Post:Cleric Circle Requirements - 03/16/2012 - 01:16

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Cleric Circle Requirements · on 03/16/2012 01:16 AM CDT 219
Clerics actually got off a little easy, I think. Here's the highlights:

* Your magic reqs went up (no surprise here). Overall it's about the same as it was before, but you need specific skills for it.
* You have a soft Augmentation req. This is to reflect the overall nature of Clerical magic and the way it's used.
* You now have a Theurgy req. Grejuva can speak more to that.
* Lore reqs went down - The combination of teaching and scholarship is a huge boon for you guys.
* You now have a second weapon req. This better reflects your nature as a weapons secondary guild.
* Your survivals got condensed and increased a little.
* Your primary armor req went up a bit. I imagine this will be a problem for zero clerics that regularly go out into the field.

Restricted Skills
Thievery
Sorcery


Req 1-10 11-30 31-70 71-100 101-150
1st armor 2 2 3 3 4
Shield Use 1 2 2 3 4
1st Weapon 3 3 4 4 5
2nd Weapon 0 0 2 2 3
Parry 2 3 3 3 4
1st Magic 4 4 5 5 6
2nd Magic 4 4 4 5 6
3rd Magic 3 3 4 4 5
4th Magic 0 3 3 4 5
5th Magic 0 0 3 4 5
Theurgy 3 4 4 5 6
Augmentation 2 2 3 3 4
1st Survival 1 2 2 3 3
2nd Survival 1 1 2 2 3
3rd Survival 1 1 1 2 2
4th Survival 1 1 1 2 2
1st Lore 2 3 3 4 5
2nd Lore 2 2 3 3 4
3rd Lore 1 2 2 3 3
4th Lore 0 0 2 3 3
This message was originally posted in The Clerics \ Game Master and Official Announcements, by DR-SOCHARIS on the play.net forums.