Cleric Skills
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| [[Image:Benediction.gif]] || [01] || 100 || 595 || - (29, 59, 119, 178, 238) || 3284 ~ 4037 || + (201, 403, 605, 807, 1211) || 80.0 || - (4.0, 8.0, 12.0, 16.0, 24.0) || 1.5 || 490 {{s}} | | [[Image:Benediction.gif]] || [01] || 100 || 595 || - (29, 59, 119, 178, 238) || 3284 ~ 4037 || + (201, 403, 605, 807, 1211) || 80.0 || - (4.0, 8.0, 12.0, 16.0, 24.0) || 1.5 || 490 {{s}} | ||
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+ | <center> | ||
+ | {| border="1" cellpadding="4" style="color: #333333; font-size: 12px; border-collapse: collapse; border: 3px solid #CCCCCC; text-align: center;" | ||
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+ | | colspan="13" | | ||
+ | ====Silence==== | ||
+ | |- | ||
+ | | rowspan="2" | [[Image:Silence.GIF]] || colspan="12" | Silence your target, decrease their chance of casting a spell | ||
+ | |- | ||
+ | | colspan="4" style="background:#E5E5E5; text-align: right;"| '''Equip Item:''' || style="text-align: left;" | None || colspan="4" style="background:#E5E5E5; text-align: right;" | '''Target Object:''' || style="text-align: left;" | Self / Friendly || style="background:#E5E5E5; text-align: right;" | '''Note:''' || colspan="5" style="text-align: left;" | Cast Time: 1.0 sec | ||
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+ | | colspan="13" style="background:#CCCCCC;"| | ||
+ | |- | ||
+ | | '''Icon''' || '''Skill''' || '''Lvl''' || colspan="2" | '''SP Consumption''' || colspan="2" | '''Damage''' || colspan="2" | '''Cool Time (sec)''' || '''Casting Distance (m)''' || colspan="2" | '''Duration (sec)''' || '''Skill Scroll Price''' | ||
+ | |- | ||
+ | | [[Image:Silence.GIF]] || [01] || 95 || 258 || <small>- (51, 64, 77, 103, 129)</small> || 483 ~ 568 || <small>+ (108, 138, 167, 197, 246) || 30.0 || <small>- (1.5, 3.0, 4.5, 6.0, 9.0) || 15.0 || 3.0 || <small>+ (1.0, 1.2, 1.4, 1.6, 2.0) || 290 {{s}} | ||
+ | |} | ||
Revision as of 12:15, 8 July 2012
Contents |
Active
Healing Spells
Spells that enable you to heal yourself and others.
- Only Guardian can use this skill from Heal [18] onwards
- Recommend usage of Level[01] and Level[03] once you have both, skipping Level[02] due to the lower efficiency, and it only heals a little more than Level[01].
- Same applies to Level[04], poorer efficiency, so skip using it when you have a higher level spell.
- Only 1 copy of Restore, regardless of level, can be on a player at any given time.
- Higher level spells will replace lower level spells, renewing the duration.
- Spell will fail after casting when used on a player with a higher level Restore effect, even if the higher level Restore is almost over; because spell failed, the cooldown is not activated. ie. You can cast another Restore spell immediately after.
- Only Guardian can use this skill from Rejuvenate [11] onwards
Damage Dealing Spells
Spells that enable you to damage enemies in any way.
- Only Holy Knight can use this skill from Bash [13] onwards
- Hasn't got any side effects, since lvl cap became 105 it has an amount of damage equal to bash (going further with editing tomorrow)
- Advantage is that it can be chain cast with bash. ie. No cool-down in between; however there is still a short pause after the skill is cast (similar to bash).
- Requires a hammer. Cannot be used with a mace.
- Read comments for Trip skill.
- Does not cast bleed debuff on monsters!
- Requires a mace. Cannot be used with a hammer.
Buff Spells
Spells that enable you to boost a player's stats.
