Cleric

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Cleric Guild
Cleric

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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

Guild crest: A pair of hands, one light and one dark, cradling a bridge that spans the two palms

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.)
Shard
Under the tutelage of the wise Elothean Guildmistress Sothavi.
Ratha
Led by the powerful but patient S'Kra Guildmaster Kor'yvyn.
Aesry Surlaenis'a
Under the stern guidance of Guildmistress Innu.
Mer'Kresh
Supervised by Guildmistress Eydtha, Grace of Eluned.
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.

Holy Magic

Clerics have access to Holy mana and the Holy Defense, Spirit Manipulation, Holy Enchantments, and Divine Intervention spellbooks.

Minor Physical Protection 3.0Major Physical Protection 3.0Benediction 3.0Protection from Evil 3.0Soul Shield 3.0Ghost Shroud 3.0Harm Evil 3.0Harm Horde 3.0Sanyu Lyba 3.0Bless 3.0Divine Radiance 3.0Halo 3.0Hand of Tenemlor 3.0Shield of Light 3.0Horn of the Black Unicorn 3.0Phelim's Sanction 3.0Fire of Ushnish 3.0Fists of Faenella 3.0Holy Defense SpellbookSpirit ManipulationHoly EnchantmentsDivine Intervention3.0Clerictree.png
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Cleric spell slots

Circle Requirements

Circle Harness Total Magic Teaching 1st-2nd Lore 3rd Lore 4th Lore 1st Weapon Parry 1st Armor Shield Use 1st-6th Survival 7th-8th Survival
1-10 4 20 2 2 1 1 3 2 2 1 1
11-30 4 20 3 3 2 1 3 3 2 2 1
31-70 5 28 3 3 3 2 4 3 2 1
71-100 6 33 4 3 3 2 4 3 3 2
101+ 7 38 4 4 4 3 5 3 3 2 2
  • Note that teaching does count towards the general lore requirements.

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Additional Information