Cleric

From Exiled Kingdoms Wiki


Cleric's Symbol
Powerful war-priests blessed by The Three. Formidable against undead.
― In-game text

Those chosen by The Three as their priests are powerful individuals. No one knows why, but when some children are born, the Gods smile upon them, granting them strange powers over life and death. They can heal, cast protective magic, or smite their enemies with flames. In particular, they're very powerful against the undead. Many of them decide to dedicate their lives to serve The Three and help those in need, but others choose more selfish ways, and live as adventurers or mercenaries. Luckily for them, The Three don't seem to mind.

Cleric Basics

  • Health at level 1: 35 HP
  • Health bonus/level: +5 HP
  • Mana at level 1: 12 MP
  • Mana bonus/level: +2 MP
  • Other advantages or drawbacks: +1 bonus to melee damage every 7 levels (7, 14, 21, etc.)

Usable Equipment

Armor

Light Armor, Chainmail, Some Platemail, Shield

See Armor Table.

Weapons

Dagger, Hammer, Mace, Maul, some rare Longswords*.

* There are only 4 known Longswords in the game that may be wielded by Clerics. They are Justice, Righteousness, Paladin's Longsword and Nanocarbon Sword.

See Weapon Table

Skills

Cleric Skills

Heal WoundsHoly ShieldSacred FireInterventionArbenos' MightCrusaderNivaria's BarrierThelume's WisdomClass Skills
Name Effects Points Cooldown Mana Description
Arbenos' Might.png Arbenos' Might You do +3/+5/+8 damage, and +4 fire damage, for 12/14/16 seconds. 1/2/3 20/20/20 2/4/7 The power of Arbenos the Warrior envelopes you, in the form of sacred flames. You will do more damage, both normal and fire based. Double effect with 2H weapons.
Crusader.png Crusader Your hits have a 2%/4%/5% stun chance. Against undead, +2/+4/+6 Damage. 1/2/3 You have received training as a warrior priest. You know the most efficient ways to combat the undead.
Heal Wounds.png Heal Wounds Heals a total of 30/75/125 HP 1/2/3 10/8/5 6/12/18 Heals instantly a certain amount of life, even during combat. It heals you first until you are fully healed; any remaining healing goes to other party members.
Holy Shield.png Holy Shield Gain +4/+6/+8/+10 armor and +25/+40/+60/+80 resistance vs Death, for 12 seconds 1/2/2/2 15/15/15/15 5/5/6/6 Divine Power protects you from harm, and from Death Magic.
Intervention.png Intervention You are healed for 2/4/8 HP for each mana point you had left 1/1/1 In your hour of most need, the Gods intercede to save your life. When you are injured down to death, all your remaining mana is spent, and you are healed.
Nivaria's Barrier.png Nivaria's Barrier Gain +1/+2/+3 armor, an extra +1/+2/+3 vs undead attacks. 1/1/2 The mystical power of Nivaria protects you permanently from harm, and in particular from the undead.
Sacred Fire.png Sacred Fire Flames deal 12/24/48 damage, and additional +8/+12/+20 damage to undead. 1/2/2 8/6/3 3/6/9 A surge of purifying flames erupts 2 meters ahead of you, consuming your enemies. It deals extra damage to undead.
Thelume's Wisdom.png Thelume's Wisdom 75%/95% chance of detecting hidden items in a 10m/20m radius. You'll also know about undiscovered doors in the area. 1/1 30/30 3/5 You are inspired by the revelations of Thelume. You can detect hidden things, and see through illusions.

Note:

General Skills

Extra RecoveryDungeoneeringGossipClick on a skill to go to that page.
Name Effects Points Description
Dungeoneering.png Dungeoneering Gain a +10%/+18%/+25% bonus to find traps and secret doors. 1/1/1 You are an expert in dungeon exploration, and can find more easily hidden traps or secret doors.
Extra Recovery.png Extra Recovery Gain +1/+2 recovery/day 3/3 You gain extra uses of the recovery button per day.
Gossip.png Gossip Gain a +5%/+10%/+15% bonus to learn rumors. 1/1/1 You know how to be friendly enough to listen to local news and legends.

Advanced Cleric Skills

These advanced skills must be learned from specialized trainers.

