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Cleric

Description

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
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Deputy Wizard: ??

Stats

Charisma Constitution Dexterity Intelligence Strength Wisdom
Primary Primary Secondary Secondary Secondary Primary

Skills

Combat Weapons Magic Other
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 

Guild Hall

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.

Guild Features


  • 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.

Cleric Miracles

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.

Name Level Skill Description God
Release Soul 0 Faith Bury a corpse for MP Jeroth
Soulsee 1 Faith Detect alignment 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
Preservation 20 Healing Preserve limbs Auria
Blessing of Tongues 25 Faith Understand language Jeroth
Entreat Holy Hammer 25 Faith Receive a Blunt weapon, the Holy Hammer of Hoggoth! Brangwen
Purification 30 Healing Cure poisoning Auria
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

Dedication

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...

ClericAuria

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.

Name Level Skill Description
Cure Light Wounds 5 Healing Minor healing
Prayer of Mending 15 Healing Mend broken limbs
Discern Wounds 20 Healing Detect all ailments
Preservation 20 Healing Preserve limbs
Purification 30 Healing Cure poisoning
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
ClericBrangwen

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...

Name Level Skill Description
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


ClericCaitlin

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.

Name Level Skill Description
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


ClericJeroth

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.

Name Level Skill Description
Release Soul 0 Faith Bury a corpse for MP
Soulsee 1 Faith Detect alignment
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

Cleric Races


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.

Half-Elf: Much like Humans, Half-Elves have no great bias in their Clerical approach. Later however Druid or Ranger makes more sense for them.

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 .

Nymph: Auria calls to these gentle beings more than any other Good deity. They are exceptional healers, truly becoming powerful only as later Ranger or Druid paths are explored.

Satyr: Strong and sturdy, Brangwen and Caitlin appeal greatly to these straightforward people. As Fighters or Rangers later they excell martially.

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 Multi-Classes


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.

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