Cleric (Warcraft I)
- For lore about clerics, see Cleric.
Cleric | |
---|---|
Race | Human |
Statistics | |
Hit Points | 40 |
Armor |
0 2 (1 upgrade) 4 (all upgrades) |
Basic Damage |
0 2 (1 upgrade) 4 (all upgrades) |
Piercing Damage | 6 |
Range | 1 |
Cooldown | 50 |
Speed | 6 |
Sight | 2 |
Priority | 50 |
Decay Rate | N/A |
Production Related | |
Gold | 700 |
Lumber | 0 |
Produced at | Church |
Build time | 800 |
Campaign | |
Unlocked in | Kyross |
Clerics are the holy men of our kingdom. Their spiritual leadership keeps both the people and the troops of Azeroth focused upon our mission of everlasting peace. Their ability to channel the spirit of humanity through their bodies makes them truly wondrous, and stories of their ability to heal the sick and injured, as well as being able to affect the perceptions of others, are miraculous in nature. The transgressions against Humanity by the Orcs have forced them to devise ways to defend themselves, but their true path remains the healing of men's souls.[1]
Information
The basic healers of any army, Clerics are extremely useful when fully researched. Their spell Far Seeing can make up for a scout by removing the fog of war from previously undiscovered areas, mainly to find a new Gold Mine. Their spell Healing is extremely useful, as it keeps an army at its maximum potential. Their most useful spell is Invisibility (in multiplayer, at least), as it creates the possibility of stealth strikes at critical points (important enemy structures and worker lines), usually best done by casting invisibility on a couple of Water Elementals and sending them into the enemy's town.
As a combat unit, Clerics lack endurance and range to last in battle (except against Archers and Spearmen without upgrades) and are considered a higher priority target than most regular combat units. Players should keep them behind their front lines and watch for incoming Catapults: They have a difficult time dodging their projectiles. Have one regularly selected to cast Heal on units battle carries on. Switch from one Cleric to the next and continue to spam Healing to minimize casualties. Clerics using Far Sight and Invisibility should be kept back at the base where they are less likely to be picked off by battle.
Enemy Computer bases with Clerics that have their spells unlocked are strikingly effective:
- They do an excellent job of keeping their units HP topped a much as possible (Since the enemy AI can control all their units individually, if needed). Be prepared to take casualties trying to defeat the units that are being well-healed by Clerics.
- Players should keep units near the Town Halls and Gold Mines that are being harvested while attempting to intercept attacking units with Invisibility cast upon them. Typically, they will attack the workers, first because they have one of the highest priority ratings of all units in the game (Outside of CatapultsAlternatively, if the player can wall off all paths to their base (units, buildings, walls, etc.), they can keep invisible units away from their workers.
Clerics use Mana to cast spells. Mana will slowly regenerate over time (1 MP every 40 frames), up to a maximum of 255.
Upgrades
- Upgrade Sword Strength
- Increases the basic attack damage of Footmen, Knights, Clerics, Conjurers, Scorpions, Water Elementals and Lothar by 2
Research Cost | Researched At | Upgrade Time |
---|---|---|
750 | Blacksmith | 1200 |
- Upgrade Sword Strength
- Further increases the basic attack damage of Footmen, Knights, Clerics, Conjurers, Scorpions, Water Elementals and Lothar by 2
Research Cost Researched At Upgrade Time 1500 Blacksmith 1200
- Upgrade Shield Strength
- Increases the armor of all your units and buildings by 2
Research Cost | Researched At | Upgrade Time |
---|---|---|
750 | Blacksmith | 1200 |
- Upgrade Shield Strength
- Further increases the armor of all your units and buildings by 2
Research Cost Researched At Upgrade Time 1500 Blacksmith 1200
- Research Healing
- Unlocks the spell Healing
Research Cost | Researched At | Upgrade Time | Unlocked (Campaign) |
---|---|---|---|
750 | Church | 1200 | Kyross |
- Research Far Seeing
- Unlocks the spell Far Seeing
Research Cost | Researched At | Upgrade Time | Unlocked (Campaign) |
---|---|---|---|
1500 | Church | 1200 | The Forest of Elwynn |
- Research Invisibility
- Unlocks the spell Invisibility
Research Cost | Researched At | Upgrade Time | Unlocked (Campaign) |
---|---|---|---|
3000 | Church | 1200 | The Black Morass |
Spells
- Knowledge is the key to understanding, and it is with the hope that by having knowledge of our powers, you will understand how we may best serve the Kingdom. I pray that the words to follow will assist you in our quest of freeing Azeroth from the threat of the Orcish hordes. Concerning the abilities possessed by the clerics from the Abbey, I am most knowledgeable. The conjurers, however, have refused to divulge their secrets, and therefore my understanding of the intricacies of their magiks is not as complete. God speed in your fight.
