An RPG for Hexen with new weapons, magic systems, and inventory system. Made with GZDoom.

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Overview of how to play Parias, the Cleric, in XRPG, an RPG mod for Hexen.

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The Cleric

cleric1

You are a devoted follower, a priest, and a trained warrior. Protection is your way, but when challenged you bring down the wrath of your faith upon foes. You are equal in strength and magic, but suited well for armor. You can wield some melee weapons, shields, and strong magic. Well balanced between cold steel and dangerous spells.

This guide will review the new features in this mod as well as some strategies if you choose this class.

Stats

The Cleric is second in the list of classes. He excels at natural and magical protection.

Strength

The Cleric has decent strength but it is not his best attribute.

The Cleric's damage with melee weapons and Maximum Health is tied to strength. At very low health the Cleric will naturally regain some health.

Armor

The Cleric starts with the best armor score and increases natural armor faster than any other class.

As a warrior, priest, he can wear all armor except plate and can equip shields. Armor does not prevent the Cleric from casting spells.

Speed

Clerics are average speed, and can wear light armor to remain light on their feet, however heavy armor can still be encumbering.

Magic

A Cleric's magic is balanced with their strength. They have strong spells and the strongest ultimate weapon.

Mana limits are directly tied to magic and Clerics can slowly regain some mana when they are very low.

Priest Spells are driven by mana as well, often costing a lot for their blessings.

Priest Spells

While gaining levels the Cleric will learn Priest Spells. They are leaned at 3rd level, 7th level, and every 7 levels after. These spells focus on blessings, enhancements, and protection.

Only two spells can be active at a time, each with a duration or cooldown. The Magic stat determines the length, with greater magic increasing duration or speeding up cool down. The power of some spells can increase with his magic Stat as well.

Spells are cast by using their Hot Keys or by selecting them in the inventory and using them. The default hotkeys are on the keypad, but can be changed in the Customize Controls menu.

SMITA0 Smite

Empowers your attacks with holy damage from above. Melee weapons will create even greater effects that can hurt multiple foes. Spells become stronger and may summon additional projectiles.

Lightening strikes from Smite cause Holy damage which does extra damage to undead and the death magic enhanced foes, shown with a violet hue.

Costs: 30 blue and 30 green
Default HotKey: Keypad 0

TST7A0 Heal

Restores health and removes poison. Increases healing with higher Magic Stat.

Can also heal nearby cooperative players.

Costs: 8 blue
Default HotKey: Keypad .

PROTA0 Protection

Reduces damage from attacks. After taking 3 hits, all nearby monsters and projectiles are repelled.

Costs: 10 blue and 10 green
Default HotKey: Keypad +

WRATA0 Wrath

Retaliates against foes who damage you by striking them with a holy smite of lightening. Each hit has a 1 in 2 chance of calling down one of these strikes.

Costs: 15 blue and 15 green
Default HotKey: Keypad -

DIVIA0 Divine Intervention

Removes the Cleric from danger immediately. A portion of your health is restored and your body becomes temporarily protected from all damage for a short period of time.

Costs: 25 blue and 25 green
Default HotKey: Keypad *

Weapons

As a warrior priest the Cleric can wield both martial weapons and powerful magical relics. The Cleric can use many of his magical weapons as melee weapons as well, gaining the benefit of the Smite spell.

Spiked Mace

The weapon of a pious warrior. This weapon delivers non-lethal blows to subdue non-believers. When applied enough times, monsters can be struck down for good. Alt fire to swing with both hands to bat away danger.

This is a one handed weapon that can be wielded with a shield.

When Smite is active, holy lightning is called down on foes.

The Flail

Along your way you may also find the mighty flail. A ball and chain that does great damage to foes at melee range. It can be wielded the same as the mace, allowing for two handed strikes or wielded with a shield.

While Smite is Active, bursts of ice shoot through the air.

Serpent Staff

A magical relic that fires bolts of poison. Can be used at melee range as an alt fire attack, draining health from enemies.

When Smite is active, bolts of poison surround the Cleric to ward off close range foes, and the draining attacks lash out with deadly tendrils.

Firestorm

A spell that engulfs the hands with fire. Alt attack unleashes a line of flame that burns its target while flames dance around them. The alt attack can also be charged, targeting foes for a much more powerful blast of fire from the ground.

The primary fire enhances the priests hand to hand abilities, fast punches that burn targets.

When Smite is active the flames are bigger and punches create bursts of fire that cause even more damage.

Wraithverge

A Cleric's omega weapon. This powerful rod is shaped like a holy symbol and calls up spirits of the dead to rip apart the living. It is so revered it was split into 3 pieces and hidden, but once assembled its awesome power is at the Cleric's fingertips.

Alt fire will summon a single spirit that attempts to takeover the body of its target. If the target is next to death, it will possess of their body and fight on behalf of the Cleric.

When smite is active, even more of these possessing spirits will be released.

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Combat

Melee weapons use the same calculations for combat as fighters. Melee weapons roll for their damage and add a strength bonus.

When a shield is equipped, it can be used to hide from blows, providing extra protection.

Armor

The use of protective armor has changed. It no longer degrades with damage, requiring replacement. Now armor must be equipped and comes with its own types and properties. Even magical armor exists to grant extra abilities.

The exact details of each armor is a mystery that must be discovered through their use, however most provide different armor class bonuses up to a total maximum of 19 AC.

Types of Armor

There are 4 categories of armor. Light, Normal, Heavy, and Plate.

A Cleric can use all armor types except Plate.

Heavy armor provides the best protection, but slows the character down while equipped. Equipping too many heavy armor pieces can immobilize you.

Some Light armors have extra magical properties.

Armor Slots

Equipping armor requires opening the Map Menu, selecting an armor by clicking on it, and then clicking on the correct slot. There are 4 armor slots and one accessory slot that may hold armor.

Helmets are armor that is worn on the head.

Body armor is a suit worn to protect the chest, shoulders, and legs.

Shields can be held in the offhand. When equipped, the shield can be held out to block some damage.

Amulets are magical wardings worn on the neck. They can provide armor or other effects.

Accessories are an additional piece of equipment that can be worn, sometimes increasing AC.

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neto592
neto592 - - 102 comments

It seems very nice, thanks!

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