<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HOLYELF</id>
	<title>Elanthipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HOLYELF"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/HOLYELF"/>
	<updated>2026-04-15T10:24:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Damsel_In_This_Dress_(5)&amp;diff=527644</id>
		<title>Damsel In This Dress (5)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Damsel_In_This_Dress_(5)&amp;diff=527644"/>
		<updated>2020-08-22T00:51:33Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Damsel In This Dress}}&lt;br /&gt;
{{Store At A Glance&lt;br /&gt;
|Store Name =Damsel In This Dress&lt;br /&gt;
|Owner =Fritha&lt;br /&gt;
|NumRooms =4&lt;br /&gt;
|Store Type =Clothing,Jewelry&lt;br /&gt;
|Fest =Hollow Eve Festival 432&lt;br /&gt;
|Coin =Dokoras&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Top It Off==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Damsel In This Dress, Top It Off&lt;br /&gt;
|desc=Normally dull metal walls have been painted with scenes from the countryside, showing rolling hills of varying shades of green and colorful flowers.  Painted blue sky stretches across the ceiling, adorned with a few fluffy clouds that look soft enough to touch.  Carefully placed to enhance the space are copper and bronze trees stretching out their branches to create shelves along the realistic background.  Stumps crafted from the same two metals create tables and stands, scattered about almost randomly.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see an elegant sign and a bronze and copper arched doorway shaped into twisting branches.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: north, east.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
An elegant sign reads:&lt;br /&gt;
&lt;br /&gt;
**Welcome to Damsel In This Dress!**&lt;br /&gt;
&lt;br /&gt;
 *All general shop items will change color when worn and rubbed.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to the same set of colors.&lt;br /&gt;
&lt;br /&gt;
 *All items will message that they shimmer when pulled.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to show this.&lt;br /&gt;
&lt;br /&gt;
 *Some will.&lt;br /&gt;
&lt;br /&gt;
 *All items have something special they do when pulled if you wait long enough.&lt;br /&gt;
&lt;br /&gt;
 *Not all items do the same things.&lt;br /&gt;
&lt;br /&gt;
 *This is a buy at your own risk shop, I don&#039;t do refunds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the copper shelves woven from tree branches}}&lt;br /&gt;
{{ShopItem|t=c|stocky calico clogs decorated with black zigzags|name=stocky silver calico clogs decorated with black zigzags|90,200 }}&lt;br /&gt;
{{ShopItem|t=c|pair of cross-strapped suede clogs with cypress heels|name=pair of cross-strapped dark red suede clogs with cypress heels|99,220 }}&lt;br /&gt;
{{ShopItem|t=c|pair of patterned leather clogs with square cocobolo heels|name=pair of dark blue patterned leather clogs with square cocobolo heels|90,200 }}&lt;br /&gt;
{{ShopItem|t=c|pair of slingback burnished leather mules|name=pair of slingback blue burnished leather mules|108,240 }}&lt;br /&gt;
{{ShopItem|t=c|pair of wedge-heeled mules with an open design|name=pair of wedge-heeled green mules with an open design|90,200 }}&lt;br /&gt;
{{ShopItem|t=c|diamond-hide peep-toe mules with kitten heels|name=black diamond-hide peep-toe mules with kitten heels|270,600 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the bronze shelves made from tree branches}}&lt;br /&gt;
{{ShopItem|t=c|low-heeled diamond-hide sandals with decorative cutouts|name=low-heeled pale lilac diamond-hide sandals with decorative cutouts|270,600 }}&lt;br /&gt;
{{ShopItem|t=c|open-toed samite sandals with lacewood prism heels|name=open-toed bright golden samite sandals with lacewood prism heels|180,400 }}&lt;br /&gt;
{{ShopItem|t=c|pair of silverweave-strapped sandals displaying icesteel buckles|name=pair of silverweave-strapped pale lilac sandals displaying icesteel buckles|180,400 }}&lt;br /&gt;
{{ShopItem|t=c|pair of suede slippers embroidered with pearlescent daisies|name=pair of dark olive suede slippers embroidered with pearlescent daisies|108,240 }}&lt;br /&gt;
{{ShopItem|t=c|pair of dainty crystal slippers etched with flowering vines|name=pair of dainty slate blue crystal slippers etched with flowering vines|451,000 }}&lt;br /&gt;
{{ShopItem|t=c|translucent seaglass slippers with clouded crystal heels|name=translucent jade green seaglass slippers with clouded crystal heels|108,240 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the petite bronze table crafted like a tree stump}}&lt;br /&gt;
{{ShopItem|t=c|dark armure sash crafted into the shape of a firebird|name=dark red armure sash crafted into the shape of a firebird|207,460 }}&lt;br /&gt;
{{ShopItem|t=c|voile sash cinched with an animite cylinder|name=black voile sash cinched with an animite cylinder|559,240 }}&lt;br /&gt;
{{ShopItem|t=c|wide bloodlace sash edged with embroidered curlicues|name=wide silver bloodlace sash edged with embroidered curlicues|541,200 }}&lt;br /&gt;
{{ShopItem|t=c|soft oceanmist satin hip-scarf beaded in audrualm with stylized waves|name=soft green oceanmist satin hip-scarf beaded in audrualm with stylized waves|586,300 }}&lt;br /&gt;
{{ShopItem|t=c|frivolous matte silk hip-scarf hemmed in velvet|name=frivolous golden matte silk hip-scarf hemmed in velvet|99,220 }}&lt;br /&gt;
{{ShopItem|t=c|lithe scalene hip-scarf with a trio of polished howlite buttons|name=lithe green scalene hip-scarf with a trio of polished howlite buttons|577,280 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the small copper table shaped like a tree stump}}&lt;br /&gt;
{{ShopItem|t=c|pair of tights tailored from soft cotton|name=pair of sunny yellow tights tailored from soft cotton|108,240 }}&lt;br /&gt;
{{ShopItem|t=c|ombre Elven wool tights|name=ombre apple green Elven wool tights|180,400 }}&lt;br /&gt;
{{ShopItem|t=c|pair of dazzling spun glitter tights|name=pair of dazzling deep turquoise spun glitter tights|117,260}}&lt;br /&gt;
{{ShopItem|t=c|pair of whimsical bourde stockings|name=pair of whimsical teal blue bourde stockings|451,000 }}&lt;br /&gt;
{{ShopItem|t=c|gossamer stockings overlaid with black tulle|name=storm-grey gossamer stockings overlaid with black tulle|90,200}}&lt;br /&gt;
{{ShopItem|t=c|stockings crafted from raw silk|name=pastel peach stockings crafted from raw silk|992,200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the squat bronze stand shaped to look like a tree stump}}&lt;br /&gt;
{{ShopItem|t=c|dainty cape trimmed in white rabbit fur|name=dainty dark blue cape trimmed in white rabbit fur|451000}}&lt;br /&gt;
{{ShopItem|t=c|pleated gabardine capelet fastened with a white alerce button|name=pleated yellow gabardine capelet fastened with a white alerce button|405,900 }}&lt;br /&gt;
{{ShopItem|t=c|short hooded brocade cape with ribbon trim|name=short leaf green hooded brocade cape with ribbon trim|135,300 }}&lt;br /&gt;
{{ShopItem|t=c|high-collared arzumodine jacket inset with gossamer panels|name=high-collared bright red arzumodine jacket inset with gossamer panels|451,000}}&lt;br /&gt;
{{ShopItem|t=c|fringed burn-out velvet jacket with kimono-style sleeves|name=fringed blue burn-out velvet jacket with kimono-style sleeves|135,300 }}&lt;br /&gt;
{{ShopItem|t=c|short cashmere jacket lined with jaalmin|name=short purple cashmere jacket lined with jaalmin|856,900 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the fat copper stand shaped to look like a tree stump}}&lt;br /&gt;
{{ShopItem|t=c|sand-hued samite pull-through wrap|108,240 }}&lt;br /&gt;
{{ShopItem|t=c|long forest green khaddar wrap edged in white fox fur|189,420 }}&lt;br /&gt;
{{ShopItem|t=c|thin periwinkle blue Elven wool wrap with a delicate fringe|180,400 }}&lt;br /&gt;
{{ShopItem|t=c|wave-pleated fiery scarlet crepe shawl|90200 }}&lt;br /&gt;
{{ShopItem|t=c|airy royal blue marquisette shawl with fanciful scalloped edging|360,800 }}&lt;br /&gt;
{{ShopItem|t=c|elegant jade green gemfire velvet shawl trimmed with embroidered firebirds|721,600 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fine And Fancy==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Damsel In This Dress, Fine And Fancy&lt;br /&gt;
|desc=Vivid colors depict a light-speckled forest across the metal walls, the leaves stretching to cover most of the ceiling, allowing only bits of the sky-blue pigment to show through.  Mossy-green plush carpet has been spread across the floor, highlighted with sunshine yellow and tiny specks of purple.  Tables of bronze and copper are crafted to resemble tree stumps, each sitting next to matching racks that climb the walls, blending into the trees around them.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see an elegant sign.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: east, south.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
An elegant sign reads:&lt;br /&gt;
&lt;br /&gt;
**Welcome to Damsel In This Dress!**&lt;br /&gt;
&lt;br /&gt;
 *All general shop items will change color when worn and rubbed.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to the same set of colors.&lt;br /&gt;
&lt;br /&gt;
 *All items will message that they shimmer when pulled.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to show this.&lt;br /&gt;
&lt;br /&gt;
 *Some will.&lt;br /&gt;
&lt;br /&gt;
 *All items have something special they do when pulled if you wait long enough.&lt;br /&gt;
&lt;br /&gt;
 *Not all items do the same things.&lt;br /&gt;
&lt;br /&gt;
 *This is a buy at your own risk shop, I don&#039;t do refunds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the tall copper rack that is painted like a tree}}&lt;br /&gt;
{{ShopItem|t=c|thornweave jumper with tonal chiffon paneling and balloon sleeves|name=sand-hued thornweave jumper with tonal chiffon paneling and balloon sleeves|541,200 }}&lt;br /&gt;
{{ShopItem|t=c|sleeveless gabardine jumper with a delicate hint of lace|name=sleeveless soft tan gabardine jumper with a delicate hint of lace|99,220 }}&lt;br /&gt;
{{ShopItem|t=c|snug farandine jumper with a vertically ruffled front|name=snug rose-colored farandine jumper with a vertically ruffled front|360,800 }}&lt;br /&gt;
{{ShopItem|t=c|halter neck jumper crafted from Velakan linen|name=halter neck bone-colored jumper crafted from Velakan linen|451,000 }}&lt;br /&gt;
{{ShopItem|t=c|button-down muslin jumper with cap sleeves|name=button-down burnt orange muslin jumper with cap sleeves|126,280 }}&lt;br /&gt;
{{ShopItem|t=c|backless gemfire velvet jumper patterned with dusky roses|name=backless jade green gemfire velvet jumper patterned with dusky roses|721,600 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the short bronze rack that is covered in painted leaves}}&lt;br /&gt;
{{ShopItem|t=c|lush yellow farandine pinafore with polished animite buttons|730,620 }}&lt;br /&gt;
{{ShopItem|t=c|black snuffed leather pinafore with cutouts along the bodice and hem|144,320 }}&lt;br /&gt;
{{ShopItem|t=c|cross-back dark red cire pinafore with a flared and pleated skirt|315,700 }}&lt;br /&gt;
{{ShopItem|t=c|loose teal bourde pinafore delicately beaded with black gold|541,200 }}&lt;br /&gt;
{{ShopItem|t=c|demure dimity pinafore with a neatly tied bow at the back|name=demure lavender dimity pinafore with a neatly tied bow at the back|108,240}}&lt;br /&gt;
{{ShopItem|t=c|short green silk pinafore patterned with thin velvet stripes|126,280 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the short bronze table molded to look like a tree stump}}&lt;br /&gt;
{{ShopItem|t=c|romantic bright golden voile blouse with a ruffled peplum|144,320 }}&lt;br /&gt;
{{ShopItem|t=c|striped pale lilac dergatine blouse with a white pointed collar|451,000}}&lt;br /&gt;
{{ShopItem|t=c|ruched teal blue silk crepe wrap blouse|108,240 }}&lt;br /&gt;
{{ShopItem|t=c|draping leaf green rosecloth blouse with a drawstring neckline|721,600 }}&lt;br /&gt;
{{ShopItem|t=c|soft periwinkle blue cotton long-sleeved shirt with a rolled collar|90,200 }}&lt;br /&gt;
{{ShopItem|t=c|snug forest green marquisette and silk top with butterfly sleeves|360,800 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the heavy copper table shaped to resemble a tree stump}}&lt;br /&gt;
{{ShopItem|t=c|wide-legged grey silk bodysuit embellished with animite chains|920,040 }}&lt;br /&gt;
{{ShopItem|t=c|flowing yellow watersilk bodysuit with a loose hood|126,280 }}&lt;br /&gt;
{{ShopItem|t=c|sleeveless golden scalene bodysuit with an intricately tied matching sash|541,200 }}&lt;br /&gt;
{{ShopItem|t=c|opaque lavender dergatine bodysuit shrouded in asymmetrical gossamer veils|451,000 }}&lt;br /&gt;
{{ShopItem|t=c|bright orange mistsilk bodysuit wrapped with strands of clouded quartz beads|126,280 }}&lt;br /&gt;
{{ShopItem|t=c|fitted royal blue Elven wool bodysuit embroidered with curling vines|902,000 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dress Up==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Damsel In This Dress, Dress Up&lt;br /&gt;
|desc=An elegant rose garden has been created with hundreds of shades of paint and the artful use of fabric, each bloom detailed down to the smallest petal and thorn.  Brambles grow into climbing vines, covered in sprouting flowers, flowing across the ceiling to dangle silken creepers.  Underfoot a carpet of silk petals hides the ugly metal floor, giving the bronze and copper tables that are shaped to appear like dense bushes a place to grow.  Petite stands seem to sprout from the floor, crafted into the shapes of twisting maples.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a stately display figure carved from bronze with a couple of things on it, an elegant sign and a stately mannequin carved from bronze.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: south, west.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
An elegant sign reads:&lt;br /&gt;
**Welcome to Damsel In This Dress!**&lt;br /&gt;
&lt;br /&gt;
 *All general shop items will change color when worn and rubbed.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to the same set of colors.&lt;br /&gt;
&lt;br /&gt;
 *All shop items will message that they shimmer when pulled.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to show this.&lt;br /&gt;
&lt;br /&gt;
 *Some will.&lt;br /&gt;
&lt;br /&gt;
 *All items have something special they do when pulled if you wait long enough.&lt;br /&gt;
&lt;br /&gt;
 *Not all items do the same things.&lt;br /&gt;
&lt;br /&gt;
 *This is a buy at your own risk shop, I don&#039;t do refunds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{ShopHeader|title=On the stately display figure carved from bronze}}&lt;br /&gt;
{{ShopItem|t=i|feminine peony-pink summer dress of airy cotton| }}&lt;br /&gt;
{{ShopFootnote|&amp;quot;This item is currently on display until it&#039;s ready to be sold.  At which point, it will be moved onto the mannequin and you&#039;ll be able to buy it.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
(This surface displays the next item to be set out)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the stately mannequin carved from bronze (Limited Item)}}&lt;br /&gt;
{{ShopFootnote|I can only allow each customer to purchase 1 item from the stately mannequin. (PER DRESS)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the stately mannequin carved from bronze (Sold out Limited Item)}}&lt;br /&gt;
{{ShopItem|t=i|daring summer gown featuring a corset of floral filigreed sungold|40,596,765}}&lt;br /&gt;
{{ShopItem|t=i|oceanic jaspe dress scintillant with an eerie fire|7,343,750}}&lt;br /&gt;
{{ShopItem|t=i|peridot petalette gown abloom with prismatic flowers| }}&lt;br /&gt;
{{ShopItem|t=i|sophisticated lilac cire gown trailing a shireli lace train|3,443,125}}&lt;br /&gt;
{{ShopItem|t=i|wispy gown of wildlace layered over an ebon-hued nightsilk sheath|3,238,180}}&lt;br /&gt;
{{ShopItem|t=i|abyssal madun gown entwined with dark tendrils|5,106,500}}&lt;br /&gt;
{{ShopItem|t=i|afternoon dress of gemfire velvet displaying a scattering of night diamond stars|4,381,465}}&lt;br /&gt;
{{ShopItem|t=i|artistically sculpted peacock-hued dress trailed by a feathered train|2,117,445 }}&lt;br /&gt;
{{ShopItem|t=i|azure-washed lotusweave kimono embroidered with a pattern of soaring herons|1,578,500 }}&lt;br /&gt;
{{ShopItem|t=i|cloudy blue spun glitter gown bedecked with verdant moonsilver shoulders|6,529,500}}&lt;br /&gt;
{{ShopItem|t=i|creamy pink gown of flowing cire accented with a lustrous camellia|2,209,900}}&lt;br /&gt;
{{ShopItem|t=i|four-paneled skirt of onyx velvet embellished with icesteel stars|note=contains a {{sloot|i|hooded pitch-black top with exaggerated cape sleeves}}| }}&lt;br /&gt;
{{ShopItem|t=i|ethereal organza gown colored a lemon-chiffon hue|note=contained a {{sloot|i|hooded robe of fragile lace dyed a pale thistle}}|1,037,300}}&lt;br /&gt;
{{ShopItem|t=i|dove-grey eolienne temple gown with fitted gauntlet sleeves|3,569,710}}&lt;br /&gt;
{{ShopItem|t=i|dainty lilac shireli lace dress lined in silveress|2,216,665}}&lt;br /&gt;
{{ShopItem|t=i|glittery rose gold jaalmin ballgown featuring a dramatically plunging neckline| }}&lt;br /&gt;
{{ShopItem|t=i|gown of dusky black snowflake tulle wrapped in a bouquet of delicate white blooms|2,660,900}}&lt;br /&gt;
{{ShopItem|t=i|ivory and rose-hued Elven lace gown with a back-trailing sash|953,865}}&lt;br /&gt;
{{ShopItem|t=i|high-collared mourning gown of stark black shadesatin| }}&lt;br /&gt;
{{ShopItem|t=i|pale peach pinafore patterned with pastel peonies|1,420,650}}&lt;br /&gt;
{{ShopItem|t=i|whimsical gold jaspe sundress trimmed with heartstring lace| }}&lt;br /&gt;
{{ShopItem|t=i|whimsical white dress crafted from gracefully flowing gossamer|2,291,080}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the petite bronze stand shaped into a twisting maple}}&lt;br /&gt;
{{ShopItem|t=i|charming yellow calico sundress with eyelet lace-trimmed straps|90,200 }}&lt;br /&gt;
{{ShopItem|t=i|sleeveless blue rosecloth sundress with a plunging voile-filled neckline|631,400 }}&lt;br /&gt;
{{ShopItem|t=i|flowing royal blue sundress of lace-trimmed chiffon|144,320 }}&lt;br /&gt;
{{ShopItem|t=i|white linen sundress with slanting tiers of lace across its skirt|117,260 }}&lt;br /&gt;
{{ShopItem|t=i|stylish bright orange satin sundress accented with wide matte silk straps|108,240 }}&lt;br /&gt;
{{ShopItem|t=i|halter neck grey chainsil sundress with a needlelace bodice and scalloped hem|135,300 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the twisting copper stand crafted to resemble a maple tree}}&lt;br /&gt;
{{ShopItem|t=i|demure gown of silk charmeuse with floral-print kimono sleeves|name=demure brown gown of silk charmeuse with floral-print kimono sleeves|126,280 }}&lt;br /&gt;
{{ShopItem|t=i|pleated violet gauze column gown with a labyrinthine spun glitter illusion neck|180,400 }}&lt;br /&gt;
{{ShopItem|t=i|silver marquisette gown with a peaked sweetheart neckline and high-low hem|360,800 }}&lt;br /&gt;
{{ShopItem|t=i|lightweight teal velvet gown displaying mistsilk panels|162,360}}&lt;br /&gt;
{{ShopItem|t=i|sleeveless violet bloodlace gown with a dark charmeuse lining|451,000 }}&lt;br /&gt;
{{ShopItem|t=i|smooth purple silk twill gown secured with artfully braided closures|135,300 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the short copper table crafted to appear like a dense rose bush}}&lt;br /&gt;
{{ShopItem|t=i|gold-embroidered dull khaki frock with a contrasting and voluminous skirt|108,240 }}&lt;br /&gt;
{{ShopItem|t=i|burnt orange cire frock with a black tulle-filled keyhole neck and overlay|315,700 }}&lt;br /&gt;
{{ShopItem|t=i|daring bright magenta snowflake tulle frock studded with seed pearls|541,200 }}&lt;br /&gt;
{{ShopItem|t=i|knee-length bright golden frock made from silk voile|180,400 }}&lt;br /&gt;
{{ShopItem|t=i|opulent pale lilac spidersilk frock with long asymmetrical draping|162,360 }}&lt;br /&gt;
{{ShopItem|t=i|ornate ruby red silk charmeuse frock embellished with fancy embroidery|153,340 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the bronze table shaped like a thick rose bush}}&lt;br /&gt;
{{ShopItem|t=i|halter neck rose-colored marquisette dress with a scalloped hem|225,500 }}&lt;br /&gt;
{{ShopItem|t=i|crinkled apple green silk chiffon dress|108,240 }}&lt;br /&gt;
{{ShopItem|t=i|misty grey oceanmist satin dress with tight gossamer and lace sleeves|496,100}}&lt;br /&gt;
{{ShopItem|t=i|deep purple spun glitter summer dress with lace petticoats|153,340}}&lt;br /&gt;
{{ShopItem|t=i|short jade green thornweave dress with a handkerchief hem|541,200 }}&lt;br /&gt;
{{ShopItem|t=i|ethereal fiery scarlet chiffon dress with a spun glitter collar and a flirty hemline|126,280 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Glitter And Shine==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Damsel In This Dress, Glitter And Shine&lt;br /&gt;
|desc=Snow-covered fields cloak the walls in white and grey hues of paint, leading upward into a monochromatic sky.  Sparkling snowflakes hang from the ceiling on varying lengths of wire allowing them to swing and sway as if threatening to finish their fall.  Silk carpeting of pure white covers the floors, parting like snow to allow the growth of copper and bronze stumps and trees that turn their branches into long shelves.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also see an elegant sign.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: north, west.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
An elegant sign reads:&lt;br /&gt;
&lt;br /&gt;
**Welcome to Damsel In This Dress!**&lt;br /&gt;
&lt;br /&gt;
 *All general shop items will change color when worn and rubbed.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to the same set of colors.&lt;br /&gt;
&lt;br /&gt;
 *All items will message that they shimmer when pulled.&lt;br /&gt;
&lt;br /&gt;
 *Not all items will change to show this.&lt;br /&gt;
&lt;br /&gt;
 *Some will.&lt;br /&gt;
&lt;br /&gt;
 *All items have something special they do when pulled if you wait long enough.&lt;br /&gt;
&lt;br /&gt;
 *Not all items do the same things.&lt;br /&gt;
&lt;br /&gt;
 *This is a buy at your own risk shop, I don&#039;t do refunds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
  a bronze tree stump with twisting roots&lt;br /&gt;
  a short copper tree stump with long roots&lt;br /&gt;
  a slim bronze tree&lt;br /&gt;
  a crooked copper tree&lt;br /&gt;
  a long bronze branch that stretches out like a shelf&lt;br /&gt;
  a stubby copper branch that has been flattened into a shelf&lt;br /&gt;
{{ShopHeader|title=On the bronze tree stump with twisting roots}}&lt;br /&gt;
{{ShopFootnote|An elegant note reads:&amp;lt;br /&amp;gt;&amp;quot;The headbands on this surface are worn in the hair.&amp;quot;}}&lt;br /&gt;
{{ShopItem|t=j|slender silver silk ribbon dangling a smoke ruby heart|180,400 }}&lt;br /&gt;
{{ShopItem|t=j|lavender gossamer ribbon with a nautilus-shaped seaglass pendant|108,240 }}&lt;br /&gt;
{{ShopItem|t=j|lustrous white cire ribbon choker dotted with tiny sapphires|225,500 }}&lt;br /&gt;
{{ShopItem|t=j|plaited golden velvet headband featuring an Elven snowlace half-veil|360,800 }}&lt;br /&gt;
{{ShopItem|t=j|quirky royal blue cire headband laced to a fine mesh of black tulle|90,200 }}&lt;br /&gt;
{{ShopItem|t=j|lovely green bourde headband edged with Elothean lace|126,280 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the short copper tree stump with long roots}}&lt;br /&gt;
{{ShopFootnote|An elegant card reads:&amp;lt;br /&amp;gt;&amp;quot;The headbands on this surface are worn on the head.&amp;quot;}}&lt;br /&gt;
{{ShopItem|t=j|striking deep turquoise velvet choker with a trailing lace fringe|117,260 }}&lt;br /&gt;
{{ShopItem|t=j|soutache soft tan mistsilk choker graced with an absinthe emerald cabochon|225,500 }}&lt;br /&gt;
{{ShopItem|t=j|teal blue watersilk ribbon choker threaded through delicate silver links|135,300 }}&lt;br /&gt;
{{ShopItem|t=j|floral leaf green organza headband with spiral-wrapped pitch pearls|270,600 }}&lt;br /&gt;
{{ShopItem|t=j|double-stranded bright golden pearl headband|126,280 }}&lt;br /&gt;
{{ShopItem|t=j|naturally formed periwinkle blue coral headband|108,240 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the slim bronze tree}}&lt;br /&gt;
{{ShopItem|t=j|deep blue watersilk ribbon|1,172,600 }}&lt;br /&gt;
{{ShopItem|t=j|blood red marquisette ribbon|1,262,800 }}&lt;br /&gt;
{{ShopItem|t=j|turquoise spun glitter ribbon|1,172,600 }}&lt;br /&gt;
{{ShopItem|t=j|peacock blue spidersilk ribbon|1,172,600 }}&lt;br /&gt;
{{ShopItem|t=j|soft peach gemfire velvet ribbon|1,533,400 }}&lt;br /&gt;
{{ShopItem|t=j|burgundy rosecloth ribbon|1,443,200 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the crooked copper tree}}&lt;br /&gt;
{{ShopItem|t=j|intricate yellow lace handflower embellished with black gems|360,800 }}&lt;br /&gt;
{{ShopItem|t=j|green diamond-hide footflower with dusk roses blooming amid black gold vines|360,800 }}&lt;br /&gt;
{{ShopItem|t=j|delicate violet steel footflower resembling a black widow|90,200 }}&lt;br /&gt;
{{ShopItem|t=j|lavish bright orange chalcedony footflower with accenting golden chains|135,300 }}&lt;br /&gt;
{{ShopItem|t=j|tan snowflake tulle handflower tipped with a midwinter&#039;s sickle fingerclaw|586,300 }}&lt;br /&gt;
{{ShopItem|t=j|carved blue jade handflower with gold-wrapped beads|108,240 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the long bronze branch that stretches out like a shelf}}&lt;br /&gt;
{{ShopItem|t=j|intricate misty grey Elothean lace thighband threaded with twilight sapphires|360,800 }}&lt;br /&gt;
{{ShopItem|t=j|sleek bright golden leather thighband joined to a heart-shaped glaes ring|451,000 }}&lt;br /&gt;
{{ShopItem|t=j|smooth slate blue jade thighband|144,320}}&lt;br /&gt;
{{ShopItem|t=j|abstract deep turquoise enamel armband limned with silver|90,200 }}&lt;br /&gt;
{{ShopItem|t=j|spiraling sky blue pearl-set armband|126,280 }}&lt;br /&gt;
{{ShopItem|t=j|royal blue quartz crystal armband framed with gold wires|117,260 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the stubby copper branch that has been flattened into a shelf}}&lt;br /&gt;
{{ShopItem|t=j|yellow tourmaline earcuff fashioned into a delicately pointed wing|144,320 }}&lt;br /&gt;
{{ShopItem|t=j|fanciful bright orange sapphire earcuff beaded along a curved silver frame|171,380 }}&lt;br /&gt;
{{ShopItem|t=j|fragile bright orange diamond and black gold earcuff trailing fine chains|225,500 }}&lt;br /&gt;
{{ShopItem|t=j|pair of triangular purple opal dangle earrings framed in gold|162,360 }}&lt;br /&gt;
{{ShopItem|t=j|whimsical violet sapphire earrings suspended in silver|135,300 }}&lt;br /&gt;
{{ShopItem|t=j|pair of small dark red topaz earrings shaped into delicate jasmine blooms|451,000 }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Daring_summer_gown_featuring_a_corset_of_floral_filigreed_sungold&amp;diff=527642</id>
