Clerics are the devoted servants of the good Gods of the Realms, gaining their power for miracles via their direct relationship with these entities. By entreating a specific God for favours, not just the one they are closest to, Clerics are able to perform miracles such as healing the sick, smiting the unclean and bolstering their allies. Clerics need to be of good alignment and strong of both will and body, for a Cleric chooses her opponent carefully, she does not slaughter like some deranged Fighter! Clerics are able to defend themselves and others of virtue extremely well using both physical and magical armour and their ability to lay low the Infernal or Undead is unparalleled.
Often Clerics dedicate themselves to one God in particular, emulating them or acting in their interests in this world. It is highly recommended all who walk the path of the righteous familiarise themselves with the Gods and their ways first. The relationship between a Cleric and his God grants great power and woe betide the fool who abuses such sacred trust!
Permitted Armour: Mail, Leather & Cloth.
Head Wizard: Larnen
'Deputy Wizard: ??
|Armoury: Secondary||Blunt: Primary||Healing: Primary||Bargaining: Secondary|
|Attack: Secondary||Polearm: Secondary||Faith: Primary||Riding: Tertiary|
|Defence: Secondary||Projectile: Tertiary||Insight: Primary|
|Melee: Tertiary||Staff: Secondary||Magic Attack: Tertiary|
|Shields: Primary||Magic Defence: Primary|
Location: Northeast off Outlands Road to the east of Drakenwood (See Maps).
Directions to Drakenwood Square: 4s, sw, w, 2sw, 12w, n, .
Directions from Drakenwood Square: , s, 12e, 2ne, e, ne, 4n.
- The Cherrywood Chest, where kindly clergy leave items they donate to others for free.
- A holy font that will regenerate MP's.
- Statues of gods old and new, some of whom can be "pray"ed to...
- Santiago, a vendor.
- The occasional free Holy Torch to light your way.
- A library full of lore and history.
These are the blessed abilities available to all Clerics of goodly alignment no matter the personal choice of God, all the Good deities stand together against the darkness and expect the same of their clergy.
|Release Soul||0||Faith||Bury a corpse for MP||Jeroth|
|Cure Light Wounds||5||Healing||Minor healing||Auria|
|Turn Undead||5||Faith||Damage Undead spell||Jeroth|
|Holy Shield||10||Magic Defence||Minor protection||Caitlin|
|Rebuke||10||Faith||Punish evil players||Jeroth|
|Entreat Holy Symbol||15||Faith||Receive a Holy Symbol from one of the Gods||Brangwen|
|Prayer of Mending||15||Healing||Mend broken limbs||Auria|
|Discern Wounds||20||Healing||Detect all ailments||Auria|
|Blessing of Tongues||25||Faith||Understand language||Jeroth|
|Entreat Holy Hammer||25||Faith||Receive a Blunt weapon, the Holy Hammer of Hoggoth!||Brangwen|
|Replace Limb||35||Healing||Restore severed limbs||Auria|
|Sprinkle Holy Water||35||Faith||Make weapon do Holy damage||Brangwen|
|Blessing of Brangwen||40||Magic Defence||Enchant shields||Brangwen|
|Cure Serious Wounds||40||Healing||Average healing||Auria|
|Dispel Evil||40||Faith||Holy damage spell||Jeroth|
|Remove Paralysis||45||Magic Defence||Prot. vs. stun||Caitlin|
|Guidance||50||Faith||Increase Hit Chance for party||Brangwen|
|Peace||50||Magic Defence||Stop all combat in a room||Caitlin|
|Remedy||50||Healing||Heal most injured limb||Auria|
|Rapid Refreshment||55||Healing||Fast, huge but expensive heal||Auria|
|Sanctification||55||Faith||Damaging Holy area attack||Jeroth|
|Glyph of Warding||60||Magic Defence||Make items unstealable||Caitlin|
|Remove Curse||60||Magic Defence||Cures a Curse..duh!||Caitlin|
|Lesser Harmony||65||Healing||Heal party members in room||Auria|
|Sanctuary||65||Magic Defence||You cannot be attacked!||Caitlin|
|Silence||70||Magic Defence||Prevent spellcasting in a room||Caitlin|
|Cure Critical Wounds||75||Healing||Major healing||Auria|
|Entreat Holy Mace||75||Faith||Receive a Blunt weapon, the Holy Mace of Oliphant!||Brangwen|
|Revive Dead||75||Healing||Lesser Resurrection||Auria|
|Cure Disease||80||Healing||Cures a disease..duh!||Auria|
|Smite Evil||80||Faith||Damaging Holy spell||Jeroth|
|Spiritual Barrier||85||Magic Defence||Prot. vs. Unholy||Caitlin|
|The Celestial Chant||85||Faith||Extra attacks for party||Brangwen|
|Buffer||90||Magic Defence||Huge protection||Caitlin|
|Greater Harmony||95||Healing||Heal party members in room||Auria|
|Soothe Hurt||100||Healing||Heal over time||Auria|
|Blessed Succor||100||Faith||Summon player to guild or town||Caitlin|
|Holy Aid||105||Magic Defence||Temporary HP increase||Caitlin|
|Wrath of Jeroth||105||Faith||Increased Miracle effects on foe||Jeroth|
|Exorcism||110||Faith||Damaging Holy spell||Jeroth|
|Enunciation||115||Faith||Cast through Silence||Brangwen|
|Resurrection||115||Healing||Bring players back to life||Auria|
|Scourge of Evil||115||Faith||Damaging Holy spell||Jeroth|
|Total Heal||120||Healing||Huge heal/mend/replace||Auria|
|Divine Harmony||125||Healing||Heal party members in room||Auria|
|Earthquake||125||Faith||Damaging Earth area spell||Brangwen|
|Flamestrike||130||Faith||Damaging Fire spell||Brangwen|
|Holy Sentinel||135||Magic Defence||Short 80% damage reduction||Caitlin|
|Holy Word||135||Faith||Damaging Holy spell||Jeroth|
|Imbue Holy Might||140||Faith||Enchant blunts||Brangwen|
Virtually all Clerics will possess a Holy Symbol of the particular God they are dedicated to, which provides the benefits below. Losing a Symbol will cause these benefits to vanish though it may be "entreated" anew.
