Cleric 3.0: Difference between revisions
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==Infuse== |
==Infuse== |
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Infuse will allow spells to have enhanced resistance to dispellation, in addition to other effects based on spell. |
Infuse will allow spells to have enhanced resistance to dispellation, in addition to other effects based on spell. |
Revision as of 18:07, 5 December 2012
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.
Alignment
Clerics can align themselves to a specific deity, which will provide a set of bonuses and penalties to Magic skillset skills.
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Infuse
Infuse will allow spells to have enhanced resistance to dispellation, in addition to other effects based on spell.
Clerics who possess the Rejuvenation spell may now use Infuse to allow it's self-use when 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 |
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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 |