		<title>Item:Daring summer gown featuring a corset of floral filigreed sungold</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Daring_summer_gown_featuring_a_corset_of_floral_filigreed_sungold&amp;diff=527642"/>
		<updated>2020-08-22T00:50:15Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=gown&lt;br /&gt;
|look=Molded into a multitude of vines sprouting verdant moonsilver leaves and lilac moonsilver flowers, the bodice of this garment is unlined, relying on the artistic sculpting to strategically conceal the wearer.  Tiny glowing vines wind their way down onto the skirt, blending in where the blossoms become fabric, each petal dyed variegated hues of violet and lotus white.  Cut from pastel green lipka cotton, the flowing skirts are designed to flutter with any movement to display the glittering, metallic sheen.&lt;br /&gt;
|wearloc=shirt (with armor)&lt;br /&gt;
|weight=50&lt;br /&gt;
|source=Damsel In This Dress (5)&lt;br /&gt;
|cost=40596765 Dokoras&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quicken_the_Earth&amp;diff=522422</id>
		<title>Quicken the Earth</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quicken_the_Earth&amp;diff=522422"/>
		<updated>2020-06-27T02:38:55Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=QE&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Animation&lt;br /&gt;
|prereqs=5th Circle&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The simplest of Animation magic, this spell draws from the caster&#039;s own lifeblood to invest motion in a constructed form.  More advanced patterns can manipulate many things, but Quicken the Earth was designed for potency even at low levels of skill and thus is very specific in purpose.  It requires a ritual letting of blood and a token amount of dirt, from which the necromantic magic builds a humanoid construct.&lt;br /&gt;
&lt;br /&gt;
The creation is not alive, or even undead, but rather an animated body that will blindly lash out at any around it.  The ritual of creation protects the caster from its attention, but it otherwise acts as an independent and aggressive force until it is destroyed or the magic binding it loses strength.&lt;br /&gt;
&lt;br /&gt;
The construct will also make some effort to hinder those engaging its creator, more potent constructs doing so with greater frequency. Some speculate that this represents the stirring of consciousness, an attempt to protect its creator out of self preservation.  Most regard this line of thinking as nonsense and attribute the behavior to clever design on the part of the spell&#039;s originators.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Creates construct.&lt;br /&gt;
|messaging=&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;Necromancer&amp;gt; grinds her dirt brutally into the palm of her hand without flinching, blood and soil forming a viscous paste.&lt;br /&gt;
&lt;br /&gt;
A sanguine cloud billows forth from &amp;lt;Necromancer&amp;gt;&#039;s grasp, accompanied by the stench of burning flesh.  &amp;lt;Necromancer&amp;gt; clenches her fist and the swirling torrent of particles responds, coalescing into a large humanoid construct of sodden loam.&lt;br /&gt;
 &lt;br /&gt;
Abruptly the exterior of the being solidifies into a rocky shell, trapping a smattering of liquid on the outside.  The viscous fluid runs labyrinthine trails down the front of the creature before being reabsorbed by its skin.  Its head mechanically snaps up and it immediately scans the area for targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Disregarding the pain, you grind the dirt brutally into the palm of your hand, blood and soil forming a viscous paste.&lt;br /&gt;
&lt;br /&gt;
The gritty colloid smearing your skin sears with flaring heat! Just as the smell of burning flesh begins to assault your senses, a sanguine cloud billows forth from your grasp. You clench your fist and the swirling torrent of particles responds, coalescing into a large humanoid construct of sodden loam.&lt;br /&gt;
&lt;br /&gt;
Abruptly the exterior of the being solidifies into a rocky shell, trapping a smattering of liquid on the outside. The viscous fluid runs labyrinthine trails down the front of the creature before being reabsorbed by its skin. its head mechanically snaps up and it immediately scans the area for targets.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires dirt in hand at the time of casting and the {{com|perform}} {{tt|cut}} ritual be done before casting.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Than/TM !! Room Desc !! Look Desc !! Casting Desc&lt;br /&gt;
|-&lt;br /&gt;
|0 ||a squat dirt construct ||Roughly the size of a Halfling || Halfling-sized&lt;br /&gt;
|-&lt;br /&gt;
|100 ||a small dirt construct || Standing almost as tall as a Human || a small humanoid&lt;br /&gt;
|-&lt;br /&gt;
|164 ||a Human-sized construct|| As tall as a Human || Human-sized&lt;br /&gt;
|-&lt;br /&gt;
|300 ||a broad dirt construct||About the size of a Kaldar||Large Humanoid&lt;br /&gt;
|-&lt;br /&gt;
|400||a powerful dirt construct||Powerfully built and rising taller than most Humans||powerful humanoid&lt;br /&gt;
|-&lt;br /&gt;
|500||a huge dirt construct||At least as large as a sizable Gor&#039;Tog||a huge construct&lt;br /&gt;
|-&lt;br /&gt;
|600||an immense dirt construct||Towering over you||immense humanoid&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Note: The size may be smaller than what your skill allows if you use less mana.&lt;br /&gt;
&lt;br /&gt;
Constructs periodically deal a &amp;quot;special&amp;quot; attack which gives a small amount of Thanatology experience to the caster if it successfully lands. Special attacks are denoted by the construct pulling a mixture of blood and grit from its insides, and hurling it at the target.&lt;br /&gt;
&lt;br /&gt;
Constructs are also reasonably durable against mobs of their general tier and make good tanks in a pinch if fighting difficult melee prey.&lt;br /&gt;
&lt;br /&gt;
==Policy Notes==&lt;br /&gt;
Please do not hide in a hunting area with a [mudman] out to get consent by waiting for the inattentive hunter to attack or target it accidentally. This is, at best, an incredibly grey area and at worst can be mech abuse. -GM [[Melete]]&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Quicken_the_Earth&amp;diff=522218</id>
		<title>Quicken the Earth</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Quicken_the_Earth&amp;diff=522218"/>
		<updated>2020-06-25T18:58:35Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=QE&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Animation&lt;br /&gt;
|prereqs=5th Circle&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The simplest of Animation magic, this spell draws from the caster&#039;s own lifeblood to invest motion in a constructed form.  More advanced patterns can manipulate many things, but Quicken the Earth was designed for potency even at low levels of skill and thus is very specific in purpose.  It requires a ritual letting of blood and a token amount of dirt, from which the necromantic magic builds a humanoid construct.&lt;br /&gt;
&lt;br /&gt;
The creation is not alive, or even undead, but rather an animated body that will blindly lash out at any around it.  The ritual of creation protects the caster from its attention, but it otherwise acts as an independent and aggressive force until it is destroyed or the magic binding it loses strength.&lt;br /&gt;
&lt;br /&gt;
The construct will also make some effort to hinder those engaging its creator, more potent constructs doing so with greater frequency. Some speculate that this represents the stirring of consciousness, an attempt to protect its creator out of self preservation.  Most regard this line of thinking as nonsense and attribute the behavior to clever design on the part of the spell&#039;s originators.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Creates construct.&lt;br /&gt;
|messaging=&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;Necromancer&amp;gt; grinds her dirt brutally into the palm of her hand without flinching, blood and soil forming a viscous paste.&lt;br /&gt;
&lt;br /&gt;
A sanguine cloud billows forth from &amp;lt;Necromancer&amp;gt;&#039;s grasp, accompanied by the stench of burning flesh.  &amp;lt;Necromancer&amp;gt; clenches her fist and the swirling torrent of particles responds, coalescing into a large humanoid construct of sodden loam.&lt;br /&gt;
 &lt;br /&gt;
Abruptly the exterior of the being solidifies into a rocky shell, trapping a smattering of liquid on the outside.  The viscous fluid runs labyrinthine trails down the front of the creature before being reabsorbed by its skin.  Its head mechanically snaps up and it immediately scans the area for targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Disregarding the pain, you grind the dirt brutally into the palm of your hand, blood and soil forming a viscous paste.&lt;br /&gt;
&lt;br /&gt;
The gritty colloid smearing your skin sears with flaring heat! Just as the smell of burning flesh begins to assault your senses, a sanguine cloud billows forth from your grasp. You clench your fist and the swirling torrent of particles responds, coalescing into a large humanoid construct of sodden loam.&lt;br /&gt;
&lt;br /&gt;
Abruptly the exterior of the being solidifies into a rocky shell, trapping a smattering of liquid on the outside. The viscous fluid runs labyrinthine trails down the front of the creature before being reabsorbed by its skin. its head mechanically snaps up and it immediately scans the area for targets.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires dirt in hand at the time of casting and the {{com|perform}} {{tt|cut}} ritual be done before casting.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Than/TM !! Room Desc !! Look Desc !! Casting Desc&lt;br /&gt;
|-&lt;br /&gt;
|0 ||a squat dirt construct ||Roughly the size of a Halfling || Halfling-sized&lt;br /&gt;
|-&lt;br /&gt;
|100 ||a small dirt construct || Standing almost as tall as a Human || a small humanoid&lt;br /&gt;
|-&lt;br /&gt;
|180? ||a Human-sized construct|| As tall as a Human || Human-sized&lt;br /&gt;
|-&lt;br /&gt;
|300 ||a broad dirt construct||About the size of a Kaldar||Large Humanoid&lt;br /&gt;
|-&lt;br /&gt;
|400||a powerful dirt construct||Powerfully built and rising taller than most Humans||powerful humanoid&lt;br /&gt;
|-&lt;br /&gt;
|500||a huge dirt construct||At least as large as a sizable Gor&#039;Tog||a huge construct&lt;br /&gt;
|-&lt;br /&gt;
|600||an immense dirt construct||Towering over you||immense humanoid&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Note: The size may be smaller than what your skill allows if you use less mana.&lt;br /&gt;
&lt;br /&gt;
Constructs periodically deal a &amp;quot;special&amp;quot; attack which gives a small amount of Thanatology experience to the caster if it successfully lands. Special attacks are denoted by the construct pulling a mixture of blood and grit from its insides, and hurling it at the target.&lt;br /&gt;
&lt;br /&gt;
Constructs are also reasonably durable against mobs of their general tier and make good tanks in a pinch if fighting difficult melee prey.&lt;br /&gt;
&lt;br /&gt;
==Policy Notes==&lt;br /&gt;
Please do not hide in a hunting area with a [mudman] out to get consent by waiting for the inattentive hunter to attack or target it accidentally. This is, at best, an incredibly grey area and at worst can be mech abuse. -GM [[Melete]]&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=514846</id>
		<title>Breaking and Entering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=514846"/>
		<updated>2020-02-16T04:23:20Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Sanctum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039; system will allow individuals or groups to enter properties to steal items and gain experience.  The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;note: All the following information is being compiled from forum posts and test server interaction, and is subject to change when the system goes live.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: The fines levied for getting caught breaking and entering are high and can exceed 1000 plat. It is highly recommended that you try this system out in the [[Test Instance]] before you try it in the live game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* The system takes advantage of the new {{com|BURGLE}} verb. It should only work in justice areas that are outdoors.&lt;br /&gt;
* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.&lt;br /&gt;
:* A lockpick or lockpick ring will train [[Locksmithing]] on success&lt;br /&gt;
:* A heavy rope will train [[Athletics]] on success&lt;br /&gt;
* Survival skillset placement has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown*.&lt;br /&gt;
* All houses contain a Kitchen and a Bedroom.&lt;br /&gt;
* Each primary skillset unlocks a different room*. For example, having a Moon Mage and a Barbarian will unlock two additional rooms, the Study and the Armory.&lt;br /&gt;
* Survival primary behaves slightly differently*. Each Survival primary in the group unlocks a random room that isn&#039;t unlocked, and increases the entry method experience. Enough Survival primes will allow you to learn both entry method skills.&lt;br /&gt;
* Entry method experience is granted on exit. You get half experience if you are caught in the home, or exit the home with a guard in the room you started in.&lt;br /&gt;
* You gain experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, [[Thievery]] and [[Stealth]] (if you&#039;re hidden/invisible)&lt;br /&gt;
:* &#039;&#039;note: you will receive this experience for the action; it is not dependent on finding an item to award the EXP.&#039;&#039;&lt;br /&gt;
* Thieves will want to make use of some Khri. There are three Khri that give an advantage, but I&#039;ll leave it to you to experiment.&lt;br /&gt;
* Premium subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly.&lt;br /&gt;
* There is a new {{com|AVOID}} {{tt|!CRIME}} setting, which prevents people from leading you into a B&amp;amp;E instance, even if you&#039;re in their group.&lt;br /&gt;
* To exit a burglarized domicile, {{com|Go}} {{tt|Window}}.&lt;br /&gt;
&lt;br /&gt;
Some warnings:&lt;br /&gt;
* Failure is determined by the player doing something wrong, there is no random &amp;quot;snake eyes&amp;quot; failure. The fine for being caught is fairly high.&lt;br /&gt;
* Stay out of sight. Either dark of night, or stealth is required.&lt;br /&gt;
* Don&#039;t linger. Unless you&#039;re a very fast [[Thief]] using all the [[Khri]] advantages, you don&#039;t have time to get loot out of every room.&lt;br /&gt;
* Don&#039;t do it too often. There&#039;s a message when the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;F2P Characters don&#039;t grant extra rooms, and they don&#039;t grant lower cooldown for better survival skillset placement. They also have a very low chance of finding loot, even using Khri.&lt;br /&gt;
&lt;br /&gt;
==Cooldown Times==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! F2P&amp;lt;br/&amp;gt;Cooldown&lt;br /&gt;
! Standard&amp;lt;br/&amp;gt;Cooldown&lt;br /&gt;
! Premium&amp;lt;br/&amp;gt;Cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief|Thieves]]&lt;br /&gt;
| 60 min&lt;br /&gt;
| 25 min&lt;br /&gt;
| 20 min&lt;br /&gt;
|-&lt;br /&gt;
| Survival Primary&lt;br /&gt;
| 60 min&lt;br /&gt;
| 30 min&lt;br /&gt;
| 25 min&lt;br /&gt;
|-&lt;br /&gt;
| Survival Secondary&lt;br /&gt;
| 60 min&lt;br /&gt;
| 40 min&lt;br /&gt;
| 35 min&lt;br /&gt;
|-&lt;br /&gt;
| Survival Tertiary&lt;br /&gt;
| 60 min&lt;br /&gt;
| 50 min&lt;br /&gt;
| 45 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your entire group uses the best time, and your entire group benefits from a premium character in your group.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* As an example, if a Premium [[Bard]] (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
If you attempt to {{tt|burgle}} before your cooldown timer is up, you will immediately be charged with a crime and taken into custody if you attempt to do it in a justice zone.&lt;br /&gt;
&lt;br /&gt;
You can use {{tt|BURGLE RECALL}} to determine how long you should wait. There is also a HELP option, so HELP VERB BURGLE as well as BURGLE HELP will give you this information.  Additionally, you will receive the following message when the cooldown timer is up:&lt;br /&gt;
: &#039;&#039;A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rooms==&lt;br /&gt;
* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room.&lt;br /&gt;
:* For example, having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory.&lt;br /&gt;
* Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn&#039;t already unlocked.&lt;br /&gt;
:* &#039;&#039;example needed&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Guild || Room Unlocked || Notes&lt;br /&gt;
|-&lt;br /&gt;
| All || Kitchen ||&lt;br /&gt;
|-&lt;br /&gt;
| All || Bedroom ||&lt;br /&gt;
|-&lt;br /&gt;
| Barbarians || ? || (likely the same as Ranger &amp;amp; Thief)&lt;br /&gt;
|-&lt;br /&gt;
| Bards || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Clerics || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Empaths || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mages || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Necromancers || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Paladins || (none) || A lone Paladin can {{com|burgle}}, but will only have access to Kitchen &amp;amp; Bedroom&lt;br /&gt;
|-&lt;br /&gt;
| Rangers || Armory, Library, Sanctum, Work Room || 1 randomly unlocked each {{com|burgle}} event&lt;br /&gt;
|-&lt;br /&gt;
| Thieves || Armory, Library, Sanctum, Work Room || 1 randomly unlocked each {{com|burgle}} event&lt;br /&gt;
|-&lt;br /&gt;
| Traders || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mages || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&#039;&#039;TBD; Setting up the list to separate by Room Found In, however the loot table once the system goes live may turn out to be universal to all rooms.&#039;&#039;&lt;br /&gt;
===Kitchen===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|butcher&#039;s knife fit with a short ban-minahle hilt}}&lt;br /&gt;
* {{sloot|w|cast-iron skillet painted with dancing amethyst forks}} - &#039;&#039;30 stone LB&#039;&#039;&lt;br /&gt;
* {{sloot|i|ceramic mixing bowl with ultramarine glazing}} - &#039;&#039;[[bowl|Alchemy tool]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|lengthy boar-hide cylinder emblazoned with a small marigold}}&lt;br /&gt;
* {{sloot|i|mesh sieve with a polished ironwood handle}} - &#039;&#039;[[pestle|Alchemy tool]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|rustic pestle of unpolished bargate}} - &#039;&#039;[[pestle|Alchemy tool]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|small copperwood keepsake box inlaid with shards of iniskim}} - &#039;&#039;[[Locksmithing]] trainer&#039;&#039;&lt;br /&gt;
* {{sloot|i|small pine keepsake box inlaid with shards of scarlet spinel}} - &#039;&#039;[[Locksmithing]] trainer&#039;&#039;&lt;br /&gt;
* {{sloot|i|soft twill bear with round haon eyes}} - &#039;&#039;toy&#039;&#039;&lt;br /&gt;
* {{sloot|i|thick lilac wool blanket embroidered with twining vines}} - &#039;&#039;verby toy&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armory===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|w|gleaming steel scimitar with Elothean silk wrapped around the hilt}}&lt;br /&gt;
*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Library===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|dainty cowbell fit with a polished fishtail oak handle}}&lt;br /&gt;
* {{sloot|i|dainty cowbell fit with a polished flamewood handle}}&lt;br /&gt;
* {{sloot|i|glossy jade thumb ring bearing the bronze crest of Arthe Dale}} - &#039;&#039;[[Trader jewelry]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|glossy jade thumb ring bearing the bronze crest of House Linlaig}} - &#039;&#039;[[Trader jewelry]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|hefty caramel manual bound with shagreen}} - &#039;&#039;beginner compendium&#039;&#039;&lt;br /&gt;
* {{sloot|i|large portrait of a man framed in flamewood}} - &#039;&#039;home decoration&#039;&#039;&lt;br /&gt;
* {{sloot|i|neatly folded leaflet inked in hunter-green}} - &#039;&#039;toy&#039;&#039;&lt;br /&gt;
* {{sloot|i|petite silverwillow lap harp inlaid with iolite blooms}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Sanctum===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* small breccia amulet with roughly carved edges (1 use backtrace)&lt;br /&gt;
* a memory orb&lt;br /&gt;
* a gaethzen statuette of Daffleberry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Work Room===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* small rosewood keepsake box inlaid with shards of eldring (35 use locksmith trainer)&lt;br /&gt;
*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*in testing cunning seems to decrease my fine but this needs more testing&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=514839</id>
		<title>Breaking and Entering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=514839"/>
		<updated>2020-02-16T02:33:20Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Armory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039; system will allow individuals or groups to enter properties to steal items and gain experience.  The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;note: All the following information is being compiled from forum posts and test server interaction, and is subject to change when the system goes live.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: The fines levied for getting caught breaking and entering are high and can exceed 1000 plat. It is highly recommended that you try this system out in the [[Test Instance]] before you try it in the live game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* The system takes advantage of the new {{com|BURGLE}} verb. It should only work in justice areas that are outdoors.&lt;br /&gt;
* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.&lt;br /&gt;
:* A lockpick or lockpick ring will train [[Locksmithing]] on success&lt;br /&gt;
:* A heavy rope will train [[Athletics]] on success&lt;br /&gt;
* Survival skillset placement has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown*.&lt;br /&gt;
* All houses contain a Kitchen and a Bedroom.&lt;br /&gt;
* Each primary skillset unlocks a different room*. For example, having a Moon Mage and a Barbarian will unlock two additional rooms, the Study and the Armory.&lt;br /&gt;
* Survival primary behaves slightly differently*. Each Survival primary in the group unlocks a random room that isn&#039;t unlocked, and increases the entry method experience. Enough Survival primes will allow you to learn both entry method skills.&lt;br /&gt;
* Entry method experience is granted on exit. You get half experience if you are caught in the home, or exit the home with a guard in the room you started in.&lt;br /&gt;
* You gain experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, Thievery and Stealth (if you&#039;re hidden/invisible)&lt;br /&gt;
* Thieves will want to make use of some Khri. There are three Khri that give an advantage, but I&#039;ll leave it to you to experiment.&lt;br /&gt;
* Premium subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly.&lt;br /&gt;
* There is a new {{com|AVOID}} {{tt|!CRIME}} setting, which prevents people from leading you into a B&amp;amp;E instance, even if you&#039;re in their group.&lt;br /&gt;
* To exit a burglarized domicile, {{com|Go}} {{tt|Window}}.&lt;br /&gt;
&lt;br /&gt;
Some warnings:&lt;br /&gt;
* Failure is determined by the player doing something wrong, there is no random &amp;quot;snake eyes&amp;quot; failure. The fine for being caught is fairly high.&lt;br /&gt;
* Stay out of sight. Either dark of night, or stealth is required.&lt;br /&gt;
* Don&#039;t linger. Unless you&#039;re a very fast [[Thief]] using all the [[Khri]] advantages, you don&#039;t have time to get loot out of every room.&lt;br /&gt;
* Don&#039;t do it too often. There&#039;s a message when the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;F2P Characters don&#039;t grant extra rooms, and they don&#039;t grant lower cooldown for better survival skillset placement. They also have a very low chance of finding loot, even using Khri.&lt;br /&gt;
&lt;br /&gt;
==Cooldown Times==&lt;br /&gt;
* F2P characters always have a cooldown of 60 minutes.&lt;br /&gt;
* Survival Tertiary characters have a cooldown of 50 minutes.&lt;br /&gt;
* Survival Secondary characters have a cooldown of 40 minutes.&lt;br /&gt;
* Survival Primary characters have a cooldown of 30 minutes.&lt;br /&gt;
* Thief guild characters have a cooldown of 25 minutes.&lt;br /&gt;
* Premium characters cooldown is five minutes shorter.&lt;br /&gt;
&lt;br /&gt;
Your entire group uses the best time, and your entire group benefits from a premium character in your group. As an example, if a Premium Bard (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
If you attempt to {{tt|burgle}} before your cooldown timer is up, you will immediately be charged with a crime and taken into custody if you attempt to do it in a justice zone.&lt;br /&gt;
&lt;br /&gt;
You can use {{tt|BURGLE RECALL}} to determine how long you should wait. There is also a HELP option, so HELP VERB BURGLE as well as BURGLE HELP will give you this information.  Additionally, you will receive the following message when the cooldown timer is up:&lt;br /&gt;
: &#039;&#039;A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rooms==&lt;br /&gt;
* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room.&lt;br /&gt;
:* For example, having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory.&lt;br /&gt;
* Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn&#039;t already unlocked.&lt;br /&gt;
:* &#039;&#039;example needed&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Guild || Room Unlocked || Notes&lt;br /&gt;
|-&lt;br /&gt;
| All || Kitchen ||&lt;br /&gt;
|-&lt;br /&gt;
| All || Bedroom ||&lt;br /&gt;
|-&lt;br /&gt;
| Barbarians || ? || (likely the same as Ranger &amp;amp; Thief)&lt;br /&gt;
|-&lt;br /&gt;
| Bards || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Clerics || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Empaths || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mages || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Necromancers || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Paladins || (none) || A lone Paladin can {{com|burgle}}, but will only have access to Kitchen &amp;amp; Bedroom&lt;br /&gt;
|-&lt;br /&gt;
