Difference between revisions of "Cleric"
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It is often said that one's faith can be like a beacon of light - guiding those who are lost and pushing back the forces of darkness. Skilled clerics can manifest this faith into an actual beam of shimmering light, giving hope to their friends and allies while, at the same time, blinding their enemies. | It is often said that one's faith can be like a beacon of light - guiding those who are lost and pushing back the forces of darkness. Skilled clerics can manifest this faith into an actual beam of shimmering light, giving hope to their friends and allies while, at the same time, blinding their enemies. | ||
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//what it does// | //what it does// | ||
Revision as of 00:54, 20 February 2009
Contents
General info
Possible races
Statistics
Strength
Determines the amount for which you hit with a weapon.
Intelligence
Not used at all.
Dexterity
Determines the ability to dodge as well as hit.
Constitution
Determines health points on start and at every level up. The amount of health points you will gain is randomly calculated using your constitution as a factor.
Constitution | Health Points |
---|---|
18 | 8-10 |
19 | 8-11 |
21 | 9-11 |
Wisdom
Determines your healing power in general and the mana points on start and at every level up. The amount of mana you will gain is fixed.
Wisdom | Mana Points |
---|---|
18 | 10 |
19 | 10 |
20 | 11 |
Charisma
Determines your healing power on undead, and on yourself. But less than how wisdom affects this.
When healing a player, their charisma affects the healing power as well.
Stamina
Stamina gains occur on the following levels: 1, 8, 14, 24, 29, 33, 37
Spells
Heal
The mystics who chose to use their magical energies for the purpose of healing usually learn this spell during their initiation into the magical community. By channeling their energy towards another in a positive way they rejuvenate the injured and weak.
//what it does//
Enhance
By concentrating deeply on ones physical state instead of their injuries, healers may temporarily boost their strength in enormous amounts allowing them the ability to overpower their foes in combat. It is not uncommon to find a cleric casting this spell on allies to make them more efficient in combat.
//what it does//
Create Spring
A unique trait to clerics of the realm is the ability to focus their energy and summon a small source of water anywhere they deem suitable. Originally developed by the traveling clergy who helped settle the town of Jahanna in the harsh southern desert, it proves highly useful in keeping a cleric and his allies hydrated and fit for battle.
//what it does//
Cleanse
Among the many rites passed down through the guilds of wise men this spell is learned in effort of purging the body of all toxins by flooding it with positive energies, thus forcing it to create a balance of purity in body and mind.
//what it does//
Vision
By focusing ones magical energy one may gain an enhanced sense of the presence of other people. This spell was developed by settling clerics, commonly used to uncover heathenist looters and marauders attempting to raid the church of its valuables.
//what it does//
Call Upon Deity
A useful prayer used by those of the clergy to summon forth the fortitude of their forechosen divine spirit. Those under the effect of this prayer may resist even the mightiest of blows.
//what it does//
Aid
This spell is a more advanced healing technique used by healers, though it rejuvenate at a higher level it requires a more precise level of focus. Because of the higher level of mental discipline required it is necessary for a healer to become experienced and proficient in the healing arts before he obtains this level of power.
//what it does//
Circle of Healing
The mystics who chose to use their magical energies for the purpose of healing usually learn this spell during their initiation into the magical community. By channeling their energy towards another in a positive way they rejuvenate the injured and weak.
//what it does//
Holy Might
Through intense prayer and unwavering faith, one can truly begin to feel the divine powers at work. It is not strange for certain clerics to feel a sudden rush of strength, speed and an increased reflex-time. However, these seemingly super-natural effects only last a short period of time.
//what it does//
Divine Light
It is often said that one's faith can be like a beacon of light - guiding those who are lost and pushing back the forces of darkness. Skilled clerics can manifest this faith into an actual beam of shimmering light, giving hope to their friends and allies while, at the same time, blinding their enemies.
//what it does//
Wrath of the Gods
Though it is true that most deities choose to leave mortals to their own devices, in times of great need a cleric can call forth a small fraction of their god(s) might. However, even this small amount of raw power can be enough to cause significant damage to those that dare to oppose the cleric brother-hood. //what it does//
Righteous Fury
//what it does//
Blessed Force
//what it does//
Almighty Retribution
//what it does//
Blessed Haste
//what it does//
Consecrated Embrace
Guilds
Multi-alt
Level | Location |
---|---|
1-10 | Nightmist |
11-20 | Blackthorn |
21-25 | Arilin |
26-29 | Jahanna Desert |
30 | Jahanna Desert |
31-40 | Silversail |
For level 31: Requires Azure Robes and Boots of Time. Give the required items to the guild master present and use the given key to access the level 31 guild.
For level 35: Requires Grandmaster's Insignia.
1-alt
Level | Location |
---|---|
1-10 | Nightmist |
11-15 | Resthaven |
16-20 | Arilin |
21-25 | Blackthorn |
26-28 | Harabec |
29-30 | Jahanna Desert |
31-40 | Tirantek |