
AFK Arena Palmer Guide: Introduction
AFK Arena Palmer, known as the Luminous Archbishop, is a pivotal support hero, playing a crucial role in enhancing his allies’ abilities. He belongs to the Lightbearer faction and is classified as an Intelligence-type hero with a Support class, primarily fulfilling the Buffer role. Palmer’s strength lies in his ability to amplify his team’s attributes, providing buffs that grow stronger over time, particularly as the battle progresses. This makes him an essential hero for late-game content, especially in boss battles where every buff counts.
AFK Arena Palmer’s abilities are designed to maximize his team’s effectiveness, turning the tide in challenging encounters. His buffs not only increase the performance of his allies but also improve their sustainability during prolonged fights, offering critical advantages in the later stages of the game. The synergy between his skills and the overall team strategy is what makes him indispensable in high-difficulty content, where every boost can mean the difference between victory and defeat.
To fully harness AFK Arena Palmer’s potential, it’s important to focus on the optimal build. This includes selecting the right artifacts, furniture, signature item, and engravings that complement his abilities. By carefully considering these elements, players can ensure that Palmer performs at his peak in a variety of scenarios, providing consistent support and enhancing the overall effectiveness of the team.
AFK Arena Palmer Guide: Skills
Palmer, the Luminous Archbishop, possesses a set of powerful skills that define his role as a Support and Buffer hero in AFK Arena. His abilities are designed to bolster his team’s strength while offering utility during battles, making him a crucial asset in any composition.
Illumination
This skill blesses one ally with the highest Attack Rating who has not yet been blessed until the end of the battle. The blessed ally gains a Crit Damage Amplification increase by 15 points plus 150% of AFK Arena Palmer’s initial Crit Damage Amplification. At Skill Level 81, the blessed ally’s Physical Pierce is increased by 15 points plus 150% of Palmer’s Magic Pierce, based on the type of damage they take.
At Skill Level 161, Palmer also recovers 15% of his max health and heals the blessed ally for the same amount. If all allies are already blessed when the skill is activated, Illumination deals 240% of Palmer’s Attack Rating in damage to the enemy hero with the highest Attack Rating, hitting 5 times.
Orison
At the start of the battle, AFK Arena Palmer begins to pray, becoming immune to control effects. While praying, he heals nearby allies for 80% of his Attack Rating every 1.5 seconds. Each heal grants Palmer 1 stack of Faith (up to 10 stacks), with each stack increasing the Attack Rating and Defense Rating of nearby allies by 3% of Palmer’s Attack and Defense Ratings.
The prayer ends when Palmer reaches the max number of Faith stacks, when the total damage he receives exceeds 60% of his max health, or when there are no surviving allies. At Skill Level 39, the healing amount increases to 100% of Palmer’s Attack Rating, and at Skill Level 101, when the prayer ends, Palmer heals nearby allies for 30% of their lost health. At Skill Level 181, the healing increases to 100% of Palmer’s Attack Rating every 1 second, and Palmer can gain up to 15 stacks of Faith.
Sacred Scripture
AFK Arena Palmer’s Normal Attack alternates between reading out Admonitions and Precepts. Admonitions deal damage equal to 200% of Palmer’s Attack Ratingand reduce the Attack Rating of the enemy hero with the highest Attack Rating by 20% for 5 seconds. At Skill Level 121, the damage of Admonitions increases to 220% of Palmer’s Attack Rating and further increases to 240% at Skill Level 19.
Precepts target the ally with the highest Attack Rating and, if their Energy is lower than 600 points, restores 80 Energy. If their Energy is above 600 points, the ally’s damage dealt is increased by 15% for 8 seconds, stacking up to 3 times. At Skill Level 201, the energy restored by Precepts increases to 120 Energy.
Divine Defense
During battle, if there are at least 2 surviving allies, the damage received by the ally with the lowest health is reduced by 40%. This damage is distributed among the other allies and cannot kill them. Over the next 5 seconds, 60% of the distributed damage is recovered. If an ally dies, the remaining allies immediately recover all distributed damage and receive 30% less damage for the next 5 seconds. At Skill Level 141, the first enemy hero to kill an ally is punished by Divine Light, reducing their Attack Rating and Energy Recovery Rate by 30% for 5 seconds.
At Skill Level 221, 80% of the health lost from distributed damage will be recovered over 5 seconds. At Skill Level 61, the first 2 enemy heroes that deal damage to allies are punished by Divine Light. Additionally, this effect is activated at Engraving Level 60, enhancing Palmer’s ability to retaliate against enemy threats.
This breakdown covers AFK Arena Palmer’s active skills, providing a deep understanding of how each ability works and how they evolve as he levels up. His abilities make him a reliable choice for boosting his team’s performance in both defensive and offensive roles.
AFK Arena Palmer Guide: Signature Item
Divine Scripture
AFK Arena Palmer’s Signature Item, the Divine Scripture, represents a holy tome gifted to him in his youth, filled with the teachings of the Divine Light. Throughout his life, Palmer has drawn knowledge and guidance from this sacred text, making it one of his most valued possessions in his mission to spread the benevolence of the Divine Light.
