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Priests Archetype : EverQuest 2 Nerfed Info

Posted: November 15th, 2004, 5:25 am
 
tault_Broden

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Priests Archetype
Priests augment and replenish the health of their comrades to help them survive longer in combat. Though not particularly known for their battle prowess, priests fill a vital role in a dangerous world by sustaining the physical and spiritual needs of their party.

Classes: Cleric , Druid , Shaman
Subclasses: Defiler , Fury , Inquisitor , Mystic , Templar , Warden
Knowledges: Alcohol Tolerance , Crushing , Defense , Disruption , First Aid , Fishing , Focus , Foresting , Gathering , Inspirations , Magic Affinity , Medicine , Mining , Ministration , Ordination , Riding , Skin , Spell Avoidance, Subjugation , Swimming , Trapping

Armor: Very Light Armor
Weapons: Buckler , Great Hammer , Hammer , Mace , Staff , Symbols

Professions:
Cleric ---> Templar
---> Inquisitor
Druid ---> Warden
--->Fury
Shaman --->Defiler
--->Mystic

Abilities
Name Lvl Use Time Recovery Time Reuse Time
Fishing
3 3.0 0.0 0.0
Foresting
3 3.0 0.0 0.0
Gathering
3 3.0 0.0 0.0
Mining
3 3.0 0.0 0.0
Sprint
3 0.0 0.5 5.0
Allows your character to run at an increased rate for a short period of time at the cost of Power. (Can be used while in combat)
Trapping
3 3.0 0.0 0.0
Spells Name Lvl Casting Time Recovery Time Recast Time Conc. Cost Health & Power Cost

Courage 5 5.0 0.5 5.0 1
Grants Stamina and Trauma (Crushing/Slashing/Piercing) mitigation to the group.

Cure Noxious 6 1.0 0.5 8.0 15 power Cures Poison and Disease ailments from the target group member. Curatives can fail if the relevant ailments are significantly more potent than the caster's ability.

Minor Archhealing 4 3.0 0.5 9.0 28 power Major replenishment of Health instantly to a group member.

Minor Healing 1 2.0 0.5 4.0 6 power Replenishes Health instantly to a group members.

Minor Regeneration 7 1.0 0.5 4.0 14 power Replenishes Health over a period of time to a group member.

Minor Ward 9 2.0 0.5 6.0 14 power Wards (prevents Health damage) a group member.

Revive 8 5.0 0.5 10.0 33 power Resurrects a dead target (Caster cannot be directly engaged in combat).

Smite 3 2.0 0.5 3.0 4 power Does instant Divine damage to the target.

Summon Food and Water 6 5.0 0.5 30.0 8 power Summons Food and Drink for the target group member.

Clerics: Clerics use divine magic to tend to the physical and spiritual needs of their allies. These priests not only heal wounds and banish diseases but also magically augment the health of their comrades.
Primary Attribute: Wisdom
Armor: Medium
Key Knowledges: Theurgy, Umbrage
Weapons: Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Templar: Templars are faithful servants of the divine who use their benevolent powers to aid their fellow adventurers. They mend the wounded and purge illness and suffering from the afflicted.
Primary Attribute: Wisdom
Armor: Heavy, Plate
Key Knowledges: Regimens, Sphere of Power
Weapons: Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Inquisitor: Inquisitors are twisted fanatics who relentlessly advance the doctrines of their religions and accept no compromise in their beliefs. Skilled healers, they minister to the body while seizing control of the soul.
Primary Attribute: Wisdom
Armor: Heavy, Plate
Key Knowledges: Interrogations, Sphere of Power
Weapons: Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Druid: Druids are mighty priests whose powers are closely tied to nature. They heal and purge ailments from their party, blessing their companions with enhanced physical prowess.
Primary Attribute: Wisdom
Armor: Light
Key Knowledges: Archegenesis, Nature’s Fury
Weapons: Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Warden: Wardens are protectors of the woodlands and defenders of wildlife. They tap into the power of nature to mend wounds and purge ailments that afflict their allies.
Primary Attribute: Wisdom
Armor: Light
Key Knowledges: Nature’s Refuge, Sphere of Power
Weapons: Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Fury: Furies harness the power of storms and control the ferocity of nature. They command the feral spirits of the wilderness to strengthen and heal their companions.
Primary Attribute: Wisdom
Armor: Light
Key Knowledges: Nature’s Reckoning, Sphere of Power
Weapons: Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Shaman: Shamans call upon the ancient spirits of the land, using protective wards and healing to invigorate their comrades. They remove afflictions from their companions and turn the vile magic back upon the enemy.
Primary Attribute: Wisdom
Armor: Medium (Brigandine)
Key Knowledges: Talismans, Malisons
Weapons: Sphere, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Defiler: Defilers enslave the spirits of their ancestors, harvesting and corrupting their power to use against enemies. This stolen energy can also be used to heal and boost the capabilities of the defiler's allies.
Primary Attribute: Wisdom
Armor: Medium (Brigandine)
Key Knowledges: Vehemence, Sphere of Power
Weapons: Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Mystic: Mystics seek a symbiotic connection with the spirits of their ancestors, petitioning them to bestow the power to heal the injured, invigorate the weak, and enhance the capabilities of their allies when on the field of battle.
Primary Attribute: Wisdom
Armor: Medium (Brigandine)
Key Knowledges: Fetishisms, Sphere of Power
Weapons: Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon


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Posted: May 18th, 2006, 6:03 pm
 
Tault_nazeroth

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Old useless info, moving to Nerfed Info Board.

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