Cleric 3.0: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
(Created page with "This page will hold Cleric Guild changes in DragonRealms 3.0. ==Theurgy== Theurgy will be the Cleric guild specific skill. It will power god-related abilities and will re...")
 
mNo edit summary
 
(30 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{RTOC}}
This page will hold Cleric Guild changes in [[DragonRealms 3.0]].
This page will hold Cleric Guild changes in [[DragonRealms 3.0]].


Line 5: Line 6:


==Rituals==
==Rituals==
* Incense Ritual - Wave incense at <altar>. Neutral aligned ritual that awards a small amount of devotion/theurgy. There is a dark aligned version of this that is, so far, undiscovered that requires the use of a specially prepared piece of incense. The award for the dark version is a bit higher. If you figure it out, feel free to boast.
A new incense ritual will be added that can appeal to either light or dark deities.


* Playing hymns/psalms for immortal - Any song type will grant at least a small amount of devotion/theurgy now. Wedding songs have been bumped to grant Hymn level devotion, Dirge songs have been bumped to provide Psalm level devotion, and Requiem songs award more than Psalms. All other song types award a static small amount of devotion, and being at a consecrated location is still required.
The music playing ritual has been improved to allow use of any song, and to target a specific deity and have a light, neutral, or dark aspect.

* Last Rites - Must be performed on consecrated ground, Pray <dead creature>. Skinning or Looting the creature before doing this will prevent this from working. Does not work on cursed creatures.


==Communes==
==Communes==
A timer has been added between communes to prevent instant locking of Theurgy. Exact timer is currently in flux.

Tamsine's Commune now has a TM bonus vs. undead.
Tamsine's Commune now has a TM bonus vs. undead.


Meraud's Commune now consecrates a room, a number of rituals can then be performed there such as playing music, reciting, dancing, exploding beads, and last rites (new ritual). The mana boost is no longer a static setting. It now adds mana dependent on Theurgy skill, so it will boost good mana rooms much better, but very low mana rooms may not end up as good as before. The mana boost now extends to all the other mana types, except 'Arcane' mana which will take a penalty. The mana boost will be lessened depending on how far removed from the spectrum that particular type is from holy, and Sorcery skill if you have fairly low ranks of it. So, Holy boost > Life boost > Elemental boost > Lunar boost > Arcane penalty. The RT, fatigue hit, and falling to knees effects are also skill based. This commune no longer has the safe room feature, and is no longer restricted from use in random places. It can be used anywhere and is intended to be used to allow better Theurgy training while hunting (Going to altars will still be the best thing to do).
Meraud's Commune now consecrates mana (penalizes Arcane mana, but bonuses all others), allows rituals to be performed, and has had the safe room function removed. It can now be used anywhere.

Eluned - Creates water. Hold some dirt in one hand, a container in the other and {{tt|COMMUNE ELUNED}}. Skill in Theurgy will determine how much water is created. Depending on the climate of the area and skill, a room use water source will get created.

The quests for Tamsine, Eluned I, and Meraud will need to be redone before they can be used.

==Alignment==
Clerics can align themselves to a specific deity. Of five possible skills (Augmentation, Debilitation, Utility, Warding, Target Magic), each deity will bonus (+) the two skills listed by 15%, and penalize (-) the other three skills by 15%.

There is a 6 hour cooldown between aligning to a deity.

===Light Immortals===
{| class="wikitable sortable" align="center"
|-
!deity
!Augmentation
!Debilitation
!Targeted
!Utility
!Warding
|-
|Albreda ||-||-||-||+||+
|-
|Alamhif ||+||-||+||-||-
|-
|Berengaria ||-||-||-||+||+
|-
|Divyaush ||-||-||-||+||+
|-
|Eylhaar ||-||+||-||-||+
|-
|Firulf ||-||-||+||-||+
|-
|Kuniyo ||+||-||-||+||-
|-
|Lemicus ||+||-||-||+||-
|-
|Murrula ||+||-||-||+||-
|-
|Peri'el ||+||-||-||-||+
|-
|Phelim ||-||+||-||-||+
|-
|Rutilor ||-||-||+||-||+
|-
|Saemaus ||-||-||-||+||+
|}

