Cleric: Difference between revisions
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==Cleric spells== |
==Cleric spells== |
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Clerics have access to [[Mana#Holy_Mana|Holy mana]]. [[Spell slot progressions|Cleric spell slots]]. [[:Category:Cleric_spells|Cleric spells]]. |
Clerics have access to [[Mana#Holy_Mana|Holy mana]]. [[Spell slot progressions|Cleric spell slots]]. [[:Category:Cleric_spells|Cleric spells]]. |
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{{:Cleric/Spell Tree}} |
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<imagemap> |
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File:Cleric_Spells.png|frameless|upright=4 |
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rect 2 116 240 167 [[Revelation|Revelation (Utility)]] |
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rect 2 212 240 260 [[Centering|Centering (Augmentation)]] |
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rect 2 548 240 594 [[Glythtide's Gift|Glythtide's Gift (Augmentation)]] |
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rect 2 740 240 789 [[Minor Physical Protection|Minor Physical Protection (Warding)]] |
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rect 2 1270 240 1313 [[Bless|Bless (Utility)]] |
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rect 290 117 533 161 [[Auspice|Auspice (Augmentation)]] |
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rect 290 210 533 257 [[Soul Sickness|Soul Sickness (Debilitation)]] |
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rect 290 401 533 454 [[Rejuvenation|Rejuvenation (Utility)]] |
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rect 290 640 533 691 [[Protection from Evil|Protection from Evil (Warding)]] |
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rect 290 738 533 789 [[Sanyu Lyba|Sanyu Lyba (Warding)]] |
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rect 290 835 533 883 [[Major Physical Protection|Major Physical Protection (Augmentation)]] |
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rect 290 928 533 980 [[Divine Radiance|Divine Radiance (Utility, Targeted Magic)]] |
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rect 290 1025 533 1079 [[Hand of Tenemlor|Hand of Tenemlor (Targeted Magic)]] |
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rect 290 1123 533 1171 [[Horn of the Black Unicorn|Horn of the Black Unicorn (Targeted Magic)]] |
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rect 290 1219 533 1270 [[Fists of Faenella|Fists of Faenella (Targeted Magic)]] |
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rect 290 1411 533 1459 [[Uncurse|Uncurse (Utility)]] |
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rect 290 1654 533 1699 [[Sanctify Pattern|Sanctify Pattern (Augmentation)]] |
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rect 580 20 816 66 [[Aesrela Everild|Aesrela Everild (Targeted Magic)]] |
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rect 580 117 816 164 [[Eylhaar's Feast|Eylhaar's Feast (Utility)]] |
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rect 580 258 816 306 [[Chill Spirit|Chill Spirit (Targeted Magic)]] |
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rect 580 357 816 401 [[Vigil|Vigil (Utility)]] |
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rect 580 451 816 497 [[Mass Rejuvenation|Mass Rejuvenation (Utility)]] |
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rect 580 546 816 594 [[Soul Shield|Soul Shield (Warding)]] |
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rect 580 643 816 695 [[Ghost Shroud|Ghost Shroud (Warding)]] |
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rect 580 737 816 786 [[Benediction|Benediction (Augmentation)]] |
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rect 580 835 816 882 [[Halo|Halo (Debilitation, Warding)]] |
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rect 580 928 816 979 [[Shield of Light|Shield of Light (Augmentation, Utility)]] |
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rect 580 1026 816 1077 [[Harm Evil|Harm Evil (Targeted Magic)]] |
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rect 580 1125 816 1174 [[Phelim's Sanction|Phelim's Sanction (Debilitation)]] |
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rect 580 1217 816 1268 [[Fire of Ushnish|Fire of Ushnish (Targeted Magic)]] |
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rect 580 1316 816 1363 [[Malediction|Malediction (Debilitation)]] |
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rect 580 1413 816 1460 [[Curse of Zachriedek|Curse of Zachriedek (Debilitation)]] |
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rect 580 1555 816 1606 [[Huldah's Pall|Huldah's Pall (Debiliation)]] |
