Class:Priest/en: Porovnání verzí
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=== Weapons === | === Weapons === | ||
When it comes down to it, the priest can fight with any blunt weapon, such as hammers, maces, and | When it comes down to it, the priest can fight with any blunt weapon, such as hammers, maces, and staves, and with one-handed weapons, he can also pick up a shield. However, his maximum skill parry and staves are lower, so he usually prefers only a two-handed hammer. He can also cast spells with a staff or a book. If a character does not reach the required level to carry a weapon, they have a slim chance of hitting their target. | ||
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== Stats == | |||
{{ll|Staty|Stats}} are basic character attributes whose values are affected by {{ll|Rasy|Races}} and {{ll|Povolání|Classes}}. | |||
{{ll|Staty}} | |||
None of the stats are essential for the priest, but he often uses magic where inteligence can improve his mana, mana regeneration, and offensive spells. The choice of race depends on personal preference. E.g. the elf has lower strength (has less health and worse carrying capacity), but has higher agility (better dodging attacks) and intelligence (has more mana, better mana regen, and stronger spell damage). For assessment, use the table below with stats at 30th and 35th level. Players often use the elf or drow race for a priest. | |||
{{Stats/Class | {{Stats/Class | ||
|Level=30 | |Level=30 |
Aktuální verze z 13. 2. 2024, 14:05
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Priests dedicate their lives to religion, renunciation, studies, helping others, healing and, for the braver ones, fighting evil. They stand out mainly for their spiritual and magical powers rather than their physical proportions. Due to their peaceful nature, they do not seek out duels, nor are they great warriors, but they are trained to fight with blunt weapons and a shield if necessary. Their studies have taught them the knowledge of conjuring from magical formulas that they use primarily to protect, strengthen and heal themselves and others. Because of their friendliness, willingness to help others, and knowledge, priests become sought-after healers. Some priests seek an itinerant life in order to gain new experiences and fight evil. These priests join groups of adventurers for joint adventures, their abilities are an almost indispensable help to the whole group, especially in bad times during the joint conquest of various dungeons, caves and fortresses full of villains, various monsters or powerful demons.
Priest is primarily a healer and support for groups when going through dungeons. It has the strongest healing, protection spells and can revive dead players. Also has power up spells and other useful spells. Priest has a big impact on group play and can save a lot of situations in both PvM and PvP, where he can fundamentally affect the course of many encounters. However, he is dependent on other players and is almost incapable of soloing due to his weak attacking abilities. In addition to the party, the Priest must also watch out for himself, as he often becomes a target in both PvP and PvM (in PvM he can take over aggro with a strong heal).
How to become
To become a priest you must be a Cleric at 10th level. Visit Augustin, a Classmaster in the Priests' Guild, which you can reach thanks to a ferryman named Lars. Ask him to "join" and repeat after him "I shall protect the purity of Endor. There shall be no darkness in the Light.”
Abilities
Name | Level | Type | Description |
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Healer | 10 | Passive | Speeds up healing with bandages to approx. 2 seconds. |
Passive Healing | 18 | Passive | Increases passive health regeneration. |
Spells
To cast spells, you need to have reagents (regs) with you. These can be bought from vendors, players, or collected from fallen monsters.
Spell | # | Circle | Regs | Description |
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Create Food In Mani Ylem |
102 | 1 |
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Creates food. |
Heal In Mani |
104 | 1 |
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Heal minor wounds. |
Night Sight In Lor |
106 | 1 |
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Temporarily improves target's sight, turning darkness into daylight. |
Reactive Armor Flam Sanct |
107 | 1 |
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Creates a temporal magical shield on the target, which reduces damage taken and reflects part of it back to the attacker. |
Harm An Mani |
112 | 2 |
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Weak offensive spell |
Protection Uus Sanct |
115 | 2 |
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Temporarily increases target's armor. |
Protective Aura Corp Sanct |
247 | 2 |
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Defensive spell, which provides the target with 35% damage reduction against one physical attack. Has a limited duration. |
Reflective Aura Ort Corp Sanct |
250 | 2 |
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Defensive spell, which provides the target with 35% damage reduction against one spell attack. Has a limited duration. |
Chant Kal Lexi |
259 | 2 |
3x |
Ritual spell which increases the target's level for the purpose of other rituals (and thus the chance of success). Can be stacked, target has to stay in line of sight. More in ritual section. |
Stamina Restoration In Ex Uus |
268 | 2 |
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Target regains 10 stamina. |
Spiritual Weapon Xen Ylem |
282 | 2 |
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Creates a magical weapon in priest's hand. This is a one handed mace with increased damage to undead. Actions requiring free hands (like bandaging) will cancel the effect. The priest can still use shields and cast spells while wielding this. |
Bless Rel Sanct |
117 | 3 |
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Temporarily increases target's strength, dexterity and intelligence. Warning, costs a large amount of mana! |
Cure Ailments Des Malus |
261 | 3 |
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Cures poison, disease (plague) and curses. |
Mana Restoration In Ort |
270 | 3 |
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Target regains 9 mana. |
