Cleric 3.0: Difference between revisions

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| Alamhif
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| Augmentation, Utility
| Augmentation, Utility

Revision as of 01:48, 8 December 2014

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.

The quests for Tamsine, Eluned I, and Meraud will need to be redone before they can be used.

Alignment

Clerics can align themselves to a specific deity. Of five possible skills (Augmentation, Debilitation, Utility, Warding, Target Magic), each deity will bonus the two skills listed by 15%, and penalize the other three by 15%.

There is a 6 hour cooldown between aligning to a deity.

Light Deity Bonused Skills Neutral Deity Bonused Skills Dark Deity Bonused Skills
Divyaush Utility, Warding Kertigen Augmentation, Utility Zachriedek Targeted, Utility
Berengaria Utility, Warding Hodierna Augmentation, Warding Asketi Debilitation, Warding
Firulf Targeted, Warding Meraud Augmentation, Targeted Kerenhappuch Debilitation, Targeted
Phelim Debilitation, Warding Damaris Augmentation, Debilitation Dergati Debilitation, Targeted
Kuniyo Augmentation, Utility Everild Augmentation, Targeted Trothfang Augmentation, Debilitation
Alamhif Augmentation, Targeted Truffenyi Targeted, Warding Huldah Debilitation, Utility
Lemicus Augmentation, Utility Eluned Targeted, Warding Drogor Augmentation, Targeted
Saemaus Utility, Warding Glythtide Augmentation, Debilitation Be'ort Debilitation, Utility
Albreda Utility, Warding Tamsine Augmentation, Warding Harawep Debilitation, Utility
Murrula Augmentation, Utility Faenella Targeted, Utility Idon Debilitation, Utility
Peri'el Augmentation, Warding Hav'roth Debilitation, Warding Ushnish Debilitation, Targeted
Rutilor Targeted, Warding Chadatru Augmentation, Warding Botolf Targeted, Utility
Eylhaar Debilitation, Warding Urrem'tier Augmentation, Debilitation Aldauth Debilitation, Targeted
Bonused Skills Light Deities Neutral Deities Dark Deities
Augmentation, Debilitation None Damaris, Glythtide, Urrem'tier Trothfang
Augmentation, Targeted Alamhif Everild, Meraud Drogor
Augmentation, Utility Kuniyo, Lemicus, Murrula Kertigen None
Augmentation, Warding Peri'el Chadatru, Hodierna, Tamsine None
Debilitation, Targeted None None Aldauth, Dergati, Kerenhappuch, Ushnish
Debilitation, Utility None None Be'ort, Harawep, Huldah, Idon
Debilitation, Warding Eylhaar, Phelim Hav'roth Asketi
Targeted, Utility None Faenella Botolf, Zachriedek
Targeted, Warding Firulf, Rutilor Eluned, Truffenyi None
Utility, Warding Albreda, Berengaria, Divyaush, Saemaus None None

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
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


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