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rect 580 1656 816 1703 [[Persistence of Mana|Persistence of Mana (Augmentation)]] |
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rect 580 1750 816 1795 [[Osrel Meraud|Osrel Meraud (Utility)]] |
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rect 866 18 1107 66 [[Heavenly Fires|Heavenly Fires (Targeted Magic)]] |
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rect 866 114 1107 162 [[Bitter Feast|Bitter Feast (Utility)]] |
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rect 866 213 1107 256 [[Soul Attrition|Soul Attrition (Targeted Magic)]] |
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rect 866 354 1107 405 [[Soul Bonding|Soul Bonding (Debilitation)]] |
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rect 866 978 1107 1025 [[Harm Horde|Harm Horde (Targeted Magic)]] |
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rect 866 1080 1107 1123 [[Time of the Red Spiral|Time of the Red Spiral (Targeted Magic)]] |
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rect 866 1369 1107 1415 [[Hydra Hex|Hydra Hex (Debilitation)]] |
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rect 866 1459 1107 1512 [[Idon's Theft|Idon's Theft (Debilitation, Utility)]] |
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rect 866 1558 1107 1604 [[Meraud's Cry|Meraud's Cry (Debilitation)]] |
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rect 866 1653 1107 1701 [[Spite of Dergati|Spite of Dergati (Debilitation, Warding)]] |
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rect 1154 357 1393 407 [[Resurrection|Resurrection (Utility)]] |
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rect 1442 354 1679 407 [[Murrula's Flames|Murrula's Flames (Utility)]] |
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</imagemap> |
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==Circle Requirements== |
==Circle Requirements== |
Latest revision as of 15:57, 21 December 2024
- Returning players may want to read the page for Returning Players before continuing.
- New to the game? You may want to check out the new player guide for this guild.
Cleric Guild | |
Image copyright of Simutronics Corporation | |
Primary Skillset: | Magic |
---|---|
Secondary Skillsets: | Lore, Weapon |
Tertiary Skillsets: | Survival, Armor |
Special Abilities: | Communes, Resurrection, Infusion |
Mana Type: | Holy |
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage |
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.
Official Information
Information courtesy of Dragonrealms Website.
Guild Hall Locations
- The Crossing
- This Guildhall is presided over by the pious Guildleader Esuin. (You can type DIR CLERIC for directions.)
- Riverhaven
- This Guildhall is guided by the venerable Guildmistress Jelna Sarik. (You can type DIR CLERIC for directions.)
- Aesry Surlaenis'a
- This Guildhall is under the stern guidance of Guildmistress Innu.
- Forfedhdar
- This Guildhall is nestled within the Vela'tohr Valley and overseen by Guildleader Vecuto.
- Muspar'i
- This Guildhall is located on the Street of Priests and run by the Sand Elf Guildmaster Anctarcarim.
Skillsets and Common Races
A cleric's primary skillset is Magic. Lore and Weapon are secondary skillsets, with Survival and Armor as tertiary skills.
Clerics break down into the following races:
Human | 32% |
Dwarven | 14% |
Elothean | 14% |
Elven | 13% |
Crafting Affiliation
Guilded clerics receive one free technique slot in the Artificing discipline of the Enchanting skill, one free technique slot in the Binding discipline of the Enchanting skill and one free technique slot in the Invoking discipline of the Enchanting skill.
See: Crafting
Guild Abilities
Devotion
Clerics are the primary conduit between mortals and the gods. A true Cleric must always be conscious to show respect and devotion to the deities of their choice. A Cleric in high favor with his or her gods will find that their magical abilities are enhanced. Likewise, a Cleric who shirks their duties and ignores the gods may find their abilities fading. There are dozens of ritual sequences and puzzles to choose from that allow a Cleric to show their devotion. These methods are as unique and varied as the gods themselves.
Communes
Clerics have the unique ability to COMMUNE with the gods in their time of need, calling upon the favor they have earned through their dutiful devotions. Utilizing these abilities will strain the Cleric's favor with their gods, so a wise Priest will continue to show their devotion through rituals, in turn allowing them to commune with the gods more often and for greater benefit.
A list of devotional rites is available for your reference in the Cleric Guild halls, but you will not be able to decipher any rite which you have not yet earned through the completion of holy quests.