===Neutral Immortals===

{| class="wikitable sortable" align="center"
|-
!deity
!Augmentation
!Debilitation
!Targeted
!Utility
!Warding
|-
|Chadatru ||+||-||-||-||+
|-
|Damaris ||+||+||-||-||-
|-
|Eluned ||-||-||+||-||+
|-
|Everild ||+||-||+||-||-
|-
|Faenella ||-||-||+||+||-
|-
|Glythtide ||+||+||-||-||-
|-
|Hav'roth ||-||+||-||-||+
|-
|Hodierna ||+||-||-||-||+
|-
|Kertigen ||+||-||-||+||-
|-
|Meraud ||+||-||+||-||-
|-
|Tamsine ||+||-||-||-||+
|-
|Truffenyi ||-||-||+||-||+
|-
|Urrem'tier ||+||+||-||-||-
|}

===Dark Immortals===

{| class="wikitable sortable" align="center"
|-
!deity
!Augmentation
!Debilitation
!Targeted
!Utility
!Warding
|-
|Aldauth ||-||+||+||-||-
|-
|Asketi ||-||+||-||-||+
|-
|Be'ort ||-||+||-||+||-
|-
|Botolf ||-||-||+||+||-
|-
|Dergati ||-||+||+||-||-
|-
|Drogor ||+||-||+||-||-
|-
|Harawep ||-||+||-||+||-
|-
|Huldah ||-||+||-||+||-
|-
|Idon ||-||+||-||+||-
|-
|Kerenhappuch||-||+||+||-||-
|-
|Trothfang ||+||+||-||-||-
|-
|Ushnish ||-||+||+||-||-
|-
|Zachriedek ||-||-||+||+||-
|}

===Others===
These require the use of [[Aspects of the All-God]] to achieve. Each aspect can boost a skill (+), penalize a skill (-) or leave it unchanged (=).

'''NOTE: Alignment results using [[Aspects of the All-God]] varies depending on the caster and/or their race. Even though this table below gives you an idea, it is VERY likely you will not get the same results upon casting.'''

{| class="wikitable sortable" align="center"
|-
!deity
!Holy Magic
!Sorcery
!Augmentation
!Debilitation
!Targeted
!Utility
!Warding
|-
|All-God ||=||=||=||=||=||=||=
|-
|Triquetra ||=||=||+||=||-||=||-
|-
|Coshivi ||=||=||=||-||+||=||-
|-
|Enelne ||=||=||=||-||=||-||+
|-
|Mrod ||=||=||+||-||=||-||=
|-
|Aliesa ||-||+||+||+||+||-||-
|-
|Aniek ||-||+||+||-||+||+||-
|-
|Eimeuz ||-||+||+||-||+||+||-
|-
|Merion ||-||+||-||+||-||+||+
|-
|Misiumos ||-||+||+||+||-||+||-
|-
|Orisas ||-||+||+||+||-||-||+
|-
|Sieben ||-||+||+||-||-||+||+
|-
|Sraxaec ||-||+||-||+||+||+||-
|-
|Tieheq ||-||+||-||-||+||+||+
|-
|Xosiurion ||-||+||+||-||+||-||+
|-
|Gizzbolf ||=||=||-||-||=||=||+
|-
|Krigglin ||=||=||=||=||-||+||-
|-
|Spangklud ||=||=||-||+||=||=||-
|}

==Infusion==
See [[Infusion ability]].

[[Infuse_command|{{tt|INFUSE}}]] will allow [[Infusion_ability#Receptive_spells|specific spells]] to have enhanced resistance to dispellation, or other effects depending on the spell.

Clerics who possess both the [[Rejuvenation]] spell and infusion may restore their own memories while dead.

==Spells==
See [[Cleric Spells 3.0]].

Osrel Meraud will handle far more spells than previously.

