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 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.

The weakest of the healing spells, it is available immediately at the cost of 200 gold in any Cleric guild. Uses 1 stamina and costs 4 MP. Typically heals for 16-20 HP, varying depending on class and stats. Can be cast on other characters.

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.

Boosts the strength of the character temporarily. Available at level 3 from any Cleric guild and can be purchased for 500 gold. Uses 1 stamina and costs 10 MP to cast. Effect lasts for 2 minutes. Can be cast on others.

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.

Creates a spring that other characters can drink from. The spring vanishes after a certain amount of time, varying from a few seconds to a minute. Available at level 5 from any Cleric guild for the cost of 750 gold. Uses 1 stamina and costs 5 MP. Cannot be cast on others.

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.

Rids the character of any poison. Uses 1 stamina and costs 10 MP. Available at level 10 for 1000 gold at any Cleric guild. Can be cast on other characters.

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.

Vision forces any covert or invisible characters on the square to become visible. Costs 15 MP to use and consumes 1 stamina. Has a level requirement of 10 and costs 1500 gold to buy at any Cleric guild. Can only be cast on self.

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.

An early armor spell available to Clerics at level 15 from any Cleric guild, purchased for 2000 gold. Effect lasts for 2 minutes. Uses 1 stamina and costs 20 MP to cast. Can only be cast on self.

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.

The next healing spell for Clerics after Heal, it is available from any Cleric guild at level 18 for 3000 gold. Uses 1 stamina and costs 7 MP. Can be cast on others. Typically heals for 77-88 HP depending on stats and level.

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.

Another healing spell, but is geared toward the party instead of an individual. Available from any Cleric guild for 5000 gold at level 20. Costs 10 MP for each party member and uses 1 stamina per cast. Can be cast on others. Typically heals for 21-22 HP each cast.

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.

Adds an extra stamina to the stamina regain, so if the Cleric normally regains 3 stamina, it will regain 4 while under this spell. Available at level 10 from any Cleric guild for 200 gold. Uses 1 stamina and costs 30 MP. Effect lasts for 90 seconds. Also gives temporary boosts of +5 Strength and +3 Dexterity. Cannot be cast on others.

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.

Reduces the chance of enemies hitting. Available at any Cleric guild from level 15 for 400 gold. Can only be cast on self. Effect lasts for 2 minutes. Uses 1 stamina and costs 40 MP for each character it affects.

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

Taking Holy Might one step further, a Cleric can cause a sudden lift in spirits to friends and allies. This burst of hope often manifests itself into both weapon and body, vastly increasing the strength, agility and ferocity. Not only does it boost the combat-skills of its target but it has the strange ability to strike fear into the hearts of lesser enemies and fill them with hopelessness and doubt.

//what it does//

Blessed Force

An aura of good and righteousness often follow Clerics wherever they go. However, skilled Clerics can eventually learn to "lend" their auras to companions and allies. This often leads to the increase of resistance to weapons as well as an aid to unclouding the mind of faulty ambitions.

//what it does//

Almighty Retribution

Not all of a Cleric's job is to serve and help the weak - a small fraction of it is to also stop and punish those who wish to do wrong. A sound mind and untainted faith can allow Clerics to bolster the already existing auras around his/her comrades. Though it does not directly punish wrong-doers, it gives the devices from which others may carry out punishment in justice's name.

//what it does//

Blessed Haste

More experienced Clerics possess an innate ability to increase the morals of peoples with so much as the uttering of a few words. This ability can eventually be fused with raw magics to create a terrifying spell, capable of increasing reflexes and reaction times, turning even the most unadept warriors into forces to be reckoned with.

//what it does//

Consecrated Embrace

The main goal of clerics is to help those in need or in pain - releasing the undead of their immortal shackles is very much a part of that. Through an undying bond with their deity, a cleric can borrow their power and grant it to themselves and allies, increasing their effectiveness in dispatching undead minions.

//what it does//

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

Equipment Guide

Weapons

Armor

Jewelry