Align
Clerics can align themselves to one of the 39 Immortals to receive a bonus to two of the five magic skills (Augmentation, Debilitation, Targeted, Utility, Warding) while receiving a penalty to the other three. See Cleric_3.0#Alignment for a full list.
Infusion
After completing the appropriate requirements, a cleric can use their attunement skill to INFUSE mana into their learned magical matrices and spells, yielding greater effects, increased integrity or prolonged durations that were impossible before. Infusion is also necessary to complete the ritual of Resurrection, providing a means to find a lost soul of a fallen adventurer.
Cleric spells
Clerics have access to Holy mana. Cleric spell slots. Cleric spells.
Circle Requirements
Skillset | Skill | 1-10 | 11-30 | 31-70 | 71-100 | 101-150 | 151-200 |
---|---|---|---|---|---|---|---|
armor | Shield Usage | 1 | 2 | 2 | 3 | 4 | 10 |
armor | 1st Armor | 2 | 2 | 3 | 3 | 4 | 10 |
weapon | Parry Ability | 2 | 3 | 3 | 3 | 4 | 10 |
weapon | 1st Weapon | 3 | 3 | 4 | 4 | 5 | 13 |
weapon | 2nd Weapon | 0 | 0 | 2 | 2 | 3 | 8 |
lore | 1st Lore | 2 | 3 | 3 | 4 | 5 | 13 |
lore | 2nd Lore | 2 | 2 | 3 | 3 | 4 | 10 |
lore | 3rd Lore | 1 | 2 | 2 | 3 | 3 | 10 |
lore | 4th Lore | 0 | 0 | 2 | 3 | 3 | 8 |
magic | Theurgy | 3 | 4 | 4 | 5 | 6 | 15 |
magic | Attunement | 2 | 2 | 3 | 3 | 4 | 10 |
magic | 1st Magic | 4 | 4 | 5 | 5 | 6 | 15 |
magic | 2nd Magic | 4 | 4 | 4 | 5 | 6 | 15 |
magic | 3rd Magic | 3 | 3 | 4 | 4 | 5 | 13 |
magic | 4th Magic | 0 | 3 | 3 | 4 | 5 | 13 |
magic | 5th Magic | 0 | 0 | 3 | 4 | 5 | 13 |
survival | 1st Survival | 1 | 2 | 2 | 3 | 3 | 8 |
survival | 2nd Survival | 1 | 1 | 2 | 2 | 3 | 8 |
survival | 3rd Survival | 1 | 1 | 1 | 2 | 2 | 5 |
survival | 4th Survival | 1 | 1 | 1 | 2 | 2 | 5 |
Hard skill requirements ( Theurgy, Parry Ability, Shield Usage) are listed in bold. These skills cannot count toward Nth skills, such as 1st Magic or 1st Weapon.
Soft skill requirements ( Attunement) can count toward your Nth skills.
- Note: The following "mastery" skills never count toward Nth skill requirements, since they affect all or most of the skillset: Defending, Parry Ability, Offhand Weapon, Melee Mastery, Missile Mastery, and Holy Magic. For Clerics, Sorcery and Thievery also do not count towards Nth skill requirements.
