Priest & Druid Class Spells and Holy Symbols

Priest classes include Priest, Druid and Chevalier. Level 60 specialisations can include Arch-Druid, Bard, Deva, Divine Knight, Healer, Holy-Master, Merchant-Prince, Oracle, and Paladin. Typically the most important skills are divine influence, medicine, alchemy, herbalism, persuade, politics and spellcraft. The latter is useful to gauge what spells are being cast, by both friend and foe and what debuffs and defences may be active on friend and foe.

Priest

  • no specific bonuses
  • can choose from any Spell from the lists below

Druid

  • Can only acquire Tier I and Tier II Priest Spells
  • Can acquire Tier I and Tier II Spells from one other base Mage Class
  • Spells must be chanted unless Silent Casting Passive Ability is taken
  • Limited to Level 2 Weapon and Armour Specialisation
  • Can Cast Spells from Specific Druid List (link here)

Chevalier (Paladin)

  • Can acquire Tier I and Tier II Priest Spells
  • Cannot cast specific Healing Spells, gains Lay on Hands Ability
  • Can Tier I and Tier II Abilities from Warrior Class
  • Can acquire one Tier III ability from either Priest or Warrior Class
  • Can Cast Abilities and Auras from Specific Paladin List (link here)

Divine Power and Divine Influence

Divine Influence, although classed as a “skill”, is the force behind the Divine Power ability. The ability ranks the priests connection to his or her deity and to the divine energy of the world. Through Divine Power one can influence the world in a divine manner (divine persuasion, holy aura, purifications, curses, removal of curses etc) and a buffer against malign, or unseelie magic. All beings have Divine Influence, only priests and holy / unholy warriors gain Divine Power and the extra abilities associated with it.

Divine Influence: (per level of character, plus level of skill indicates % chance of success, with other mitigating factors such as opposing Level, Divine Influence, and Luck)
1-20 Holy Aura & Consecrate Ground
20-40 Divine Conviction & Holy Water
40-60 Divine Curse & Remove Curse
60-80 Speak with the Dead & Destroy Unholy Power (Altars, Artifacts etc)
80-100 Divine Communion / Divine Advice (ensure that the question is Divinely related!)

The priests holy symbol is the most outward manifestation of Divine Influence. The higher the quality of the holy symbol the more influence it grants the priest, including the storage of priest spells and abilities that he or she might otherwise be unable to cast. This is in addition to the particular bonuses that the holy symbol coveys. Spells cast from the holy symbol can only be cast 1 / day (24 hours) and cost 15% more mana to cast.

Holy Symbol Storage of Divine Spells

Uncommon Level 2: 2 from Tier 1, 1 from Tier 2
Rare Level 3: 3 from Tier 1, 2 from Tier 2, 1 from Tier 3
Elite Level 4: 3 from Tier 1, 3 from Tier 2, 3 from Tier 3
Legendary: Grants Elite Spell Storage plus allows each Spell to be cast twice per day, with no additional mana cost.

Notes:
Buffs are ongoing active spells that grant bonuses to your melee and/or spell attack
Debuffs are spells with a short term reduction in opponents attributes or resistances
Shields are duration spells that grant defences, typically to a specific resistance type
Auras are passive abilities that grant ongoing semi-permanent resitances
Support Spells are a special type, typically a level 4 spell that can be attached to another spell: uses whichever cast time, mana cost, duration, cooldown and AOE that is greater in each case.

Priest Tier I Active Abilities

Breath of Life Cures 10/20/30/40 Health per round, Duration 1 minute plus 20 seconds / 10 Charisma, Can be applied to any person by touch, instant cast, 150 Mana, plus 50 Mana per extra minute, Level 4: 10% Cumulative Chance to Heal Physical / Elemental Status Effects (Broken Bones, Burning etc) per round, OR Reduces HPR to 30 and applies to group, 1 person per 10 Charisma, 1m radius per 10 Charisma, touch no longer necessary

Restore Health Cures 10/20/30% Health plus 5 Health per 1 Intellect, 1/2/3 second cast time, 200 Mana, Level 4: Support Spell, can be attached to another healing spell

