Heal | |
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Effect | |
Heals one targeted ally for some health | |
Rune Bonus | |
On Major Heal, Heal target for additional amount equal to the caster's Health rune. | |
Class: | Cleric |
Contents
Levels
Level | Effect | Obtained From |
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I | +70-130 health restored +health rune benefit on Major heal |
Guild Shop |
II | +80-140 health restored +health rune benefit on Major heal |
Guild Shop |
III | +95-155 health restored +health rune benefit on Major heal |
Guild Shop |
Trigger
- Heal can be used by casting Heal on allies in the Ally Team tab. Heal can be used on allies in different gates.
- In addition to the standard amount of health provided by the Heal, additional health (called a Major Heal) might be given to the target.
- A Major Heal occurs when the Cleric scores a successful "hit" vs. their ally. Cleric's equipped Health Rune benefit is added to the Heal amount.
- A Minor Heal occurs on a miss. No Cleric health rune benefit.
- A successful "hit" (for a Major Heal) occurs when the Cleric's effective defense + %chance modifier is greater than the ally's effective attack.
- Regardless of the success or failure, the standard amount of health provided by the Heal is given to the ally.
- 135 battle points is awarded to the caster regardless of a "victory" (Major Heal) or a "defeat" (Minor Heal).
- Heal cannot be applied if the caster or target ally is stunned.
General Boost
General | Comment | |
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Elaida | Elaida increases the amount of health restored by Heal according to her level, ie. +25 at lvl4. Elaida's benefit is applied for Major and Minor Heals. When reaching lvl 5, Elaida gains an additonal +12.5% of Health Rune added to health restored by a Major Heal. Can be obtained from Annihilator Chest. |
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Mischa | Mischa increases the amount of health restored by Heal according to her level, ie. +30 at lvl4. Mischa's benefit is applied for Major and Minor Heals. When reaching lvl 5, Mischa gains an additonal +15% of Health Rune added to health restored by a Major Heal. Can be obtained from Corruption Chest. |
Equipment Boost
Equipment | Bonus | Obtained from |
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Divine Helm of Zeus | +45 to Heal Power | Legendary Alchemy |
Helm of Healing | +4 to Heal Power | War Shop |
Pendant of Healing | +4 to Heal Power | |
Mace of Healing | +3 to Heal Power | |
Armor of Healing | +3 to Heal Power | |
Shield of Healing | +2 to Heal Power | |
Gauntlets of Healing | +2 to Heal Power |
Total possible bonus: +63 to Heal Power
Special Inclusion
- Heal Level I needs to be purchased before Level II. Heal level II needs to be purchased before Level III. All of them are available for purchase in the Guild Shop .
Usage
- A very useful and potentially outcome changing power in the right hands. A cleric who does not have enough attack power to beat the remaining enemies in the battle can still help out by using this power to assist allies. When time is running out and the scores are close, direct heals using this power is one good move to use to keep up allies over 200 health or keep them from becoming an ideal target due to low health.
Recommendation
- The main staple ability for clerics. Although the ability Revive is an alternative way to keeping people alive, Heal is additionally as important because of its ability to raise allies' health, demoralizing the opposition and hopefully preventing that ally from becoming an ideal target at the late stages of a close fight.
Notes
- The picture in the ability is the hand of general Persephone.
v · e · d | |
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Warrior | Whirlwind - Leadership/Shout - Confidence - Sentinel/Guardian - Focus Attack - Berserk |
Rogue | Evade - Backstab/Ambush - Poison - Wound/Lacerate - Assassinate - Smoke Bomb - Cripple - Intimidate |
Mage | Polymorph - Mana Shield/Magic Barrier - Confuse - Illusion/Mirror Image - Enrage - Fireball |
Cleric | Heal - Cleanse/Dispel - Fortitude - Revive/Resurrect - Mass Heal - Divine Favor |
All | Resistance - Might |
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