- Restoring MP when an Undead/Demon is slain .
- Occasionally provides the "Wrath of the Gods" buff (+24 MP & +10% casting speed) for 5 minutes when the above occurs.
- Increases the success chance of all Miracles by 5%.
- Improves the effectiveness of all Prayers by 10%.
- Improves the effectiveness of all Miracles of ones own God by 10%.
Thus the God dictates the Miracles that are the most use via the bonuses from the Symbol. Dedicating to a particular God is the most important choice a Cleric makes and it is only the Goodly deities that provide Clerical Miracles.
Note: All Clerics can perform all Miracles, there is no penalty to a Aurian calling down Wrath for instance, just that a dedicated Follower of Jeroth will have a more effective Wrath! Choose wisely...
Clerics and Miracles of Auria
Auria's knowledge of Healing is the strength these kindly folk pass on to those around them via their blessings and benedictions. A path suited to the intelligent and wise only. Alone life can be hard for the adventuring Aurian, but as a member of a group they shine as beacons of hope and salvation.
|Cure Light Wounds||5||Healing||Minor healing|
|Prayer of Mending||15||Healing||Mend broken limbs|
|Discern Wounds||20||Healing||Detect all ailments|
|Replace Limb||35||Healing||Restore severed limbs|
|Cure Serious Wounds||40||Healing||Average healing|
|Remedy||50||Healing||Heal most injured limb|
|Rapid Refreshment||55||Healing||Fast, huge but expensive heal|
|Lesser Harmony||65||Healing||Heal party members in room|
|Cure Critical Wounds||75||Healing||Major healing|
|Revive Dead||75||Healing||Lesser Resurrection|
|Cure Disease||80||Healing||Cures a disease..duh!|
|Greater Harmony||95||Healing||Heal party members in room|
|Soothe Hurt||100||Healing||Heal over time|
|Resurrection||115||Healing||Bring players back to life|
|Total Heal||120||Healing||Huge heal/mend/replace|
|Divine Harmony||125||Healing||Heal party members in room|
Clerics and Miracles of Brangwen
Brangwens champions are masters of the arts martial, and thus suit those given to exercising their might over anything else. They are ferocious combatants of anything evil, but their studies are lacking elsewhere meaning that they are less capable when it comes time to bandage wounds rather than inflict them...
|Entreat Holy Symbol||15||Faith||Conjure symbol|
|Entreat Holy Hammer||25||Faith||Conjure Holy Blunt weapon|
|Sprinkle Holy Water||35||Faith||Make weapon do Holy damage|
|Blessing of Brangwen||40||Magic Defence||Enchant shields|
|Guidance||50||Faith||Increase Hit Chance for party|
|The Celestial Chant||85||Faith||Extra attacks for party|
|Enunciation||115||Faith||Cast through Silence|
|Earthquake||125||Faith||Damaging Earth area spell|
|Flamestrike||130||Faith||Damaging Fire spell|
|Imbue Holy Might||140||Faith||Enchant blunts|
Clerics and Miracles of Caitlin
Defenders of the Faith, Caitlin's dedicated paladins place themselves before danger fearlessly and are capable of taking blows that would fell Giants and remaining standing. Their emphasis on defence leaves them at a disadvantage in terms of raw might however, when compared to the other clergies.