Remove Debuff Removes 1/2/3/4 Debuffs from the Target(s), percentage chance based on the number of Debuffs that are running, Chance for Level 1 RD Spell: 100/50/25/10%, Chance for Level 2: 125/75/50/25%, Chance for Level 3: 150/100/75/50%, Chance for Level 4: 175/125/100/75%, +1% per 4 Intellect, -10% chance per Tier, of Debuff, -10% Chance per Level of Debuff, 3/2/1 second cast time, 1 person per 10 Charisma, Range: sight, 100 Mana per person per Debuff
For example, on a team mate with 3 Debuffs, the first a Tier I Level 3 Poison DoT, the second a Tier II Level 3 Curse – reduce Strength – and the last a Tier 3 Level 3 Elemental Resistance Reduction, a Level 45 Priest with 85 Intellect (+22% Chance for Remove Debuff Success) casts a Level 3 Remove Debuff. At level 3 it can potentially remove all three debuffs, the first at 150 + 22 – 30 = 142% chance of success, the second at 100 + 22 – 60 = 62% chance of success, the last at 75 + 22 – 90 = 7% chance of success. If there was only one debuff on the same team mate, the Tier 3 Level 3 Elemental Resistance Reduction, then the chance of success would be 150 + 22 – 90 = 82%
Remove Debuff is most useful when cast for multiple team mates with multiple debuffs running, as it does not prevent the debuff from being recast as soon as it is removed. Level 4: Support Spell, Remove Debuff can be attached to any Healing Spell, such as Restore Health and Cure Poison, to be cast whenever the former is cast (can only be attached to one Primary Spell at a time, lasts until changed)

Cure Poison 20/30/40/50% Chance of Success, +1% chance per 1 Intellect, -10% per Level per Tier of Poison (up to -70%, other factors can apply), Removes Poison DoT, Requires Touch, if successful protects from the same specific poison for 30 Seconds per 25 Charisma, single being only, .5 second cast time per Level per Tier of Poison, 100 Mana per Level per Tier of Poison, (Level 1 Cure Poison can only cure Level 1 Poisons – of any Tier, Level 2 cures Level 1 and Level 2 of any Tier etc), Level 4: Support Spell, can be attached to spells like Heal, Remove Debuff or Group Heal to be cast whenever the former is cast (can only be attached to one Primary Spell at a time, lasts until changed), Cannot be precast to prevent the poison effect, the duration immunity effect will only proc after a successful cure
Note: Some poisons do Direct Damage, Some poisons do Statistic Debuff Damage, and some do both DD and SDD: Remove Poison will affect all of the above, and Remove Debuff will affect only the second one

Holy Smite Strike any unseelie creature (evil influence) with your weapon of choice, +5% Damage per 10 Charisma, OR 5% More Damage to Undead and Demons, (does 2% damage per 10 Charisma to Seelie, but may cause the priest to be cursed), 100/75/50/25 Stamina and 100/75/50/25 Mana per Smite, Level 4 Holy Cascade (Buff), Reserves 10% Mana, does not work on Seelie

Light (Low, Medium, Bright) Instant Cast, 5/25/100 Mana per round, can be used to light area 1/5/10m radius per 10 Charisma, Bright Light / Blindness Effect: 5% Chance per Cast, +5% on Critical Spell, +10/20% Chance vs Deepers (affects all beings with eyes, or light sensitive), affects all beings in Range, Lasts 1 round per 25 Charisma, +20/40/60/80% chance to pull creatures from Fade and dispel magical darkness or shadows, +/- Charisma vs Level, Level 4: Permanent Light, can be cast on any object, low or medium level, OR Defensive Light (Bright), Removes Active Abilities, Shields or Auras from foes who move into light, 1 Ability per 25 Charisma, 10/20/30/50% Chance +/- Charisma vs Level, Roll for Each Ability

Searing Light (Buff): +5/10/15/20% Damage as Searing Light versus all Unseelie, and +5/10/15/20% More Damage versus Undead and Deepers, Searing Light bonus damage cannot be resisted, damage effect does not affect Seelie, adds Bright Light / Blindness Effect: +2/4/6% Chance per Hit, +4/8/12% Chance vs Deepers, +6% Additional Chance on Critical Hit (affects all beings with eyes, or light sensitive) Lasts 1 rounds plus 1 round per 50 Charisma, Duration reduced with Blindfighting Skill, or nullified with Dark Sight Ability, resistance check applies, Reserves 5/10/15% Mana, lasts until dispelled, Level 4: Laser Light, causes 1 Damage per 2 Mana spent versus Unseelie, or 1 Damage per 1 Mana spent versus Undead and Deepers (max 1500 Mana per round), 1 Target Only, -75% Dodge, cannot be deflected, can only be resisted by Unholy Aura, 1 minute cooldown, discharges min 1500 Mana, removes any existing active effects that requires mana (Specialised Ability, not available under normal circumstances, Requires Light 1 as a pre-requisite)

