Difference between revisions of "Priest Spells"

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The Priest has an innate triple mana regeneration rate, but may only wield maces and staves, and may only wear armor up to chain, eventually maxing out at 48% damage reduction. It's tempting to go the role of caster as a result, but Cleric damage spells are few in number and offer poor damage ratios. Earthsmite burns 10 mana to deal only 4-5 damage, which is fairly worse than a Mage's starting Dart that uses only 1.5 mana per 1 damage. The only other Cleric damage spell, God's Wrath, has a better ratio by consuming 10 mana to deal 8-10 electric damage, but it has a Skill Mod of -40. You will complete the game before you are able to cast it reliably. For that reason, the role of caster is ineffective for Cleric magik users.
 
The Priest has an innate triple mana regeneration rate, but may only wield maces and staves, and may only wear armor up to chain, eventually maxing out at 48% damage reduction. It's tempting to go the role of caster as a result, but Cleric damage spells are few in number and offer poor damage ratios. Earthsmite burns 10 mana to deal only 4-5 damage, which is fairly worse than a Mage's starting Dart that uses only 1.5 mana per 1 damage. The only other Cleric damage spell, God's Wrath, has a better ratio by consuming 10 mana to deal 8-10 electric damage, but it has a Skill Mod of -40. You will complete the game before you are able to cast it reliably. For that reason, the role of caster is ineffective for Cleric magik users.
  
Of note is the fact that Priests may wear chain armor while Mages may only wear leather. This is because the best role for a Priest is actually getting in close to melee enemies. There are a few decent staves and maces - Jugurtha drops a powerful electric mace at the end of the first quest which Priests may use but Mages cannot; and the 7 damage Schtick staff available from the store early on comes with improved mana regeneration despite its descriptor claiming it adds speed. Schtick is the best Priest weapon all the way through to end of the game. Wearing chain and wielding a decent staff allows the Priest to employ Cleric spells to great effect - Rejuvinate will be your mainstay, healing damage rapidly during combat. Blood Shield will protect you from poison during the first quest, and the Cleric resist spells (fire, piercing, electric, and acid) can be used to incredible effect against the proper monsters. Of special note are Priam's Guards, which do enormous melee damage, against which Spirit Shield (resist piercing) will be almost required to survive.
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Of note is the fact that Priests may wear chain armor while Mages may only wear leather. This is because the best role for a Priest is actually getting in close to melee enemies. There are a few decent staves and maces - Jugurtha drops a powerful electric mace at the end of the first quest which Priests may use but Mages cannot; and the 7 damage Schtick staff available from the store early on comes with improved mana regeneration despite its descriptor claiming it adds speed. Schtick is the best Priest weapon all the way through to end of the game. Wearing chain and wielding a decent staff allows the Priest to employ Cleric spells to great effect - Rejuvinate will be your mainstay, healing damage rapidly during combat. Blood Shield will protect you from poison during the first quest, and the Cleric resist spells (fire, piercing, electric, and acid) can be used to incredible effect against the proper monsters. Of special note are Priam's Guards, which do enormous melee damage, against which Spirit Shield (resist piercing) will be almost required to survive. Finally, the Cleric has Flame Fist and Soul Drain, two Elemental Attack melee spells that will become required in later quests to damage enemies that are immune to the small array of attack types inherently available in maces and staves.
  
 
The Priest may acquire many of the Mage damage spells through the use of wands, but you'll often find that the melee playstyle you've developed by the time such wands are available will be superior to hanging back firing off wands.
 
The Priest may acquire many of the Mage damage spells through the use of wands, but you'll often find that the melee playstyle you've developed by the time such wands are available will be superior to hanging back firing off wands.

Revision as of 13:36, 22 September 2013

The Priest and Paladin are the only two classes that use the Cleric system of Magik.

The Priest has an innate triple mana regeneration rate, but may only wield maces and staves, and may only wear armor up to chain, eventually maxing out at 48% damage reduction. It's tempting to go the role of caster as a result, but Cleric damage spells are few in number and offer poor damage ratios. Earthsmite burns 10 mana to deal only 4-5 damage, which is fairly worse than a Mage's starting Dart that uses only 1.5 mana per 1 damage. The only other Cleric damage spell, God's Wrath, has a better ratio by consuming 10 mana to deal 8-10 electric damage, but it has a Skill Mod of -40. You will complete the game before you are able to cast it reliably. For that reason, the role of caster is ineffective for Cleric magik users.

