.Level 14: Dispel Evil.Level 14: Dispel Good.Level 14: Heal.Level 15: Sanctuary.Level 17: Control Weather.Level 17: Aura of Escape.Level 18: Invigorate.Level 18: Sense Life.Level 19: Harm.Level 20: Call Paladin.Level 20: Summon Paladin.Level 22: Aura of Healing.Level 25: Rejuvinate.Level 26: Augury.Level 30: Aura of Invigoration.Level 35: Aura of Rejuvination.Level 40: Restoration.Curists are Nukefire's old holy support path: steady healing,
protection, group recovery, and divine punishment. They are
forgiving for solo survival, but strongest when their spells keep a
crew alive through long fights.
A Curist opens with practical tools like Cure Light, Armor,
and Kick, then grows into recalls, group auras, restoration, and
hard judgment spells. The class rewards calm timing: protect first,
recover early, and punish when the enemy is exposed.
Notes
Curist is the correct Nukefire class name for the old holy-caster
role.
Most Curist magic uses sling '<spell>' syntax unless a help
entry says otherwise.
See Also: cure light, heal, sanctuary, call paladin, restoration