| Rangers || Armory, Library, Sanctum, Work Room || 1 randomly unlocked each {{com|burgle}} event&lt;br /&gt;
|-&lt;br /&gt;
| Thieves || Armory, Library, Sanctum, Work Room || 1 randomly unlocked each {{com|burgle}} event&lt;br /&gt;
|-&lt;br /&gt;
| Traders || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mages || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&#039;&#039;TBD; Setting up the list to separate by Room Found In, however the loot table once the system goes live may turn out to be universal to all rooms.&#039;&#039;&lt;br /&gt;
===Kitchen===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|butcher&#039;s knife fit with a short ban-minahle hilt}}&lt;br /&gt;
* {{sloot|i|ceramic mixing bowl with ultramarine glazing}} - &#039;&#039;[[bowl|Alchemy tool]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|lengthy boar-hide cylinder emblazoned with a small marigold}}&lt;br /&gt;
* {{sloot|i|mesh sieve with a polished ironwood handle}} - &#039;&#039;[[pestle|Alchemy tool]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|rustic pestle of unpolished bargate}} - &#039;&#039;[[pestle|Alchemy tool]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|small copperwood keepsake box inlaid with shards of iniskim}} - &#039;&#039;[[Locksmithing]] trainer&#039;&#039;&lt;br /&gt;
* {{sloot|i|small pine keepsake box inlaid with shards of scarlet spinel}} - &#039;&#039;[[Locksmithing]] trainer&#039;&#039;&lt;br /&gt;
* {{sloot|i|thick lilac wool blanket embroidered with twining vines}} - &#039;&#039;verby toy&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armory===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* a gleaming steel scimitar with Elothean silk wrapped around the hilt&lt;br /&gt;
*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Library===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|dainty cowbell fit with a polished fishtail oak handle}}&lt;br /&gt;
* {{sloot|i|dainty cowbell fit with a polished flamewood handle}}&lt;br /&gt;
* {{sloot|i|glossy jade thumb ring bearing the bronze crest of Arthe Dale}} - &#039;&#039;[[Trader jewelry]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|glossy jade thumb ring bearing the bronze crest of House Linlaig}} - &#039;&#039;[[Trader jewelry]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|hefty caramel manual bound with shagreen}} - &#039;&#039;beginner compendium&#039;&#039;&lt;br /&gt;
* {{sloot|i|large portrait of a man framed in flamewood}} - &#039;&#039;home decoration&#039;&#039;&lt;br /&gt;
* {{sloot|i|neatly folded leaflet inked in hunter-green}} - &#039;&#039;toy&#039;&#039;&lt;br /&gt;
* {{sloot|i|petite silverwillow lap harp inlaid with iolite blooms}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Sanctum===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* small breccia amulet with roughly carved edges (1 use backtrace)&lt;br /&gt;
* a memory orb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Work Room===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* small rosewood keepsake box inlaid with shards of eldring (35 use locksmith trainer)&lt;br /&gt;
*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*in testing cunning seems to decrease my fine but this needs more testing&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=514838</id>
		<title>Breaking and Entering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=514838"/>
		<updated>2020-02-16T02:32:34Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Sanctum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039; system will allow individuals or groups to enter properties to steal items and gain experience.  The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;note: All the following information is being compiled from forum posts and test server interaction, and is subject to change when the system goes live.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: The fines levied for getting caught breaking and entering are high and can exceed 1000 plat. It is highly recommended that you try this system out in the [[Test Instance]] before you try it in the live game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* The system takes advantage of the new {{com|BURGLE}} verb. It should only work in justice areas that are outdoors.&lt;br /&gt;
* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.&lt;br /&gt;
:* A lockpick or lockpick ring will train [[Locksmithing]] on success&lt;br /&gt;
:* A heavy rope will train [[Athletics]] on success&lt;br /&gt;
* Survival skillset placement has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown*.&lt;br /&gt;
* All houses contain a Kitchen and a Bedroom.&lt;br /&gt;
* Each primary skillset unlocks a different room*. For example, having a Moon Mage and a Barbarian will unlock two additional rooms, the Study and the Armory.&lt;br /&gt;
* Survival primary behaves slightly differently*. Each Survival primary in the group unlocks a random room that isn&#039;t unlocked, and increases the entry method experience. Enough Survival primes will allow you to learn both entry method skills.&lt;br /&gt;
* Entry method experience is granted on exit. You get half experience if you are caught in the home, or exit the home with a guard in the room you started in.&lt;br /&gt;
* You gain experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, Thievery and Stealth (if you&#039;re hidden/invisible)&lt;br /&gt;
* Thieves will want to make use of some Khri. There are three Khri that give an advantage, but I&#039;ll leave it to you to experiment.&lt;br /&gt;
* Premium subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly.&lt;br /&gt;
* There is a new {{com|AVOID}} {{tt|!CRIME}} setting, which prevents people from leading you into a B&amp;amp;E instance, even if you&#039;re in their group.&lt;br /&gt;
* To exit a burglarized domicile, {{com|Go}} {{tt|Window}}.&lt;br /&gt;
&lt;br /&gt;
Some warnings:&lt;br /&gt;
* Failure is determined by the player doing something wrong, there is no random &amp;quot;snake eyes&amp;quot; failure. The fine for being caught is fairly high.&lt;br /&gt;
* Stay out of sight. Either dark of night, or stealth is required.&lt;br /&gt;
* Don&#039;t linger. Unless you&#039;re a very fast [[Thief]] using all the [[Khri]] advantages, you don&#039;t have time to get loot out of every room.&lt;br /&gt;
* Don&#039;t do it too often. There&#039;s a message when the cooldown expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;F2P Characters don&#039;t grant extra rooms, and they don&#039;t grant lower cooldown for better survival skillset placement. They also have a very low chance of finding loot, even using Khri.&lt;br /&gt;
&lt;br /&gt;
==Cooldown Times==&lt;br /&gt;
* F2P characters always have a cooldown of 60 minutes.&lt;br /&gt;
* Survival Tertiary characters have a cooldown of 50 minutes.&lt;br /&gt;
* Survival Secondary characters have a cooldown of 40 minutes.&lt;br /&gt;
* Survival Primary characters have a cooldown of 30 minutes.&lt;br /&gt;
* Thief guild characters have a cooldown of 25 minutes.&lt;br /&gt;
* Premium characters cooldown is five minutes shorter.&lt;br /&gt;
&lt;br /&gt;
Your entire group uses the best time, and your entire group benefits from a premium character in your group. As an example, if a Premium Bard (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
If you attempt to {{tt|burgle}} before your cooldown timer is up, you will immediately be charged with a crime and taken into custody if you attempt to do it in a justice zone.&lt;br /&gt;
&lt;br /&gt;
You can use {{tt|BURGLE RECALL}} to determine how long you should wait. There is also a HELP option, so HELP VERB BURGLE as well as BURGLE HELP will give you this information.  Additionally, you will receive the following message when the cooldown timer is up:&lt;br /&gt;
: &#039;&#039;A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rooms==&lt;br /&gt;
* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room.&lt;br /&gt;
:* For example, having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory.&lt;br /&gt;
* Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn&#039;t already unlocked.&lt;br /&gt;
:* &#039;&#039;example needed&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Guild || Room Unlocked || Notes&lt;br /&gt;
|-&lt;br /&gt;
| All || Kitchen ||&lt;br /&gt;
|-&lt;br /&gt;
| All || Bedroom ||&lt;br /&gt;
|-&lt;br /&gt;
| Barbarians || ? || (likely the same as Ranger &amp;amp; Thief)&lt;br /&gt;
|-&lt;br /&gt;
| Bards || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Clerics || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Empaths || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mages || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Necromancers || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
| Paladins || (none) || A lone Paladin can {{com|burgle}}, but will only have access to Kitchen &amp;amp; Bedroom&lt;br /&gt;
|-&lt;br /&gt;
| Rangers || Armory, Library, Sanctum, Work Room || 1 randomly unlocked each {{com|burgle}} event&lt;br /&gt;
|-&lt;br /&gt;
| Thieves || Armory, Library, Sanctum, Work Room || 1 randomly unlocked each {{com|burgle}} event&lt;br /&gt;
|-&lt;br /&gt;
| Traders || Library ||&lt;br /&gt;
|-&lt;br /&gt;
| Warrior Mages || Sanctum ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&#039;&#039;TBD; Setting up the list to separate by Room Found In, however the loot table once the system goes live may turn out to be universal to all rooms.&#039;&#039;&lt;br /&gt;
===Kitchen===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|butcher&#039;s knife fit with a short ban-minahle hilt}}&lt;br /&gt;
* {{sloot|i|ceramic mixing bowl with ultramarine glazing}} - &#039;&#039;[[bowl|Alchemy tool]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|lengthy boar-hide cylinder emblazoned with a small marigold}}&lt;br /&gt;
* {{sloot|i|mesh sieve with a polished ironwood handle}} - &#039;&#039;[[pestle|Alchemy tool]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|rustic pestle of unpolished bargate}} - &#039;&#039;[[pestle|Alchemy tool]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bedroom===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|small copperwood keepsake box inlaid with shards of iniskim}} - &#039;&#039;[[Locksmithing]] trainer&#039;&#039;&lt;br /&gt;
* {{sloot|i|small pine keepsake box inlaid with shards of scarlet spinel}} - &#039;&#039;[[Locksmithing]] trainer&#039;&#039;&lt;br /&gt;
* {{sloot|i|thick lilac wool blanket embroidered with twining vines}} - &#039;&#039;verby toy&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armory===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* &lt;br /&gt;
*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Library===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|dainty cowbell fit with a polished fishtail oak handle}}&lt;br /&gt;
* {{sloot|i|dainty cowbell fit with a polished flamewood handle}}&lt;br /&gt;
* {{sloot|i|glossy jade thumb ring bearing the bronze crest of Arthe Dale}} - &#039;&#039;[[Trader jewelry]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|glossy jade thumb ring bearing the bronze crest of House Linlaig}} - &#039;&#039;[[Trader jewelry]]&#039;&#039;&lt;br /&gt;
* {{sloot|i|hefty caramel manual bound with shagreen}} - &#039;&#039;beginner compendium&#039;&#039;&lt;br /&gt;
* {{sloot|i|large portrait of a man framed in flamewood}} - &#039;&#039;home decoration&#039;&#039;&lt;br /&gt;
* {{sloot|i|neatly folded leaflet inked in hunter-green}} - &#039;&#039;toy&#039;&#039;&lt;br /&gt;
* {{sloot|i|petite silverwillow lap harp inlaid with iolite blooms}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Sanctum===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* small breccia amulet with roughly carved edges (1 use backtrace)&lt;br /&gt;
* a memory orb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Work Room===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* small rosewood keepsake box inlaid with shards of eldring (35 use locksmith trainer)&lt;br /&gt;
*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*in testing cunning seems to decrease my fine but this needs more testing&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ventriloquism&amp;diff=513107</id>
		<title>Ventriloquism</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ventriloquism&amp;diff=513107"/>
		<updated>2019-12-26T04:10:50Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Ventriloquism is the art of throwing one&#039;s voice onto nearby objects, people or critters.  [[Bard]]s and [[Thieves]] are both capable of learning techniques for throwing their voice.  While Bards of sufficient skill can learn from [[teacher is::Malik]] in [[Shard]], Thieves must be trained by a Bard.  There are some differences between the voice throws available to members of each guild.&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Bard Voice Throws==&lt;br /&gt;
1. Any items that the Bard is wearing or holding.&lt;br /&gt;
* THROW VOICE &amp;lt;item&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Items in something you are wearing or holding.  &lt;br /&gt;
* THROW VOICE &amp;lt;item&amp;gt; in &amp;lt;item&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Any items someone else is wearing or holding.  &lt;br /&gt;
* THROW VOICE &amp;lt;item&amp;gt; on &amp;lt;person&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. At NPC&#039;s.  &lt;br /&gt;
* THROW VOICE &amp;lt;NPC&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. At players.  &lt;br /&gt;
* THROW VOICE &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
:&#039;&#039;NOTE&#039;&#039;: Abuse of this ability can lead to GM intervention in Prime or Plat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The highest level of bardic voice throw requires approximately 40 [[Charisma]] and 300 ranks of [[performance]].&lt;br /&gt;
:&#039;&#039;Update&#039;&#039;: In 3.0 this is now 42 charisma, 40 discipline, 310 performance.&lt;br /&gt;
*used to be vocals, now determined by performance skill&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* Learned ability # 1 at [[requires performance skill::180]] performance, [[requires charisma::30]] charisma.&lt;br /&gt;
note: I was able to do this with 179 ranks in performance, but not at 175.  it seems the requirement is somewhere in between.&lt;br /&gt;
* Learned ability # 2 at [[requires performance skill::210]] performance, [[requires charisma::34]] charisma.&lt;br /&gt;
* Learned ability # 3 at [[requires performance skill::245]] performance, [[requires charisma::36]] charisma, [[requires discipline::34]] discipline&lt;br /&gt;
* Learned ability # 4 at [[requires performance skill::280]] performance, [[requires charisma::37]] charisma, [[requires discipline::36]] discipline&lt;br /&gt;
* Learned ability # 5 at [[requires performance skill::315]] performance, [[requires charisma::42]] charisma, [[requires discipline::40]] discipline&lt;br /&gt;
note: I was able to learn this with 296 ranks performance, 41 charisma and 39 discipline (2017)&lt;br /&gt;
&lt;br /&gt;
Drinks to have on hand: helmsman&#039;s ruin, bitterroot ale, starry road sherry&lt;br /&gt;
&lt;br /&gt;
==Thief Voice Throws==&lt;br /&gt;
1. Throw your voice in different directions.  &lt;br /&gt;
* THROW VOICE OUT &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Objects lying around.  &lt;br /&gt;
* THROW VOICE &amp;lt;item&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Items in/on/behind/under item on the ground.  &lt;br /&gt;
* THROW VOICE &amp;lt;item&amp;gt; in/on/behind/under &amp;lt;item&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Items on critters.  &lt;br /&gt;
* THROW VOICE &amp;lt;item&amp;gt; on &amp;lt;critter&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. At critters.  &lt;br /&gt;
* THROW VOICE &amp;lt;critter&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
*Learned ability # 1 at circle 46 with 25 charisma and 135 performance (12/25/2019 learned with 20 CHA, 121 Perform)&lt;br /&gt;
*Learned ability # 2 at circle 54&lt;br /&gt;
*Learned ability # 3 at circle 56&lt;br /&gt;
*Learned ability # 4 at circle 58&lt;br /&gt;
*Learned ability # 5 at circle 62&lt;br /&gt;
&lt;br /&gt;
Note from a circle 50 Thief:&lt;br /&gt;
&amp;gt;throw voice&lt;br /&gt;
You have learned the ability to throw your voice from...&lt;br /&gt;
  Different directions.  THROW VOICE OUT &amp;lt;message&amp;gt;.&lt;br /&gt;
  Objects you see lying around.  THROW VOICE &amp;lt;item&amp;gt; &amp;lt;message&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
56th Thief:&lt;br /&gt;
- Currently only has first throw option&lt;br /&gt;
- 148 Performance/40 charisma&lt;br /&gt;
- Definitely a performance holding back second option&lt;br /&gt;
(Signed E)&lt;br /&gt;
&lt;br /&gt;
==Teaching==&lt;br /&gt;
A Bard may teach any of these techniques to a Thief of sufficient circle.  The Bard must have at least 30 Charisma in order to teach any of these techniques.&lt;br /&gt;
&lt;br /&gt;
To initiate a class:&lt;br /&gt;
*THROW VOICE LEARN &amp;lt;Bard&amp;gt;&lt;br /&gt;
*THROW VOICE TEACH &amp;lt;Thief&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
*THROW VOICE REFUSE/DECLINE&lt;br /&gt;
&lt;br /&gt;
It takes ~15 minutes to teach each technique and you teach them in sequential order.  After the lesson is finished, the Bard must rest for ~15 minutes to absorb the lesson.  This will teach a small amount of Teaching and Scholarship.  Skill does not appear to affect class length.&lt;br /&gt;
&lt;br /&gt;
*Bard able to Teach Thief first ability at 225 performance skill.&lt;br /&gt;
*Thief ability to learn is strictly based on circle, not skills or stats.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
[[page type is::ability| ]]{{Cat|Bard abilities,Thief abilities}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Khri&amp;diff=513084</id>
		<title>Category:Khri</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Khri&amp;diff=513084"/>
		<updated>2019-12-24T06:05:42Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Khrichart.png&lt;br /&gt;
rect 34 146 160 182 [[Khri Darken|Darken (Augmentation)]]&lt;br /&gt;
rect 223 53 348 93 [[Khri Dampen|Dampen (Utility, Warding)]]&lt;br /&gt;
rect 222 109 347 149 [[Khri Strike|Strike (Augmentation)]]&lt;br /&gt;
rect 223 164 348 204 [[Khri Silence|Silence (Utility)]]&lt;br /&gt;
rect 222 220 349 260 [[Khri Harrier|Harrier (Augmentation)]]&lt;br /&gt;
rect 400 54 527 93 [[Khri Sensing|Sensing (Utility)]]&lt;br /&gt;
rect 400 109 526 148 [[Khri Shadowstep|Shadowstep (Utility)]]&lt;br /&gt;
rect 400 164 526 205 [[Khri Vanish|Vanish (Utility)]]&lt;br /&gt;
rect 575 164 701 205 [[Khri Evanescence|Evanescence (Utility, Warding)]]&lt;br /&gt;
rect 36 390 161 432 [[Khri Hasten|Hasten (Utility)]]&lt;br /&gt;
rect 222 307 348 348 [[Khri Safe|Safe (Augmentation)]]&lt;br /&gt;
rect 222 362 348 402 [[Khri Avoidance|Avoidance (Augmentation)]]&lt;br /&gt;
rect 222 418 348 457 [[Khri Plunder|Plunder (Augmentation)]]&lt;br /&gt;
rect 400 307 526 347 [[Khri Muse|Muse (Augmentation)]]&lt;br /&gt;
rect 400 362 526 403 [[Khri Elusion|Elusion (Augmentation)]]&lt;br /&gt;
rect 400 418 526 458 [[Khri Slight|Slight (Utility)]]&lt;br /&gt;
rect 400 473 526 513 [[Khri Guile|Guile (Debilitation)]]&lt;br /&gt;
rect 576 362 701 402 [[Khri Flight|Flight (Augmentation, Warding)]]&lt;br /&gt;
rect 576 418 701 458 [[Khri Cunning|Cunning (Augmentation, Utility)]]&lt;br /&gt;
rect 751 418 877 457 [[Khri Credence|Credence (Debilitation)]]&lt;br /&gt;
rect 35 700 160 740 [[Khri Focus|Focus (Augmentation)]]&lt;br /&gt;
rect 222 548 348 589 [[Khri Sight|Sight (Augmentation)]]&lt;br /&gt;
rect 222 604 348 645 [[Khri Prowess|Prowess (Debilitation)]]&lt;br /&gt;
rect 222 714 348 755 [[Khri Calm|Calm (Utility)]]&lt;br /&gt;
rect 222 824 348 866 [[Khri Terrify|Terrify (Debilitation)]]&lt;br /&gt;
rect 399 548 526 588 [[Khri Insight|Insight (Augmentation)]]&lt;br /&gt;
rect 399 604 526 645 [[Khri Eliminate|Eliminate (Debilitation)]]&lt;br /&gt;
rect 399 659 526 699 [[Khri Steady|Steady (Augmentation)]]&lt;br /&gt;
rect 399 714 526 754 [[Khri Endure|Endure (Augmentation, Utility)]]&lt;br /&gt;
rect 399 769 526 810 [[Khri Serenity|Serenity (Warding)]]&lt;br /&gt;
rect 399 824 526 866 [[Khri Intimidate|Intimidate (Debilitation)]]&lt;br /&gt;
rect 576 769 701 809 [[Khri Sagacity|Sagacity (Warding)]]&lt;br /&gt;
rect 576 825 701 865 [[Khri Fright|Fright (Augmentation)]]&lt;br /&gt;
rect 35 960 161 999 [[Ambush Choke|Choke]]&lt;br /&gt;
rect 35 1016 161 1055 [[Ambush Slash|Slash]]&lt;br /&gt;
rect 35 1072 161 1112 [[Ambush Stun|Stun]]&lt;br /&gt;
rect 222 960 348 999 [[Ambush Screen|Screen]]&lt;br /&gt;
rect 222 1016 348 1055 [[Ambush Ignite|Ignite]]&lt;br /&gt;
rect 222 1072 348 1112 [[Ambush Clout|Clout]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
Khri (pronounced &#039;kree&#039;) is a group of [[Thief]] abilities that entail heightened concentration to increase awareness and body control.  The term &amp;quot;khri&amp;quot; is used for both singular and plural. As per Gonk on 02/06/2019, The word Khri itself was actually a riff/nod to Ki/Chi/Qi. &lt;br /&gt;
&lt;br /&gt;
*Khri is considered an in-game secret, but Simutronics forum policies allow it to be discussed openly on the Forums.&lt;br /&gt;
&lt;br /&gt;
*Each guild leader teaches the full list of khri&lt;br /&gt;
*All khri can be stacked together with no limit to how many can be stacked at once. There is no extra concentration cost for stacking multiple khri at once.  Starting multiple khri at once has a skill check.  The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.&lt;br /&gt;
&lt;br /&gt;
*Generally speaking, you will be able to stand and start tier one at 50 ranks in magic, tier two at 100, tier 3 at 150, tier 4 at 250.&lt;br /&gt;
&lt;br /&gt;
* Slot progression is the same as other [https://elanthipedia.play.net/Category:Magic#Slot_Progression Magic tertiary guilds], 1 slot at 1st circle, 1 slot at 2nd circle then 1 slot every two circles through 102nd circle. After 102nd circle, you will gain 1 slot every 3 levels starting with 105th circle. You will gain a total of 68 slots from circling with an additional bonus slot at 1st circle for [[Premium]] subscribers or for [[Accounts|Basic]] (standard) subscribers an additional bonus slot at either 50th circle or 500 ranks of Inner Magic, whichever comes first. With a total of 74 slots required for all Khri and Ambushes, you will not be able to learn every single one.&lt;br /&gt;
&lt;br /&gt;
==Combination Khri==&lt;br /&gt;
&lt;br /&gt;
When khri were rewritten in 2018, all combination effects were moved to individual khri instead. There are no longer combination style effects.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
To see what khri you know simply type {{com|khri}} by itself.&lt;br /&gt;
&lt;br /&gt;
===Starting Khri===&lt;br /&gt;
There are a few ways and options for how to start khri:&lt;br /&gt;
*{{tt|KHRI start &amp;lt;khriname&amp;gt;}} - Starts the khri immediately.&lt;br /&gt;
*{{tt|KHRI &amp;lt;khriname&amp;gt; &amp;lt;khriname&amp;gt;}} - Starts the khri immediately.&lt;br /&gt;
There is a skillcheck involved with starting multiple khri at once. It is *roughly* one extra per 100 Inner magic. (12/23/2019 - just put up 2 for the first time with 151 Inner magic)&lt;br /&gt;
*{{tt|KHRI delay &amp;lt;khriname&amp;gt; &amp;lt;khriname&amp;gt; &amp;lt;khriname&amp;gt;}} - Starts the khri after a brief delay, but will enhance the ability in most cases.&lt;br /&gt;
Unsure if there is a skillcheck involved with delayed start of multiples.&lt;br /&gt;
&lt;br /&gt;
If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier.  Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability.&lt;br /&gt;
Most khri require an upfront cost in [[concentration]] and a smaller maintenance cost. Some, such as [[Khri Eliminate|Eliminate]] require a large upfront cost but no maintenance.&lt;br /&gt;
&lt;br /&gt;
===Stopping Khri===&lt;br /&gt;
Khri will end naturally after some period of time determined by your skill and the difficulty of the khri.  They might also end if you no longer have the concentration to power them.  If you want to end a khri manually you can:&lt;br /&gt;
*{{tt|KHRI stop}} - Will end all khri.&lt;br /&gt;
*{{tt|KHRI stop &amp;lt;khriname&amp;gt;}} - Will end just the specified khri.&lt;br /&gt;
Once a khri has ended it will be on a cooldown for a period of time.  This can range from 5 seconds to 3 minutes based on your skills and the difficulty of the khri.  &lt;br /&gt;
&lt;br /&gt;
Khri that do not continually drain concentration cannot be stopped, but generally the effects of those khri are instantaneous.&lt;br /&gt;
&lt;br /&gt;
===Forgetting Khri===&lt;br /&gt;
It is possible to forget a khri once you have learned it. This ability can be used at a Guildleader and only once every 30 RL days.&lt;br /&gt;
&lt;br /&gt;
The command to forget a khri is:&lt;br /&gt;
*{{tt|ask &amp;lt;leader&#039;s name&amp;gt; about &amp;lt;khriname&amp;gt; unlearn}}&lt;br /&gt;
&lt;br /&gt;
===Teaching Khri===&lt;br /&gt;
Player Thieves have the ability to teach khri to other player thieves:&lt;br /&gt;
&lt;br /&gt;
*{{com|teach}} {{tt|khri &amp;lt;Khri Name&amp;gt; to &amp;lt;Person&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===Misc Khri commands===&lt;br /&gt;
There are a few additional commands associated with khri that add additional functionality:&lt;br /&gt;
*{{tt|KHRI check}} - Will display which khri are running, and which are on cooldown.&lt;br /&gt;
*{{tt|KHRI meditate}} - Can be used to increase the learning rate of any active khri.&lt;br /&gt;
*{{tt|KHRI meditate}} - When no khri are active it will reduce any cooldowns.&lt;br /&gt;
*{{tt|KHRI help}} - Will bring up this information to read again.&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
There are 5 tiers of difficulty, and then Special Khri which have a larger one time concentration cost.&lt;br /&gt;
*Tier 1 (8 startup, 2 pulse) : Darken, Focus, Hasten&lt;br /&gt;
*Tier 2 (12 startup, 3 pulse): Avoidance, Dampen, Elusion, Harrier, Insight, Plunder, Safe, Sight, Silence, Strike, Sensing, Terrify&lt;br /&gt;
*Tier 3 (16 startup, 4 pulse): Cunning, Endure, Flight, Fright, Intimidate, Muse, Prowess, Serenity, Shadowstep, Steady&lt;br /&gt;
*Tier 4 (20 startup, 5 pulse): Credence, Guile, Sagacity, Slight, &lt;br /&gt;
*Tier 5 (25 startup, 6 pulse): Evanescence&lt;br /&gt;
*Special (One time cost): Calm (25), Eliminate (35), Vanish (30)&lt;br /&gt;
&lt;br /&gt;
==Summary of khri information==&lt;br /&gt;
{{AbilityList|ht}}&lt;br /&gt;
{{#ask:[[guild association is::thief]][[Ability type is::!other]]&lt;br /&gt;
|?pretty name is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability difficulty is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?Ability usage cost is&lt;br /&gt;
|?ability path is&lt;br /&gt;
