Difference between revisions of "Cleric"

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Valuable in parties, Clerics are masters of [[healing]] magic. Clerics have a limited selection of attack spells and may also equip decent weapons. Clerics are well-rounded, much like [[Ranger|Rangers]].  Clerics err slightly on the side of magic though, which is reflected by superior natural Intelligence and MP growth when compared to a [[Ranger]]. In spite of being limited to cloth armors, Clerics have the best natural physical defense of the four mage classes ([[Conjurer]], [[Wizard]] and [[Warlock]] being the other three).  They can be a fair shot with their weapon too if built for physical battle via appropriate equipment and skill point investment, although they will never be the equal of a similarly designed [[Ranger]], [[Ninja]], [[Merchant]] or [[Soldier]].
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== Information ==
 
  
[[Image:Cleric.png]]
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[[Image:Cleric.png]] [[Image:Cleric_stats.png]]
[[Image:Cleric_stats.png]]
 
  
Invaluable in parties, Clerics are masters of [[healing]] magic. Clerics have a limited selection of attack spells and may also equip decent weapons. Clerics are well-rounded, much like [[Ranger|Rangers]].  Clerics err slightly on the side of magic though, which is reflected by superior natural Intelligence and MP growth when compared to a [[Ranger]]. In spite of being limited to cloth armors, Clerics have the best natural physical defense of the four mage classes ([[Conjurer]], [[Wizard]] and [[Warlock]] being the other three).  They can be a fair shot with their weapon too if built for physical battle via appropriate equipment and skill point investment, although they will never be the equal of a similarly designed [[Ranger]], [[Ninja]], [[Merchant]] or [[Soldier]].
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== Equipment==
 
== Equipment==

Revision as of 09:03, 23 May 2012

Valuable in parties, Clerics are masters of healing magic. Clerics have a limited selection of attack spells and may also equip decent weapons. Clerics are well-rounded, much like Rangers. Clerics err slightly on the side of magic though, which is reflected by superior natural Intelligence and MP growth when compared to a Ranger. In spite of being limited to cloth armors, Clerics have the best natural physical defense of the four mage classes (Conjurer, Wizard and Warlock being the other three). They can be a fair shot with their weapon too if built for physical battle via appropriate equipment and skill point investment, although they will never be the equal of a similarly designed Ranger, Ninja, Merchant or Soldier.

Cleric.png Cleric stats.png


Equipment

Clerics can equip weapons ranging from Staves to Daggers and Kris. They are limited to cloth armor. In their offhand slot Clerics can equip Bracelets and Necklaces.

Skill Trees

Skill trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with the five points available. There are three ways to gain additional points:

- Gain an experience level, which grants one point.
- Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.
- Spend 100,000 gold on a Greater Moon Blessing, which grants four points all at once.

As of v1.62 this allows for a maximum of 38 points to spend.

SUPPORT TREE: Support Tree.png

Big Heals: Increases the base power of all healing spells per point, up to a maximum of +8. Accessible when skill trees open up.

Cleanse: +2% chance for healing spells to remove all debuffs per point, up to a maximum of +8%. This branch includes the spell HealMore. Accessible at level 7.

Holy Gift: -8% MP cost of all healing spells per point, up to a maximum of -32%. This branch includes the spell HealWave. Accessible at level 15.

Second Chance: +5% to redeem success rate and HP on revival per point, up to a maximum of +20% to both. This branch includes the spell HealMost. Accessible at level 24.

Great Timing: +2% chance to go first when healing an ally with less than 50% HP per point, up to a maximum of +8%. This branch includes the spell Speed. Accessible when skill trees open up.

Sandman: +3% to all sleep spell success rates per point, up to a maximum of +12%. This branch includes the spell Dream. Accessible at level 9.

Good Health: +6% chance to resist both sleep and poison per point, up to a maximum of +18% chance to resist either. This branch includes the spells Sanity and Goodnight. Accessible at level 15.

WRATH TREE: Wrath Tree.png

Divine Power: +15% of cleric's top plus element statistic increases smite damage per point, up to a maximum of +90%. Points in Fire/Ice/Storm Enchant do not increase smite damage, only points in this branch. This branch includes the spell Smite. Accessible when skill trees open up.

Zeal: +5% of Cleric's MP restored when instant kill spells succeed per point, up to a maximum of +15%. Accessible at level 15.

True Faith: +3% to all instant kill spell success rates per point, up to a maximum of +12%. This branch includes the spell Judgment. Accessible at level 12.

Black Widow: +10% to poison damage per point, up to a maximum of +50%. This branch includes the spells Poison and Toxify. Accessible when skill trees open up.

Easy Target: +4% physical damage to foes afflicted by poison per point, up to a maximum of +16%. This branch includes the spell Soften. Accessible at level 8.

Seeing Red: +1.5% to both strength and agility per point, up to a maximum of +12% to both. Accessible when skill trees open up.

FOUNDATION TREE: Cleric 3.png

Note: Stamina, Resolve and Luck are available for point investment when skill trees open up. Fire/Ice/Storm Enchant are available at level 12.

Stamina: +2% to max HP per point, up to a maximum of +10%.

Wisdom: +2% to max MP per point, up to a maximum of +10%.

Luck: +3% chance to resist all attacks that have a randomized success rate per point, up to a maximum of +15%.

Fire/Ice/Storm Enchant: (Can only choose one branch to go into) +4% Fire/Ice/Storm damage added to physical attacks and 4% converted to Fire/Ice/Storm per point, up to a maximum of +20% to each.

Abilities

Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.

Note: Listed MP costs are the default. Points in the Holy Gift branch of the Support tree will reduce the MP cost of Heal, HealMore, HealMost and HealWave.

Learned Automatically:

Heal - 5 MP: Heals a single target for a low amount of HP. (LVL 1)

Detox - 7 MP: Removes the poison status from one ally. (LVL 5)

Sleep - 4 MP: 50% base chance to put one enemy to sleep.

Harden - 10 MP: Increases physical defense of one ally.

Redeem - 21 MP: 50% base chance to revive one ally from death.

Learned from Support Tree:

HealMore - 13 MP: Heals an ally for a moderate amount of HP. Learned from the Cleanse branch.

HealWave - 25 MP: Heals all allies for a small amount of HP. Learned from the Holy Gift branch.

HealMost - 25 MP: Heals an ally for a large amount of HP. Learned from the Second Chance branch.

Dream - 3 MP: Awakens a sleeping ally and heals all allies. Has no effect if no ally is asleep. Learned from the Sandman branch.

Sanity - 14 MP: Dispels the confuse status from all allies. Learned from the Good Health branch.

Goodnight - 17 MP: 30% base chance to sleep all enemies. Learned from the Good Health branch.

Learned from Wrath Tree:

Smite - 5 MP: Inflicts direct damage on a single target: 15% base chance to instant kill. Learned from the Divine Power branch.

Judgment - 20 MP: 10% base chance to instant kill an enemy group. Learned from the True Faith branch.

Poison - 5 MP: Chance to poison a single target. Learned from the Black Widow branch.

Toxify - 9 MP: Chance to poison an enemy group. Learned from the Black Widow branch.

Soften - 6 MP: Lowers the defense of a single target. Learned from the Easy Target branch.

Credits

Pictures provided by Xanthippi and Omalley