Skill: Exalt the Light
[Unlocks]: When AFK Arena Palmer reaches the maximum number of Faith stacks, he increases the Crit Rating of all allied heroes by 10 plus 40% of his base Crit Rating.
[+10 Unlocks]: Upon maxing out his Faith, AFK Arena Palmer heals all allied heroes for 100% of his Attack Rating every 3 seconds.
[+20 Unlocks]: When Palmer’s Faith is maxed, if an allied hero’s Crit Rating exceeds the enemy’s Crit Block Rate by at least 100 points, the damage they deal is increased by 1% for every 1 excess point (up to 40%).
[+30 Unlocks]: After a prayer ends, Palmer may pray again in 10 seconds, provided his Faith is not maxed out.
AFK Arena Palmer’s Signature Item is often recommended to be leveled up to +40 for optimal performance, particularly for his role as a “boss-killer” in the endgame. However, it’s important to note that investing in his Signature Item should not be a priority early on. Since other heroes provide more utility, especially in the campaign where level deficits become more impactful, players may want to focus on enhancing the Signature Items of other heroes first. This ensures a more balanced team composition while progressing through earlier stages of the game.
AFK Arena Palmer Guide: Furniture Ability
Faultless Faith
AFK Arena Palmer’s Furniture set ability is called Faultless Faith, which enhances his capabilities during battle. This ability has two tiers of bonuses that unlock depending on the number of Mythic Furniture pieces Palmer has:
3/9 Ability: While AFK Arena Palmer is praying, any excess energy he accrues is saved. The next time he uses his Ultimate, he will recover the saved energy over the next 5 seconds, giving him the opportunity to continue supporting his team with minimal downtime.
9/9 Ability: When Palmer prays or uses his Ultimate, the Divine Light will cast Sacred Scripture on his behalf, allowing Palmer to deliver additional effects without needing to actively use his skill.
While the 9/9 Furniture set bonus is generally recommended for maximizing Palmer’s potential, it’s important to consider his primary role as a boss team hero, particularly for top-tier boss fights. For most players, especially those who focus on the end-game campaign, the investment in his 9/9 Furniture may not always be worth it, as Palmer’s utility is more focused on specific high-end content rather than the broader campaign. His effectiveness in campaign stages tends to be less impactful, making it a more strategic choice to prioritize other heroes who offer more versatile utility across different modes.
AFK Arena Palmer Guide: Artifacts and Collection
In AFK Arena, traditional artifacts have been largely replaced by Collections from the Ghoulish Gallery, offering more tailored stat customization for heroes. These collections allow players to fine-tune their heroes’ stats and optimize performance in specific roles.
For Palmer, the ideal collection to use is the Trader’s Vault at Skill Level 3. It is advised not to level the skill beyond this point, as doing so may sacrifice more important stats that could benefit Palmer in his role. When building the Trader’s Vault collection for Palmer, focus on the following stat priorities:
Offensive Slots: The Core Stat ATK is the most important stat to prioritize. This boosts Palmer’s effectiveness in applying buffs and healing, making it essential to maximize his offensive potential.
Defensive Slots: The Core Stat DMG Resist is the most important stat for defensive slots. This helps Palmer withstand more damage, ensuring he can continue to heal and support his allies throughout the battle.
For players who may not have access to the Ghoulish Gallery collections, or as a backup, traditional artifacts can still be used. However, the primary focus should be on building the Trader’s Vault collection with the recommended core stats to ensure Palmer performs optimally in his support and buffer role.
AFK Arena Palmer Guide: Eternal Engravings
Engravings are a key aspect of optimizing Palmer’s performance, offering significant enhancements to his abilities. Palmer can function effectively without engraving investment, making engravings not strictly necessary for him to be useful. However, the recommended engraving level for AFK Arena Palmer is E44, where he gains significant improvements to his abilities, especially in terms of his healing and Faith generation. The highest sensible engraving investment for Palmer is E68, with further investment generally unnecessary unless focusing on high-level PvP content.
To maximize engraving efficiency, the ideal investment orders up to E30 should be followed. The main skill enhancement unlocked at E30 (Orison) significantly boosts Palmer’s Power of Light skill. While praying, Palmer heals nearby allied heroes for 100% of his Attack Rating every 1 second and gains 1 stack of Faith (up to 15 stacks). This enhancement also becomes active when AFK Arena Palmer reaches 2-Star Ascended, granting +1.82 Magic Pierce, and at 3-Star Ascended, granting another +1.82 Magic Pierce.
E60 (Divine Defense) enhances AFK Arena Palmer’s Divine Defense skill, allowing him to punish the first 2 enemy heroes that deal damage to allied heroes with the Divine Light. Additionally, E80 (Endeavor) provides ATK +10% and DEF +37.04% stat bonuses specifically in game modes such as the Arena of Heroes, Legend’s Challenger Tournament, Legends’ Championship, Treasure Scramble, and Heroes of Esperia.