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- Each additional party member will improve the buff by 15%, ie 1 member +0% (self only), 2 members +15%, 3 members +30%, 4 members +45%, 5 members +60% (max party).
- % increase will update accordingly if any party member moves into, or out of range of the spell.
- Currently, there is an occasional bug where the spell does not count one of your party members, therefore you get less % increase. To fix that, kick the party member out and re-invite them, or if you are the bugged player, log yourself out and back in.
- Only Holy Knight can use this skill from Protect [10] onwards
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- Cool Down empowerment has an error. Time reduced is given in 6 second reductions, giving a final +5 empowerment of -30.0 sec.
- Each additional party member will improve the buff by 15%, ie 1 member +0% (self only), 2 members +15%, 3 members +30%, 4 members +45%, 5 members +60% (max party).
- % increase will update accordingly if any party member moves into, or out of range of the spell.
- Currently, there is an occasional bug where the spell does not count one of your party members, therefore you get less % increase. To fix that, kick the party member out and re-invite them, or if you are the bugged player, log yourself out and back in.
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- If Invincible was regarded as an instant heal spell, ratio would be it's efficiency index compared to Heal and Restore.
- At a basic level without empowerments, Invincible is the most efficient and useful spell available to the cleric as it is the equivalent of a temporary hp bar boost.
- Invincible takes into account the character's natural armor. Therefore an invincible cast on a mage or archer will not last as many melee/physical hits as when cast on a fighter. If fighting a spell caster, invincible will last more hits on a mage due to their higher magical defense. Likewise, casting a high level invincible on a level 10 character will not enable him/her to walk past level 40 monsters.
- Does not block damage taken from damage over time effects such as bleed and poison. These debuffs will continue to injure a player even while under the invincible spell.
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- Can be cast on players not in your party, contrary to the description.
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- A simpler way to look at what stoneskin does, is that over time, all damage done to you is reduced by 1% or 2%, as long as you have a shield on. 1/100 or 1/50 hits will be blocked, ie 0 damage taken.
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- Can be cast on players not in your party, contrary to the description.
- When endure expires, players have their HP & SP maximum reduced back to normal. ie, if a player currently has 390/800 HP with Endure[01], upon expiry, his HP will be 390/390 (800-410=390).
- Only Holy Knight can use this skill from Endure [06] onwards
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- Duration of 1 hour + (1.5, 1.8, 2.1, 2.4, 3.0) seconds.
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Utility Spells
Other useful spells that do not fall into the 3 categories.
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- Attained from a quest given by Paladin Master Keast in Elderine by completion of level 20 High Cleric skill quest.
- Currently there is a display/update bug that will prevent clerics from reviving players if they appear to still be alive/standing. It can be fixed by logging out and back in, basically a reset of all graphics and data.
- There is also a bug that has been experienced in the Robo KQ (Kingdom quest) that doesn't allow you to revive, a simple re-log also fixes this problem.
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- A good way to determine if cure can remove a debuff, is to check if your target is taking damage over time. If yes, it should be removable unless it’s a higher level debuff.
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- Only Holy Knight can use this skill, not Guardian or Paladin.
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- Only Holy Knight can use this skill, not Guardian or Paladin.
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- Only Holy Knight can use this skill, not Guardian or Paladin.
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- Only Guardian can use this skill, not Holy Knight or Paladin.
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- Only Guardian can use this skill, not Holy Knight or Paladin.
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- Only Guardian can use this skill, not Holy Knight or Paladin.
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Passive
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- Not required in order to wield a mace. Players can still use a mace for combat even if they have not learned Mace Mastery.
- Only Holy Knight can use this skill from Mace Mastery [12] onwards
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- Not required in order to wield a hammer. Players can still use a hammer for combat even if they have not learned Hammer Mastery.
- Only Guardian can use this skill from Hammer Mastery [10] onwards
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Also See
Character Information | edit |
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All Classes: Experience Table, Basic Stats |