Tier I Passive Ability

Holy Aura Grants Immunity to Fear, and +5/10/15/20% Resistance to Life Leech / Drain, Mana Leech / Drain, and Stamina Leech / Drain, +1% per 5 Charisma (the latter applies to the Priest only) Holy Aura automatically increases power at Level 1, 20, 40, 60, 1m radius per 10 Charisma, Reserves 10% Mana, Level 4: Can be combined with some other Aura at 50% cost

[ The ground at your feet becomes sacred, all Undead beings (and their creators) within your vicinity will be reluctant to attack you, doing weakened damage (1% Total Reduction per 10 Charisma), these effects can occur only once in the case of multiple Aura – see Crusader’s Aura – but will combine and double in radius per Aura, effectively covering the size of an army with but a few aligned Priests – the Aura type will show the main colour and sigil of the presiding deity or racial group ]

Weapon Specialisation +10 skill points per level, plus 1 special ability per level, can choose one only (cannot gain level 4)

Armour Specialisation +10 skill points per level, plus 1 special ability per level, can choose one only

Meditate +100% Mana Regeneration out of combat/resting, +33/66/100% when in combat, Level 2/3 increases Stamina Regeneration by 33/66%, Level 4: +33% Health Regeneration, +100% More Mana Regeneration out of combat

Combat Casting Decreases Interrupt Chance by 20/40/60% plus 1% per Charisma, if damage is greater than 10% of Health total then reduce chance by 1% for each point over 10, Increases Spell Accuracy (when appropriate) by 10/20/30/40%, Level 4: Reduces Cast Time of all Spells by 1 second
(For Weapon and Armour Specialisation details, see Warrior Abilities)

Priest Tier II Active Abilities

Curse (automatic) Based on Divine Influence, Reduces all Capacities by 20/40/60% until the conditions of the Curse are met, must be aligned with Deity of Priest and typically part of Divine Quest or Divine Wrongdoing, can be removed by Remove Curse, otherwise duration is permanent, 1 minute cast time, 100-1000 Mana

Remove Curse (automatic) Based on Divine Influence, Removes Curse (divine, necromantic, demonic) and all negative debuffs associated with it, level 1/2/3, recipient must then do a Divine Favour for the Presiding Deity, Success Roll depending on Level, Charisma, and Level of Divine Disfavour, 1 minute cast time, 100-1000 Mana

Turn Undead 20/40/60/80% chance to Turn, 10/20/30/40% to Charm Undead, and 5/10/15/20% to Destroy Undead, plus 1% chance per Charisma and level difference between Priest and Summoner (see Turn Undead Table), 2 second cast time, 100 Mana per Undead, Unlimited, up to Maximum Mana

Shield Charge 10/20/30/40% More Damage, 60/30/10/5 second cooldown, 1/2/3/4 seconds stun, 2/3/4/5 opponents in 1/2/3/4m radius, range min 3-10 / 3-20 / 3-30m, +300% Movement Rate, 100/200/300 Stamina, Level 4: Disables 1 Magical Protection or Ability for 10 rounds (Random if more than one)

Group Heal Cures 5/10/15% Health + 10 Health per 1 Intellect, 2m radius per 5 Charisma, 1/2/3 second cast time, 10 second cooldown, 200/400/600 Mana, Level 4: Temporary Group Heal Aura: +15 Luck, -15% Duration on Negative Effects, for 10 seconds

Level 20 @5%
600 Health 20 Int
= 230 Health
Level 40 @10%
1200 Health 50 Int
= 620 Health
Level 60 @15%
2500 Health 100 Int
= 1325 Health

Holy Might +15/20/25 to Strength, Agility and Vitality, up to maximum statistic limit, for 1/2/3 minutes, 15/10/5 minute cooldown, 50 Mana to cast, 10 Mana per round thereafter, stacks with Prayer, Level 4: Aura of Might, Reserves 15% Mana, +20 to Caster, +10 to all Friendlies in AOE, 1m Radius per 10 Charisma

Prayer Grants +10/20/30% to Any One Resistance for all Seelie in the area of effect for 1 minute per 1 Charisma, 1m radius per 10 Charisma, 3/6/9 round cast time, 200 Mana plus 25 per person affected, Level 4: +3% To Resistance Cap of Chosen Element, +15 to Primary Statistic of Recipient (stacks with Holy Might)

Hair Shirt (Buff): For every 10/5/2% Reduction in Health, Cause 1% More Damage from all sources, Reserves 15% Mana, Level 4: For Every 20% Health Reduction gain 1% Mana Renewal