Of note is the fact that Priests may wear chain armor while Mages may only wear leather. This is because the best role for a Priest is actually getting in close to melee enemies. There are a few decent staves and maces - Jugurtha drops a powerful electric mace at the end of the first quest which Priests may use but Mages cannot; and the 7 damage Schtick staff available from the store early on comes with improved mana regeneration despite its descriptor claiming it adds speed. Schtick is the best Priest weapon all the way through to end of the game. Wearing chain and wielding a decent staff allows the Priest to employ Cleric spells to great effect - Rejuvinate will be your mainstay, healing damage rapidly during combat. Blood Shield will protect you from poison during the first quest, and the Cleric resist spells (fire, piercing, electric, and acid) can be used to incredible effect against the proper monsters. Of special note are Priam's Guards, which do enormous melee damage, against which Spirit Shield (resist piercing) will be almost required to survive. Finally, the Cleric has Flame Fist and Soul Drain, two Elemental Attack melee spells that will become required in later quests to damage enemies that are immune to the small array of attack types inherently available in maces and staves.

The Priest may acquire many of the Mage damage spells through the use of wands, but you'll often find that the melee playstyle you've developed by the time such wands are available will be superior to hanging back firing off wands.

The Paladin takes the Priest's melee playstyle further. Able to wear plate and wield any non-ranged weapons, the Paladin can achieve up to 80% damage reduction with Adaminium plate and much higher melee damage by using better weapons, but his much slower mana regeneration may not reliably support the heals and resists that the Priest casts so liberally.


Cleric Runes

1: Earth Rune (Cleric)

2: Manipulate Rune (Cleric/Arcane)

3: Wind Rune (Cleric/Arcane)

4: Create Rune (Cleric/Arcane)

5: Blood Rune (Cleric/Arcane)

6: Destroy Rune (Cleric)

7: Communion Rune (Cleric)

8: Bind Rune (Cleric)

9: Soul Rune (Cleric)


Cleric Spells

Spell Runes Skill Mod Mana Cost Effect
Rejuvinate 45 50 5 Heals 5 health
Purify Blood 653 50 7.5 Halves player poison level
Resist Impact 81 40 5 Resist; falling damage (100%)
Earthsmite 12 40 10 Projectile; deals 4-5 damage
Confuse 25 40 1 Projectile; spins affected targets randomly
Knock 42 40 5 Projectile; reduces lock on affected door
Cast of Sand 612 30 10 Increased traction
Attract 23 30 2 Projectile; pulls affected targets
Repel 43 20 3 Projectile; pushes affected targets
Magic Map 17 10 15 Displays area map
Blood Shield 52 10 10 Resist; poison damage (100%)
Dispel Magic 68 10 8 Projectile; removes one temporary buff from affected
Eagle Sight 437 0 15 Buff; +10 accuracy
Flame Fist 435 0 15 Elemental Attack; fire
Glow 37 0 15 Increased light level
Life Water 85 -5 20 Creates a potion of healing [10]
Holy Bread 817 -5 10 Creates a loaf of bread
Purify Blood 653 50 7.5 Halves player poison level
Wolf Speed 432 -10 15 Buff; +10 speed
Holy Strength 219 -10 15 Buff; +15 strength
Holy Water 837 -10 10 Creates a potion of water [+100]
Resist Gravity 213 -15 10 Buff; increased jump power
Lava Walk 215 -15 15 Resist; lava damage (100%)
Soul Drain 892 -20 20 Elemental Attack; mana drain
Frost Coat 189 -20 10 Resist; fire damage (80%), includes lava
Harden Self 389 -25 10 Resist; acid damage (80%), no item destruction
Insulate 589 -25 10 Resist; electric damage (80%)
Spirit Shield 789 -25 10 Resist; piercing damage (80%)
Heal 415 -30 50 Heals 50 health
Holy Light 4397 -35 30 Bugged, lowers light level
Devine 4197 -35 50 Displays improved magic map, shows all monsters and items
Gods Wrath 697 -40 10 Projectile; deals 8-10 electric damage
Earth Bind 637 0 5 Projectile; affected targets lose flying abilities
Identify 47 10 10 Identify readied items (equipped and held on cursor)
Identify All 417 -30 35 Identify all items in inventory