|?prerequisite&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|sort=ability path is,ability difficulty is,slot cost is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=AbilityList9&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=100&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[has default form::Form:GuildAbility| ]][[Category:Thief abilities]]&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Khri_Prowess&amp;diff=512671</id>
		<title>Khri Prowess</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Khri_Prowess&amp;diff=512671"/>
		<updated>2019-12-04T17:05:19Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: added 20 circle requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Prowess&lt;br /&gt;
|guild=thief&lt;br /&gt;
|prereqs=Focus, Circle 20&lt;br /&gt;
|slots=2&lt;br /&gt;
|diff=Tier 3&lt;br /&gt;
|type=Khri&lt;br /&gt;
|contest1=Charm,Fear&lt;br /&gt;
|contest2=willpower&lt;br /&gt;
|skill=Debilitation, area of effect&lt;br /&gt;
|path=Potency&lt;br /&gt;
|cost=16 [[Concentration]] on startup + 4 Concentration per pulse&lt;br /&gt;
|costs=16 + 4/pulse&lt;br /&gt;
|desc=Kalag the Sly nods and says, &amp;quot;Concentrating on your prowess will allow you to be more of a force to be reckoned with in battle.  This is one of the few khri that can be noticed by others, causing anyone that wishes to engage you to be apprehensive of your power.  Once you have learned the secrets of throwing your voice, you can even make use of this khri while undetected.&amp;quot;&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Tactics skill, Reflex (stat), Offensive Factor&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Tactics is PvP only, OF is PvE only&lt;br /&gt;
|messaging=Remembering the mantra of mind over matter, you let your dedicated focus seep into your muscles.  The sensation of believing that your enemies will tremble at the mere thought of you translates from your every movement.&lt;br /&gt;
|teacher=Varsyth&lt;br /&gt;
}}&lt;br /&gt;
Contest is Charm if in the open, or Fear if hidden.&lt;br /&gt;
&lt;br /&gt;
Requires around 75 ranks of Debilitation and 80 ranks of Inner Magic to start without kneeling or sitting.&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Khri_Dampen&amp;diff=512670</id>
		<title>Khri Dampen</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Khri_Dampen&amp;diff=512670"/>
		<updated>2019-12-04T17:02:15Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: Removed Circle 12 requirement. Just obtained this at circle 10 on my thief&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Dampen&lt;br /&gt;
|guild=thief&lt;br /&gt;
|prereqs=Darken&lt;br /&gt;
|slots=2&lt;br /&gt;
|diff=Tier 2&lt;br /&gt;
|type=khri&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=Utility, Warding&lt;br /&gt;
|path=Subtlety&lt;br /&gt;
|cost=12 [[Concentration]] on startup + 3 Concentration per pulse&lt;br /&gt;
|costs=12 + 3/pulse&lt;br /&gt;
|desc=Crow signs, &amp;quot;The partner to Darken, this will help you keep your movements fluid in order to overcome the disadvantages of being stealthy in armor.  With enough skill you will keep chain armors quieter then leather or cloth, or feel the lighter armors on you silent as a second skin.  It can even help somewhat with moving in brigandine armor and shields.&amp;quot;&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Decrease stealth hindrance, anti-locate barrier, blocks hunt&lt;br /&gt;
|messaging=Focusing your mind, you attempt to attune your senses to even your most minor movements.  You quickly feel more comfortable with your ability to control your motions to prevent detection.&lt;br /&gt;
|teacher=Crow&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Durian&amp;diff=413018</id>
		<title>Durian</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Durian&amp;diff=413018"/>
		<updated>2015-06-14T22:54:17Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CraftProp|t=w|50|55|85|10|80|80|10|20||| Tropical |r=c}}&lt;br /&gt;
{{Cat|Flora,Woods}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Curse_of_the_Wilds&amp;diff=403184</id>
		<title>Talk:Curse of the Wilds</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Curse_of_the_Wilds&amp;diff=403184"/>
		<updated>2015-04-01T07:03:46Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Changed contest type after overhearing chatter.&lt;br /&gt;
&lt;br /&gt;
Chatter[GM Ricinus] COTW is vs Fortitude, which is Stam, Disc, Strength&lt;br /&gt;
&lt;br /&gt;
Chatter[Tjololo] fortitude? ok that&#039;s not what the wiki said&lt;br /&gt;
&lt;br /&gt;
Chatter[GM Ricinus] Not suprising for that spell, the idea of vines wrapping around a target could imply Reflex.  But it is indeed Fortitude.&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Curse_of_the_Wilds&amp;diff=403183</id>
		<title>Talk:Curse of the Wilds</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Curse_of_the_Wilds&amp;diff=403183"/>
		<updated>2015-04-01T07:03:27Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: Created page with &amp;quot;Changed contest type after overhearing chatter.  Chatter[GM Ricinus] COTW is vs Fortitude, which is Stam, Disc, Strength Chatter[Tjololo] fortitude? ok that&amp;#039;s not what the wik...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Changed contest type after overhearing chatter.&lt;br /&gt;
&lt;br /&gt;
Chatter[GM Ricinus] COTW is vs Fortitude, which is Stam, Disc, Strength&lt;br /&gt;
Chatter[Tjololo] fortitude? ok that&#039;s not what the wiki said&lt;br /&gt;
Chatter[GM Ricinus] Not suprising for that spell, the idea of vines wrapping around a target could imply Reflex.  But it is indeed Fortitude.&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Curse_of_the_Wilds&amp;diff=403182</id>
		<title>Curse of the Wilds</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Curse_of_the_Wilds&amp;diff=403182"/>
		<updated>2015-04-01T07:02:50Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Curse of the Wilds&lt;br /&gt;
|abbrev=cotw&lt;br /&gt;
|minprep=14&lt;br /&gt;
|castcap=98&lt;br /&gt;
|minskill=100&lt;br /&gt;
|maxskill=700&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|spellbook=Nature Manipulation&lt;br /&gt;
|prereqs=[[Devitalize]] or [[Devolve]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Curse of the Wilds creates vines formed of life energy to wrap around the target.  If the target cannot tough out their onslaught, the vines wrap around the victim like chains and potentially seriously hinder their offensive and defensive capabilities.&lt;br /&gt;
|effect=Offensive and defensive debuff.&lt;br /&gt;
|messaging=You gesture at a musk hog.&amp;lt;br /&amp;gt;&lt;br /&gt;
With a flash of green light, writhing vines of dark green ivy burst into being, consuming the musk hog in a rustling, living shell!&amp;lt;br /&amp;gt;&lt;br /&gt;
The vines melt inwards, and soon you can see them burrowing close to its skin and around its body, immensely ensnaring the musk hog&#039;s movements with natural chains!&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=fortitude&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Does not cause [[Empathic shock]] when being cast by an [[Empath]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Khri_Dampen&amp;diff=399671</id>
		<title>Khri Dampen</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Khri_Dampen&amp;diff=399671"/>
		<updated>2015-03-07T18:47:27Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Dampen&lt;br /&gt;
|guild=thief&lt;br /&gt;
|prereqs=Darken, Circle 15&lt;br /&gt;
|slots=1&lt;br /&gt;
|diff=Tier 2&lt;br /&gt;
|type=khri&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=Utility&lt;br /&gt;
|path=Subtlety&lt;br /&gt;
|cost=12 [[Concentration]] on startup + 3 Concentration per pulse&lt;br /&gt;
|costs=12 + 3/pulse&lt;br /&gt;
|desc=Crow signs, &amp;quot;The partner to Darken, this will help you keep your movements fluid in order to overcome the disadvantages of being stealthy in armor.  With enough skill you will keep chain armors quieter then leather or cloth, or feel the lighter armors on you silent as a second skin.  It can even help somewhat with moving in brigandine armor and shields.&amp;quot;&lt;br /&gt;
|effect=Lowers stealth hinderance of armor.&lt;br /&gt;
|messaging=Focusing your mind, you attempt to attune your senses to even your most minor movements.  You quickly feel more comfortable with your ability to control your motions to prevent detection.&lt;br /&gt;
|teacher=Crow&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=386719</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=386719"/>
		<updated>2014-12-01T16:45:30Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Armor Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF&amp;gt;FST branch for RW&amp;gt;Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic. As a Magic tertiary guild however, TM will not be your strongest tool for killing.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Armor Choice===&lt;br /&gt;
Paladins are the only guild with Armor as a primary skillset. This offers a few benefits -&lt;br /&gt;
*Able train hindrance down lower than any other guild (Minimally hindered in heavy Plate Armor)&lt;br /&gt;
*Can eventually mix all armors without any &#039;mixing&#039; penalties&lt;br /&gt;
*Able to wear large-sized shields on their arm&lt;br /&gt;
&lt;br /&gt;
Shield Usage is a soft skill requirement, and will most likely end up being your &#039;primary armor&#039; for circling purposes. I strongly recommend choosing Plate as your main worn armor. Paladins are the only guild that can train Plate down to minimally hindered, and the ability to have the lowest hindrance with the most protective armor is a benefit that should not be squandered. &lt;br /&gt;
&lt;br /&gt;
While Shield and Plate armor will be enough to fulfill the minimum guild circling requirements, it is strongly recommended to eventually train more (if not all) armors. As Paladin&#039;s primary skillset, it will train faster than other skills, and maximize TDP return. Each person will have to find their own balance between training multiple armors for mechanical TDP benefit, or training fewer for RP/Character Concept reasons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; I train 3 armors: Heavy Plate, Brigandine, and Chain armor. I can&#039;t reconcile the Roleplay concept of a Paladin in Leather Armor, so I don&#039;t train it. This is where I found my balance between mechanics/roleplay.&lt;br /&gt;
&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
Again, as this is a guild perk specific to Paladins, it should not be overlooked. However, if you would like to train Bows, you should consider stepping down to a medium-sized shield to avoid penalties to ranged.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but here&#039;s a few restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield (Paladins have the least penalty in this regard)&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
Should you decide to participate in the Paladin-themed Jousting Tournaments, you will want to have some skill with Polearms.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first 10 circles you&#039;ll only need one weapon. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
As a Paladin you will already be spending a lot of time in combat, so training more than the guild minimum weapons should be easy...but feel free to modify that number down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
There&#039;s not much about Survival skills to discuss for Paladins. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Perception_skill|Perception]] - has some tie-ins with Paladin abilities (Glyph of Light)&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel.&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - Handy if you want to be able to forage your own healing herbs, good tie in with Alchemy&lt;br /&gt;
&lt;br /&gt;
NOTE: Training stealth is possible, but difficult. Attacking from stealth is the primary way to train this skill, and will cause a loss of your Soul State.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements and will require some serious repenting if you wish to continue circling.&lt;br /&gt;
&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384362</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384362"/>
		<updated>2014-11-20T20:27:44Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Weapon Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF&amp;gt;FST branch for RW&amp;gt;Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic. As a Magic tertiary guild however, TM will not be your strongest tool for killing.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Armor Choice===&lt;br /&gt;
Paladins are the only guild with Armor as a primary skillset. This offers a few benefits -&lt;br /&gt;
*Able train hindrance down lower than any other guild (Minimally hindered in heavy Plate Armor)&lt;br /&gt;
*Can eventually mix all armors without any &#039;mixing&#039; penalties&lt;br /&gt;
*Able to wear large-sized shields on their arm&lt;br /&gt;
&lt;br /&gt;
Shield Usage is a soft skill requirement, and will most likely end up being your &#039;primary armor&#039; for circling purposes. I strongly recommend choosing Plate as your main worn armor. Paladins are the only guild that can train Plate down to minimally hindered, and the ability to have the lowest hindrance with the most protective armor is a benefit that should not be squandered. &lt;br /&gt;
&lt;br /&gt;
While Shield and Plate armor will be enough to fulfill the minimum guild circling requirements, it is strongly recommended to eventually train more (if not all) armors. As Paladin&#039;s primary skillset, it will train faster than other skills, and maximize TDP return. Each person will have to find their own balance between training multiple armors for mechanical TDP benefit, or training fewer for RP/Character Concept reasons. Personally I train 3 worn armors.&lt;br /&gt;
&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
Again, as this is a guild perk specific to Paladins, it should not be overlooked. However, if you would like to train Bows, you should consider stepping down to a medium-sized shield to avoid penalties to ranged.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but here&#039;s a few restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield (Paladins have the least penalty in this regard)&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
Should you decide to participate in the Paladin-themed Jousting Tournaments, you will want to have some skill with Polearms.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first 10 circles you&#039;ll only need one weapon. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
As a Paladin you will already be spending a lot of time in combat, so training more than the guild minimum weapons should be easy...but feel free to modify that number down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
There&#039;s not much about Survival skills to discuss for Paladins. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Perception_skill|Perception]] - has some tie-ins with Paladin abilities (Glyph of Light)&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel.&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - Handy if you want to be able to forage your own healing herbs, good tie in with Alchemy&lt;br /&gt;
&lt;br /&gt;
NOTE: Training stealth is possible, but difficult. Attacking from stealth is the primary way to train this skill, and will cause a loss of your Soul State.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements and will require some serious repenting if you wish to continue circling.&lt;br /&gt;
&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384361</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384361"/>
		<updated>2014-11-20T20:21:28Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Survival Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF&amp;gt;FST branch for RW&amp;gt;Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic. As a Magic tertiary guild however, TM will not be your strongest tool for killing.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Armor Choice===&lt;br /&gt;
Paladins are the only guild with Armor as a primary skillset. This offers a few benefits -&lt;br /&gt;
*Able train hindrance down lower than any other guild (Minimally hindered in heavy Plate Armor)&lt;br /&gt;
*Can eventually mix all armors without any &#039;mixing&#039; penalties&lt;br /&gt;
*Able to wear large-sized shields on their arm&lt;br /&gt;
&lt;br /&gt;
Shield Usage is a soft skill requirement, and will most likely end up being your &#039;primary armor&#039; for circling purposes. I strongly recommend choosing Plate as your main worn armor. Paladins are the only guild that can train Plate down to minimally hindered, and the ability to have the lowest hindrance with the most protective armor is a benefit that should not be squandered. &lt;br /&gt;
&lt;br /&gt;
While Shield and Plate armor will be enough to fulfill the minimum guild circling requirements, it is strongly recommended to eventually train more (if not all) armors. As Paladin&#039;s primary skillset, it will train faster than other skills, and maximize TDP return. Each person will have to find their own balance between training multiple armors for mechanical TDP benefit, or training fewer for RP/Character Concept reasons. Personally I train 3 worn armors.&lt;br /&gt;
&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
Again, as this is a guild perk specific to Paladins, it should not be overlooked. However, if you would like to train Bows, you should consider stepping down to a medium-sized shield to avoid penalties to ranged.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield (Paladins have the least penalty in this regard)&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
Should you decide to participate in the Paladin-themed Jousting Tournaments, you will want to have some skill with Polearms.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first 10 circles you&#039;ll only need one weapon. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
As a Paladin you will already be spending a lot of time in combat, so training more than the guild minimum weapons should be easy...but feel free to modify that number down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
There&#039;s not much about Survival skills to discuss for Paladins. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Perception_skill|Perception]] - has some tie-ins with Paladin abilities (Glyph of Light)&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel.&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - Handy if you want to be able to forage your own healing herbs, good tie in with Alchemy&lt;br /&gt;
&lt;br /&gt;
NOTE: Training stealth is possible, but difficult. Attacking from stealth is the primary way to train this skill, and will cause a loss of your Soul State.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements and will require some serious repenting if you wish to continue circling.&lt;br /&gt;
&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384356</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384356"/>
		<updated>2014-11-20T19:47:57Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Weapon Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF&amp;gt;FST branch for RW&amp;gt;Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic. As a Magic tertiary guild however, TM will not be your strongest tool for killing.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Armor Choice===&lt;br /&gt;
Paladins are the only guild with Armor as a primary skillset. This offers a few benefits -&lt;br /&gt;
*Able train hindrance down lower than any other guild (Minimally hindered in heavy Plate Armor)&lt;br /&gt;
*Can eventually mix all armors without any &#039;mixing&#039; penalties&lt;br /&gt;
*Able to wear large-sized shields on their arm&lt;br /&gt;
&lt;br /&gt;
Shield Usage is a soft skill requirement, and will most likely end up being your &#039;primary armor&#039; for circling purposes. I strongly recommend choosing Plate as your main worn armor. Paladins are the only guild that can train Plate down to minimally hindered, and the ability to have the lowest hindrance with the most protective armor is a benefit that should not be squandered. &lt;br /&gt;
&lt;br /&gt;
While Shield and Plate armor will be enough to fulfill the minimum guild circling requirements, it is strongly recommended to eventually train more (if not all) armors. As Paladin&#039;s primary skillset, it will train faster than other skills, and maximize TDP return. Each person will have to find their own balance between training multiple armors for mechanical TDP benefit, or training fewer for RP/Character Concept reasons. Personally I train 3 worn armors.&lt;br /&gt;
&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
Again, as this is a guild perk specific to Paladins, it should not be overlooked. However, if you would like to train Bows, you should consider stepping down to a medium-sized shield to avoid penalties to ranged.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield (Paladins have the least penalty in this regard)&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
Should you decide to participate in the Paladin-themed Jousting Tournaments, you will want to have some skill with Polearms.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first 10 circles you&#039;ll only need one weapon. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
As a Paladin you will already be spending a lot of time in combat, so training more than the guild minimum weapons should be easy...but feel free to modify that number down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384353</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384353"/>
		<updated>2014-11-20T19:35:53Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Weapon Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF&amp;gt;FST branch for RW&amp;gt;Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic. As a Magic tertiary guild however, TM will not be your strongest tool for killing.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Armor Choice===&lt;br /&gt;
Paladins are the only guild with Armor as a primary skillset. This offers a few benefits -&lt;br /&gt;
*Able train hindrance down lower than any other guild (Minimally hindered in heavy Plate Armor)&lt;br /&gt;
*Can eventually mix all armors without any &#039;mixing&#039; penalties&lt;br /&gt;
*Able to wear large-sized shields on their arm&lt;br /&gt;
&lt;br /&gt;
Shield Usage is a soft skill requirement, and will most likely end up being your &#039;primary armor&#039; for circling purposes. I strongly recommend choosing Plate as your main worn armor. Paladins are the only guild that can train Plate down to minimally hindered, and the ability to have the lowest hindrance with the most protective armor is a benefit that should not be squandered. &lt;br /&gt;
&lt;br /&gt;
While Shield and Plate armor will be enough to fulfill the minimum guild circling requirements, it is strongly recommended to eventually train more (if not all) armors. As Paladin&#039;s primary skillset, it will train faster than other skills, and maximize TDP return. Each person will have to find their own balance between training multiple armors for mechanical TDP benefit, or training fewer for RP/Character Concept reasons. Personally I train 3 worn armors.&lt;br /&gt;
&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
Again, as this is a guild perk specific to Paladins, it should not be overlooked. However, if you would like to train Bows, you should consider stepping down to a medium-sized shield to avoid penalties to ranged.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield (Paladins have the least penalty in this regard)&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first 10 circles you&#039;ll only need one weapon. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
As a Paladin you will already be spending a lot of time in combat, so training more than the guild minimum weapons should be easy...but feel free to modify that number down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384344</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=384344"/>
		<updated>2014-11-20T19:10:28Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Armor Skillset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF&amp;gt;FST branch for RW&amp;gt;Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic. As a Magic tertiary guild however, TM will not be your strongest tool for killing.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Armor Choice===&lt;br /&gt;
Paladins are the only guild with Armor as a primary skillset. This offers a few benefits -&lt;br /&gt;
*Able train hindrance down lower than any other guild (Minimally hindered in heavy Plate Armor)&lt;br /&gt;
*Can eventually mix all armors without any &#039;mixing&#039; penalties&lt;br /&gt;
*Able to wear large-sized shields on their arm&lt;br /&gt;
&lt;br /&gt;
Shield Usage is a soft skill requirement, and will most likely end up being your &#039;primary armor&#039; for circling purposes. I strongly recommend choosing Plate as your main worn armor. Paladins are the only guild that can train Plate down to minimally hindered, and the ability to have the lowest hindrance with the most protective armor is a benefit that should not be squandered. &lt;br /&gt;
&lt;br /&gt;
While Shield and Plate armor will be enough to fulfill the minimum guild circling requirements, it is strongly recommended to eventually train more (if not all) armors. As Paladin&#039;s primary skillset, it will train faster than other skills, and maximize TDP return. Each person will have to find their own balance between training multiple armors for mechanical TDP benefit, or training fewer for RP/Character Concept reasons. Personally I train 3 worn armors.&lt;br /&gt;
&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
Again, as this is a guild perk specific to Paladins, it should not be overlooked. However, if you would like to train Bows, you should consider stepping down to a medium-sized shield to avoid penalties to ranged.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381740</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381740"/>