Pillory Causes single individual to doubt itself, based on a roll vs Divine Influence: Reduces Abilities of opponent by 5% Minimum +5/10/15/20%, Includes Damage, Resistances and Luck, also requires successful Intellect Roll vs Leader of the Opposition; 5% Reduction vs Elite foe, 10% Reduction versus Legendary foe, duration 1 round per 4 Charisma, 1 round cast time, 400 Mana, Level 4: Support Spell, can be Attached to Any Debuff Spell OR +25% Chance vs Elite or Legendary Foe

Castigate Reduces Prime Statistic of Target(s) by 5% Minimum +5/10/15/20%, based on a roll vs Divine Influence, 1 person per 10 Charisma (roll vs each person), 1m radius per 10 Charisma from first target, duration 1 round per 10 Charisma, 1 second cast time, 100 Mana per person, Level 4: Support Spell, can be Attached to Any Debuff Spell OR Reduces Random Secondary Statistic on Single Target

Tier II Passive Abilities

Light Efficiency – Reduces Mana cost and increases power of all Healing Abilities by 10/15/20/25%, Level 4: Reduces Cast Time by 25%

Dark Efficiency – Reduces Mana cost and increases power of Attack, Debuff and Poison Spells by 10/15/20/25%, Level 4: Reduces Cast Time by 25%

Grey Efficiency – Increases power of Protection, Shield / Aura Spells by 10/15/20/25%, Level 4: Reduces Mana Reservation by 25%

Snake-Blood +5/10/15/20% Poison and Disease Resistance, Level 4: 5% PDR Cap

Spell Power +5/10/15/20% Mana Bonus, Level 4: -5% Mana Cost of all Spells

Willpower +5/10/15/20% Mental Resistance, Level 4: +5% Mental Resistance Cap

Athlete +5/10/15/20% Stamina bonus and +20/30/40/50% Stamina Renewal rate, Level 4: +5% Reduced Stamina Cost of Abilities and Activities

Fleetness +4/8/12/16% Movement Speed, Level 4: +20% Dodge Chance

Tier III Active Abilities

Speak with the Dead (automatic) Talk to dead beings, discover history and details of death, 20/40/60% chance, +1% per point Charisma, -30% per age of the dead: immediate (0-6 months) – no change, recent (6 months – 2 years), past (2-10 years), old (10-100 years), very old (100-1000 years), ancient (1000-2000 years), mythic (2000-6000 years), 800 Mana

Dismissal 30/60/90% Chance to Dismiss summoned creatures plus 1% chance per Charisma/Divine Influence, -1% per Charisma of Summoner, 1m radius per 10 Charisma, does not work on Gargoyles or Golems (summoned animal, undead, demon, fae, elemental), 500/700/900 Mana depending on Level of Creature Summoned, can be attempted multiple times, 1 round cast time, Level 4: All Summoned Creatures will avoid attacking this caster, -50% reduced Aggro

Divine Hammer 1/2/3/4 Attacks per Round per Level of Ability, does 1% More Damage per 5 Charisma vs Unseelie, if the first (normal) strike is successful strikes 2, 3 and 4 cannot miss (if opponent is still in range), 200 Mana and 200 Stamina per strike, less 1% per 2 Charisma, Level 4: Fourth Strike is always a Critical Hit (even if the others miss), First Strike (that hits) is always a normal hit (unaffected by Attack Speed, Hammer and Axe Class weapons only, can only be acquired after completing a divine quest)

Divine Heal One person back to near full health, +30/45/60% returned, +1% per 5 Charisma, removes all Diseases, Poisons, Debuffs and Status Effects, grants immunity to those Debuffs for 30 seconds, cooldown 15/10/5/2 min, 800 Mana, 1 second cast time, Level 4: Increases the Primary Statistic of the recipient for 1 minute by 20%

Divine Sight Reveals hidden objects or concealed creatures 20/40/60% chance +1% chance per 4 Intellect, reduced / increased by 1% per level difference, lasts 1 minute per 10 Charisma, 500 Mana to cast, +100 per minute, Level 4: Aura of Sight, -33% Chance for Critical Hits (includes backstab), Reserves 25% Mana

Word of Recall Cast on any stone of power or hearthstone and teleport to its location on a word, 2/1/0 second cast time, 60/30/20/10 second cooldown, can bring 1 person per 25 Charisma, 500 Mana per person, Level 4: Multiple Words, can be cast on two objects OR Inner Word, Instant Cast, can be cast in Silence