Nth skill requirements are met with your top-ranked skills out of the following list of eligible skills:
- Armor: Shield Usage, Light Armor, Chain Armor, Brigandine, and Plate Armor
- Weapon: Small Edged, Large Edged, Twohanded Edged, Small Blunt, Large Blunt, Twohanded Blunt, Slings, Bow, Crossbow, Staves, Polearms, Light Thrown, Heavy Thrown, and Brawling
- Lore: Forging, Engineering, Outfitting, Alchemy, Enchanting, Scholarship, Mechanical Lore, Appraisal, Performance, and Tactics
- Magic: Attunement, Arcana, Targeted Magic, Augmentation, Debilitation, Utility, and Warding
- Survival: Evasion, Athletics, Perception, Stealth, Locksmithing, First Aid, Outdoorsmanship, and Skinning
Cumulative
Skillset | Skill | 10 | 30 | 70 | 100 | 150 | 200 |
---|---|---|---|---|---|---|---|
armor | Shield Usage | 10 | 50 | 130 | 220 | 420 | 920 |
armor | 1st Armor | 20 | 60 | 180 | 270 | 470 | 970 |
armor | Total Armor | 30 | 110 | 310 | 490 | 890 | 1,890 |
weapon | Parry Ability | 20 | 80 | 200 | 290 | 490 | 990 |
weapon | 1st Weapon | 30 | 90 | 250 | 370 | 620 | 1,270 |
weapon | 2nd Weapon | 0 | 0 | 80 | 140 | 290 | 690 |
weapon | Total Weapon | 50 | 170 | 530 | 800 | 1,400 | 2,950 |
lore | 1st Lore | 20 | 80 | 200 | 320 | 570 | 1,220 |
lore | 2nd Lore | 20 | 60 | 180 | 270 | 470 | 970 |
lore | 3rd Lore | 10 | 50 | 130 | 220 | 370 | 770 |
lore | 4th Lore | 0 | 0 | 80 | 170 | 320 | 720 |
lore | Total Lore | 50 | 190 | 590 | 980 | 1,730 | 3,680 |
magic | Theurgy | 30 | 110 | 270 | 420 | 720 | 1,470 |
magic | Attunement | 20 | 60 | 180 | 270 | 470 | 970 |
magic | 1st Magic | 40 | 120 | 320 | 470 | 770 | 1,520 |
magic | 2nd Magic | 40 | 120 | 280 | 430 | 730 | 1,480 |
magic | 3rd Magic | 30 | 90 | 210 | 330 | 580 | 1,230 |
magic | 4th Magic | 0 | 60 | 180 | 300 | 550 | 1,200 |
magic | 5th Magic | 0 | 0 | 120 | 240 | 490 | 1,140 |
magic | Total Magic | 140 | 500 | 1,380 | 2,190 | 3,840 | 8,040 |
survival | 1st Survival | 10 | 50 | 130 | 220 | 370 | 770 |
survival | 2nd Survival | 10 | 30 | 110 | 170 | 320 | 720 |
survival | 3rd Survival | 10 | 30 | 70 | 130 | 230 | 480 |
survival | 4th Survival | 10 | 30 | 70 | 130 | 230 | 480 |
survival | Total Survival | 40 | 140 | 380 | 650 | 1,150 | 2,450 |
all | Total | 310 | 1,110 | 3,190 | 5,110 | 9,010 | 19,010 |
- Soft Requirements are not counted towards cumulative totals.
Miscellaneous
A list of Cleric holy visions can be found here.
The monk outside the Crossing Cleric's Guild gives a different message to people entering depending on whether they are a Cleric, and what circle Cleric they are if so.
Non-Cleric (Including Empaths): The monk glances over to you and nods in greeting as you enter the guildhall.
1st: The monk eyes you for a moment before waving you onward to the guild with the words, "Welcome, [Pre-Title] SoandSo, I trust you have not been slacking in your studies?"
10th: The monk nods in greeting and says, "Good day [Pretitle] SoandSo, how are your studies progressing?"
20th: The monk smiles in greeting and says, "It's good to see you're taking your duties to [YourImmortal] seriously."
30th: The monk greets you with a pat on the back and a friendly smile, "You are becoming quite devoted, [Pre-Title] SoandSo. I am sure [YourImmortal] would be quite pleased!"
50th: The monk makes a sweeping gesture with his hand, ushering you toward the guildhall with the words, "Welcome, [Pre-Title] SoandSo! It is good to see you visit us still, even as you grow in the eyes of [YourImmortal]."
70th: The monk's eyes grow wide as he sees you approach. He ushers you inside with a bow and a hearty greeting. "By the gods! It is wonderful to see the elders pass through our humble halls still. Make yourself at home, [Pre-Title] SoandSo."
90th: The monk smiles nervously as you approach and he stammers, "Welcome to our humble guildhall, [Pre-Title] SoandSo. We are honored to be graced by the gift of your visit. May [YourImmortal] bless this occasion!"
106th+: The monk bows humbly with a sweeping gesture toward the guildhall and says, "A High Priest(ess) (Pre-title?) of YourImmortal! It is indeed a marvelous honor to be in your presence, m'[Lord/Lady] SoandSo. Please proceed with the welcome of our entire city."
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