		<updated>2014-11-08T11:12:51Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Starting Spell Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff. For more detailed information, check out the [[Cleric_Newbie_Help_Guide#Weapon_and_Armor_Skillsets|Weapons and Armor]] section further in this guide.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle. For more long-term spell choice advice, check out the [[Cleric_Newbie_Help_Guide#Spell_Paths_and_Choices|Spell Choice]] section below.&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]] until 10th circle. Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, [[Sorcery]], and [[Theurgy]] won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Since we also have a separate [[Augmentation]] requirement you will still have to train it even if it is not one of your top skills. As a result, it is highly recommended that you select [[Augmentation]] as one of your top magic skills. If you don&#039;t select an [[Augmentation]] spell at first circle you will be forced to seek out and sit in an [[Augmentation]] class in order to progress. As I don&#039;t care for being at the mercy of others, so I recommend selecting [[Centering]] as your first spell. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. [[Debilitation]] and [[Targeted_Magic|Targeted]] can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let them fall far behind, and progress in the guild without them completely, which is perfectly viable as well. It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]], and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple [[Centering]] spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: [[Benediction]], which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of [[Debilitation]] spells out of all the guilds. While your skill in [[debilitation]] is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || [[Wisdom]] || [[Charisma]] || [[Intelligence]] || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || [[Intelligence]] || [[Discipline]] || [[Wisdom]] || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || [[Wisdom]] || [[Intelligence]] || [[Discipline]] || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: [[Soul Sickness]], [[Soul Bonding]], [[Sanyu Lyba]], [[Malediction]], [[Curse of Zachriedek]] (6 if you consider [[Hydra Hex]])&lt;br /&gt;
*2 Magic attack spells: [[Phelim&#039;s Sanction]], [[Halo]]&lt;br /&gt;
*2 Mind attack spells: [[Huldah&#039;s Pall]], [[Meraud&#039;s Cry]]&lt;br /&gt;
&lt;br /&gt;
====[[Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. it is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist [[Targeted Magic]] are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and [[Paladins]] can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility]]====&lt;br /&gt;
[[Utility]] is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-lunar spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel Meraud]], where Arcana determines how many spells you can fit in it. [[Osrel Meraud]] also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. &lt;br /&gt;
&lt;br /&gt;
When you join the guild, you will be automatically ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]] &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE: You *MUST* be aligned to an aspect, and changing has a 6 hour timer.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*[[Magical_Feat#Attunement|Deep Attunement]] - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*[[Magical_Feat#Attunement|Raw Channeling]] - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*[[Magical_Feat#Scrolls|Magic Theorist]] and [[Magical_Feat#Spell_Casting|Sorcerous Patterns]] - if you decide you want to train [[Sorcery]], the former is a must and the latter is highly recommended&lt;br /&gt;
*[[Magical_Feat#Spell_Preparation|Faster Targeting]] and [[Magical_Feat#Spell_Preparation|Faster Battle Preparations]] - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
Most clerics will, as mention previously, choose [[Bless]], [[Centering]], [[Minor Physical Protection]] and [[Soul Sickness]] in addition to either [[Fists of Faenella]] or [[Horn of the Black Unicorn]] with their first seven spell slots. After that there are so many options as far as selecting further spells go that it is impossible to cover them all.&lt;br /&gt;
&lt;br /&gt;
A Cleric who focuses on physical combat, like the [[Gor&#039;Tog]] cleric above, will likely select [[Augmentation]] and [[Warding]] spells. [[Major Physical Protection]] and [[Malediction]] are good early choices as the former will improve your defensive abilities and the latter can be used to hinder your opponents offensive abilities, defensive abilities, or both. You will need to select [[Uncurse]] in order to learn [[Malediction]], however. A more powerful [[Targeted_Magic|targeted magic]] spell, like [[Aesrela Everild]] (which requires [[Auspice]] as a prerequisite), will be an excellent addition to your arsenal. [[Divine Radiance]] will improve your effectiveness against cursed and evil beings and will allow access to [[Shield of Light]], which is a popular combat spell.&lt;br /&gt;
&lt;br /&gt;
For a more scholarly cleric, like the [[Elothean]] mentioned above, [[Utility]] spells are good choices. [[Sanctify Pattern]] will allow you to improve one of your magic abilities (except [[Targeted Magic]]) and, more importantly, will allow you to learn [[Persistence of Mana]] at 20th circle, which is a powerful spell that improves your [[Attunement]] and ability to effectively use mana. You might also consider spells that allow you to provide valuable clerical services such as [[Uncurse]] and [[Rejuvenation]]. [[Rejuvenation]] also happens to be a prerequisite the the [[Resurrection]] spell. [[Eylhaar&#039;s Feast]] (and it&#039;s prerequisite [[Auspice]]) is a spell that, once you have the ability to use it, will allow you to convert spirit into mana or vitality and relatively quickly recover your lost spirit. This could be used to improve your spell casting endurance or as a lifesaving ability in combat. You will eventually want to bolster your combat spell arsenal and might consider spells such as [[Malediction]] or [[Soul Attrition]].&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Hunter of the Dead&amp;quot; type cleric might instead focus on spells that will strengthen her against the undead. [[Protection from Evil]] will reduce incoming damage from undead and is highly recommended. As many undead cause spirit damage, you will find that[[Soul Shield]] will provide a barrier to reduce such damage and [[Auspice]] will speed your recovery. Undead are immune to [[Soul Sickness]] (and most other soul affecting spells), so you will need an alternate [[Debilitation]] for both training and protection. As long as the undead are not immune to stuns (many are), [[Phelim&#039;s Sanction]] costs one spell slot and is a powerful [[Debilitation]] spell that can potentially stun every undead near you.  [[Malediction]] is excellent as both an offensive and defensive [[Debilitation]] and will allow you to train again stun-immune undead. [[Divine Radiance]], when used as a [[Targeted_Magic|targeted magic]] spell, will increase the damage of your weapons against any undead that you hit. Against undead who use a shield [[Harm Evil]] is perhaps the most powerful spell in the cleric&#039;s arsenal and, of course, it is a prerequisite for [[Harm Horde]].&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381449</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381449"/>
		<updated>2014-11-07T18:27:08Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Align */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff. For more detailed information, check out the [[Cleric_Newbie_Help_Guide#Weapon_and_Armor_Skillsets|Weapons and Armor]] section further in this guide.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]] until 10th circle. Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, [[Sorcery]], and [[Theurgy]] won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Since we also have a separate [[Augmentation]] requirement you will still have to train it even if it is not one of your top skills. As a result, it is highly recommended that you select [[Augmentation]] as one of your top magic skills. If you don&#039;t select an [[Augmentation]] spell at first circle you will be forced to seek out and sit in an [[Augmentation]] class in order to progress. As I don&#039;t care for being at the mercy of others, so I recommend selecting [[Centering]] as your first spell. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. [[Debilitation]] and [[Targeted_Magic|Targeted]] can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let them fall far behind, and progress in the guild without them completely, which is perfectly viable as well. It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]], and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple [[Centering]] spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: [[Benediction]], which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of [[Debilitation]] spells out of all the guilds. While your skill in [[debilitation]] is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || [[Wisdom]] || [[Charisma]] || [[Intelligence]] || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || [[Intelligence]] || [[Discipline]] || [[Wisdom]] || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || [[Wisdom]] || [[Intelligence]] || [[Discipline]] || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: [[Soul Sickness]], [[Soul Bonding]], [[Sanyu Lyba]], [[Malediction]], [[Curse of Zachriedek]] (6 if you consider [[Hydra Hex]])&lt;br /&gt;
*2 Magic attack spells: [[Phelim&#039;s Sanction]], [[Halo]]&lt;br /&gt;
*2 Mind attack spells: [[Huldah&#039;s Pall]], [[Meraud&#039;s Cry]]&lt;br /&gt;
&lt;br /&gt;
====[[Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. it is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist [[Targeted Magic]] are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and [[Paladins]] can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility]]====&lt;br /&gt;
[[Utility]] is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-lunar spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel Meraud]], where Arcana determines how many spells you can fit in it. [[Osrel Meraud]] also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. &lt;br /&gt;
&lt;br /&gt;
When you join the guild, you will be automatically ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]] &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE: You *MUST* be aligned to an aspect, and changing has a 6 hour timer.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*[[Magical_Feat#Attunement|Deep Attunement]] - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*[[Magical_Feat#Attunement|Raw Channeling]] - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*[[Magical_Feat#Scrolls|Magic Theorist]] and [[Magical_Feat#Spell_Casting|Sorcerous Patterns]] - if you decide you want to train [[Sorcery]], the former is a must and the latter is highly recommended&lt;br /&gt;
*[[Magical_Feat#Spell_Preparation|Faster Targeting]] and [[Magical_Feat#Spell_Preparation|Faster Battle Preparations]] - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
GNIKOLEYCHUK had some good points here, we might want to add some information on higher-end spell choices to illustrate spell paths? Could continue the Gor&#039;tog and Elothean Cases as examples. [[User:HOLYELF|HOLYELF]] ([[User talk:HOLYELF|talk]])&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381446</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381446"/>
		<updated>2014-11-07T18:10:11Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Putting it All Together, Advanced Stuff, Random Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff. For more detailed information, check out the [[Cleric_Newbie_Help_Guide#Weapon_and_Armor_Skillsets|Weapons and Armor]] section further in this guide.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]] until 10th circle. Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, [[Sorcery]], and [[Theurgy]] won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Since we also have a separate [[Augmentation]] requirement you will still have to train it even if it is not one of your top skills. As a result, it is highly recommended that you select [[Augmentation]] as one of your top magic skills. If you don&#039;t select an [[Augmentation]] spell at first circle you will be forced to seek out and sit in an [[Augmentation]] class in order to progress. As I don&#039;t care for being at the mercy of others, so I recommend selecting [[Centering]] as your first spell. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. [[Debilitation]] and [[Targeted_Magic|Targeted]] can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let them fall far behind, and progress in the guild without them completely, which is perfectly viable as well. It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]], and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple [[Centering]] spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: [[Benediction]], which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of [[Debilitation]] spells out of all the guilds. While your skill in [[debilitation]] is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || [[Wisdom]] || [[Charisma]] || [[Intelligence]] || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || [[Intelligence]] || [[Discipline]] || [[Wisdom]] || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || [[Wisdom]] || [[Intelligence]] || [[Discipline]] || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: [[Soul Sickness]], [[Soul Bonding]], [[Sanyu Lyba]], [[Malediction]], [[Curse of Zachriedek]] (6 if you consider [[Hydra Hex]])&lt;br /&gt;
*2 Magic attack spells: [[Phelim&#039;s Sanction]], [[Halo]]&lt;br /&gt;
*2 Mind attack spells: [[Huldah&#039;s Pall]], [[Meraud&#039;s Cry]]&lt;br /&gt;
&lt;br /&gt;
====[[Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. it is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist [[Targeted Magic]] are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and [[Paladins]] can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility]]====&lt;br /&gt;
[[Utility]] is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-lunar spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel Meraud]], where Arcana determines how many spells you can fit in it. [[Osrel Meraud]] also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*[[Magical_Feat#Attunement|Deep Attunement]] - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*[[Magical_Feat#Attunement|Raw Channeling]] - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*[[Magical_Feat#Scrolls|Magic Theorist]] and [[Magical_Feat#Spell_Casting|Sorcerous Patterns]] - if you decide you want to train [[Sorcery]], the former is a must and the latter is highly recommended&lt;br /&gt;
*[[Magical_Feat#Spell_Preparation|Faster Targeting]] and [[Magical_Feat#Spell_Preparation|Faster Battle Preparations]] - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
GNIKOLEYCHUK had some good points here, we might want to add some information on higher-end spell choices to illustrate spell paths? Could continue the Gor&#039;tog and Elothean Cases as examples. [[User:HOLYELF|HOLYELF]] ([[User talk:HOLYELF|talk]])&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381445</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381445"/>
		<updated>2014-11-07T18:09:10Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Spell Paths and Choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff. For more detailed information, check out the [[Cleric_Newbie_Help_Guide#Weapon_and_Armor_Skillsets|Weapons and Armor]] section further in this guide.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]] until 10th circle. Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, [[Sorcery]], and [[Theurgy]] won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Since we also have a separate [[Augmentation]] requirement you will still have to train it even if it is not one of your top skills. As a result, it is highly recommended that you select [[Augmentation]] as one of your top magic skills. If you don&#039;t select an [[Augmentation]] spell at first circle you will be forced to seek out and sit in an [[Augmentation]] class in order to progress. As I don&#039;t care for being at the mercy of others, so I recommend selecting [[Centering]] as your first spell. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. [[Debilitation]] and [[Targeted_Magic|Targeted]] can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let them fall far behind, and progress in the guild without them completely, which is perfectly viable as well. It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]], and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple [[Centering]] spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: [[Benediction]], which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of [[Debilitation]] spells out of all the guilds. While your skill in [[debilitation]] is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || [[Wisdom]] || [[Charisma]] || [[Intelligence]] || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || [[Intelligence]] || [[Discipline]] || [[Wisdom]] || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || [[Wisdom]] || [[Intelligence]] || [[Discipline]] || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: [[Soul Sickness]], [[Soul Bonding]], [[Sanyu Lyba]], [[Malediction]], [[Curse of Zachriedek]] (6 if you consider [[Hydra Hex]])&lt;br /&gt;
*2 Magic attack spells: [[Phelim&#039;s Sanction]], [[Halo]]&lt;br /&gt;
*2 Mind attack spells: [[Huldah&#039;s Pall]], [[Meraud&#039;s Cry]]&lt;br /&gt;
&lt;br /&gt;
====[[Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. it is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist [[Targeted Magic]] are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and [[Paladins]] can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility]]====&lt;br /&gt;
[[Utility]] is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-lunar spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel Meraud]], where Arcana determines how many spells you can fit in it. [[Osrel Meraud]] also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*[[Magical_Feat#Attunement|Deep Attunement]] - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*[[Magical_Feat#Attunement|Raw Channeling]] - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*[[Magical_Feat#Scrolls|Magic Theorist]] and [[Magical_Feat#Spell_Casting|Sorcerous Patterns]] - if you decide you want to train [[Sorcery]], the former is a must and the latter is highly recommended&lt;br /&gt;
*[[Magical_Feat#Spell_Preparation|Faster Targeting]] and [[Magical_Feat#Spell_Preparation|Faster Battle Preparations]] - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
GNIKOLEYCHUK had some good points here, we might want to add some information on higher-end spell choices to illustrate spell paths? [[User:HOLYELF|HOLYELF]] ([[User talk:HOLYELF|talk]])&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381364</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381364"/>
		<updated>2014-11-07T06:56:33Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff. For more detailed information, check out the [[Cleric_Newbie_Help_Guide#Weapon_and_Armor_Skillsets|Weapons and Armor]] section further in this guide.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-lunar spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Cleric_new_player_guide&amp;diff=381363</id>
		<title>Talk:Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Cleric_new_player_guide&amp;diff=381363"/>
		<updated>2014-11-07T06:54:04Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I wrote this guide, I did so in a very planned order, the logical steps from creating a character (race), training stats, getting it equipped, and then joining a guild and choosing spells. It was meant to be in the format that a brand new to DR player can best understand, so I&#039;m reverting it back to it&#039;s original order. I&#039;ll also add in the parts GNIKOLEYCHUK and JHALIASCLERIC contributed. -[[User:HOLYELF|HOLYELF]] ([[User talk:HOLYELF|talk]]) 20:16, 6 NOV 2014 (PST)]&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381359</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381359"/>
		<updated>2014-11-07T06:46:21Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Arcana */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana. As your skill grows, so will the size of cambrinth you can use, and how much mana you can put in it successfully.&lt;br /&gt;
&lt;br /&gt;
Another method is using a [[runestone]], and if it contains a non-lunar spell you will also learn [[sorcery]] when you focus on it. However, this will only teaching to around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381352</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381352"/>
		<updated>2014-11-07T06:34:18Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Putting it All Together, Advanced Stuff, Random Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
==Spell Paths and Choices==&lt;br /&gt;
As a [[magic]] prime guild member, you will ultimately want to  train every magic skill. Fortunately Clerics have introductory spells that are ideally suited to training most skills. [[Centering]] is available at first level and is both a prerequisite for many advanced spells and an excellent [[Augmentation]] training spell. [[Bless]] is similarly a [[Utility]] spell that will allow you to learn a variety of more complicated spells. [[Minor Physical Protection]] will provide additional defence in combat, train [[warding]] and allow access to more potent spells. Most Clerics will want to learn all three spells early in their careers. &lt;br /&gt;
&lt;br /&gt;
For combat spells, once you have learned [[Bless]] you will be able to choose between [[Horn of the Black Unicorn]] and [[Fists of Faenella]] as your first [[Targeted Magic]] spell. As both will open access to the more advanced [[Fire of Ushnish]] spell there is no compelling argument for choosing one over the other. [[Soul Sickness]] will likely be the first [[Debilitation]] spell available to you and will, additionally, serve as a prerequisite for [[Soul Attrition]], which is a potent offensive spell. [[Malediction]] is also an excellent [[Debilitation]] spell that it would be wise to include among one&#039;s options.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381351</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381351"/>
		<updated>2014-11-07T06:31:13Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes, also known as &#039;Stats&#039; contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement. Some general tips:&lt;br /&gt;
&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] will increase your spell damage and are very important in speeding your learning rate&lt;br /&gt;
*[[Discipline]] will improve your accuracy with [[Targeted  Magic]] spells. &lt;br /&gt;
*[[Charisma]] is the primary stat for [[Spirit Health]], which is especially important for Clerics.&lt;br /&gt;
*Check the [[Cleric_Newbie_Help_Guide#Debilitation|Debilitation]] section for stat information on our contested spells. &lt;br /&gt;
*[[Reflex]] and [[Stamina]] are the primary defensive stats for evading/enduring attacks.&lt;br /&gt;
*[[Strength]] and [[Agility]] govern melee offense and weapon roundtimes.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Cleric_new_player_guide&amp;diff=381350</id>
		<title>Talk:Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Cleric_new_player_guide&amp;diff=381350"/>
		<updated>2014-11-07T06:16:39Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since someone undid my formatting, and rearranged a bunch of stuff in an order that doesn&#039;t make as much sense (looking at you GNIKOLEYCHUK) I&#039;m undoing every revision since my last. Then I&#039;ll go back and add in the paragraphs people added (GNIKOLEYCHUK, JHALIASCLERIC) where they belong. -[[User:HOLYELF|HOLYELF]] ([[User talk:HOLYELF|talk]]) 20:16, 6 NOV 2014 (PST)]&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381349</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=381349"/>
		<updated>2014-11-07T06:13:44Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
==Hunting the Undead==&lt;br /&gt;
Clerics have the ultimate toolkit for hunting the undead that plague Elanthia. While any adventurer can set fire to a zombie or bludgeon a ghoul to pieces, only a Cleric has the tools necessary to truly eradicate both corporeal and incorporeal monsters. While a Paladin has a few tools to aid in fighting the undead, they pale in comparison. Valid undead hunting choices exist as one progresses which may be a particularly prudent decision to stick with, as a Clerics arsenal against the undead will allow them to hunt above their skill range. While a Clerics tools are often just as effective against the living, many are particularly potent against the undead, or even only affect the undead.&lt;br /&gt;
&lt;br /&gt;
To even hit an incorporeal creature, an adventurer must have a blessed weapon. Blessed weapons will do additional damage to corporeal undead. The warding spell Protection from Evil will reduce the amount of damage an undead enemy can do to you, while Phelim&#039;s Sanction is an AoE stun that only affects undead. Finally, Harm Evil and Harm Horde are particularly potent targeted spells against the undead.&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Cleric_new_player_guide&amp;diff=381348</id>
		<title>Talk:Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Cleric_new_player_guide&amp;diff=381348"/>
		<updated>2014-11-07T06:00:34Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: Created page with &amp;quot;Since someone undid my formatting, and rearranged a bunch of stuff in an order that doesn&amp;#039;t make as much sense (looking at you GNIKOLEYCHUK) I&amp;#039;m undoing every revision since m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since someone undid my formatting, and rearranged a bunch of stuff in an order that doesn&#039;t make as much sense (looking at you GNIKOLEYCHUK) I&#039;m undoing every revision since my last. Then I&#039;ll go back and add in the paragraphs people added (GNIKOLEYCHUK, JHALIASCLERIC) where they belong.&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User_talk:JHALIASCLERIC&amp;diff=381335</id>
		<title>User talk:JHALIASCLERIC</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User_talk:JHALIASCLERIC&amp;diff=381335"/>
		<updated>2014-11-07T05:28:24Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: Created page with &amp;quot;Yo, I lost your AIM SN. Send me a message at kiritsuke?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yo, I lost your AIM SN. Send me a message at kiritsuke?&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380394</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380394"/>
		<updated>2014-11-04T16:22:25Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Align */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same amount. As you have just joined the guild, you will be ALIGNed to Faenella:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;align&lt;br /&gt;
