Cleric

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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 ?
19 ?
20 ?
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 ?
19 10
20 ?

Charisma

Determines your healing power on undead, and on yourself. But less then how wisdom affects this.

When healing a player, their charisma affects the healing power as well.

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

//what it does//

Divine Light

//what it does//

Wrath of the Gods

//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 (Level 31 requires ??)

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

Equipment Guide

Weapons

Armor

Jewelry