Name Effects Points Cooldown Mana Reqs Description
Battle Prayer.png Battle Prayer Gain +3/5/8 armor, +2/3/5 damage and +0/10/25 to all resistances 1/2/3 12/12/12 6/9/12Nivaria's Barrier 2; Personality 5; The Three membership You bless your party members, summoned creatures and yourself for the next 12 seconds.
Bloodlust.png Bloodlust After killing an enemy, +3/4/6 Damage and +2/3/4 Armor for 6 seconds. 1/2/3 Personality 3 A battle trance that sharpens your focus and makes you unstoppable. Adds bonuses for 6 seconds after killing an enemy (non-cumulative).
Body Development.png Body Development Each point of Endurance/Strength/Endurance grants you 1.5/1/2hp/level 1/2/3 Endurance 4 Your intensive training results in higher maximum hit points.
Death Ward.png Death Ward Gain +12/24/36 to resist death. 1/1/1 Endurance 2 You can endure death magic thanks to your training. Gain a permanent bonus to Death resistance, which stacks with other bonuses.
Duel.png Duel Damage increments by +1/+2/+2 per hit, up to a maximum of +4/+6/+10 1/2/3 Personality 2, Warrior's Guild membership If you hit twice the same enemy, you gain bonus damage, which keeps increasing with each new hit. The effect ends if you hit a different enemy, or you abandon combat.
Fire Ward.png Fire Ward Gain +12/24/36 to resist fire. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Fire resistance, which stacks with other bonuses.
Flames of Faith.png Flames of Faith Each second, flames heal allies for 5/8/10hp and burn enemies for 8/15/21 Spirit damage 1/2/3 30/30/30 15/25/35Sacred Fire 3; The Three membership In a 3m area around you enemies are burned with spiritual flames and allies healed. It lasts 6 seconds and has no effect on you.
Gate.png Gate Recall to the closest town/an already visited town of your choice. 1/1 20/20 20/20None While you are not a 'Traveller' wizard, you are still capable of some limited forms of teleportation. This power will not work in large towns and some areas that are magically sealed.
Guardian Wolf.png Guardian Wolf Summon a level 7/10/13 Dire/White/Spirit Wolf for 3/5/5 min. 2/2/2 120/90/60 15/20/35Intellect 3 Summon a wild spirit which takes the form of a wolf and follows you.
Heavyhand.png Heavyhand Gain +1/+3/+5 extra damage per attack 1/2/3 Strength 4, Warrior's Guild membership Extensive training makes you put more might behind every blow. Your melee attacks cause additional damage.
Ice Ward.png Ice Ward Gain +12/24/36 to resist cold. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Cold resistance, which stacks with other bonuses.
Massive Criticals.png Massive Criticals Criticals do up to 200%/250%/300% of max weapon damage, 10%/25%/50% chance to kill weaker enemies. 1/2/3 Strength 3 Your critical hits go beyond the usual 150% max damage, with a chance to insta-kill enemies 2 levels below yours (some are immune)
Precision Strikes.png Precision Strikes Increase weapon's base critical chance by 50%/100%/150% 1/2/3 Intellect 1, Awareness 1 Your critical chance with melee weapons is increased.
Retribution.png Retribution You recover 1/2 mana points per undead/outsider destroyed. 2/3 Intellect 2, The Three membership Whenever you destroy an undead or outsider from another plane, you will absorb its essence, transforming it into magical energy. It might not work with certain monsters.
Shock Ward.png Shock Ward Gain +12/24/36 to resist shock. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Shock resistance, which stacks with other bonuses.
Spiritual Ward.png Spiritual Ward Gain +10/20/30 to Spirit resistance. 1/1/1 Personality 2 Your willpower and inner strength are legendary, making you more resilient to stun, paralysis and other mind effects. Gain a permanent bonus to Spirit resistance, which stacks with other bonuses.
Summoner.png Summoner The creatures you summon gain +1/2/3 levels. 1/1/2 Personality 3 You are capable of strengthening the link between summoned creatures and their home plane. The creature's level is increased, and can even go above yours.
Toxic Ward.png Toxic Ward Gain +12/24/36 to resist toxic. 1/1/1 Endurance 2 You can endure acid and poison thanks to your training. Gain a permanent bonus to Toxic resistance, which stacks with other bonuses.
Turn Undead.png Turn Undead Paralyze for 3/4/5 seconds all the undead enemies in a 2/4/6 meter radius. 1/2/3 20/20/20 4/5/6Crusader 2; The Three membership The Holiness within you can disrupt the undead by your mere presence, paralyzing them.

Notes