You are currently aligned to Faenella, the ebb and flow of your spirit in accord with her divinity.&lt;br /&gt;
  Your skill in Augmentation has fogged over.&lt;br /&gt;
  Your skill in Warding has fogged over.&lt;br /&gt;
  Your skill in Debilitation has fogged over.&lt;br /&gt;
  Your skill in Targeted Magic is at a zenith of enlightenment.&lt;br /&gt;
  Your skill in Utility is at a zenith of enlightenment.&lt;br /&gt;
&lt;br /&gt;
[See ALIGN HELP for more information.]&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change this is a small ritual. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sekhmet%27s_Barbarian_new_player_guide&amp;diff=380231</id>
		<title>Sekhmet&#039;s Barbarian new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sekhmet%27s_Barbarian_new_player_guide&amp;diff=380231"/>
		<updated>2014-11-04T00:09:12Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Gear up Young MASTER OF ARMS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Barbarian specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
[[Image:CoolBarbs.jpg|They Don&#039;t]]&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
So you want to be a barbarian ey?  Are you ready for the awesome power that is a weapon prime guild?  Can you handle the unholy berserking madness?  Are you ready to learn how to become a master of every weapon in all of elanthia?  Next time you get invited to a wedding and they ask you to check all weapons at the door, are they going to have to cut your hands off?&lt;br /&gt;
&lt;br /&gt;
[[Image:BarbarianNeighbor.jpg|Will you?]] &lt;br /&gt;
&lt;br /&gt;
First you are going to need to name your character and pick a race.  When you log in you will be prompted on how to create your character.&lt;br /&gt;
&lt;br /&gt;
Any race has potential to make a great barbarian.  However, when picking a barbarian&#039;s race, its generally easiest to play a race with a strength and/or stamina bonus.  Many of our abilities rely on a FEAR contest which leans heavily on Charisma, and Strength.  Discipline is also an important ability to consider when picking a race.  If you are very new to the game a Gor&#039;Tog, Human, Kaldar, Dwarf or S&#039;kra Mur will probably be the easiest barbarian out of the gate.&lt;br /&gt;
&lt;br /&gt;
Generally speaking its best to choose the CROSSING as your starting city.  There are generally more people in the CROSSING and its a bit more new player friendly than RIVERHAVEN.&lt;br /&gt;
&lt;br /&gt;
===Getting to the guild===&lt;br /&gt;
&lt;br /&gt;
[[Image:EmpathtoBarbarians.jpg|Are you lost bro?]] &lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve picked your race its time to go talk a barbarian guild leader and ask him to JOIN the guild. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are feeling lost remember you can type DIR BARBARIAN and it will begin to give you directions.  I&#039;d also recommend taking a look at a map of the Crossing or Riverhaven (if you didn&#039;t listen to me and started there), and possibly printing it out for reference.&lt;br /&gt;
&lt;br /&gt;
===Lets pause a second===&lt;br /&gt;
Before we go any further, take a moment and ask yourself.&lt;br /&gt;
&lt;br /&gt;
A.  Do you like smashing and breaking things?&lt;br /&gt;
&lt;br /&gt;
2.  Do you like crushing and stomping things?&lt;br /&gt;
&lt;br /&gt;
m.  Do you like chopping things off things?&lt;br /&gt;
&lt;br /&gt;
r.  Do you like to stick pointy things in things?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to any of the above please continue reading.  If you answered no, directions from the crossing Barbarian guild to the Empath guild are as follows;  Out, North, Go door.&lt;br /&gt;
&lt;br /&gt;
===Back to the Guildleader===&lt;br /&gt;
Agonar (or Mo if you started in Riverhaven) may say certain STATs are lacking when you try to join the guild. If you want Agonar can train these stats for you (it is slightly more expensive to take this route).  For now lets just accept Agonar or Mo&#039;s training and listen to their words of wisdom.  &lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait here while you learn what it means to be a barbarian.&lt;br /&gt;
&lt;br /&gt;
===Picking your 1st Ability and what is Inner Fire?===&lt;br /&gt;
&lt;br /&gt;
All set?&lt;br /&gt;
&lt;br /&gt;
Great so now we get to pick our first barbarian ability!  So many choices.... where to start? &lt;br /&gt;
&lt;br /&gt;
Lets first talk a little bit about Inner Fire.&lt;br /&gt;
Inner fire is our power, its what fuels all our abilities.  It is also a trainable skill.  Our four main supernatural abilities that we can train are Warding, Augmentation, Debilitation, and Inner Fire.&lt;br /&gt;
Inner fire replenishes very slowly over time and will never entirely fill in a passive state.  In order to get more inner fire barbarians need to fight and kill stuff.  Enough about inner fire for now.  Lets get back to making this barbarian a skull crushing machine.&lt;br /&gt;
&lt;br /&gt;
Back to picking our first barbarian ability.....&lt;br /&gt;
&lt;br /&gt;
At the start it is best to choose a Berserk or a Form, because this will allow us to train TWO of our four supernatural abilities.  The first couple circles (we call levels circles) will go fast and we will be able to choose a roar soon, don&#039;t worry.&lt;br /&gt;
&lt;br /&gt;
One of my favorite starting choices is Berserk Avalanche it helps you not get so tired when you are swinging away crushing face.  In order to choose berserk Avalanche try to type STUDY AGONAR (or MO if you chose Riverhaven as a starting point).&lt;br /&gt;
&lt;br /&gt;
Did you figure it out?&lt;br /&gt;
&lt;br /&gt;
if no... try typing CHOOSE AVALANCHE.&lt;br /&gt;
&lt;br /&gt;
So we have now JOINED the GUILD and we&#039;ve picked a barbarian ability!  Great work!&lt;br /&gt;
&lt;br /&gt;
Lets power that baby up.  Try typing BERSERK AVALANCHE or just bers ava if you are into brevity.&lt;br /&gt;
&lt;br /&gt;
Woa what happened!  As long as that berserk is running you will periodically see some messaging to the effect.  Also type EXP, look at that!  Two supernatural abilities are being learned.  Be careful though, running abilities will eat up our precious Inner Fire.  The good news is we can get more Inner Fire doing what barbarians do best, and that is killing stuff!&lt;br /&gt;
&lt;br /&gt;
===Gear up Young MASTER OF ARMS!===&lt;br /&gt;
&lt;br /&gt;
Depending on your race choice you have probably have a mishmash of gear and potentially a funny looking hat.  Time to start looking like a proper adventurer.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|General Newbie Guide, Gear and Preparation Walkthrough]] you will understand how to exchange gear at the Veteran or Robyn, and what pieces you need to fill the gaps left by free armor.&lt;br /&gt;
&lt;br /&gt;
There are four types of trainable armor, you can look them up in more detail in other areas of the website.  The four armors are LIGHT, CHAIN, BRIGANDINE, and PLATE&lt;br /&gt;
&lt;br /&gt;
Generally speaking newer barbarians should consider starting in lighter armor.  I&#039;d recommend a few chain pieces and a few leather pieces from good old Tembeg if you started in the crossing.  Lets go to the armor shop now.  DIR ARMOR, or you can look at that map you printed out earlier.  &lt;br /&gt;
&lt;br /&gt;
Lets type INV ARMOR, interesting, this shows what types of armor you are currently wearing. Lets buy enough armor to protect our head, arms, legs, torso, and hands.  Now Tembeg doesn&#039;t have the largest supply, but what he does have will easily get us by for now.  Stick to a chain and leather or a chain leather combo unless you are a more experienced player and want to train Plate and Brigandine.  Lets also by a SMALL SHIELD, the target shield should do fine.  Now while holding the shield in your right hand type ADJUST SHIELD.  Perfect, feels good on your arm no?  WEAR your shield.  There we go.  This allows us to still use the shield in combat but it frees up our left hand.  Speaking of combat lets go get tools of the trades, WEAPONS.&lt;br /&gt;
&lt;br /&gt;
Check your map, and find the weapons shop, its right outside the armor shop, and one east.  Find it?  DIR WEAPON if you get lost.&lt;br /&gt;
&lt;br /&gt;
When you ask a barbarian what weapon to train he might just slap you in the face.  The answer is all of them.  If you are very new to the game, however I&#039;d recommend picking a nice trusty broadsword and maybe a small edged weapon to start.  TYPE EXP WEAPON 0.  You see there are quite a few weapon options available, early on we are required to train at least two different types of weapons.  Remember WEAPONS are our PRIMARY skill-set this means you learn weapons faster than any other guild in the game.  Take advantage and train em.  Its also fun to try new things out from time to time.  OK time to train our stats.&lt;br /&gt;
&lt;br /&gt;
===What Stats do I train?===&lt;br /&gt;
&lt;br /&gt;
I know you are itching to slaughter your enemies and some of your friends.  Lets first get your stats rounded out.  TYPE INFO.  Those are your stats.  See that part that says TDPs?  That stands for Time Developement Points.  You should go research all the various attributes and think about how you want your barbarian to train.  However, its really important early on to get some decent strength and stamina.  Barbarians hunt, and they hunt a lot.  This makes for lots of owies, and lots of owie dishing.  Stamina protects the intrepid barbarian from receiving owies.  Strength helps the barbarian hold and weild owie making items, as well as making the owies hurt more.  This is very RACE dependent, however, generally speaking I would try to get your strength and stamina both to 20.  Do this first.  Gor&#039;Togs may even go to 24 in each.  Early on I generally recommend neglecting Charisma as a Barbarian.  Charisma is a very important skill later on for our roars and most importantly PvP, but if you had to pick a stat to neglect for the first couple circles Charisma is a good one to skimp on early.  &lt;br /&gt;
&lt;br /&gt;
The way I tend to train my characters is I train whats cheapest first.  If you are a Gor&#039;Tog you train Strength and Stamina.  Set milestones, such as all skills to 30.  Bring your cheapest ones there first, followed by your middle ones, followed by your most expensive.  An entire guide could be spent on how to spend your TDPs, for now just pump some Strength and Stamina so you can kill stuff.&lt;br /&gt;
&lt;br /&gt;
===Thoughts on early ability choices===&lt;br /&gt;
&lt;br /&gt;
I hope you had fun slaughtering rats and what have you.  Eventually in between the carnage and bloodshed, you will want to map out some type of plan for your barbarian.  Many of our abilities are really really nice, unfortunately we will never be able to choose all of our abilities so tough decisions have to be made!&lt;br /&gt;
&lt;br /&gt;
Early on we have some good choices, this is the order I generally choose my skills.  Sooner or later later you are going to need to select a roar so you can train your Debilitation skill.  Also you need to work towards getting a skill that trains Warding.  Personally I don&#039;t love the first Warding skill available, famine, so I tend to skip that one and gun for either Swan or Flashflood.  Its cheaper to go towards Flashflood (you can get there using less ability slots) and the skills leading up to it are very valuable even at the end game.  (Furthermore, many people at endgame have little use for swan.)&lt;br /&gt;
&lt;br /&gt;
1.  Berserk Avalanche - Pulsing fatigue regeneration.&lt;br /&gt;
&lt;br /&gt;
2.  Everild&#039;s Rage - an easy early roar choice, debuffs opponants defense.  &lt;br /&gt;
&lt;br /&gt;
3.  Berserk Tornado - Shield skill and Stamina bonus.&lt;br /&gt;
&lt;br /&gt;
4.  Form Eagle - Bonuses held bow, crossbow, or throwing weapon.&lt;br /&gt;
&lt;br /&gt;
5.  Berserk Flashflood - an anti stun berserk, but most importantly a good warding trainer.&lt;br /&gt;
&lt;br /&gt;
After this point the Skill Trees are wide open for you to do what you want.  There are other areas on this site that list everything out with nifty flow charts.  Using my starting points; you have a debilitaation Trainer in Everild&#039;s Rage, you have a Warding/Inner Fire trainer in Berserk Flashflood, all the other skills train Augmentation/Inner Fire.&lt;br /&gt;
&lt;br /&gt;
===We need to have an expert convo bout expertise for reals===&lt;br /&gt;
&lt;br /&gt;
Barbarians have a unique skill called EXPERTISE, you can see it by typing exp expertise.  We need to train this skill as a circle requirement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two ways to train expertise, ANALYZE and MANEUVERS&lt;br /&gt;
&lt;br /&gt;
Barbarians have a unique set of tactical combat using the ANALYZE verb.  You can look up a list of these moves in other areas of this site.  The one you want to start with is Analyze flame.&lt;br /&gt;
&lt;br /&gt;
Lets go to shiprats and try it out.  If you haven&#039;t found the shiprats in the crossing they are a little SW of the temple, you have to go through the gate to get in there.  I&#039;ll wait till you get there.&lt;br /&gt;
&lt;br /&gt;
Found it?  Great.  Ok now while holding the broadsword we bought earlier type ANALYZE FLAME.  What happened?  You need to land each of the moves in that order, after you complete the moves you will get a nice chunk of expertise learning.&lt;br /&gt;
&lt;br /&gt;
Another way to train Expertise is to use Maneuvers.  You can look up what weapon type uses what maneuver later.  For now lets try CLEAVE.  Still holding the broadsword, type MANEUVER CLEAVE. Woa!  pretty cool right.  Keep smashing.&lt;br /&gt;
&lt;br /&gt;
===THE FIGHT!===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on our favorite thing in the whole wide world of Elanthia, fighting!&lt;br /&gt;
&lt;br /&gt;
Since we are currently in ship rats, lets stay here and play with them a bit.  By now you probably have your armor experience ticking up, Evasion, Shield, Parry.  All good stuff.  There is a whole bunch of ways to fight in dragonrealms and this guide isn&#039;t meant to cover those details.  Here are a few tips however that will have you top barbarianing in no time.&lt;br /&gt;
&lt;br /&gt;
A.  Early on always keep up at least one berserk or form.  Preferably two, one that is Augmentation, and one that is Warding.&lt;br /&gt;
&lt;br /&gt;
2.  As soon as you get your first Roar, use it!  Use it every couple of minutes.  Personally I like to ROAR QUIET RAGE every 3 minutes or so.  Roar quiet means it hits the room.  Its important to train debilitation and this is the best way/only way to do it.&lt;br /&gt;
&lt;br /&gt;
d.  Maneuver often!  Also use the analyze verb to keep that expertise pumping.&lt;br /&gt;
&lt;br /&gt;
j.  Play with your stances a bit, you should make sure shield, parry and evasion are training roughly equally.  Type STANCE.  You can shift the numbers around,  Try to start with Evasion 100, Shield 40, and Parry 40.  To do this simply type Stance Evasion 100, Stance Shield 40, Stance Parry 40.  There is a maximum amount of points you can allow, and you may have to lower one to get your stance in another one set.  Now lets save that stance as our custom stance.  Type STANCE CUSTOM SAVE.  Great!  Now if we want to play around we can always just get back to our 100/40/40 stance by typing stance custom.&lt;br /&gt;
&lt;br /&gt;
===I like to plan for the future; endgame ideas===&lt;br /&gt;
&lt;br /&gt;
OHI you metagamer you.  You look cute in that shirt.  So here is what I think is a pretty solid late game build&lt;br /&gt;
 &lt;br /&gt;
From the path of the Horde you know the Masteries: Titan and Strategos.&lt;br /&gt;
From the path of the Flame you know the Masteries: Powermonger and Templar.&lt;br /&gt;
From the path of the Predator you know the Masteries: Tribalist.&lt;br /&gt;
&lt;br /&gt;
You have not been trained in any Berserks from the path of the Horde.&lt;br /&gt;
From the path of the Flame you know the Berserks: Cyclone.&lt;br /&gt;
From the path of the Predator you know the Berserks: Tornado and Flashflood.&lt;br /&gt;
&lt;br /&gt;
From the path of the Horde you know the Roars: Anger the Earth, Death&#039;s Embrace, Serpent&#039;s Hiss and Wail of Torment.&lt;br /&gt;
From the path of the Flame you know the Roars: Death&#039;s Shriek.&lt;br /&gt;
From the path of the Predator you know the Roars: Everild&#039;s Rage and Kuniyo&#039;s Strike.&lt;br /&gt;
&lt;br /&gt;
From the path of the Horde you know the Forms: Dragon and Python.&lt;br /&gt;
From the path of the Flame you know the Forms: Monkey, Bear and Turtle.&lt;br /&gt;
From the path of the Predator you know the Forms: Piranha, Eagle, Owl and Panther.&lt;br /&gt;
&lt;br /&gt;
From the path of the Horde you know the Meditations: Tenacity.&lt;br /&gt;
From the path of the Flame you know the Meditations: Flame, Power and Contemplation.&lt;br /&gt;
You have not been trained in any Meditations from the path of the Predator.&lt;br /&gt;
&lt;br /&gt;
This build leaves a point free...  add it to dervish mastery or warstomp or something else.  Hey the world is your oyster.&lt;br /&gt;
&lt;br /&gt;
[[Image:BarbarianNufSaid.jpg|Nuf Said!]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sekhmet%27s_Barbarian_new_player_guide&amp;diff=380226</id>
		<title>Sekhmet&#039;s Barbarian new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sekhmet%27s_Barbarian_new_player_guide&amp;diff=380226"/>
		<updated>2014-11-04T00:04:34Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Lets pause a second */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Barbarian specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
[[Image:CoolBarbs.jpg|They Don&#039;t]]&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
So you want to be a barbarian ey?  Are you ready for the awesome power that is a weapon prime guild?  Can you handle the unholy berserking madness?  Are you ready to learn how to become a master of every weapon in all of elanthia?  Next time you get invited to a wedding and they ask you to check all weapons at the door, are they going to have to cut your hands off?&lt;br /&gt;
&lt;br /&gt;
[[Image:BarbarianNeighbor.jpg|Will you?]] &lt;br /&gt;
&lt;br /&gt;
First you are going to need to name your character and pick a race.  When you log in you will be prompted on how to create your character.&lt;br /&gt;
&lt;br /&gt;
Any race has potential to make a great barbarian.  However, when picking a barbarian&#039;s race, its generally easiest to play a race with a strength and/or stamina bonus.  Many of our abilities rely on a FEAR contest which leans heavily on Charisma, and Strength.  Discipline is also an important ability to consider when picking a race.  If you are very new to the game a Gor&#039;Tog, Human, Kaldar, Dwarf or S&#039;kra Mur will probably be the easiest barbarian out of the gate.&lt;br /&gt;
&lt;br /&gt;
Generally speaking its best to choose the CROSSING as your starting city.  There are generally more people in the CROSSING and its a bit more new player friendly than RIVERHAVEN.&lt;br /&gt;
&lt;br /&gt;
===Getting to the guild===&lt;br /&gt;
&lt;br /&gt;
[[Image:EmpathtoBarbarians.jpg|Are you lost bro?]] &lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve picked your race its time to go talk a barbarian guild leader and ask him to JOIN the guild. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are feeling lost remember you can type DIR BARBARIAN and it will begin to give you directions.  I&#039;d also recommend taking a look at a map of the Crossing or Riverhaven (if you didn&#039;t listen to me and started there), and possibly printing it out for reference.&lt;br /&gt;
&lt;br /&gt;
===Lets pause a second===&lt;br /&gt;
Before we go any further, take a moment and ask yourself.&lt;br /&gt;
&lt;br /&gt;
A.  Do you like smashing and breaking things?&lt;br /&gt;
&lt;br /&gt;
2.  Do you like crushing and stomping things?&lt;br /&gt;
&lt;br /&gt;
m.  Do you like chopping things off things?&lt;br /&gt;
&lt;br /&gt;
r.  Do you like to stick pointy things in things?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to any of the above please continue reading.  If you answered no, directions from the crossing Barbarian guild to the Empath guild are as follows;  Out, North, Go door.&lt;br /&gt;
&lt;br /&gt;
===Back to the Guildleader===&lt;br /&gt;
Agonar (or Mo if you started in Riverhaven) may say certain STATs are lacking when you try to join the guild. If you want Agonar can train these stats for you (it is slightly more expensive to take this route).  For now lets just accept Agonar or Mo&#039;s training and listen to their words of wisdom.  &lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait here while you learn what it means to be a barbarian.&lt;br /&gt;
&lt;br /&gt;
===Picking your 1st Ability and what is Inner Fire?===&lt;br /&gt;
&lt;br /&gt;
All set?&lt;br /&gt;
&lt;br /&gt;
Great so now we get to pick our first barbarian ability!  So many choices.... where to start? &lt;br /&gt;
&lt;br /&gt;
Lets first talk a little bit about Inner Fire.&lt;br /&gt;
Inner fire is our power, its what fuels all our abilities.  It is also a trainable skill.  Our four main supernatural abilities that we can train are Warding, Augmentation, Debilitation, and Inner Fire.&lt;br /&gt;
Inner fire replenishes very slowly over time and will never entirely fill in a passive state.  In order to get more inner fire barbarians need to fight and kill stuff.  Enough about inner fire for now.  Lets get back to making this barbarian a skull crushing machine.&lt;br /&gt;
&lt;br /&gt;
Back to picking our first barbarian ability.....&lt;br /&gt;
&lt;br /&gt;
At the start it is best to choose a Berserk or a Form, because this will allow us to train TWO of our four supernatural abilities.  The first couple circles (we call levels circles) will go fast and we will be able to choose a roar soon, don&#039;t worry.&lt;br /&gt;
&lt;br /&gt;
One of my favorite starting choices is Berserk Avalanche it helps you not get so tired when you are swinging away crushing face.  In order to choose berserk Avalanche try to type STUDY AGONAR (or MO if you chose Riverhaven as a starting point).&lt;br /&gt;
&lt;br /&gt;
Did you figure it out?&lt;br /&gt;
&lt;br /&gt;
if no... try typing CHOOSE AVALANCHE.&lt;br /&gt;
&lt;br /&gt;
So we have now JOINED the GUILD and we&#039;ve picked a barbarian ability!  Great work!&lt;br /&gt;
&lt;br /&gt;
Lets power that baby up.  Try typing BERSERK AVALANCHE or just bers ava if you are into brevity.&lt;br /&gt;
&lt;br /&gt;
Woa what happened!  As long as that berserk is running you will periodically see some messaging to the effect.  Also type EXP, look at that!  Two supernatural abilities are being learned.  Be careful though, running abilities will eat up our precious Inner Fire.  The good news is we can get more Inner Fire doing what barbarians do best, and that is killing stuff!&lt;br /&gt;
&lt;br /&gt;
===Gear up Young MASTER OF ARMS!===&lt;br /&gt;
&lt;br /&gt;
Depending on your race choice you have probably have a mishmash of gear and potentially a funny looking hat.  Time to start looking like a proper adventurer.  &lt;br /&gt;
&lt;br /&gt;
There are four types of trainable armor, you can look them up in more detail in other areas of the website.  The four armors are LIGHT, CHAIN, BRIGANDINE, and PLATE&lt;br /&gt;
&lt;br /&gt;
Generally speaking newer barbarians should consider starting in lighter armor.  I&#039;d recommend a few chain pieces and a few leather pieces from good old Tembeg if you started in the crossing.  Lets go to the armor shop now.  DIR ARMOR, or you can look at that map you printed out earlier.  &lt;br /&gt;
&lt;br /&gt;
Lets type INV ARMOR, interesting, this shows what types of armor you are currently wearing. &#039;&#039;[Mod note: Might be a good place to add a link to the general guide&#039;s section on buying stuff. When it exists, that is. -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:34, 28 October 2014 (CDT)]&#039;&#039; Lets buy enough armor to protect our head, arms, legs, torso, and hands.  Now Tembeg doesn&#039;t have the largest supply, but what he does have will easily get us by for now.  Stick to a chain and leather or a chain leather combo unless you are a more experienced player and want to train Plate and Brigandine.  Lets also by a SMALL SHIELD, the target shield should do fine.  Now while holding the shield in your right hand type ADJUST SHIELD.  Perfect, feels good on your arm no?  WEAR your shield.  There we go.  This allows us to still use the shield in combat but it frees up our left hand.  Speaking of combat lets go get tools of the trades, WEAPONS.&lt;br /&gt;
&lt;br /&gt;
Check your map, and find the weapons shop, its right outside the armor shop, and one east.  Find it?  DIR WEAPON if you get lost.&lt;br /&gt;
&lt;br /&gt;
When you ask a barbarian what weapon to train he might just slap you in the face.  The answer is all of them.  If you are very new to the game, however I&#039;d recommend picking a nice trusty broadsword and maybe a small edged weapon to start.  TYPE EXP WEAPON 0.  You see there are quite a few weapon options available, early on we are required to train at least two different types of weapons.  Remember WEAPONS are our PRIMARY skill-set this means you learn weapons faster than any other guild in the game.  Take advantage and train em.  Its also fun to try new things out from time to time.  OK time to train our stats.&lt;br /&gt;
&lt;br /&gt;
===What Stats do I train?===&lt;br /&gt;
&lt;br /&gt;
I know you are itching to slaughter your enemies and some of your friends.  Lets first get your stats rounded out.  TYPE INFO.  Those are your stats.  See that part that says TDPs?  That stands for Time Developement Points.  You should go research all the various attributes and think about how you want your barbarian to train.  However, its really important early on to get some decent strength and stamina.  Barbarians hunt, and they hunt a lot.  This makes for lots of owies, and lots of owie dishing.  Stamina protects the intrepid barbarian from receiving owies.  Strength helps the barbarian hold and weild owie making items, as well as making the owies hurt more.  This is very RACE dependent, however, generally speaking I would try to get your strength and stamina both to 20.  Do this first.  Gor&#039;Togs may even go to 24 in each.  Early on I generally recommend neglecting Charisma as a Barbarian.  Charisma is a very important skill later on for our roars and most importantly PvP, but if you had to pick a stat to neglect for the first couple circles Charisma is a good one to skimp on early.  &lt;br /&gt;
&lt;br /&gt;
