
Cleric
Dawnkeeper of Hearthold
Somebody has to keep the morning going.
Breathe. Stay close. I've got you.
Estilo de juego
The Cleric is the raid's healer: Mend restores an ally on the spot and clears one harmful status, and Holy Aura makes every ally regenerate faster for as long as the Cleric stays on their feet. Cursed enemies take extra damage from the Cleric, but keeping the party standing is the real job.
Enemigo predilecto: Cursed reciben un 10% más de daño del Cleric. Razas: Skeleton, Zombie, Shadow, Imp, Gargoyle, Oni, Mimic.
Habilidad y pasiva
Mend
- Enfriamiento 20 s
- Objetivo Aliado
Instantly heals a living ally (yourself if no name is given): heal power x0.9 to x1.1, at least 10% of their max health. Also cleanses 1 status from the target (root, freeze, burn, poison, blind, weaken, in that order).
Elimina un estado, el primero que coincida en este orden: Rooted, Frozen, Burn, Poison, Blind, Weakened.
Holy Aura
While alive, every ally regenerates +1 per tick.
Compara con las otras clases. Activa tu habilidad desde el chat con !skill [name].
Estadísticas por nivel
| Estadística | Nv 10 | Nv 15 | Nv 20 | Nv 25 |
|---|---|---|---|---|
| HP | 164 | 212 | 260 | 308 |
| Ataque | 10 | 13 | 16 | 19 |
| Defensa | 10% | 10% | 10% | 10% |
| Crítico | 8% | 8% | 8% | 8% |
| Esquiva | 4% | 4% | 4% | 4% |
| Regeneración | 5 | 6 | 7 | 8 |
| Poder de curación | 25 | 32 | 40 | 47 |
Los héroes empiezan en el nivel 10 y dejan de crecer en el nivel 25. Las cifras no incluyen los bonos de las pasivas. La regeneración son los HP que recuperan por tick los héroes que esperan fuera de un duelo.
Atributos
- Fuerza 4 al inicio +0 por nivel
- Destreza 4 al inicio +0.5 por nivel
- Inteligencia Atributo de ataque 6 al inicio +1 por nivel
- Vitalidad 10 al inicio +1 por nivel
- Sabiduría 16 al inicio +2.5 por nivel
Historia
The Dawnkeepers have one job: ring the bell at Hearthold when the sun climbs over the valley rim, so that everyone who fell in the Deep can find the way home. The bell cracked in the long winter. The Cleric learned to hum its note instead. It is slightly off key, and it is the most welcome sound in Moboria.
They descend into the Deep with that hum still in their throat. Light gathers in an open hand the way warmth gathers near a stove, and the whole party stands a little straighter for it. Skeletons can stand a sword. They cannot stand a good morning, and the Cleric brings one everywhere.
Gold armor, a sunburst on every sleeve, and a staff topped with a gilded star borrowed from the Order of the Wayrose, who have never asked for it back. The Dawnkeepers dress to be seen from far away, so the lost have something to walk toward.