Clerics stand behind their champions, mending their wounds and protecting them. Whilst not front-line-warriors, clerics are fully capable of defending themselves, smiting their foes with magic blessed by the Goddess.
- Gold Armor
- Stick/Book/Staff/Gold Sword
- Stick/Book/Staff/Gold Sword
Desired Socket Attributes:
- Holy Power – Increases the potency of your holy spells
- Spell Power – Increases the potency of all your spells.
- Holy Celerity – Reduces the cooldown of your holy spells
Clerics, also known as holy mages can utilize the following spells: Heal, Sanctify, Chastise, Bond, Redeem, Punish, Cleanse, Hymn, Absorb, Prayer, Divinity, Blessing, Nova.
This guide is a work in progress. More information will be posted soon!
Spell Basics 101
This tab includes the basic information on spells and can apply to any “mage” playstyle. Reference this information if you are new at using spells.
Spells in general typically cost mana to be used. Mana is a passive resource that you gain over time and is represented by a bar on the top of your screen.
Mana can be restored manually by drinking mana potions, which can be brewed using lapis lazuli with an alchemy level of 500 or more.
You can increase your total available mana “pool” as well as increasing how fast it regenerates utilizing “Mana Regen” and “Mana” socket enhancements. Learn more about these via the “/help sockets” command in-game.
To see the cost of a spell, you can type “/cast help SPELLNAME” replacing spell name with the name of the spell. It should be noted that you can only use this command on spells that you have learned.
Most all spells fall into either “Primary” or “Secondary” elements. Primary elements include Fire, Ice, Shadow, Holy, Water. Secondary elements include Mystic, Wind, Earth.
Casting a spell from a primary element will lock you into that element, preventing you from casting spells from any other element.
If you do not cast spells for 5 minutes, you will be able to cast a spell from any element, which will in turn lock you in that element just like before.
Secondary elements are similar but can be used alongside any primary element. Casting a spell from a secondary element will lock your secondary element to that element, preventing you from casting spells from any other secondary element. Similar to primary elements, not casting a spell from a secondary element for 5 minutes will allow you to cast a spell from any secondary element, which will in turn lock you in that element just like before.
Here is a practical example: Casting the fireball spell will lock you in the Fire element. You will only be able to cast primary spells which also fall under the fire element. You will be unable to cast Ice, Shadow, Holy or Water spells while locked in the fire element. You can, however, cast a spell from one of the secondary elements; Mystic, Wind or Earth. Let’s say you cast the Zephyr spell from the secondary element “Wind”; you will then be able to use wind spells alongside your fire spells.
The easiest and central way to cast and use spells is to bind them to wands. The term wands can technically denote many different hand-held items, such as sticks, swords, axes and more.
To do that, hold a stick in your hand (Blaze rods and books also make excellent wands) and type “/cast bind Spellname” where spellname is the name of the spell you want to bind to the stick.
After you do that, you may right click while holding the wand to cycle through ANY spells you have bound to it.
Clicking with the stick in hand will cast the spell in the direction you are pointing.
Some spells need targets; others do not. Some spells may not work in all places on the server such as offensives spells in Non-PvP areas (towns).
Spells are learned by activating “Spell Tomes”.
Spell Tomes are books sold via vendors that teach you a spell when read. The primary location for buying spell tomes is the mystical Mage Tower. You can warp there using the “/warp magetower” command.