The way I tend to train my characters is I train whats cheapest first.  If you are a Gor&#039;Tog you train Strength and Stamina.  Set milestones, such as all skills to 30.  Bring your cheapest ones there first, followed by your middle ones, followed by your most expensive.  An entire guide could be spent on how to spend your TDPs, for now just pump some Strength and Stamina so you can kill stuff.&lt;br /&gt;
&lt;br /&gt;
===Thoughts on early ability choices===&lt;br /&gt;
&lt;br /&gt;
I hope you had fun slaughtering rats and what have you.  Eventually in between the carnage and bloodshed, you will want to map out some type of plan for your barbarian.  Many of our abilities are really really nice, unfortunately we will never be able to choose all of our abilities so tough decisions have to be made!&lt;br /&gt;
&lt;br /&gt;
Early on we have some good choices, this is the order I generally choose my skills.  Sooner or later later you are going to need to select a roar so you can train your Debilitation skill.  Also you need to work towards getting a skill that trains Warding.  Personally I don&#039;t love the first Warding skill available, famine, so I tend to skip that one and gun for either Swan or Flashflood.  Its cheaper to go towards Flashflood (you can get there using less ability slots) and the skills leading up to it are very valuable even at the end game.  (Furthermore, many people at endgame have little use for swan.)&lt;br /&gt;
&lt;br /&gt;
1.  Berserk Avalanche - Pulsing fatigue regeneration.&lt;br /&gt;
&lt;br /&gt;
2.  Everild&#039;s Rage - an easy early roar choice, debuffs opponants defense.  &lt;br /&gt;
&lt;br /&gt;
3.  Berserk Tornado - Shield skill and Stamina bonus.&lt;br /&gt;
&lt;br /&gt;
4.  Form Eagle - Bonuses held bow, crossbow, or throwing weapon.&lt;br /&gt;
&lt;br /&gt;
5.  Berserk Flashflood - an anti stun berserk, but most importantly a good warding trainer.&lt;br /&gt;
&lt;br /&gt;
After this point the Skill Trees are wide open for you to do what you want.  There are other areas on this site that list everything out with nifty flow charts.  Using my starting points; you have a debilitaation Trainer in Everild&#039;s Rage, you have a Warding/Inner Fire trainer in Berserk Flashflood, all the other skills train Augmentation/Inner Fire.&lt;br /&gt;
&lt;br /&gt;
===We need to have an expert convo bout expertise for reals===&lt;br /&gt;
&lt;br /&gt;
Barbarians have a unique skill called EXPERTISE, you can see it by typing exp expertise.  We need to train this skill as a circle requirement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two ways to train expertise, ANALYZE and MANEUVERS&lt;br /&gt;
&lt;br /&gt;
Barbarians have a unique set of tactical combat using the ANALYZE verb.  You can look up a list of these moves in other areas of this site.  The one you want to start with is Analyze flame.&lt;br /&gt;
&lt;br /&gt;
Lets go to shiprats and try it out.  If you haven&#039;t found the shiprats in the crossing they are a little SW of the temple, you have to go through the gate to get in there.  I&#039;ll wait till you get there.&lt;br /&gt;
&lt;br /&gt;
Found it?  Great.  Ok now while holding the broadsword we bought earlier type ANALYZE FLAME.  What happened?  You need to land each of the moves in that order, after you complete the moves you will get a nice chunk of expertise learning.&lt;br /&gt;
&lt;br /&gt;
Another way to train Expertise is to use Maneuvers.  You can look up what weapon type uses what maneuver later.  For now lets try CLEAVE.  Still holding the broadsword, type MANEUVER CLEAVE. Woa!  pretty cool right.  Keep smashing.&lt;br /&gt;
&lt;br /&gt;
===THE FIGHT!===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on our favorite thing in the whole wide world of Elanthia, fighting!&lt;br /&gt;
&lt;br /&gt;
Since we are currently in ship rats, lets stay here and play with them a bit.  By now you probably have your armor experience ticking up, Evasion, Shield, Parry.  All good stuff.  There is a whole bunch of ways to fight in dragonrealms and this guide isn&#039;t meant to cover those details.  Here are a few tips however that will have you top barbarianing in no time.&lt;br /&gt;
&lt;br /&gt;
A.  Early on always keep up at least one berserk or form.  Preferably two, one that is Augmentation, and one that is Warding.&lt;br /&gt;
&lt;br /&gt;
2.  As soon as you get your first Roar, use it!  Use it every couple of minutes.  Personally I like to ROAR QUIET RAGE every 3 minutes or so.  Roar quiet means it hits the room.  Its important to train debilitation and this is the best way/only way to do it.&lt;br /&gt;
&lt;br /&gt;
d.  Maneuver often!  Also use the analyze verb to keep that expertise pumping.&lt;br /&gt;
&lt;br /&gt;
j.  Play with your stances a bit, you should make sure shield, parry and evasion are training roughly equally.  Type STANCE.  You can shift the numbers around,  Try to start with Evasion 100, Shield 40, and Parry 40.  To do this simply type Stance Evasion 100, Stance Shield 40, Stance Parry 40.  There is a maximum amount of points you can allow, and you may have to lower one to get your stance in another one set.  Now lets save that stance as our custom stance.  Type STANCE CUSTOM SAVE.  Great!  Now if we want to play around we can always just get back to our 100/40/40 stance by typing stance custom.&lt;br /&gt;
&lt;br /&gt;
===I like to plan for the future; endgame ideas===&lt;br /&gt;
&lt;br /&gt;
OHI you metagamer you.  You look cute in that shirt.  So here is what I think is a pretty solid late game build&lt;br /&gt;
 &lt;br /&gt;
From the path of the Horde you know the Masteries: Titan and Strategos.&lt;br /&gt;
From the path of the Flame you know the Masteries: Powermonger and Templar.&lt;br /&gt;
From the path of the Predator you know the Masteries: Tribalist.&lt;br /&gt;
&lt;br /&gt;
You have not been trained in any Berserks from the path of the Horde.&lt;br /&gt;
From the path of the Flame you know the Berserks: Cyclone.&lt;br /&gt;
From the path of the Predator you know the Berserks: Tornado and Flashflood.&lt;br /&gt;
&lt;br /&gt;
From the path of the Horde you know the Roars: Anger the Earth, Death&#039;s Embrace, Serpent&#039;s Hiss and Wail of Torment.&lt;br /&gt;
From the path of the Flame you know the Roars: Death&#039;s Shriek.&lt;br /&gt;
From the path of the Predator you know the Roars: Everild&#039;s Rage and Kuniyo&#039;s Strike.&lt;br /&gt;
&lt;br /&gt;
From the path of the Horde you know the Forms: Dragon and Python.&lt;br /&gt;
From the path of the Flame you know the Forms: Monkey, Bear and Turtle.&lt;br /&gt;
From the path of the Predator you know the Forms: Piranha, Eagle, Owl and Panther.&lt;br /&gt;
&lt;br /&gt;
From the path of the Horde you know the Meditations: Tenacity.&lt;br /&gt;
From the path of the Flame you know the Meditations: Flame, Power and Contemplation.&lt;br /&gt;
You have not been trained in any Meditations from the path of the Predator.&lt;br /&gt;
&lt;br /&gt;
This build leaves a point free...  add it to dervish mastery or warstomp or something else.  Hey the world is your oyster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Commoner_new_player_guide&amp;diff=380208</id>
		<title>Commoner new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Commoner_new_player_guide&amp;diff=380208"/>
		<updated>2014-11-03T23:38:28Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Join a Guild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Start===&lt;br /&gt;
&lt;br /&gt;
This guide will be an all encompassing guide for those delving into the realm of commoners.&lt;br /&gt;
&lt;br /&gt;
===Roll up a character===&lt;br /&gt;
First make a character&lt;br /&gt;
&lt;br /&gt;
===Play your character===&lt;br /&gt;
Play your character. As a Commoner you&#039;ll have no real goals other than those you set yourself. And, without access to the magic skillset, or any real ability systems, you&#039;ll have a lot of free time. Which you&#039;ll need because advancing is really painful and slow as a Commoner.&lt;br /&gt;
&lt;br /&gt;
===Join a Guild===&lt;br /&gt;
After a while you&#039;ll realize a Commoner is pretty boring. See [[Newbie_Guide_Contest|Newbie Guides]] for more information about guilds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fin&#039;&#039;&#039;{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Commoner_new_player_guide&amp;diff=380207</id>
		<title>Commoner new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Commoner_new_player_guide&amp;diff=380207"/>
		<updated>2014-11-03T23:37:43Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Start===&lt;br /&gt;
&lt;br /&gt;
This guide will be an all encompassing guide for those delving into the realm of commoners.&lt;br /&gt;
&lt;br /&gt;
===Roll up a character===&lt;br /&gt;
First make a character&lt;br /&gt;
&lt;br /&gt;
===Play your character===&lt;br /&gt;
Play your character. As a Commoner you&#039;ll have no real goals other than those you set yourself. And, without access to the magic skillset, or any real ability systems, you&#039;ll have a lot of free time. Which you&#039;ll need because advancing is really painful and slow as a Commoner.&lt;br /&gt;
&lt;br /&gt;
===Join a Guild===&lt;br /&gt;
After a while you&#039;ll realize a Commoner is pretty boring. See [[Category:Newbie_Guide_Contest|Newbie Guides]] for more information about guilds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;fin&#039;&#039;&#039;{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380193</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380193"/>
		<updated>2014-11-03T23:11:32Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Specific Training Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For melee weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) along with Tactics and Brawling - this way I have slice, puncture and impact damage covered. My Ranged weapons are Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380189</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380189"/>
		<updated>2014-11-03T23:04:14Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
A good slightly longer-term training plan is just to train all attributes to 30. That will give you a goal to aim for while you work on understanding the game - from that point forward you should be equipped to make your own educated decisions on stat placement.&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) as my melee weapons so that I have slice, puncture and impact damage covered. Tactics and Brawling, in addition to Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380177</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380177"/>
		<updated>2014-11-03T19:03:05Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic Skillset]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) as my melee weapons so that I have slice, puncture and impact damage covered. Tactics and Brawling, in addition to Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380176</id>
		<title>Cleric new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Cleric_new_player_guide&amp;diff=380176"/>
		<updated>2014-11-03T19:02:33Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Theurgy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Be sure to read the [[General_Newbie_Help_Guide|General Newbie Help Guide]], as it will provide most of the basic knowledge you will need to play Dragonrealms. This guide will expand on many things found there.&lt;br /&gt;
&lt;br /&gt;
=So You Want to Be a Cleric?=&lt;br /&gt;
You&#039;ve probably read the official Dragonrealms Cleric intro:&lt;br /&gt;
&lt;br /&gt;
The Clerics of Elanthia are a vastly diverse group, as different in their beliefs as there are combinations of the dozens of Immortals that manifest in everyday life. Clerics span the spectrum from the benevolent worshipers of the Light gods to the malevolent minions of the Dark gods, as well as the Keepers of Balance in between. We are the Priests of War and the Patrons of Peace. We are the menders of the soul and the force that shears it like fresh meat. We are the most feared opponent of the Undead and the summoners of ancient spirits. All are accepted, for in the Cleric guild, there is but one solid doctrine -- You may worship any gods that you wish, as long as your devotion is genuine.&lt;br /&gt;
&lt;br /&gt;
But might be wondering; what exactly does that mean for you, the player?&lt;br /&gt;
&lt;br /&gt;
Mechanically, Clerics are Magic primary, Lore and Weapons secondary, Armor and Survival tertiary. This means they are first-class spellcasters who can still use weapons with authority. Without careful training their offenses can outpace their defenses, so attention must be paid to ensure this doesn&#039;t happen. Their suite of spells has unparalleled breadth - in addition to being masters of Augmentation and being able to self-boost 5 (out of 8) [[Stats|Attributes]], they are also the masters of Debilitation and have the largest number of ways to hinder an opponent. They are the only guild that can inhibit the spellcasting ability of others - eventually a skilled Cleric can steal spells as they are being prepared and then use the stolen spell themselves. Clerics are the only guild that can inflict Spirit damage, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves. By Aligning themselves with the specific aspect of a god, Clerics can even further enhance their magical abilities.&lt;br /&gt;
&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
====Race====&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can&#039;t go wrong with Reflex and Stamina as those are important survival attributes. The main Cleric offensive spells use the attributes Wisdom, Charisma, and Intelligence, and Discipline - so races that excel in those attributes make popular choices. Strength and Agility are important for melee offenses, so a Cleric wishing to excel in that sphere could go with a race that suits those attributes. As you can see, there&#039;s a place for every stat, so there&#039;s no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
====[[Stats|Attributes]]====&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various [[Skills]], and plays a role in many [[Contested_Abilities|Contested Abilities]]. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I &#039;&#039;&#039;*VERY*&#039;&#039;&#039; highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see &#039;&#039;&#039;&#039;&#039;Encumbrance : None&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
====Starting Equipment====&lt;br /&gt;
If you are following the General Newbie Guide, you will know how to exchange your gear at the Veteran or Robyn. I would recommend chain armor and either a scimitar or broadsword, though again the choice is yours. I started with a cloth robe and a quarterstaff.&lt;br /&gt;
&lt;br /&gt;
After following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Walkthrough]] and obtaining basic armor and a weapon, you should head to the local Cleric shop - [[Brother_Durantine%27s_Shop|Brother Durantine&#039;s]] (Crossing) or [[Riverhaven_Cleric_Shop|Riverhaven Cleric Shop]] (Riverhaven). These will be regular stops for you as a cleric, since here you will buy the tools needed for Clerical rites. here. For now, purchase Incense and Wine as they will come in handy for your first few rituals. At some point in the next few levels you will want to buy a Chalice as well, to use with Eluned&#039;s commune.&lt;br /&gt;
&lt;br /&gt;
By now you should be able DIR GENERAL and head to the General Store, where you can buy flint with which to light your incense.&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choice====&lt;br /&gt;
Hopefully you read the guide in it&#039;s entirety before choosing, but for those who want to jump the gun, here is my recommendation, it will be explained later:&lt;br /&gt;
#&#039;&#039;&#039;Centering&#039;&#039;&#039;&lt;br /&gt;
#Minor Physical Protection&lt;br /&gt;
#Bless&lt;br /&gt;
#Fists of Faenella&lt;br /&gt;
#&lt;br /&gt;
#Soul Sickness&lt;br /&gt;
&lt;br /&gt;
This will allow you to train every Magic skill by 6th Circle&lt;br /&gt;
&lt;br /&gt;
==General Notes on Roleplay and Choices==&lt;br /&gt;
As you read through this guide, you&#039;ll notice I will often repeat things about character concept, roleplay, and doing what you want. I realize in today&#039;s gaming environment, many people are looking to just follow walkthroughs, min-max, and metagame. While I appreciate the sentiment, and will share best practices where appropriate, the game is balanced in a way that there is no clear &#039;best&#039; anything. With finite resources (time, attribute training points) most choices end up being a calculated trade-off. Let&#039;s look at a couple case studies to illustrate my points (and keep in mind I&#039;m making extremely broad generalizations to illustrate concepts):&lt;br /&gt;
&lt;br /&gt;
*Case 1: A Gor&#039;tog Cleric who maybe should have been a Paladin, but wanted better spells. She wields a massive 2-handed blunt, wears Plate armor, and spends most of her time in combat. She focuses on physical attributes to better smash undead with her oversized hammer.&lt;br /&gt;
[[Gor%27tog|Gor&#039;togs]] are the strongest race in the game with great stamina as well, and less than stellar Intelligence and Wisdom. This Cleric will find it harder to excel with our debilitation spells, but might not even need them since every swing of her massive hammer that connects will likely knock things off balance. For physical defense, she will rely heavily on shield and heavy plate armor as her primary lines of defense and might be weaker vs.DFA attacks. Versus spells and abilities, she will have great resistance to vs.Fortitude type attacks. On the other side of that coin, she will be vulnerable to vs.Willpower type mental attacks. Targeted and Debilitation skills are their 2nd and 3rd magics.&lt;br /&gt;
&lt;br /&gt;
*Case 2: A frail Elothean Cleric who wears robes and wields a quarterstaff, not because he wants to, but because the guild requires it. He only hunts as often as he has to to get the minimum combat requirements, but instead hangs out in town, resurrecting dead adventurers and working his non-combat magical skills. He focuses almost completely on mental attributes to learn faster.&lt;br /&gt;
[[Elotheans]] have above-average mental attributes and reflexes with less than average strength and poor stamina. This Cleric would normally excel at Debilitation due to attribute placement, but since he spends almost no time in combat, has very poor debilitation skill. He has excellent mental defenses but is susceptible to vs.Fortitude spells and Power attacks. His combat skills are at the minimum required by the guild, many of them being taught to him by other adventurers as he socializes. Debilitation and Targeted skills are not even used in his circling requirements at all. This Cleric would probably ignore my starting spell choices entirely because they didn&#039;t want to follow the Soul Sickness branch of the tree.&lt;br /&gt;
&lt;br /&gt;
These are obviously very polarized and extreme examples that illustrate some of the gear/attribute/training choices you can make, and I suspect most Clerics will fall somewhere inbetween the two. The beauty of the skill system in Dragonrealms is that you can bring almost any character concept to life.&lt;br /&gt;
&lt;br /&gt;
=Training Your Cleric=&lt;br /&gt;
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, I will roughly explain how the requirements work. First thing to know is that the Dragonrealms skill system is set up to give the player as much control as possible over how you conceptualize and play your character. Where you see &#039;1st Magic&#039;, the game will automatically use your highest Magic Skill. Where you see &#039;3rd Magic&#039;, the game will automatically use your third highest magic skill...and so on. These &#039;Nth&#039; skills are dictated by player&#039;s choice, and allow you to excel in areas that best fit your roleplay.&lt;br /&gt;
&lt;br /&gt;
There are almost no restrictions on what skills you *can* train (learning another guild-only skill is impossible), the only &#039;restriction&#039; if you will, are skills that the guild will not recognize when it comes time to advance. For Clerics those are Sorcery and Thievery. You may train them if you want, but do so for their own merit. Even if they are your highest skills, the guild will ignore them for circling purposes. &lt;br /&gt;
&lt;br /&gt;
==[[Magic_skillset|Magic]]==&lt;br /&gt;
As the primary skill of the Cleric guild, we will start with some general concepts then delve deeper into each magic skill with tactics and training tips. Helpful reading materials are the article on [[Magic]], and the more conceptual over-arching [[Magical_theory|Magical Theory]] page. A detailed step-by-step guide on how to cast your first spells can be found in the [[General_Newbie_Help_Guide#Magic|General Newbie Help Guide, Magic Subsection]].&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Clerics begin needing to train 3 of the [[Magic|Magic Skills]]. Of those magic skills, Augmentation is required, while Holy Magic, Sorcery and Theurgy do not count. This means if you do not have Augmentation high enough to count as an &#039;Nth&#039; magic, you will still have to train it to minimum requirements anyway, in essence doing double duty. &lt;br /&gt;
&lt;br /&gt;
For this reason I recommend selecting Centering as your first spell. While you are certainly free to choose any introductory spell you like, Augmentation is a circle requirement, and if you cannot train it on your own, you will be forced to seek out and sit in an Augmentation class in order to progress. Personally I don&#039;t care for being at the mercy of others, so I start with Centering.&lt;br /&gt;
&lt;br /&gt;
Eventually you will need to train 5 out of the 10 magic skills. Holy Magic, Sorcery, and Theurgy won&#039;t count for &#039;Nth Magic&#039; circling requirements so you really only have 7 to choose from. Most Clerics (myself included) end up training all of them; the real question is which ones you want to excel at. It ends up boiling down to how prominently combat plays into your gameplay and character concept. Debilitation and Targeted can both only be trained in combat, and tend to skew higher in &#039;Nth&#039; requirements for more combat-oriented Clerics. A more scholarly type of Cleric could let Targeted and Debilitation fall far behind, and progress in the guild without them completely, which is perfectly viable as well - It all comes down to how you want to roleplay your character.&lt;br /&gt;
&lt;br /&gt;
===[[Primary_Magic|Holy Magic]]===&lt;br /&gt;
The only way to train this skill specifically is by listening to another Holy Magic user teach it. You may also see this referred to as &#039;Ur Magic&#039; or &#039;Primary Magic&#039;, and it trains organically as you cast spells from each of the following skills: Augmentation, Debilitation, Targeted Magic, Utility, and Warding.&lt;br /&gt;
&lt;br /&gt;
====[[Augmentation_skill|Augmentation]]====&lt;br /&gt;
Beginning with the simple Centering spell, eventually Clerics will be able to cast the penultimate (in my humble opinion) Augmentation spell: Benediction, which boosts 3 Attributes simultaneously.&lt;br /&gt;
&lt;br /&gt;
====[[Debilitation_skill|Debilitation]]====&lt;br /&gt;
Clerics have the largest selection of Debilitation spells out of all the guilds. While your skill in debilitation is still the largest factor in determining success, it is still important to understand which [[Attributes]] are being used if you want to excel at debilitating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Attack Type || Primary Attribute || Secondary Attribute || Tertiary Attribute || Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Spirit || Wisdom || Charisma || Intelligence || The attacker is clashing their soul against their opponent&#039;s.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mind || Intelligence || Discipline || Wisdom || The attacker is bringing the force of their own mind to bear on their opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magic || Wisdom || Intelligence || Discipline || The attacker is creating an effect that acts of its own accord on the opponent.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Clerics have:&lt;br /&gt;
*5 Spirit attack spells: Soul Sickness, Soul Bonding, Sanyu Lybel, Malediction, Curse of Zachdriek (6 if you consider Hydra Hex)&lt;br /&gt;
*2 Magic attack spells: Phelim&#039;s Sanction, Halo&lt;br /&gt;
*2 Mind attack spells: Huldah&#039;s Pall, Meraud&#039;s Cry&lt;br /&gt;
&lt;br /&gt;
====[[Targeted|Targeted Magic]]====&lt;br /&gt;
Being an attack skill in our Primary skillset, TM has the potential to be a Cleric&#039;s best offense. TM is trained by hitting a critter that falls in the skill range of your TM skill. The [[attributes]] that assist Targeted Magic are:&lt;br /&gt;
*[[Discipline]] increases TM accuracy&lt;br /&gt;
*[[Intelligence]] and [[Wisdom]] increase TM damage&lt;br /&gt;
&lt;br /&gt;
There are three main types of Targeted Magic Spell:&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039; - TM spells can have a number of effects and damage types, and a regular/standard TM spell is most notable for not falling under one of the following classifications&lt;br /&gt;
*&#039;&#039;&#039;Multi-Strike&#039;&#039;&#039; - these TM spells will produce multiple &#039;hits&#039; for a single cast. The trade-off is that they are generally less accurate than regular single-strike TM spells&lt;br /&gt;
*&#039;&#039;&#039;Area of Effect&#039;&#039;&#039; - AoE TM spells will hit everything in the room. Generally cost far more mana than single-target spells.&lt;br /&gt;
&lt;br /&gt;
Another term that is important to cover here is [[DFA|Death From Above]] (DFA), which means the spell will bypass Shield defense.&lt;br /&gt;
&lt;br /&gt;
Spells can be a combination of most of the above, and how many categories they fall under is reflected in the number of spell slots they cost, and how much mana they take to cast. For example: [[Fists_of_Faenella|Fists of Faenella]] is a multi-shot targeted spell, which costs 1 spell slot and has a minimum prep of 5 mana. [[Harm_Horde|Harm Horde]] is an area-of-effect multi-shot DFA targeted spell, which costs 5 slots and has a minimum prep of 20 mana.&lt;br /&gt;
&lt;br /&gt;
Cleric&#039;s undisputed specialty is combating evil and undead beings. Only us and Paladins can hunt them effectively, and many of our spells and abilities are even better against undead. Let&#039;s look again at the [[Fists_of_Faenella|FOF]] spell. It&#039;s a multi-strike TM spell that deals impact damage. Against undead, the spell has increased damage, and also adds fire to the impact.&lt;br /&gt;
&lt;br /&gt;