In conclusion, while AFK Arena Palmer can function without engravings, investing up to E44 is ideal for optimizing his performance. E68 represents the maximum sensible investment for most players. Reaching E30 greatly enhances his healing and Faith generation, while E60 strengthens his defensive capabilities by punishing enemies that damage his allies.
AFK Arena Palmer Guide: Background Story
AFK Arena Palmer, the Luminous Archbishop, is the son of Earl Paggory and currently resides in Ranhorn. At the age of 17, Palmer was ordained as a cardinal, and many years later, he would recall a distant afternoon when he hastily fled a ball.
During Ranhorn’s prosperous years, amidst the Mauler civil war, a peaceful Empire, and lavish noble banquets, Palmer attended yet another charitable ball. Unlike the other nobles, Palmer had no interest in the festivities. Instead, he waited for a reaction to a prank he had orchestrated as revenge for a joke played on him during a recent hunt by the Lanward family. He had slipped a potion into the goblet of the offending Lanward, anticipating a mortifying display of uncontrollable vomiting.
However, the situation took an unexpected turn when Bishop Giovanni mistakenly drank from the poisoned goblet. Fear gripped Palmer as he witnessed the bishop’s distress, especially knowing the old bishop had been gravely ill. Palmer quietly slipped away from the increasingly anxious crowd.
News of the attempt on Bishop Giovanni’s life spread rapidly, terrifying Palmer, who secluded himself at home. He learned that many cooks and attendants were arrested and interrogated. When Palmer discovered that a servant, wrongly accused, was arrested for ruining the ball, his guilt became unbearable. He decided to confess to the captain of the guard.
Despite his confession in front of witnesses, Palmer’s father, Earl Paggory, intervened. However, Palmer insisted on his guilt, leading to his arrest and a month-long incarceration. During this time, Palmer learned that the wrongly accused servant had been freed and that his father was making significant amends, including selling family properties to build a new cathedral in hopes of preventing Palmer’s excommunication. He was also relieved to hear that Bishop Giovanni had regained consciousness and was slowly recovering.
It was during his imprisonment that Palmer fully realized the extent of the trouble he had caused. One evening, his jailer informed him that the Earl had arranged his release. However, Palmer, burdened by guilt, refused to leave, concerned about the consequences for the jailer. Just then, Bishop Giovanni arrived in a wheelchair, accompanied by Palmer’s father. The bishop reassured Palmer, stating he was not a bad child and that the Light would guide him back.
After AFK Arena Palmer’s father left, Palmer knelt before Bishop Giovanni, unable to speak. The bishop’s gentle touch brought Palmer comfort, and he finally confessed his regrets, fears, and shame, acknowledging the foolishness of his actions and the importance of the rules. Bathed in sacred light, Palmer was told by the bishop to “Cover not thine eyes, but follow the light,” as he was handed an old but exquisite copy of church scripture. Confused by the text, Palmer looked up to find the bishop had left, with only the light remaining.
Ultimately, Palmer was sentenced to expulsion from Ranhorn, despite Bishop Giovanni’s testimony vouching for his understanding of his errors. Palmer returned to Ranhorn a decade later, after Bishop Giovanni’s passing, as a member of the clergy. Standing at the bishop’s grave, he reflected on the guidance he had received from the scripture. With a gentle breeze and sunlight, Ranhorn once again accepted Palmer. The scripture given to him by Bishop Giovanni remained by Palmer’s side for the rest of his life.
AFK Arena Palmer Guide: Conclusion
AFK Arena Palmer, the Luminous Archbishop, is a Support hero of the Lightbearer faction with a primary Buffer role. He excels in providing beneficial attributes to his allies that accumulate over the course of a battle, making him particularly effective in boss-killing scenarios. His abilities shine in game modes like Tower, Nightmare Corridor, and Cursed Realm, where his buffs stack to significantly amplify his allies’ damage output, especially against powerful bosses. However, his usefulness in the end-game Campaign is limited due to the increasing level deficits, meaning he is not as effective in these modes compared to other heroes with broader utility.
When it comes to investment, Palmer’s Signature Item should ideally be leveled to +40 for peak performance in boss encounters, unlocking valuable buffs like Crit Rating and healing for allies. However, heavy investment in his Signature Item has no early priority and should be delayed in favor of more versatile heroes needed for Campaign progression. His Furniture, specifically the 9/9 bonus, is typically recommended for maximizing his potential, though this may not be fully justified for all players, given his role is mostly limited to end-game boss teams.
For Eternal Engravings, Palmer can function without significant engraving investment, but a recommended level of E44 and a maximum sensible investment of E68 is ideal. Reaching E30 greatly enhances his healing and Faith generation during prayer, while E60 improves his Divine Defense. As for Artifacts and Collections, the Trader’s Vault collection at Skill Level 3 is recommended, with a focus on ATK for offensive slots and DMG Resist for defensive slots. Traditional artifacts can serve as a temporary solution for early players who do not have access to collections. Overall, Palmer excels in boss-centric content and should be prioritized after more versatile heroes for broader game mode utility.