Heavenly Binding Vas Hur Sanct |
314 | 3 |
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Ritual spell which makes the target invulnerable (the damage taken is divided among the casters of the ritual). |
Arch Cure Vas An Nox |
125 | 4 |
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Cures poison in a large area. Multiple casts are needed for stronger poisons. |
Arch Protection Vas Uus Sanct |
126 | 4 |
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Enhances armor of all targets in a large area ( 14-19 for 6 minutes). Main reason for priests to train inscription - onto grey scrolls for its maximized effect of 20 armor without variance. Keep on your party at all times. Commonly known as "vus". |
Greater Heal In Vas Mani |
129 | 4 |
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Strong healing spell. Target regains 47-50 hitpoints. Commonly known as "ivm". |
Recall Kal Ort Por |
132 | 4 |
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Spell for traveling around the realm. A marked recall rune or a runebook is needed as target, teleporting the caster after 12 seconds to it's coordinates. While the mage is free to move after the initial cast, the spell can still be interrupted by receiving damage. Commonly referred to as "port" or "kop". |
Greater Protective Aura Vas Corp Sanct |
248 | 4 |
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Reduces all physical damage the target recieves by 25% for 15 seconds. Cannot be combined with any other reflective or protective auras. |
Greater Reflective Aura Vas Ort Corp Sanct |
251 | 4 |
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Reduces all spell damage the target recieves by 25% for 15 seconds. Cannot be combined with any other reflective or protective auras. |
Resisting aura In Ort Sanct |
253 | 4 |
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Increases target's magic resistance skill by 15-20% for 45 seconds. |
Greater Stamina Restoration Vas In Ex Uus |
269 | 4 |
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Target regains 47-50 stamina. |
Dispel Field An Grav |
134 | 5 |
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Dispells magical walls in a 6 tile area. |
Paralyze An Ex Por |
138 | 5 |
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Temporarily immobilizes the target. |
Greater Mana Restoration Vas In Ort |
271 | 5 |
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Target regains 18 mana. |
Mind Blast Por Corp Wis |
301 | 5 |
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Strong damaging spell, whose power is increased by the difference between the caster and the target. Will reflect back if the target has more intelligence. Stronger versus players. |
Mark Kal Por Ylem |
145 | 6 |
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Marks the location of a rune, which can be used later for teleportation via the recall spell. |
Reveal Wis Quas |
148 | 6 |
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Reveals all hidden targets in a 10 tile area. |
Empowered Protective Aura Tym Corp Sanct |
249 | 6 |
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Reduces all physical damage the target recieves by 50% for 35 seconds. Cannot be combined with any other reflective or protective auras. Commonly known as "tcs". |
Empowered Reflective Aura Tym Ort Corp Sanct |
252 | 6 |
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Reduces all spell damage the target recieves by 50% for 35 seconds. Cannot be combined with any other reflective or protective auras. Commonly known as "tocs". |
Mass Dispel Vas An Ort |
154 | 7 |
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Damages summoned or undead creatures in a 6 tile area. Has a chance of dispelling them completely, if their master is already dead. Commonly known as "ort". |
Stone to flesh An Ylem In Mani |
330 | 7 |
10x |
Canceles petrification. |
Resurrection An Corp |
159 | 8 |
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Brings fallen heroes back to life. Deals heavy damage to undead creatures. |
Equipment
Priest's very basic equipment consists only of bandages and regs, but it is also advisable to have at least cure potions and hypnotic ornaments. He doesn't really need weapons, they are mostly used at low level or in PvP. However, good armor can make the priest easier to play, because he can draw the attention of players and monsters to himself with strong healing. Basic equipment can be purchased from npc vendors or craftsmen players. There are also various magic items (armor, weapons, etc.) with various enhancement properties, more about them in the items section.
Weapons
When it comes down to it, the priest can fight with any blunt weapon, such as hammers, maces, and staves, and with one-handed weapons, he can also pick up a shield. However, his maximum skill parry and staves are lower, so he usually prefers only a two-handed hammer. He can also cast spells with a staff or a book. If a character does not reach the required level to carry a weapon, they have a slim chance of hitting their target.
Armor
A Priest can use almost any armor (with the exception of mage robes). However, he most often uses platemail/ringmail/chainmail armor or their combination for PvM, where it is desirable to have larger armor. And for PvP, he uses a combination of chainmail and ringmail armor so that his armor is neither too low nor too high (due to ammo and spells causing higher damage to armor).
SkillsSkills are trainable attributes that have a major impact on each character's gameplay. Below is the table of max values at level 30. From level 31 onwards, only stats are being increased.
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StatsStats are basic character attributes whose values are affected by Races and Classes. None of the stats are essential for the priest, but he often uses magic where inteligence can improve his mana, mana regeneration, and offensive spells. The choice of race depends on personal preference. E.g. the elf has lower strength (has less health and worse carrying capacity), but has higher agility (better dodging attacks) and intelligence (has more mana, better mana regen, and stronger spell damage). For assessment, use the table below with stats at 30th and 35th level. Players often use the elf or drow race for a priest.
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