The Cleric





characters




The cleric is one of the 4 classes of characters you can choose from when creating a new character. Clerics are some of the hardiest characters in the game, being able to heal themselves, and if you have a problem with staying alive, this is the first class you should choose.



The first thing you should notice about the cleric is the unique spell called healing I (level 1 spell). The cleric is the only class that can cast healing on themselves and others of their team. They are also the only class that can resurrect other people on their team, therefore preventing the loss of experience you would get from tapping. At level 1, the cleric only has the healing I spell, they are unable to heal other people, and in order to rezz somebody, they must find the ghost of one of their teammates.



At level 2 however you get the chance to research heal other I (level 2 spell) and call dead (level 2 spell). These 2 spells are the most important spells you will have in the early levels, along with ressurect (level 1 spell). It is important to keep your team alive as much as possible. You should BH your team, casting heal other on them when they get hit during battle, and rezz them when you are able to. You should also fully heal your teammate after you rezz them, don't leave them half healed.


One major advantage over the other classes is the cleric's high hit points. The cleric class has the highest hit points of all the other classes in the games, allowing them to take more damage than the other classes. This is augmented by the cleric's protection spell, Prayer.


Prayer prevents damage from all projectile spells by percentage dependant on the Prayer's level. Prayer I (level 1 spell) prevents 10% of all projectile damage. Prayer II (level 4 spell) prevents 20% of damage, Prayer III (level 7 spell) prevents 30% of damage, and so on, up to Prayer V (level 15 spell) which prevents 50% of all projectile damage dealt to the cleric. Only mind spells are the exception, which damage a cleric's Prayer cannot reduce.


The cleric is the second class with solid walls (magicians ice wall [level 10 spell] being the second class). They have the widest range of walls available to any class, with 2 non-solid walls (air wall [level 1 spell] and water walls [level 3 spell]) and 4 solid walls (wood wall [level 5 spell], earth wall [level 9 spell], ice wall [level 12 spell], and stone wall [level 15 spell]). They also have dispell, a spell specifically for damaging walls. Every wall (except for void wall [level 3 spell] and manawall [level 10 spell]) has a set of hit points. You can destroy them by damaging them enough and essentially killing them.



The last advantage clerics have over other classes is their disabling spells. These spells slow an enemy's movement rate and fatigue regeneration. This is a big plus for those players who have a hard time aiming. From cramp (level 2 spell) which slightly slows down your opponent and is represented by the blue lines swirling around them, to fracture (level 7 spell) which greatly slows down your opponent and their fatigue regeneration and is represented by red lines. Paralyse (level 14 spell) reduces an opponent's movement speed to a snail's pace and is green, making their fatigue regenerate at a much slower pace. It is important not to cast a lower disabling spell on someone who has a higher disabling spell on them, the most recent disabling spell overrides the earlier, despite the level of the spell.



The most important thing for any player wanting to play a cleric is power conservation. The cleric's ley is based on his relative position with his team's shrine. While next to his shrine, the cleric's ley is nearly full, and stays that way until the cleric leaves his/her shrine area. Anywhere else on the map, the cleric's ley is at little less than half, limiting the cleric's power regeneration. When in the vicinity of another team's shrine, a cleric has no ley whatsoever.


That makes conserving power a very important skill to master. You must decide on every spell you cast, whether it will be wasted or valuable to yourself or your team.



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