Cleric
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
- Presided over by the pious Guildleader Esuin. (You can type DIR CLERIC for directions.)
- Riverhaven
- Guided by the venerable Guildmistress Jelna Sarik. (You can type DIR CLERIC for directions.)
- Aesry Surlaenis'a
- Under the stern guidance of Guildmistress Innu.
- Forfedhdar
- Nestled within the Vela'tohr Valley and overseen by Guildleader Vecuto.
- Muspar'i
- 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 Runecrafting 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 now can align themselves to one of the 39 gods to receive magic bonus and nerfs.
Infusion
Holy Magic
Clerics have access to Holy mana and the Holy Defense, Spirit Manipulation, Holy Evocations, and Divine Intervention spellbooks.
Circle Requirements
Circle | 1st armor | Shield Use | 1st Weapon | 2nd Weapon | Parry | 1st Magic | 2nd Magic | 3rd Magic | 4th Magic | 5th Magic | Augmen. | Theurgy | 1st Surv | 2nd Surv | 3rd & 4th Surv | 1st Lore | 2nd Lore | 3rd Lore | 4th Lore |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1-10 | 2 | 1 | 3 | 0 | 2 | 4 | 4 | 3 | 0 | 0 | 2 | 3 | 1 | 1 | 1 | 2 | 2 | 1 | 0 |
11-30 | 2 | 2 | 3 | 0 | 3 | 4 | 4 | 3 | 3 | 0 | 2 | 4 | 2 | 1 | 1 | 3 | 2 | 1 | 0 |
31-70 | 3 | 2 | 4 | 2 | 3 | 5 | 4 | 4 | 3 | 3 | 3 | 4 | 2 | 2 | 1 | 3 | 3 | 2 | 2 |
71-100 | 3 | 3 | 4 | 2 | 3 | 5 | 5 | 4 | 4 | 4 | 3 | 5 | 3 | 2 | 2 | 4 | 3 | 2 | 3 |
101-150 | 4 | 4 | 5 | 3 | 4 | 6 | 6 | 5 | 5 | 5 | 4 | 6 | 3 | 3 | 2 | 5 | 4 | 3 | 3 |
151-200 | 10 | 10 | 13 | 8 | 10 | 15 | 15 | 13 | 13 | 13 | 10 | 15 | 8 | 8 | 5 | 13 | 10 | 8 | 8 |
Theurgy is a hard requirement (does not count toward Nth magic requirements).<br\> Augmentation is a soft requirement (can be used toward Nth magic requirements).<br\> Sorcery and Thievery are restricted skills (do not count toward Nth skill requirements).<br\>
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