Difference between revisions of "Cleric"
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|Specials=Clerics may lose their powers if they defy [[The Three]] | |Specials=Clerics may lose their powers if they defy [[The Three]] | ||
− | |UsableArmor=Clerics can wear '''almost any armor''', provided it isn't a heavy armor such as plate mail or class specific. | + | |UsableArmor=Clerics can wear '''almost any armor''', provided it isn't a heavy armor such as plate mail or class specific. |
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See [[Armor Table]]. | See [[Armor Table]]. | ||
|UsableWpn=A Cleric's weapon choice is also limited, their armamant consisting of light weapons such as daggers, and blunt weapons such as maces and mauls. Clerics have the least flexibility regarding armament, causing them to not be as strong of an offensive play style chracter compared to Rogues and Warriors. Clerics have more of a balance between offensive and defensive equipment than other classes. | |UsableWpn=A Cleric's weapon choice is also limited, their armamant consisting of light weapons such as daggers, and blunt weapons such as maces and mauls. Clerics have the least flexibility regarding armament, causing them to not be as strong of an offensive play style chracter compared to Rogues and Warriors. Clerics have more of a balance between offensive and defensive equipment than other classes. | ||
+ | : | ||
See [[Weapon Table]] | See [[Weapon Table]] | ||
|ImageMap= | |ImageMap= |
Revision as of 17:12, 2 March 2017
“Powerful war-priests blessed by The Three. Formidable against undead.”― In-game text
Contents
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: Clerics may lose their powers if they defy The Three
Usable Equipment
Armor
Clerics can wear almost any armor, provided it isn't a heavy armor such as plate mail or class specific.
See Armor Table.
Weapons
A Cleric's weapon choice is also limited, their armamant consisting of light weapons such as daggers, and blunt weapons such as maces and mauls. Clerics have the least flexibility regarding armament, causing them to not be as strong of an offensive play style chracter compared to Rogues and Warriors. Clerics have more of a balance between offensive and defensive equipment than other classes.
See Weapon Table
Skills
Cleric Skills

Name | Effects | Points | Cooldown | Mana | Description |
---|---|---|---|---|---|
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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. |
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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. | ||
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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. |
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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. |
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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. | ||
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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. | ||
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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. |
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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

Name | Effects | Points | Description |
---|---|---|---|
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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. |
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Gain +1 /+2 recovery/day |
3 /3 |
You gain extra uses of the recovery button per day. |
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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 |
---|---|---|---|---|---|---|
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Gain +3 /5 /8 armor, +2 /3 /5 damage and +0 /10 /25 to all resistances |
1 /2 /3 |
12 /12 /12 |
6 /9 /12 | Nivaria's Barrier 2; Personality 5; The Three membership | You bless your party members, summoned creatures and yourself for the next 12 seconds. |
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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). | ||
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Each point of Endurance /Strength /Endurance grants you 1.5 /1 /2 hp/level |
1 /2 /3 |
Endurance 4 | Your intensive training results in higher maximum hit points. | ||
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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. | ||
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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. | ||
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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. | ||
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Each second, flames heal allies for 5 /8 /10 hp and burn enemies for 8 /15 /21 Spirit damage |
1 /2 /3 |
30 /30 /30 |
15 /25 /35 | Sacred 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. |
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Recall to the closest town /an already visited town of your choice . |
1 /1 |
20 /20 |
20 /20 | None | 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. |
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Summon a level 7 /10 /13 Dire /White /Spirit Wolf for 3 /5 /5 min. |
2 /2 /2 |
120 /90 /60 |
15 /20 /35 | Intellect 3 | Summon a wild spirit which takes the form of a wolf and follows you. |
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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. | ||
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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. | ||
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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) | ||
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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. | ||
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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. | ||
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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. | ||
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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. | ||
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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. | ||
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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. | ||
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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 /6 | Crusader 2; The Three membership | The Holiness within you can disrupt the undead by your mere presence, paralyzing them. |