Difference between revisions of "Cleric"
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Cleric | Levels in the Cleric class give moderate hitpoints, mana, and movement. They are able to cast | ||
many protective spells, heal the injured, resurrect the dead, curse and hinder enemies, and | |||
have a great many utility spells and skills to assist others and allow groups to run smoothly. | |||
As a result of this balanced nature, clerics are not generally considered heavy melee fighters | |||
or spell blasters. They are easily the most powerful support class, and dedicated clerics are | |||
often found in groups. | |||
There are several common cleric play styles: | |||
The primary stat for clerics is wisdom, | * Cleric melee, with a focus on protective spells such as [[Faith Shield]] and [[Sanctuary]], cursing spells such as [[Faerie Fire]] and [[Weaken]], using melee weapons and attacks as the primary method of dealing damage. | ||
higher than intelligence | |||
* Cleric healer, using [[Heal]], [[Refresh]], [[Resurrect]], and other spells in groups. | |||
* Cleric curser, using curses such as [[Weaken]] and [[Lethargy]] to hinder enemies when grouped. | |||
* Undead Turner, using the [[Turn Undead]] and other undead skills to manage undead. These cleric skills can also be used very effectively in tandem with necromancer skills. | |||
The primary stat for clerics is wisdom, as most cleric spells require higher wisdom than intelligence to learn and cast. | |||
==Class specialties== | ==Class specialties== | ||
* '''Healing''' | * '''Healing''' | ||
** Archetypal | ** Archetypal spells: [[Refresh]], [[Heal]] | ||
* '''Divine Might''' | |||
** Archetypal spells: [[Holy Weapon]], [[Harm]] | |||
* '''Divine Aid''' | |||
** Archetypal spells: [[Prayer For The Dying]], [[Resurrect]] | |||
* '''Curses''' | * '''Curses''' | ||
** Archetypal | ** Archetypal spells: [[Famine]], [[Feeblemind]], [[Faerie Fire]] | ||
* ''' | * '''Poison Cures''' | ||
** Archetypal | ** Archetypal Spells: [[Cure Poison]], [[Purge Blood]] | ||
* ''' | * '''Know Evil''' | ||
** Archetypal | ** Archetypal Spells: [[Know Alignment]], [[Protection From Evil]] | ||
* '''Undead Protection''' | |||
** Archetypal Spells: [[Detect Undead]], [[Turn Undead]] | |||
* '''Transportation''' | |||
** Archetypal Spells: [[Word Of Recall]], [[Group Waypoint]] | |||
==Full Skill/Spell List== | ==Full Skill/Spell List== |
Revision as of 18:39, 12 September 2014
Levels in the Cleric class give moderate hitpoints, mana, and movement. They are able to cast many protective spells, heal the injured, resurrect the dead, curse and hinder enemies, and have a great many utility spells and skills to assist others and allow groups to run smoothly. As a result of this balanced nature, clerics are not generally considered heavy melee fighters or spell blasters. They are easily the most powerful support class, and dedicated clerics are often found in groups.
There are several common cleric play styles:
- Cleric melee, with a focus on protective spells such as Faith Shield and Sanctuary, cursing spells such as Faerie Fire and Weaken, using melee weapons and attacks as the primary method of dealing damage.
- Undead Turner, using the Turn Undead and other undead skills to manage undead. These cleric skills can also be used very effectively in tandem with necromancer skills.
The primary stat for clerics is wisdom, as most cleric spells require higher wisdom than intelligence to learn and cast.
Class specialties
- Healing
- Divine Might
- Archetypal spells: Holy Weapon, Harm
- Divine Aid
- Archetypal spells: Prayer For The Dying, Resurrect
- Curses
- Archetypal spells: Famine, Feeblemind, Faerie Fire
- Poison Cures
- Archetypal Spells: Cure Poison, Purge Blood
- Know Evil
- Archetypal Spells: Know Alignment, Protection From Evil
- Undead Protection
- Archetypal Spells: Detect Undead, Turn Undead
- Transportation
- Archetypal Spells: Word Of Recall, Group Waypoint