[[Harm_evil|Harm Evil]] is an example of one of our spells that &#039;&#039;&#039;*ONLY*&#039;&#039;&#039; works against undead/evil opponents (it is worth noting that it will also work against PC Necromancers who are Profane). However, it works spectacularly as it is DFA *and* ignores armor completely (which is a feature no other damaging spell has), for a comparatively very low mana cost. &lt;br /&gt;
&lt;br /&gt;
In addition to spells that have extra/special effects vs. undead, Clerics can also use [[Commune#Tamsine.27s_Commune|Tamsine&#039;s Commune]] to boost TM skill vs. Undead even further.&lt;br /&gt;
&lt;br /&gt;
====[[Utility_skill|Utility]]====&lt;br /&gt;
Utility is a general catch-all for spells that don&#039;t fit a better classification. Utility spells do &#039;stuff&#039; but not really TO you or another target. [[Bless]] and [[Divine_radiance|Divine Radiance]] are two examples of this, and what you will primarily use to train the skill. Eventually you will be able to cast [[Osrel_meraud|Osrel Meraud]] which will create a magic orb that will follow you around and keep up buffs indefinitely (as long as you keep putting mana into it).&lt;br /&gt;
&lt;br /&gt;
====[[Warding_skill|Warding]]====&lt;br /&gt;
The Warding skill governs spells that protect you, not by increasing your defensive skill, but by creating a magical barrier between the damage and you. The very basic of these is [[Minor_Physical_Protection|Minor Physical Protection]] (MPP) which provides a percentage damage reduction from any incoming attack.&lt;br /&gt;
&lt;br /&gt;
Remember when I told you that Clerics were the undisputed masters of battling undead and evil beings? That didn&#039;t just apply to offenses. [[Protection_from_Evil|Protection from Evil]] (PFE) is a Warding spell that provides additional protection against damage from undead and evil sources. When paired with MPP, the effects are magnified and you will see special messaging to reflect this. Both of these are very early spells, so this is a tactic that can be used early in your life as a Cleric.&lt;br /&gt;
&lt;br /&gt;
===[[Arcana_skill|Arcana]]===&lt;br /&gt;
Arcana covers the use of magical items such as cambrinth, and is generally trained through the use of [[Cambrinth]]. As long as you are using (CHARGE/INVOKE) the cambrinth, every time it contributes mana to a spell you CAST, you will learn Arcana.&lt;br /&gt;
&lt;br /&gt;
Of special note to Clerics is our spell [[Osrel_Meraud|Osrel Meraud]], where Arcana determines how many spells you can fit in it. Osrel Meraud also becomes a great way to train the skill later on.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is perhaps the most simple of all the magic skills. As noted in the General Guide, it is trained by checking POWer in rooms.&lt;br /&gt;
&lt;br /&gt;
Clerics can PERCeive &amp;lt;item&amp;gt;, and tell if an item is blessed (and for how many strikes) or cursed. We also have the unique ability to PERCeive &amp;lt;player&amp;gt; to tell how many favors they have. Using it in this way does not train the skill, and PERCeiving living players for no reason is considered somewhat rude, and in some cases a hostile action. When used on the corpse of a player, it also shows the state of their memory loss. &lt;br /&gt;
&lt;br /&gt;
===[[Sorcery]]===&lt;br /&gt;
This is a much more complicated type of magic and slightly out of scope for a newbie guide, but for the sake of completion it&#039;s going here anyway. Can&#039;t hurt to plan ahead!&lt;br /&gt;
&lt;br /&gt;
Currently this skill is trained through the use of other magic realm&#039;s (Elemental, Life, Lunar) [[Runestone|Runestones]] and [[Spell_scrolls|Spell scrolls.]] To use the spell scrolls of other guilds you will need the [[Magical_Feats#Scrolls|Magic Theorist Feat]]. Be warned however, that training Sorcery is a dangerous endeavor that can put you at odds with local law enforcement, and even the gods. Tread carefully. A quick look at the [[Sorcery#Sorcerous_Backlash|Backlash Table]] will show that we have the least chance of backlash with Lunar spells, and a medium chance with Elemental, while the highest risk spells are Life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039; Eventually, as a Magic-Primary guild, Clerics will have our own personal brand of Sorcery, [[Antinomic_Sorcery|Antinomic Sorcery]], though there is currently no ETA on implementation.&lt;br /&gt;
&lt;br /&gt;
===[[Theurgy]]===&lt;br /&gt;
Theurgy isn&#039;t technically a &#039;magic&#039; skill, but game design dictated that all guild-specific skills go in that guild&#039;s primary skillset. The discussion on training and using Theurgy can be found below.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
[[Align|ALIGN]] is a generic command with a separate use for each guild. For Clerics, it represents our mastery over metamagic and dedication to the gods by allowing us to boost our magic skills even further. By ALIGNing to a specific aspect, you will be able to boost two of your magic skills by 15%, while penalizing the other 3 by the same. This is an excellent way to get an edge on contested spells (TM/Debilitation) or being able to reach spell difficulty thresholds sooner; for example casting Osrel Meraud (Esoteric difficulty) with slightly less than 200 Utility skill. Details and a table showing which Aspect boosts which skills can be found here: [[Cleric_3.0#Alignment|Alignment Table]]&lt;br /&gt;
&lt;br /&gt;
===[[Magical_feats|Magical Feats]] and [[Ritual_spells|Ritual Spells]]===&lt;br /&gt;
We cannot consider the lesson on magic concluded without mentioning these two subjects.&lt;br /&gt;
&lt;br /&gt;
[[Magical_feats|Magical Feats]] are passive abilities that enhance a Spellcaster&#039;s magic abilities. Each one costs 1 spell slot, and Clerics receive [[Magical_feats#Spell_Preparation|Augmentation Mastery]] and [[Magical_Feat#Attunement|Efficient Channeling]] for free at 2nd circle. You can learn all or none of them at your discretion, though I would advise to plan carefully, as you will have to balance obtaining new spells and feats with your limited spell slots.&lt;br /&gt;
*Deep Attunement - a must for all casters, and one feat I can recommend everyone learn as soon as possible.&lt;br /&gt;
*Raw Channeling - a must for Clerics after about 30th circle to make cyclical spells easier to use.&lt;br /&gt;
*Magic Theorist and Sorcerous Patterns - if you decide you want to train Sorcery, the former is a must and the latter is highly recommended&lt;br /&gt;
*Faster Targeting and Faster Battle Preparations - any Cleric that spends much time in combat will find these very beneficial&lt;br /&gt;
&lt;br /&gt;
[[Ritual_spells|Ritual Spells]] (lore-wise) are incredibly complex spells that require more time and far more mana than traditional spells in addition to requiring foci. Mechanically they&#039;re spells with huge minimum preps that have; a long prep time, require a focus item, and an extra step. When the focus is used it reduces the mana required (seemingly on a percentage basis) which means they&#039;re not much more taxing than a regular spell, have a longer prep time, and can last 2-3 times as long as a normal spell. Important things to know about Ritual Spells:&lt;br /&gt;
*Harnessing extra mana into them is ineffective, because of how the foci reduces PREP &amp;lt;amount&amp;gt;&lt;br /&gt;
#PREPare your ritual spell (usually with what seems like an absurdly high number)&lt;br /&gt;
#INVOKE your focus item&lt;br /&gt;
#CAST after fully preparing&lt;br /&gt;
&lt;br /&gt;
The [[Item:Pale_blue-lacquered_inkwell|Sirese Ink]] purchased from the Artificer serves as the focus for the Cleric Spell [[Persistence_of_Mana|Persistence of Mana]]. There are other rituals spells and foci that you can research on your own.&lt;br /&gt;
&lt;br /&gt;
==[[Lore|Lore Skillset]]==&lt;br /&gt;
Let&#039;s break down what each of these skills does, then have a quick discussion of how they relate to Cleric life.&lt;br /&gt;
&lt;br /&gt;
*[[Appraisal_skill|Appraisal]] allows you to appraise the statistics of all manner of equipment, as well as critters and how you will fare against them in a fight.&lt;br /&gt;
*[[Crafting]] skills will allow you to eventually make your own equipment and other items.&lt;br /&gt;
**[[Alchemy_skill|Alchemy]] governs the creation of various healing salves and unguents, and will eventually allow the creation of poisons.&lt;br /&gt;
**[[Engineering]] allows the carving of bone armor and stone weapons, and will eventually allow the creation of bows, crossbows and gadgets.&lt;br /&gt;
**[[Forging_skill|Forging]] covers working a Forge: metal armor, weapons, and tools&lt;br /&gt;
**[[Enchanting_skill|Enchanting]] will eventually let you enchant weapons, armor, and items. &#039;&#039;&#039;*NOTE:this skill is not yet active*&#039;&#039;&#039;&lt;br /&gt;
**[[Outfitting_skill|Outfitting]] governs the creation of leather and cloth armor, as well as containers and many other roleplay garments.&lt;br /&gt;
*[[Performance_skill|Performance]] represents how well you can sing or play an instrument.&lt;br /&gt;
*[[Scholarship]] will allow you to make the most out of TEACHing and LISTENing to classes&lt;br /&gt;
*[[Tactics_skill|Tactics]] is the only combat-oriented skill in the Lore skillset. It allows you to inflict a variety of non-magical debilitations on your opponents&lt;br /&gt;
*[[Mechanical_Lore_skill|Mechanical Lore]] is mentioned last because it is a special case. This is currently a dead-end skill that will at some point in the future be wrapped up into the crafting skills outlined above. You as a player get to choose which.&lt;br /&gt;
&lt;br /&gt;
As a starting Cleric you must train 3 Lore skills. Eventually you will need to train at least 4. Again, which of these you decide on is mostly a character concept/roleplay choice, but I&#039;ll give a few notes and suggestions anyhow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; - good for just about anyone, as it will let you know whether one sword is better than another, or how whether or not that critter you&#039;re thinking of fighting will mop the floor with you. It is also incredibly easy to train, so I highly recommend using this for at least one of your Lore skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; - Largely a roleplay choice, you can&#039;t go wrong with any of these. As a note, if you&#039;re planning to make your own gear (weapons/armor), it will take quite a bit of skill and time to accomplish this. For more short-term results, consider Alchemy or Outfitting. The skill checks to create non-combat related things are far more lenient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039; - There are a few rituals that require playing an instrument. Also, skillfully performed Hymns will increase spirit regeneration, both of which work well for a Cleric&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scholarship&#039;&#039;&#039; - very easy to train, it&#039;s done almost passively if you just be sure to teach or listen to a class anytime you&#039;re standing around with other people. If you&#039;re a very social player who enjoys talking with people, this is a great choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039; - as the only combat skill in the Lore skillset, I can&#039;t recommend this skill strongly enough especially for any Clerics focused on combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Lore&#039;&#039;&#039; - Very useful for Clerics as this allows you to carve [[Prayer_Beads|Prayer Beads]] that are used for Rituals and obtaining specific aspect favors.&lt;br /&gt;
&lt;br /&gt;
==[[Survival_Skillset|Survival Skillset]]==&lt;br /&gt;
There&#039;s honestly not much about Survival skills to discuss for Clerics. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:&lt;br /&gt;
&lt;br /&gt;
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills&lt;br /&gt;
*[[Outdoorsmanship_skill|Outdoorsmanship]] - has some tie-ins with Cleric rituals; being able to forage dirt for Eluned&#039;s Commune, and wood limbs for Bead Carving&lt;br /&gt;
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel, and also some Cleric guild quests will send you to places that have some difficult climbs and swims.&lt;br /&gt;
&lt;br /&gt;
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Weapon]] and [[Armor]] Skillsets==&lt;br /&gt;
While these are separate skillsets, they both pretty much go together so I&#039;ll discuss both of them at once.&lt;br /&gt;
Bare Minimums:&lt;br /&gt;
*One Armor skill&lt;br /&gt;
*Shield skill&lt;br /&gt;
*Two Weapon skills&lt;br /&gt;
*Parry skill&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Worn [[Armor]] is broken up into 4 skills, each with 3 categories, listed here in order from least to most hindrance.&lt;br /&gt;
*[[Light_Armor|Light Armor]]: Cloth, Leather, Bone&lt;br /&gt;
*[[Chain_armor|Chain Armor]]: Ring, Chain, Mail&lt;br /&gt;
*[[Brigandine]]: Scale, Brigandine, Lamellar&lt;br /&gt;
*[[Plate_armor|Plate Armor]]: Light Plate, Plate, Heavy Plate &lt;br /&gt;
&lt;br /&gt;
If this weren&#039;t complicated enough&lt;br /&gt;
Armor is one of those calculated trade-offs I mentioned. Any armor selection will require you weighing the Protection/Absorption of the armor against its [[Hindrance]]. The easiest way to explain hindrance is that it is a % reduction to your [[Evasion]] skill. Cloth armor is the lightest and least hindering of the armors, while Heavy Plate is the heaviest, most protecting, and most hindering of all the armors. To completely over-simplify things for the sake of a newbie guide, the difference is evading attacks completely, or having your armor reduce the severity of incoming blows to where they don&#039;t even effect you. Chain armor is a happy medium, and why I recommended it from the Veteran earlier.&lt;br /&gt;
&lt;br /&gt;
The [[Shield_skill|Shield Skill]] falls under the Armor skillset, and in addition to being a requirement will end up being one of your primary defenses, since with an arm-worn shield it can be &#039;always on&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Weapons do three primary types of damge: Puncture, Slice, and Impact.&lt;br /&gt;
&lt;br /&gt;
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn&#039;t matter, but let&#039;s go over a couple restrictions that may help you make your decision:&lt;br /&gt;
*2-Handed weapons will receive a small penalty when used with an arm-worn shield&lt;br /&gt;
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]&lt;br /&gt;
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty&lt;br /&gt;
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.&lt;br /&gt;
&lt;br /&gt;
===Specific Training Advice===&lt;br /&gt;
Generally I recommend everyone train at least:&lt;br /&gt;
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)&lt;br /&gt;
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)&lt;br /&gt;
*Brawling&lt;br /&gt;
*Tactics (not technically a weapon skill, but trained with them)&lt;br /&gt;
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)&lt;br /&gt;
*Two different types of armor (not including Shield)&lt;br /&gt;
&lt;br /&gt;
Keep in mind, this is progressive. To get through your first few circles you&#039;ll only need one weapon and one armor. Expand as your desire and bank account grow.&lt;br /&gt;
&lt;br /&gt;
Modify that by how much time you want to spend in combat, down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms&#039; skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter&#039;s hide? Use a blunt!&lt;br /&gt;
&lt;br /&gt;
Min-Maxing/Metagaming note: Many people train as much as they can for the TDP benefit. This usually includes all armors because it is extremely easy to train each and every one of them. Fewer people train all weapons, as that is a LOT of extra work. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll use myself as an example: I wear a cloth robe (Light Armor), scale sleeves (Brigandine), and a ring balaclava (Chain Armor). For weapons, I use a Quarterstaff (Staves) and Iltesh (Small Edged) as my melee weapons so that I have slice, puncture and impact damage covered. Tactics and Brawling, in addition to Crossbows and Light Thrown in conjunction with Offhand Weapon - While I aim my crossbow, I throw daggers from my left hand.&lt;br /&gt;
&lt;br /&gt;
=Rituals, Devotion, Communes &amp;amp; Theurgy=&lt;br /&gt;
Each of these has their own section on the main Cleric page, but it is more important to understand how they all tie together to effectively play and train a Cleric. The relationship between devotion, rituals, communes and theurgy is a bit overwhelming at first, but hopefully after reading this you will understand their interaction and how to use them to benefit your Cleric and train Theurgy effectively. &lt;br /&gt;
&lt;br /&gt;
Devotion is the empirical measurement of your connection with the gods. It is raised through acts of piety (rituals), and used by our guild abilities (communes). Bluntly speaking, Rituals make devotion go up, Communes make it go down. Now, you might be asking yourself &amp;quot;Why would I ever want it to go down?!&amp;quot;...because my friend, that&#039;s how you train Theurgy.&lt;br /&gt;
&lt;br /&gt;
Theurgy is the Cleric Guild&#039;s signature skill, and is trained through the use of Communes. The higher level the commune, the more experience it grants. Eventually you will be using Meraud&#039;s commune regularly, though for the near future you&#039;ll just use Eluned&#039;s to make a lot of water.&lt;br /&gt;
&lt;br /&gt;
Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric&#039;s piety and service to the gods. Understanding this relationship between these guild abilities will allow you to understand Clerics from both a mechanical and RP perspective. Now that you&#039;ve (somewhat) wrapped your head around that, on with the good news:&lt;br /&gt;
&lt;br /&gt;
For the first several circles of your clerical life, you don&#039;t need to worry about it; the rituals themselves will teach Theurgy. However, this is a stopgap for younger players, so understanding the relationship is still important. The more time consuming and involved the ritual, the more devotion it grants. &lt;br /&gt;
&lt;br /&gt;
===Beginning [[Clerical Rituals|rituals:]]===&lt;br /&gt;
&#039;&#039;&#039;Completely Free&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Acts_of_Humility|Acts of Humility]]&lt;br /&gt;
*[[Cleric_rituals#Dance_and_Poetry|Dance and Poetry]]&lt;br /&gt;
*[[Cleric_rituals#Preaching|Preaching]]&lt;br /&gt;
*[[Cleric_rituals#Prayer|Prayer]]&lt;br /&gt;
&#039;&#039;&#039;Requires Holy Water&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Menial_Humility|Menial Humility]]&lt;br /&gt;
*[[Cleric_rituals#Planting_of_Sirese|Planting of Sirese]] Note: You must GATHER them in one of [[Item:Tiny_wild_sirese_seed|these locations]]&lt;br /&gt;
&#039;&#039;&#039;Requires Incense/Wine&#039;&#039;&#039;&lt;br /&gt;
*[[Cleric_rituals#Incense|Incense]]&lt;br /&gt;
*[[Cleric_rituals#Offerings_of_Sacred_Wine|Offerings of Sacred Wine]]&lt;br /&gt;
These will be your bread and butter devotion/theurgy tools for the first dozen circles. It&#039;s worth noting that the Sirese ritual grants the most devotion and experience out of those. Don&#039;t limit yourself to just these however. Visit the [[Cleric_rituals|rituals]] page and try out whichever you like. Or better yet, ask another Cleric in game!&lt;br /&gt;
&lt;br /&gt;
=Putting it All Together, Advanced Stuff, Random Notes=&lt;br /&gt;
So now that you (hopefully) understand everything you know about training a Cleric, lets go over your first few circles. After reading this guide and the General Newbie Help Guide, you should have:&lt;br /&gt;
*Obtained basic armor and a weapon&lt;br /&gt;
*Trained your Attributes&lt;br /&gt;
*Selected your first spell&lt;br /&gt;
*Understand how to cast a spell&lt;br /&gt;
*Understand the basics of combat&lt;br /&gt;
&lt;br /&gt;
For your first few circles, there&#039;s not much more to it. Keep Minor Physical Protection up as you hunt, every little bit of damage reduction helps. Fists of Faenella is a great first TM spell, as the multi-strike will grant experience for each &#039;strike&#039;. If you have trouble hitting enemies, consider using a debilitation spell such as Soul Sickness. &lt;br /&gt;
&lt;br /&gt;
I would get in the habit of doing a devotion/ritual circuit every time you transition from hunting to non-hunting skills, and vice versa. Most rituals are on ~10 minute timer and capitalizing on that is the best way to keep Theurgy learning quickly and keep your devotion from falling too low. Elunded&#039;s Commune and the Sirese Ritual will be your best tools until Meraud&#039;s.&lt;br /&gt;
&lt;br /&gt;
As you progress up the [[Cleric#Holy_Magic|Spell Tree]] learning new spells, it will be important to note the difficulty. There are 4 levels of difficulty, each requiring progressively more ranks in the specific magic skill to cast. For example; at 30th circle you should have around 120 ranks in Utility, which is not enough to cast Osrel Meraud yet.&lt;br /&gt;
*Intro: 0 ranks&lt;br /&gt;
*Beginner: 10 ranks&lt;br /&gt;
*Advanced: 75 ranks&lt;br /&gt;
*Esoteric: 200 ranks&lt;br /&gt;
&lt;br /&gt;
-----------------Random Notes-----------------------&lt;br /&gt;
&lt;br /&gt;
You will probably notice that trying to train Parry is great practice at being a punching bag. I have found that at low levels, it is best to use custom hybrid stances to train parry. Try something like STANCE EVASION 100, STANCE SHIELD 40, STANCE PARRY 40 if you&#039;re having too much trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380123</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380123"/>
		<updated>2014-11-03T01:29:15Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Starting Spell Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF&amp;gt;FST branch for RW&amp;gt;Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380116</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380116"/>
		<updated>2014-11-03T01:02:52Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Starting Spell Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
A Paladin only has 3 choices for their first spell: Aspirant&#039;s Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.&lt;br /&gt;
&lt;br /&gt;
#Aspirant&#039;s Aegis&lt;br /&gt;
#Stun Foe&lt;br /&gt;
#&lt;br /&gt;
#Footman&#039;s Strike&lt;br /&gt;
#&lt;br /&gt;
#Heroic Strength&lt;br /&gt;
#&lt;br /&gt;
#Righteous Wrath&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#Anti-Stun&lt;br /&gt;
&lt;br /&gt;
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own.&lt;br /&gt;
&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380115</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380115"/>
		<updated>2014-11-03T00:27:12Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
If you&#039;re following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn. &lt;br /&gt;
&lt;br /&gt;
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.&lt;br /&gt;
&lt;br /&gt;
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380113</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380113"/>
		<updated>2014-11-03T00:15:24Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character&#039;s focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)&lt;br /&gt;
#Get equipped with the armor and weapon(s) you plan on training&lt;br /&gt;
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)&lt;br /&gt;
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None&lt;br /&gt;
#Train REFLEX to 14-16 (depending on Racial modifier)&lt;br /&gt;
#Do whatever else you want&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380112</id>
		<title>Paladin new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Paladin_new_player_guide&amp;diff=380112"/>
		<updated>2014-11-03T00:13:18Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: /* Race */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
=What is a Paladin?=&lt;br /&gt;
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin&#039;s greatest blessing and greatest curse.&lt;br /&gt;
&lt;br /&gt;
Mechanically Speaking:&lt;br /&gt;
&lt;br /&gt;
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no &#039;armor mixing&#039; penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*PLANNED*&#039;&#039;&#039;&#039;&#039;Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.&lt;br /&gt;
==Beginning Choices==&lt;br /&gt;
===Race===&lt;br /&gt;
In Dragonrealms, there are no particular races that are &#039;better&#039; than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can&#039;t go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no &#039;wrong&#039; race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.&lt;br /&gt;
&lt;br /&gt;
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
===Starting Spell Choice===&lt;br /&gt;
==Notes on Roleplaying a Paladin==&lt;br /&gt;
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The &#039;code of ethics&#039; behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer &amp;quot;Do what you must - and then pay for it&amp;quot;. If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]&lt;br /&gt;
&lt;br /&gt;
=Training Your Paladin=&lt;br /&gt;
==Armor Skillset==&lt;br /&gt;
===Shield Choice===&lt;br /&gt;
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Skillset==&lt;br /&gt;
==Lore Skillset==&lt;br /&gt;
==Survival Skillset==&lt;br /&gt;
=Paladin Soulstate=&lt;br /&gt;
=More Advanced Stuff=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:General_new_player_guide&amp;diff=379448</id>
		<title>Talk:General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:General_new_player_guide&amp;diff=379448"/>
		<updated>2014-10-31T23:02:06Z</updated>

		<summary type="html">&lt;p&gt;HOLYELF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we separate general information (e.g. target spells vs augment vs utility, etc.) from how-tos (e.g. prep first, wait for full prep, cast)?&lt;br /&gt;
&lt;br /&gt;
To me, the two ideas are very different, even if they cover the same topic.  The fewer words there are, the easier it is to read/parse.  This will also affect other systems like combat, creation, etc. and I think if we don&#039;t try to keep out the bloat, it may become huuuuge --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]])&lt;br /&gt;
&lt;br /&gt;
I pretty much just removed them all. The purpose of the newbie guide is to tell people HOW to play. I left links to every skill in case they want to know more about it. IMO it&#039;s a better layout since the way Barbarians and Clerics use Debilitation are very different. ([[User talk:HOLYELF|talk]])&lt;br /&gt;
&lt;br /&gt;
Also, Arcana: I removed all references to runestones. With the release of 1 mana noob cambrinth, there&#039;s zero reason to train it via a runestone. They&#039;re harder to obtain, more RT to use, and don&#039;t train as well. ([[User talk:HOLYELF|talk]])&lt;/div&gt;</summary>
		<author><name>HOLYELF</name></author>
	</entry>
</feed>