Cleric/Priest

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In combat, clerics and priests could be compared to a tank mage. They can wear strong armor and are masters of both the mace and the spell book. Furthermore, they are unparalleled in the healing arts. The primary difference between priests and clerics is the way that they are role-played; priests get the Aura of Water special ability while clerics get Aura of Healing.


Special Skill Healing
Primary Skills Anatomy
Fencing / Macefighting / Swordsmanship
Magic Resistance
Magery
Meditation
Tactics
Wrestling
Secondary Skills Alchemy
Arms Lore
Leadership
Necromancy
Parrying
Poisoning
Max Base AR* 24
Spells Available
1st Circle Clumsy
Create Food
Feeblemind
Heal
Nightsight
Reactive Armor
Weaken
2nd Circle Agility
Cunning
Cure
Harm
Protection
Strength
3rd Circle Bless
Fireball
Poison
Teleport
Wall of Stone
4th Circle Arch Cure
Arch Protection
Curse
Greater Heal
Lightning
Mana Drain
Recall
5th Circle Blade Spirits
Dispel Field
Magic Reflection
Mind Blast
6th Circle Dispel
Invisibility
Reveal
7th Circle Gate Travel
Polymorph
8th Circle Resurrection


  • The maximum base ar is determined from a base piece of armor with no additional bonuses.
  • Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.


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