==Circle Requirements==
Augmentation is a soft req.
Theurgy is a hard req.
Sorcery and Thievery are restricted skills.
{| class="wikitable"
|-
! Skill
! 1-10 !! 11-30 !! 31-70 !! 71-100 !! 101-150 !! 151-200
|-
! 1st armor
| 2 || 2 || 3 || 3 || 4 || 10
|-
! Shield Use
| 1 || 2 || 2 || 3 || 4 || 10
|-
! 1st Weapon
| 3 || 3 || 4 || 4 || 5 || 13
|-
! 2nd Weapon
| 0 || 0 || 2 || 2 || 3 || 8
|-
! Parry
| 2 || 3 || 3 || 3 || 4 || 10
|-
! 1st Magic
| 4 || 4 || 5 || 5 || 6 || 15
|-
! 2nd Magic
| 4 || 4 || 4 || 5 || 6 || 15
|-
! 3rd Magic
| 3 || 3 || 4 || 4 || 5 || 13
|-
! 4th Magic
| 0 || 3 || 3 || 4 || 5 || 13
|-
! 5th Magic
| 0 || 0 || 3 || 4 || 5 || 13
|-
! Augmentation
| 2 || 2 || 3 || 3 || 4 || 10
|-
! Theurgy
| 3 || 4 || 4 || 5 || 6 || 15
|-
! 1st Survival
| 1 || 2 || 2 || 3 || 3 || 8
|-
! 2nd Survival
| 1 || 1 || 2 || 2 || 3 || 8
|-
! 3rd Survival
| 1 || 1 || 1 || 2 || 2 || 5
|-
! 4th Survival
| 1 || 1 || 1 || 2 || 2 || 5
|-
! 1st Lore
| 2 || 3 || 3 || 4 || 5 || 13
|-
! 2nd Lore
| 2 || 2 || 3 || 3 || 4 || 10
|-
! 3rd Lore
| 1 || 2 || 2 || 3 || 3 || 8
|-
! 4th Lore
| 0 || 0 || 2 || 3 || 3 || 8
|}


{{RefAl}}
{{RefAl}}

Latest revision as of 13:01, 27 June 2017

This page will hold Cleric Guild changes in DragonRealms 3.0.

Theurgy

Theurgy will be the Cleric guild specific skill. It will power god-related abilities and will replace the current teaching requirement.

Rituals

  • Incense Ritual - Wave incense at <altar>. Neutral aligned ritual that awards a small amount of devotion/theurgy. There is a dark aligned version of this that is, so far, undiscovered that requires the use of a specially prepared piece of incense. The award for the dark version is a bit higher. If you figure it out, feel free to boast.
  • Playing hymns/psalms for immortal - Any song type will grant at least a small amount of devotion/theurgy now. Wedding songs have been bumped to grant Hymn level devotion, Dirge songs have been bumped to provide Psalm level devotion, and Requiem songs award more than Psalms. All other song types award a static small amount of devotion, and being at a consecrated location is still required.
  • Last Rites - Must be performed on consecrated ground, Pray <dead creature>. Skinning or Looting the creature before doing this will prevent this from working. Does not work on cursed creatures.

Communes

A timer has been added between communes to prevent instant locking of Theurgy. Exact timer is currently in flux.

Tamsine's Commune now has a TM bonus vs. undead.

Meraud's Commune now consecrates a room, a number of rituals can then be performed there such as playing music, reciting, dancing, exploding beads, and last rites (new ritual). The mana boost is no longer a static setting. It now adds mana dependent on Theurgy skill, so it will boost good mana rooms much better, but very low mana rooms may not end up as good as before. The mana boost now extends to all the other mana types, except 'Arcane' mana which will take a penalty. The mana boost will be lessened depending on how far removed from the spectrum that particular type is from holy, and Sorcery skill if you have fairly low ranks of it. So, Holy boost > Life boost > Elemental boost > Lunar boost > Arcane penalty. The RT, fatigue hit, and falling to knees effects are also skill based. This commune no longer has the safe room feature, and is no longer restricted from use in random places. It can be used anywhere and is intended to be used to allow better Theurgy training while hunting (Going to altars will still be the best thing to do).

Eluned - Creates water. Hold some dirt in one hand, a container in the other and COMMUNE ELUNED. Skill in Theurgy will determine how much water is created. Depending on the climate of the area and skill, a room use water source will get created.