- The Abbot of Northshire Abbey[2]
- Attack (Holy Lance)
- Basic attack (6 Piercing Damage, increased by 2 Basic Damage for each weapon upgrade)
Range | Effect | Mana Cost |
---|---|---|
1 | Basic attack | 5 |
The invasion of the Orcish hordes has necessitated our divining a method to protect not only ourselves, but the whole of the people of Azeroth, as well. The use of physical violence is not the calling of our order, but each force must be met with an equal force for the balance of good and evil to be preserved. As the archangels took up swords of light to defend the heavens, so must we take up holy arms to defend our lands. The pure essence of the casters heart, mind, and soul strikes out to defend him from threat, and enters into the soul of the target. This is especially effective against the Orcs because of their dark and evil origins.[2]
- Healing
- Heals target unit; a Daemon will take damage instead
Range | Effect | Mana Cost |
---|---|---|
8 | Heals target unit; a Daemon will take damage instead | 3 per Hit Point healed |
The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, with out causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another).[2]
- Invisibility
- Makes target unit invisible for 75 game seconds (3000 frames) or until targeted unit uses his attack command or a spell
Range | Effect | Mana Cost |
---|---|---|
8 | Makes target unit invisible for 75 game seconds (3000 frames) or until targeted unit uses an attack command or a spell | 125 |
This is the ability to cloud the perceptions of others so that they do not recognize the physical existence of the caster. This was originally employed as a tool to make the confessing of secrets that weighed heavily upon the souls of worshippers easier to speak. The clerics of Northshire Abbey have found it very useful in assisting the armies of King Llane in ridding Azeroth of the Orcs.[2]
- Far Seeing
- Removes fog of war from selected area
Range | Effect | Mana Cost |
---|---|---|
∞ | Removes fog of war from selected area | 50 |
As dispensers of peace and understanding to the people, the need to keep a clear perspective is a vital one. This ability has developed from that need, and therefore allows the caster to see in an all encompassing fashion, as God does. His vision extends to all corners of the land, and his view is omnipotent. The power of this divination is limited, for when one strives to see the world as God does, the human mind can only partake of a meager portion before it is forever blinded by the clarity of that sight.[2]
Notes
Invisibility has limited use in the campaign. Enemy bases do not require an economy to produce units; Peasants and Peons serve as a nuisance for their ability to rebuild buildings, only. Computer Town Halls will recall all attacking units not doing something if a unit arrives within 8 tiles of one (once Invisibility wears off), negating the surprise and harrassment potential the spell offers. It can be used to scout and explore enemy positions with retaliation. It could be used to protect units from being killed by more powerful summons, such as Water Elementals and Daemons.
Trivia
- In versions 1.00 and 1.01, we see a number of differences with the Cleric.
- MP Recovery rates are 50 frames per second in 1.00 and 60 frames per second in 1.01.
- The code for Far Seeing and Invisibility was included in the demos (Simply change the memory value of the Cleric spell research from 0x00 (or 0x01) to 0x03. While there are no graphics for the spell icons, the two spells appear to work without any issues.
- Invisibility costs 100 MP and lasts for 1000 frames (25 game seconds).
- Healing requires only 1 HP to cast (Making the spell ridiculously overpowered).
- Healing will do a maximum of 40 damage per time it is cast on a Daemon (Of course, it can be cast multiple times)
- The spell casting sound effect is missing.
Quotes
References
- ^ Warcraft: Orcs & Humans manual, Azeroth Army of the First War, Cleric
- ^ a b c d e Warcraft: Orcs & Humans manual, Azeroth Army of the First War, Cleric Spells
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