Resurrection 30/60/90% Chance to bring one recipient back to life at the site of their death, at 5/45/90% health, 30/20/10 minute cooldown, recipient must also make Divine Influence check for success, 1000 Mana, 10 round cast time, Level 4: Mass Resurrection, 1 person per 10 Charisma, 1 hour time limit on death

Sanctuary: Ascend to a higher pocket realm, Ei / Iss / Maor Elysium, for 1 round per Charisma, heal, recover, cast spells, and observe the outer realm, up to 5/10/50m distance, 700 Mana, 1 round cast time, Level 4: May bring one companion (Sanctuary can be cancelled at will, and the caster simply steps back into real-space)

Note: Sanctuary leaves behind a shadow door, barely visible, but detectable none the less. If this door is destroyed, the spell caster is ejected from the inter-dimensional pocket, taking 25% More Damage on the next attack (Door has 25% Health of the caster)

Righteous Fire (Buff): Reduces Fire Resistance by 100/75/50%, All Fire Damage taken from Mana before Health, for every 10/15/20 points of Mana reduced increase Damage from all sources by 1% More for 1 round – maximum 100% More, Level 4: Reflect 15% of Fire Damage back to Caster as either Shock or Cold (applies to AOE also)

Storm Warden (Buff): Reduces Shock Resistance by 100/75/50%, All Shock Damage taken from Mana before Health, for every 10/15/20 points of Mana reduced increase Damage from all sources by 1% More for 1 round – maximum 100% More, Level 4: Reflect 15% of Shock Damage back to Caster as either Cold or Fire (applies to AOE also)

Frost Bane (Buff): Reduces Cold Resistance by 100/75/50%, All Cold Damage taken from Mana before Health, for every 10/15/20 points of Mana reduced increase Damage from all sources by 1% More for 1 round – maximum 100% More, Level 4: Reflect 15% of Cold Damage back to Caster as either Fire or Shock (applies to AOE also)

Tier III Passive Abilities

True Buff: +5/10/15/20% Buff Efficiency, Level 4: Can Utilise Two Buffs

Divine Shield (Aura) any ONE Resistance is brought to 95%, all other resistances cannot exceed 70%, Cannot be used with other Aura, Reserves 30% Mana, Level 4: Reserves 20% Mana, Requires Prayer 3 and Holy Aura 3, only affects Protagonist

Divine Foe – a foe or racial group of your Deity incurs a Debuff, -10/20/30% All damage types and Buff: +10/20/30% More damage, can be chosen multiple times for different races or creatures, Level 4: Can Gauge All Abilities and Statistics of the Racial Group

Divine Incarnation 20/30/40/50% chance when health drops below 50%, 25% and 10% to transform into a Deva of your Deity (see list and statistics on Deva Table) for 1/2/3/4 Minutes, Level 4: Heals 500 points when proc occurs

Divine Resistance Level 1: 1% Elemental Resistance per 10 Agility, Level 2: 1% Mental Resistance per 10 Intellect, Level 3: 1% Leech & SD Resistance per 10 Charisma, Level 4: 1% Damage Resistance per 10 Strength

Silent Casting Spells have 30/60/90% Chance of being cast through Silence Spells or Debuffs, adjusted by +/- 1% per Charisma difference of Priest and Antagonist, Level 4: +20% Resistance to KIR, includes any interrupt chance to Spells

Toughness 5/10/15% health bonus (cannot gain Level 4)

Crusaders (Aura) Form a group with other Holy Warriors, +5/10/15/20% Bonus with all Dark & all Grey Abilities, +1/2/5 Charisma for each Priest/Divine Warrior in the group, -1/2/5 for all members per non-priest/ holy warrior (max +25, min 0), +20 Divine Influence (from presiding deity only), Level 4: Removes non-priest Charisma penalty

Specialist Priest Passive Ability
Divine Grace: Can Choose 1 Active Spell that is cast at 20/40/60% Reduced Mana Cost, Cast Time and Cooldown (if any), lasts until changed, can only be changed 1/month, Level 4: +15% Bonus Effectiveness with that spell

Unseelie Priests
(incomplete)
Poison
Life Leech
(incomplete)

Druids Unique Spells
Nature’s Aura Provides +10/20/30/40% Healing Rate Outside of Combat, +5/10/15/20% Within Combat (if within a Natural Environment), Plus Immune to Slow and Entangle
(incomplete)

Tier I
Plant Growth
Entangle

Tier II
Sapling/Treant
Put Out Fires

Tier III
Grove Portal
Control Weather

Cannot Aquire:
Tier I
Holy Smite
Holy Aura
Tier II
Holy Might
Remove Curse
Tier III
Divine Heal
Word of Recall
Resurrect

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