Cleric
Clerics seek a balance between the ferocity of melee and the fascinations of magic. Whilst not as physically attuned as knights may be, clerics are able to utilise their magical knowledge and combine their abilities in order to execute various devastating melee feats, spells and enchantments. By combining their knowledge, clerics may enchant their weapons and perform dazzling feats even the most skilled of knights would not usually be able to. Of course, not specialising in magic alone, clerics are not as talented magicians as shamen, wizards, or sorcerers. Nonetheless, clerics may protect and heal their fellow warriors, making them crucial team members in group battles.
Cleric Spells
Name | Sprite | Mana | Type | Description | Cooldown |
---|---|---|---|---|---|
Dispel | 80 | support | Instantly removes any active negative timed effects from a target, including poison, bleeding, burning, curses, and any active movement speed buffs and debuffs. | 16s | |
Mark of Augur | 40 + 4/s | support | For as long as the ability is active, damaging auto-attacks and abilities mark targets for 2s. Any damage dealt to a marked target deals bonus magic damage and removes the mark. | 10s | |
Mirror Shield | 90 | protection | For 4s, the caster blocks a percentage of all incoming damage (10-50%) and reflects that blocked damage onto the two tiles in the facing direction. | 16s | |
Restoration | 120 | protection | Heal the target and caster slightly on casting. Then, for 5s, increase the movement speed of target (+10%) and caster (+5%), and heal the target equal to 5% of their missing HP every 0.5s; granting immunity to poison, fire, and bleeding. | 20s | |
Smite | 80 | melee | A physical strike of great force upon a single target within a radius of 2 sqm. Splash damage and a 1s movement speed debuff (-10%) is applied to adjacent squares. The caster is healed 15% of all damage inflicted. | 18s |
Spells inherited from Page:
Spells inherited from Apprentice:
Spells inherited from Citizen:
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