The quests for Tamsine, Eluned I, and Meraud will need to be redone before they can be used.

Alignment

Clerics can align themselves to a specific deity. Of five possible skills (Augmentation, Debilitation, Utility, Warding, Target Magic), each deity will bonus (+) the two skills listed by 15%, and penalize (-) the other three skills by 15%.

There is a 6 hour cooldown between aligning to a deity.

Light Immortals

deity Augmentation Debilitation Targeted Utility Warding
Albreda - - - + +
Alamhif + - + - -
Berengaria - - - + +
Divyaush - - - + +
Eylhaar - + - - +
Firulf - - + - +
Kuniyo + - - + -
Lemicus + - - + -
Murrula + - - + -
Peri'el + - - - +
Phelim - + - - +
Rutilor - - + - +
Saemaus - - - + +

Neutral Immortals

deity Augmentation Debilitation Targeted Utility Warding
Chadatru + - - - +
Damaris + + - - -
Eluned - - + - +
Everild + - + - -
Faenella - - + + -
Glythtide + + - - -
Hav'roth - + - - +
Hodierna + - - - +
Kertigen + - - + -
Meraud + - + - -
Tamsine + - - - +
Truffenyi - - + - +
Urrem'tier + + - - -

Dark Immortals

deity Augmentation Debilitation Targeted Utility Warding
Aldauth - + + - -
Asketi - + - - +
Be'ort - + - + -
Botolf - - + + -
Dergati - + + - -
Drogor + - + - -
Harawep - + - + -
Huldah - + - + -
Idon - + - + -
Kerenhappuch - + + - -
Trothfang + + - - -
Ushnish - + + - -
Zachriedek - - + + -

Others

These require the use of Aspects of the All-God to achieve. Each aspect can boost a skill (+), penalize a skill (-) or leave it unchanged (=).

NOTE: Alignment results using Aspects of the All-God varies depending on the caster and/or their race. Even though this table below gives you an idea, it is VERY likely you will not get the same results upon casting.

deity Holy Magic Sorcery Augmentation Debilitation Targeted Utility Warding
All-God = = = = = = =
Triquetra = = + = - = -
Coshivi = = = - + = -
Enelne = = = - = - +
Mrod = = + - = - =
Aliesa - + + + + - -
Aniek - + + - + + -
Eimeuz - + + - + + -
Merion - + - + - + +
Misiumos - + + + - + -
Orisas - + + + - - +
Sieben - + + - - + +
Sraxaec - + - + + + -
Tieheq - + - - + + +
Xosiurion - + + - + - +
Gizzbolf = = - - = = +
Krigglin = = = = - + -
Spangklud = = - + = = -

Infusion

See Infusion ability.

INFUSE will allow specific spells to have enhanced resistance to dispellation, or other effects depending on the spell.

Clerics who possess both the Rejuvenation spell and infusion may restore their own memories while dead.

Spells

See Cleric Spells 3.0.

Osrel Meraud will handle far more spells than previously.

Circle Requirements

Augmentation is a soft req. Theurgy is a hard req. Sorcery and Thievery are restricted skills.

Skill 1-10 11-30 31-70 71-100 101-150 151-200
1st armor 2 2 3 3 4 10
Shield Use 1 2 2 3 4 10
1st Weapon 3 3 4 4 5 13
2nd Weapon 0 0 2 2 3 8
Parry 2 3 3 3 4 10
1st Magic 4 4 5 5 6 15
2nd Magic 4 4 4 5 6 15
3rd Magic 3 3 4 4 5 13
4th Magic 0 3 3 4 5 13
5th Magic 0 0 3 4 5 13
Augmentation 2 2 3 3 4 10
Theurgy 3 4 4 5 6 15
1st Survival 1 2 2 3 3 8
2nd Survival 1 1 2 2 3 8
3rd Survival 1 1 1 2 2 5
4th Survival 1 1 1 2 2 5
1st Lore 2 3 3 4 5 13
2nd Lore 2 2 3 3 4 10
3rd Lore 1 2 2 3 3 8
4th Lore 0 0 2 3 3 8


Related Forum Posts

Click here to search for related posts.