Difference between revisions of "Crusader"
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|'''Special Skill'''||Armslore | |'''Special Skill'''||Armslore | ||
|-valign="top" align="left" | |-valign="top" align="left" | ||
− | |'''Primary Skills'''||Anatomy<br>Chivalry<br>Fencing<br>Macefighting<br>Parry<br>Swordsmanship<br>Tactics | + | |'''Primary Skills'''||Anatomy<br>Chivalry<br>Fencing<br>Macefighting<br>Parry<br>Swordsmanship<br>Tactics |
|-valign="top" align="left" | |-valign="top" align="left" | ||
|'''Secondary Skills'''||Healing<br>Magic Resistance<br>Poisoning<br>Tracking<br>Wrestling | |'''Secondary Skills'''||Healing<br>Magic Resistance<br>Poisoning<br>Tracking<br>Wrestling |
Revision as of 04:02, 14 September 2015
The Crusader at its core is a fighter who can cast spells from their Manifesto spellbook while holding a weapon and shield. These spells include healing, curing of poison, strength and magic damage. Virtue is used to augment many of these spells and the higher the Crusader's virtue title, the greater the power of the spell and/or longer the duration the spell will last.
This class is considered to be a hardcore character. There are no special abilities and many tertiary skills as well as some trade skills will only go to 40 instead of 60. To start as a Crusader, you must complete a new quest storyline starting with the Disciple. As a disciple, you are very limited in your skills, have limited access to goods and services and must complete a quest from the Crusader Trainer before you are accepted into the ranks of the Crusaders.
- Note: due to an error in the internal skill numbers, when you gain skill in Chivalry, it will say you are gaining Necromancy. If you check your skillbook, your Chivalry skill amount will be correct.
Special Skill | Armslore |
Primary Skills | Anatomy Chivalry Fencing Macefighting Parry Swordsmanship Tactics |
Secondary Skills | Healing Magic Resistance Poisoning Tracking Wrestling |
Impaired Skills | Cooking Fishing Hiding Lumberjacking Masonry Necromancy Stealth |
Max Base AR* | 21 |
Spells Available | |
1st Circle | Clumsy Create Food Heal Nightsight Reactive Armor |
2nd Circle | Agility Cure Harm Protection Strength |
3rd Circle | Bless Teleport |
4th Circle | Arch Cure Arch Protection Greater Heal Recall |
5th Circle | Magic Reflection |
6th Circle | Reveal |
7th Circle | 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.
- Impaired skills are skills that will only go to 40 points.
Spells
There are 10 Chivalry Spells available. To cast these spells, Crusaders use the Crusader Manifesto located in their inventory and they must have the required Tithing Points, skill requirement, reagents and mana to successful cast the spell. The rate of success is determined by their Chivalry skill and the power and duration is based on how much virtue they have. As with other casters that require a spellbook, you must have the book located at the top of your backpack to cast the spell. Like other spells, you must perform the Words of Power before the spell is cast.
The Manifesto and all spell scrolls are bought from the Crusader Trainer. Tithing points can be purchased at any Crusader shrine. There are only two located in all the realms and both on Valhalla: at Barra's Outpost near the Crusader Trainer and the other at the Cathedral in Asgard. The Crusader Trainer also sells reagents specific for the Crusader.
High level Crusaders can cast these spells while holding a weapon and shield if they pass a skillcheck with 85 Chivalry (to be 100% successful, you must have 105 Chivalry).
- Spell Icons can be dragged onto the desktop for easier casting.
- You may set a macro to cast a spell.
Note: although the client tooltips describe what the spell does, due to our combat and spell system, not all spells are exactly as per the description but they will do something similar.
Spell | Words of Power | Mana Cost | Minimum Skill | Tithing | Description |
---|---|---|---|---|---|
Close Wounds | Obsu Vulni | 10 | 0 | 10 | Restores life of a valid target. The amount of damage healed is based on virtue title: each virtue title gives an additional roll to the amount healed. |
Remove Curse | Extermo Vomica | 20 | 5 | 30 | Attempts to remove all curses from a target by resetting the timer to 5 seconds. |
Cleanse by Fire | Expor Flamus | 10 | 5 | 10 | Cures a target of poison but causes a flamestrike to strike you with 55 to 13 damage. Every 500 points of virtue reduces this amount by 1 point. |
Consecrate Weapon | Consecrus Arma | 10 | 15 | 10 | Adds additional cold spell damage to your weapon (which can be resisted or reduced based on your opponent's magic resistance). You have a 75% chance from each strike to activate the extra damage hit. Lasts a minimum of 3 minutes and can be extended up to an additional 2 minutes based on your virtue. |
Sacred Journey | Sanctum Viatas | 10 | 15 | 15 | When out of combat, the caster may travel to a different realm without the need of a stargate. |
Divine Fury | Divinum Furis | 15 | 25 | 10 | Receive a large increase to your strength, dexterity and fighting skills for 2 to 4 minutes. This is a constant amount and does not change based on skill nor virtue. |
Dispel Evil | Dispiro Malas | 10 | 35 | 10 | Causes monsters to flee from you and attempts to dispel any summoned creatures. |
Enemy of One | Forul Solum | 20 | 45 | 10 | While fighting, does additional weapon damage against all of the same monster type as your opponent. If you are fighting a troll archer, all troll archers will take damage around you. Your virtue determines the range of the spell. |
Holy Light | Augus Luminos | 10 | 55 | 10 | Damages monsters around you with the numbers of rolls based on your virtue level. Neutral hostile (grey) monsters take half the damage vs evil (red) monsters. |
Noble Sacrifice | Dium Prostra | 0 | 0 | 0 | Attempts resurrection, cure and greater heal on all players within 6 tiles of the caster. If any target is successful, your life, mana and stamina all fall to 1. There is no virtue bonus nor discount. |
Tithing Points
Chivalry spells consume Tithing Points which can only be restored by donating gold to special chivalry shrine ankhs. These ankhs are only found in two places: one at Barra's Outpost on Nazreth (the island where you started as a Disciple) and the other at the Cathedral in Asgard (south of the graveyard and east of the main bank).
Five (5) gold will provide one (1) Tithing Point. Chivalry spells generally consume about 10-20 points per cast. A character may hold up to 10,000 Tithing Points at one time.
Chivalry Buffs
Unlike other magical enhancements, there are only two items of this writing that have a chivalry buff.
Sign of Order
An Order Shield found as a rare drop (5%) from the Stygian Dragon, located in Ilshenar.
Relic of Order
A relic found from the Knights of the Crystals, an ancient order dedicated to the worship of the Crystal Dragon. These Knights can be found on the snowy mountaintops of Aylindril.
The buff on the relic is random and can range from 0 to 10 points.
Changing Classes
If you wish to change classes to any of the three hardcore classes (Crusader, Revenant or Spellweaver), you may change using the character change gate or visiting one of the trainers to 'defect'. The latter is free whereas the change gate requires a paid trip from the Registrar. If you change to another class that is not a known hardcore class, changing back will require you to start as a Disciple again (and your skills will be reduced due to the low caps). If you are not a hardcore class and wish to change to one, you will have to start as a Disciple.
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