Cleric new player guide: Difference between revisions

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(working on re-structuring the Training section to include each of the skillsets)
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===Training===
===Training===
Using the [[Cleric#Circle_Requirements|Cleric Circle Requirements]] as a Guide, we will roughly go over the requirements to get you to 20th, while laying the foundation for all circles. You will need to train 3 magic skills for the first 10 circles, but you will need to train 5 different ones by the time you reach 30. Likewise at 30 you will also need to train a second weapon and a fourth lore. These 'Nth' skills are dictated by player's choice. Whatever your highest magic skill is will be your 1st Magic (as long as it isn't a restricted skill).
====Magic====
====Magic====
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 'Nth' magic, you will still have to train it to minimum requirements anyway, in essence doing double duty.
Upon joining the Cleric guild, you are given the choice of your first spell. While there are no 'wrong' choices of first spells, some can definitely make things more difficult on you. I would recommend getting Centering as your first spell since it will train the Augmentation skill, which is required to circle. If you choose a different spell for your first one, you will be forced to seek out and sit in an Augmentation class in order to progress.


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't care for being at the mercy of others, so I start with Centering.
For the first 10 circles, Clerics need to train 3 of the [[Magic|Magic Skills]]. This guide will cover the training of Arcana, Attunement, and Augmentation in depth to get you through them, and then give you some tips for progressing further.

Eventually you will need to train 5 out of the 10 magic skills. As previously mentioned; Holy Magic, Sorcery, and Theurgy don't count 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 'Nth' requirements for more combat-oriented Clerics. I would wager there are more scholarly-oriented Clerics in the guild who don't put so much focus on the combat magics, which is perfectly viable as well. It all comes down to how you want to play your character.


Attunement is perhaps the easiest of all Magic Skills to train. It will tell you how much mana is available in any given room by use of the [[Perceive_command|PERCEIVE]] command. Also POWER or CONCENTRATE. It is trained as simply as walking into a new room, and checking the POWer there. Each room has a timer of 540 seconds on teaching via PERCeiving, so to train you end up doing a 'Power Walk'. Move, CONCentrate, Move, CONCentrate, Move, CONCentrate...you get the picture. On to casting!
Attunement is perhaps the easiest of all Magic Skills to train. It will tell you how much mana is available in any given room by use of the [[Perceive_command|PERCEIVE]] command. Also POWER or CONCENTRATE. It is trained as simply as walking into a new room, and checking the POWer there. Each room has a timer of 540 seconds on teaching via PERCeiving, so to train you end up doing a 'Power Walk'. Move, CONCentrate, Move, CONCentrate, Move, CONCentrate...you get the picture. On to casting!
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The <item> in this example is the scrap/sliver/shaving you bought from the Artificer. As you're just starting out, the <amount> will only be 1 or 2 as you won't yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 '''and''' CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.
The <item> in this example is the scrap/sliver/shaving you bought from the Artificer. As you're just starting out, the <amount> will only be 1 or 2 as you won't yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 '''and''' CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.


====Combat====
====Lore====
====Survival====

====Weapons/Armor====
To begin training combat you have two choices in Crossing: shipyard rats or sleazy louts. Rats are skinnable, while louts ambush and drop coins and boxes. I prefer louts because they pay better, but are also slightly harder to compensate, so will use them for this guide. They can be found outside the East Gate, which you can find via the DIRection command. In Riverhaven, you have one choice - heggarangi Frogs, which are also found directly outside the East Gate and down a path.
To begin training combat you have two choices in Crossing: shipyard rats or sleazy louts. Rats are skinnable, while louts ambush and drop coins and boxes. I prefer louts because they pay better, but are also slightly harder to compensate, so will use them for this guide. They can be found outside the East Gate, which you can find via the DIRection command. In Riverhaven, you have one choice - heggarangi Frogs, which are also found directly outside the East Gate and down a path.



Revision as of 23:55, 28 October 2014

This is a page for the Cleric specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.

For details, rules, and the other pages involved, see Category:Newbie Guide Contest.

Be sure to read the 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.

So You Want to Be a Cleric?

Lore-wise, 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.

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 care in training their offenses can outpace their defenses, so care must be taken to ensure this doesn'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) Attributes, they are also the masters of Debilitation with various curses. They are the only guild that can inhibit the spellcasting ability of other mages and even steal spells as they are being prepared. They are the only guild that can attack the Spirit of NPCs and other characters, and are one of two guilds that can effectively and easily hunt undead. Furthermore, they can Resurrect others and eventually themselves.

