Practical Guide to Skills and Spells

 
FighterCleric Thief Mage Special
Cavalier Druid Bard Wizard Archon
Valkyrie Priest Rogue Ranger Dracon
Barbarian Shaman   Monk Fey
Paladin     Psionic Sidhe


Priest



Main Attribute: Wisdom

Skill Description Comments
     
Flail Basic weapon Undermined usefulness, few good flails, best in second class
     
Hand to Hand Weaponless combat Mastery suggested,most useful when going monk later, but good to have incase disarmed
     
Magical Items General use low practice suggested, this is checked when using scrolls, orbs and wands to cast spells
     
Mace Basic weapon not to be practiced, uncommon weapon, not generally used
     
Meditation Regenerative enhancement Mastery suggested, increases sp regeneration per tick
     
Polearm Basic weapon not to be practiced, uncommon weapon, not generally used
     
Shield Block Defense against projectiles and weapons Mastery suggested, used to defend against weaponry and spells that create projectiles like fireball
     
Whip Basic Weapon Not to be practiced, uncommon weapon, not generally used



Spells

Spell Description Comments
     
Armor Defensive spell Not to be practiced, will add up to 3 AR
     
Awaken Self status spell Minimal practice suggested, guards against the sleep spell
     
Animate Dead Add a form Undetermined usefullness, animates a corpse and causes it form with caster
     
Abjure Exotic attack spell Undetermined usefulness, a holy attack that banishes the target to its natural plane
     
Bless Self enhancement Low practice suggested, increases Save vs Spell and reduces wear on weapons and other equipment
     
Call Lightning Elemental Attack Undetermined usefulness, lightning attack spell stronger than lightning bolt, limited to outside areas
     
Calm Combat spell Moderate practice suggested, if used propery will stop combat, allowing for an escape or change in combat
     
Cause Critical Necromantic attack Undetermined usefulness, non blockable moderate necromantic attack
     
Cause Light Necromantic attack Undetermined usefulness, non blockable low necromantic attack
     
Cause serious Necromantic attack Undetermined usefulness, non blockable middle necromantic spell
     
Change Sex Self status Not to be practiced, changes target's sex
     
Control Weather Misc Not to be practiced, effects uncertain
     
Create food Creation Not to be practiced, creates up to three food items, eating limbs is generally faster and cheaper fix
     
Create Spring Creation Moderate practice suggested, drinking from the spring satisfies hunger and thirst
     
Create Water Defensive spell Low practice suggested, must be cast in a container, not suggested for high levels because of the Decanter of endless water
     
Cure Blindness Curative Mastery suggested, a staple in combat for 3rd class and above, cures the blindness effect.
     
Cure Critical Curative High practice suggested, best healing spell castable between combat rounds without donation items
     
Cure Disease Curative Moderate practice suggested, most useful in high classes, cures Plague and Irritation
     
Cure Light Curative Mastery suggested, lowest healing spell castable while silenced
     
Cure Poison Curative Moderate practice suggested, most useful in high classes, cures Poison
     
Curse Offensive status Mastery suggested, lowers AR by up to 14, SvS up to 5, and disables recalling
     
Counterspell Combat High practice suggested, can reverse or surge spells, to be effective it must end as the target spell is ending.
     
Detect Alignment Self status spell Not to be practiced, shows alignment of items and living things around. used to determing which protection spell is best, something will have an aura if it's alignment is in excess of +-350
     
Detect Invisibility Self status spell Minimal practice suggested, see invisible items and players
     
Detect Illusion Self status Undetermined usefulness, see through illusionary walls
     
Erase Spellbook modification Not to be practiced, removes a spell from a spellbook
     
Fountain Creation Mastery suggested, creates a healing fountain in the room, with a limited amount of cure light spells embedded in the water.
     
Gate Travel Transportation Undetermined usefulness, teleports the caster and a form they are leading to the closest open worldgate
     
Harm Necromantic attack Undetermined usefulness, the strongest of the necromantic attack it is also not shield blockble.
     
Heal Curative Mastery suggested, castable between rounds with a donation or rare item, generally used outside of a form to heal players in problems
     
Identify Item enhancement Not to be practiced, allows the caster to see details about an item, needed to auction equipment.
     
Light Creation Not to be practiced, creates a ball of light, typically other lights are better because of stats.
     
Magic Carpet Transport creation Moderate practice suggested, creates a magic carpet that will move the passenger several rooms at a time
     
Plague Offensive status spell Mastery suggested, lowers the target's spell power and stamina regeneration
     
Poison Offensive status spell Mastery suggested, lowers the targets hit point and spell power regeneration
     
Protection From Good Status enhancement Not to be practiced, gives up to a 5% reduction in damage taken by an good attacker if your alignment is opposite of it.
     
Protection From Evil Status enhancement Not to be practiced, gives up to a 5% reduction in damage taken by an evil attacker if your alignment is opposite of it.
     
Refresh Curative High practice suggested, heals your stamina, vital for those who bash, play music, or do other stamina intensive activites
     
Remove Curse Status enhancement Moderate practice suggested, removes tags such as nodrop from items allowing them to be sold in shops or auctioned.
     
Resurrect Shade-timer ender Moderate practice suggested, Brings a player back from the dead (shade) to full stat
     
Sense Life Self status spell Minimal practice suggested, detect hidden players or mobs in a room
     
Sanctuary Status enhancement Not to be practiced, a powerful spell it is best granted by equipment. reduces damage by approx 20%
     
Summon Transportation Moderate practice suggested, transports a specified player to the caster.
     
Scribe Spellbook modification Not to be practiced, adds a spell into a spellbook for repeat casting or memorization
     
Tremor Room attack Undetermined usefulness, form attack spell that hits each member equally. not blockable and doing bash type damage.
     
Word of Recall Transportation Moderate practice suggested, transports the caster to the nearest recall point. Akin to the recall command from low levels.