Major Group Heal Major Group Heal Lv. 5 / +6 Power

Restores all party members' HP by 1248 Power. Consumes 4 Spirit Ore. Enchant Power: Increases Power.

Type Active (attack)
Uses 430 MP , Spirit Ore Spirit Ore, 4 pcs
Cooldown Time 3 sec.
Can it be used at the Olympiad? Yes
Trait trait_none
Available for Bishop Lv. 74, class-2001 Lv. 76, class-2002 Lv. 76
Major Group Heal Major Group Heal Lv. 1 Restores all party members' HP by 902 Power. Consumes 4 Spirit Ore.
Major Group Heal Major Group Heal Lv. 2 Restores all party members' HP by 979 Power. Consumes 4 Spirit Ore.
Major Group Heal Major Group Heal Lv. 3 Restores all party members' HP by 1050 Power. Consumes 4 Spirit Ore.
Major Group Heal Major Group Heal Lv. 4 Restores all party members' HP by 1115 Power. Consumes 4 Spirit Ore.
Major Group Heal Major Group Heal Lv. 5 [selected] Restores all party members' HP by 1170 Power. Consumes 4 Spirit Ore.
Major Group Heal Major Group Heal +1 Power Increases Power by 13.
Major Group Heal Major Group Heal +2 Power Increases Power by 13.
Major Group Heal Major Group Heal +3 Power Increases Power by 13.
Major Group Heal Major Group Heal +4 Power Increases Power by 13.
Major Group Heal Major Group Heal +5 Power Increases Power by 13.
Major Group Heal Major Group Heal +6 Power Increases Power by 13.
Major Group Heal Major Group Heal +7 Power Increases Power by 13.
Major Group Heal Major Group Heal +8 Power Increases Power by 13.
Major Group Heal Major Group Heal +9 Power Increases Power by 13.
Major Group Heal Major Group Heal +10 Power Increases Power by 13.
Major Group Heal Major Group Heal +11 Power Increases Power by 13.
Major Group Heal Major Group Heal +12 Power Increases Power by 13.
Major Group Heal Major Group Heal +13 Power Increases Power by 13.
Major Group Heal Major Group Heal +14 Power Increases Power by 13.
Major Group Heal Major Group Heal +15 Power Increases Power by 13.
Major Group Heal Major Group Heal +16 Power Increases Power by 13.
Major Group Heal Major Group Heal +17 Power Increases Power by 13.
Major Group Heal Major Group Heal +18 Power Increases Power by 13.
Major Group Heal Major Group Heal +19 Power Increases Power by 13.
Major Group Heal Major Group Heal +20 Power Increases Power by 13.
Major Group Heal Major Group Heal +21 Power Increases Power by 13.
Major Group Heal Major Group Heal +22 Power Increases Power by 13.
Major Group Heal Major Group Heal +23 Power Increases Power by 13.
Major Group Heal Major Group Heal +24 Power Increases Power by 13.
Major Group Heal Major Group Heal +25 Power Increases Power by 13.
Major Group Heal Major Group Heal +26 Power Increases Power by 13.
Major Group Heal Major Group Heal +27 Power Increases Power by 13.
Major Group Heal Major Group Heal +28 Power Increases Power by 13.
Major Group Heal Major Group Heal +29 Power Increases Power by 13.
Major Group Heal Major Group Heal +30 Power Increases Power by 14.
Major Group Heal Major Group Heal +1 Cost Decreases MP consumption by 6.
Major Group Heal Major Group Heal +2 Cost Decreases MP consumption by 3.
Major Group Heal Major Group Heal +3 Cost Decreases MP consumption by 5.
Major Group Heal Major Group Heal +4 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +5 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +6 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +7 Cost Decreases MP consumption by 3.
Major Group Heal Major Group Heal +8 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +9 Cost Decreases MP consumption by 5.
Major Group Heal Major Group Heal +10 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +11 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +12 Cost Decreases MP consumption by 3.
Major Group Heal Major Group Heal +13 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +14 Cost Decreases MP consumption by 5.
Major Group Heal Major Group Heal +15 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +16 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +17 Cost Decreases MP consumption by 3.
Major Group Heal Major Group Heal +18 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +19 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +20 Cost Decreases MP consumption by 5.
Major Group Heal Major Group Heal +21 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +22 Cost Decreases MP consumption by 3.
Major Group Heal Major Group Heal +23 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +24 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +25 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +26 Cost Decreases MP consumption by 5.
Major Group Heal Major Group Heal +27 Cost Decreases MP consumption by 3.
Major Group Heal Major Group Heal +28 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +29 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +30 Cost Decreases MP consumption by 4.
Major Group Heal Major Group Heal +1 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +2 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +3 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +4 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +5 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +6 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +7 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +8 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +9 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +10 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +11 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +12 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +13 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +14 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +15 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +16 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +17 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +18 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +19 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +20 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +21 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +22 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +23 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +24 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +25 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +26 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +27 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +28 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +29 Cure Poison Neutralizes severe poison and increases Power by 4.
Major Group Heal Major Group Heal +30 Cure Poison Neutralizes severe poison and increases Power by 5.
Major Group Heal Major Group Heal +1 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +2 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +3 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +4 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +5 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +6 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +7 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +8 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +9 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +10 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +11 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +12 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +13 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +14 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +15 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +16 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +17 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +18 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +19 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +20 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +21 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +22 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +23 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +24 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +25 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +26 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +27 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +28 Heal Bleeding Stops severe bleeding and increases Power by 5.
Major Group Heal Major Group Heal +29 Heal Bleeding Stops severe bleeding and increases Power by 4.
Major Group Heal Major Group Heal +30 Heal Bleeding Stops severe bleeding and increases Power by 5.