Races

In Dragonrealms, there are no particular races that are 'better' than others. Clerics blend magical and physical attacks well, so a number of different races have attribute setups that work. You generally can'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, with Discipline coming in fourth, 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. There's really no wrong answer.

Equipment

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.

After following the Walkthrough and obtaining basic armor and a weapon, you should head to the local Cleric shop - Brother Durantine's (Crossing) or 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's commune.

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.

Training

Using the Cleric Circle Requirements as a Guide, we will roughly go over the requirements to get you to 20th, while laying the foundation for all circles. You will need to train 3 magic skills for the first 10 circles, but you will need to train 5 different ones by the time you reach 30. Likewise at 30 you will also need to train a second weapon and a fourth lore. These 'Nth' skills are dictated by player's choice. Whatever your highest magic skill is will be your 1st Magic (as long as it isn't a restricted skill).

Magic

As mentioned earlier, Clerics begin needing to train 3 of the 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 'Nth' magic, you will still have to train it to minimum requirements anyway, in essence doing double duty.

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't care for being at the mercy of others, so I start with Centering.

Eventually you will need to train 5 out of the 10 magic skills. As previously mentioned; Holy Magic, Sorcery, and Theurgy don't count 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 'Nth' requirements for more combat-oriented Clerics. I would wager there are more scholarly-oriented Clerics in the guild who don't put so much focus on the combat magics, which is perfectly viable as well. It all comes down to how you want to play your character.

Attunement is perhaps the easiest of all Magic Skills to train. It will tell you how much mana is available in any given room by use of the PERCEIVE command. Also POWER or CONCENTRATE. It is trained as simply as walking into a new room, and checking the POWer there. Each room has a timer of 540 seconds on teaching via PERCeiving, so to train you end up doing a 'Power Walk'. Move, CONCentrate, Move, CONCentrate, Move, CONCentrate...you get the picture. On to casting!

For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later)

  1. PREPare <spell>
  2. Wait until you see: You feel fully prepared to cast your spell.
  3. Add Mana
    1. via HARNESS <amount>
    2. via Cambrinth
      1. CHARGE <item> <amount>
      2. INVOKE <item>
  4. CAST

The <item> in this example is the scrap/sliver/shaving you bought from the Artificer. As you're just starting out, the <amount> will only be 1 or 2 as you won't yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 and CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.

Lore

Survival

Weapons/Armor

To begin training combat you have two choices in Crossing: shipyard rats or sleazy louts. Rats are skinnable, while louts ambush and drop coins and boxes. I prefer louts because they pay better, but are also slightly harder to compensate, so will use them for this guide. They can be found outside the East Gate, which you can find via the DIRection command. In Riverhaven, you have one choice - heggarangi Frogs, which are also found directly outside the East Gate and down a path.

When you decide to pick up your first Targeted Magic spell, the process of using it will resemble that for casting regular spells, but with a few small changes.

  1. PREPare <spell>
  2. TARGET (this will default to the enemy you are currently facing) OR you can use TARGet <ordinal> <target>
  3. Wait until you see: Your formation of a targeting pattern around a <target> has completed.
  4. Proceed as above with adding mana and CASTing

Rituals, Devotion, Communes & Theurgy

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.

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 "Why would I ever want it to go down?!"...because my friend, that's how you train Theurgy.

Theurgy is the Cleric Guild'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's commune regularly, though for the near future you'll just use Eluned's to make a lot of water.

Using rituals to gain devotion while using communes to train Theurgy is supposed to be a constant, ongoing process indicating the Cleric'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've (somewhat) wrapped your head around that, on with the good news:

For the first several circles of your clerical life, you don'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. To begin your career as a Cleric, here's a few of the beginning rituals:

Completely Free

Requires Holy Water

Requires Incense/Wine

These will be your bread and butter devotion/theurgy tools for the first dozen circles. It's worth noting that the Sirese ritual grants the most devotion and experience out of those. Don't limit yourself to just these however. Visit the rituals page and try out whichever you like. Or better yet, ask another Cleric in game!

More Advanced Stuff

Now that you've got the basics, it's time to make things a little more complicated. Looking forward past just surviving your first few circles, you'll want to round out your training a little more. At level 31, you are required to begin training a second weapon, but this is much easier if you start as early as possible. I recommend everyone train at least:

  • One bladed weapon (Small Edge, Large Edge, 2-Handed Edge)
  • One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)
  • One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)
  • Two different types of armor (not including Shield)
  • Use Tactics as one of your Lore skills to circle with
  • Use Targeted Magic as one of your Magic skills to circle with

Keep in mind one of the greatest things about Dragonrealms' 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's hide? Use a blunt!

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're having too much trouble.