|Holy Shield||10||Magic Defence||Minor protection|
|Remove Paralysis||45||Magic Defence||Prot. vs. stun|
|Peace||50||Magic Defence||Stop all combat in a room|
|Glyph of Warding||60||Magic Defence||Make items unstealable|
|Remove Curse||60||Magic Defence||Cures a Curse..duh!|
|Sanctuary||65||Magic Defence||You cannot be attacked!|
|Silence||70||Magic Defence||Prevent spellcasting in a room|
|Spiritual Barrier||85||Magic Defence||Prot. vs. Unholy|
|Buffer||90||Magic Defence||Huge protection|
|Blessed Succor||100||Faith||Summon player to guild or town|
|Holy Aid||105||Magic Defence||Temporary HP increase|
|Holy Sentinel||135||Magic Defence||Short 80% damage reduction|
Clerics and Miracles of Jeroth
With righteous fury and cleansing fire do the followers of Jeroth seek justice! A harsh path for the dedicated, driven and strong-willed alone, channeling such raw power can leave them drained and vulnerable. Their raw fury can drive their foes to ruin before then...most of the time.
|Release Soul||0||Faith||Bury a corpse for MP|
|Turn Undead||5||Faith||Damage Undead spell|
|Rebuke||10||Faith||Punish evil players|
|Blessing of Tongues||25||Faith||Understand language|
|Dispel Evil||40||Faith||Holy damage spell|
|Sanctification||55||Faith||Damaging Holy area attack|
|Smite Evil||80||Faith||Damaging Holy spell|
|Wrath of Jeroth||105||Faith||Increased Miracle effects on foe|
|Exorcism||110||Faith||Damaging Holy spell|
|Scourge of Evil||115||Faith||Damaging Holy spell|
|Holy Word||135||Faith||Damaging Holy spell|
Artrell: A hard road indeed, with the weight of armour and shields being a burden. Still, the light weapons they can entreat and their reasonable cobat abilities mean that Brangwen and Caitlin are suited well to their natural abilities. Most continue on to become powerful Rangers or Monks at later levels.
Dwarf: Mighty followers of Brangwen or Caitlin, their tendency to take the Good fight straight at the forces of Evil plays to their strengths. As Rangers or Fighters later they become quite fearsome paladins!
Elf: Often drawn to Jeroth or Auria as conduits for power, as used as they are to the arcane, Elves fill the role of channeler of the divine well. Some are drawn to Warmage or Ranger later to enchance their understanding of this world or others.
Faerie: Faeries ill suit such a serious life of comittment as the Cleric demands. Still some dedicated few embrace either Jeroths indignation or, bizarrely, clad themselves in armour and side with Brangwen! Odd though this is, it suits a later shift to Monk or Rogue , depending in their mindset.
Giant: Unlikely as it seems, Brangwen appeals to these dangerous folk a great deal and they find acceptance for once within her ranks. Later they predictably fall into the role of ferocious paladins as a Fighter , though some strange few embrace a wiser, though no less deadly path with the Monks.
Gnome: Wise and intelligent, these people are naturally drawn to Auria or Jeroth over others. Encumberance can be an issue, but in general they lack any drawbacks in their path. Many are drawn to Monk or Warmage later.
Human: No one deity or road in life stands out for these blessedly unique people. They are whats they make of themselves. Most find, however, that a move to a second Class that utilises the physical over the mental gives them greater balance, such as Fighter or Ranger .
Half-Orc: Similar to the Satyrs in most ways, except they have difficulty escaping their Rogueish tendencies and are often drawn to them later on, though some pursue the "cleaner" paladin route with the Fighters.
Halfling: An odd mix, the faithful Halfling often has the same determination as Caitlin, or has a thirst for revenge for some reason that Brangwen can satisfy. Rare as they are the clerical life can ease their souls, allowing them to turn to a more natural role with the Rangers, or the course of their lives can harder them to the point they even turn to the Monks to learn new ways to combat evil...whatever it takes.
Cleric-Druid: Rare indeed, as dedication to Good conflicts with The Way. Still, some few devoted to the neutral Gods or seeking to understand the world pursue this path for a short time, but even fewer remain on it for long.
Cleric-Fighter: Paladins are common, a least for the followers of Brangwen or Caitlin. The knowledge of physical combat increases both defensive and offensive ability and as such is most often undertaken by the physically inclined Races.
Cleric-Monk: An introspective path of contemplation coupled with great power, Clerics often find themselves drawn to Monk States that their Races would naturally take. The sheer defensive ability of the Physical/Defensive or the furious magics of Chi/Offensive prove most popular.
Cleric-Ranger: Those with a love of the wild often take this path over that of the Druid, gaining much and losing nothing. The Stag and Wolf clans hold the most appeal for their spiritual mindsets and group mentality.
Cleric-Rogue: Those few who take such a dishonourable path quickly find their hearts turning to evil via their new trickery. A rare few succeed in Banditry in a "fire with fire" style, preying on the predators, but such individuals are rare and unwelcome in either Guild.
Cleric-Warmage: Another "fire with fire" approach, though often literal, this route can lead to great power and even greater pride. Such is dangerous, and the Warmage habit of binding the Infernal to servitude is seen as a dangerous blasphemy by most. Still, the sheer might of the magically inclined that follow this road is a thing of awe.