Cleric

Profession: Cleric
Starting Gear: A robe of choice, a steel rod, and a holy book.
Pay Rate: N/A
Starting Bonuses: 60 character points at character creation and 10 light and 10 order points
Bonuses:
  • Starts with Glamour at level 1
  • Can make a influence check to decrease the costs of items and services by 20%
Penalties:
  • Cost to acquire Thief Skills increased by 70%
Weapon & Armor Types:
  • Can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, rods, staffs, and whips.

You have devoted your life to your deity and the service of your church. In order to protect your religion and its followers, you will stop at nothing.

The Cleric Profession is all about serving one's god or gods, above all else - even the law and one's self.

Starting Bonuses and Penalties

You already know that playing as a cleric grants you 60 character points during character creation and starts you with 10 light and 10 order alignment points. However these are not the only benefits a cleric receives.

Tier Levels and Costs to Acquire

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450
  • Starts with Glamour at level 1.
  • Can make a influence check to decrease the costs of items and services by 20%
  • Cost to acquire Thief Skills increased by 70%

Effects on Weapon Usage

Clerics are stalwarts of faith and godliness. They tend to abhor combat, but in order to do the will of their god they have trained themselves how to use certain weapons. Therefore, they can only use light and small weapons like knives and daggers, small swords, throwing weapons, projectile weapons, rods, staffs, and whips.

Effects on Armor Usage

Clerics typically only wear light armor, but can wear any armor if they have the armor skill.

Character Point Rate

Clerics are students of the divine. They study things of a spiritual nature and fight steadfast in the name of their chosen deity.

The Cleric's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level in Glamour past level 1 (total of +0.6 bonus possible). 
  • A cleric who gets every skill in both Glamour skill chains at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A cleric who gets every skill in t both Glamour skill chains at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A cleric who gets at least 1 level in every priest skill (that fits the priest's alignment) gets their End of Session Bonus as extra character points.
  • A cleric's End of Session Bonus rate is your character point rate increased by 1/2 Will. So if your character point rate is 1.5 and your Will is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Deities And Their Properties

Priests are servants of deities, therefore unlike in other professions you must choose a deity. Here you can get a basic understanding on them. They will be further explored and defined in the Lore section.

Arameas: Arameas is the god of law and history. He is the keeper of time. Arameas was once said to be a mortal who El Anon found great favor in. He is charged with ensuring the dominion of law, the preservation of history, and the steady flow of time. Arameas has perhaps the most dangerous power of them all, the very power of time. He could bend it, manipulate it, change it, and perhaps even stop time itself. It is his very sense of law and honor that has kept him from doing these things and instead he uses his power to record what he sees and sometimes to help those who deserve it. Priests that call upon him will have the ability to sense distortions of time and feel rigtheous anger over injustice. Their prayers and words will calm the innocent and bring fear to the guilty. Therefore anyone who is of dark alignment must make a will check (with penalties or bonuses depending) whenever they encounter a priest of Arameas, or they will flee from the priest unconditionally.

El Anon: El Anon is the Creator. He is the god who created the universe. El Anon then created other gods and goddesses to watch over his creation, only intervening when his creation as a whole is threatened. El Anon's power is that of creation. That said, he actually lacks the power of destruction. Creation though is the highest form of power. Priests of El Anon follow the righteous order of creation. To them all forms of creation are sacred, even artifical creation. Their power is by their aura, the higher their aura, the calmer those around them (3x3 space) will become. Anything that they create is also 25% better.

Joasri: Joasri is the lord of shadow and the Shadow Realm. Known often as the Trickster, Joasri is a prankster who ultimately cares for no one but himself and perhaps his brother. Look around you, see any shadows? They are all around, for where ever there is light there also are shadows. Joasri has the power over shadow and controls the Gray Firmament - The Shadow Realm. He can be anywhere when desired and can control anything through control of its shadow, except other gods of course. Priests of Joasri are Priests of Chaos, and therefore have 10 chaos points to start with. They have the power to confuse. With a successful will check they can inflict confusion upon those who hear their words. The GM may decide how much confusion and the save roll for the targets.

Kymara - the Sol Anon: The Sol Anon is a title that means "Star of Ages", much like El Anon means "The Ages". It is a title given to whom the people from Before the Eras thought would save them from death and suffering and right the world of all its ills. The Sol Anon is also supposed to be the direct offspring of the Creator, El Enon. At or near the beginning of the First Era, a girl was found who demonstrated a pure spirit, powers of healing and creation, and a message of love and renewal. This person was known as Kymara and it is she that many people have come to call the Sol Anon. Therefore, when people speak of Sol Anon, they speak of her, even if they might not know her name. Kymara's power is the power of life and spirit. She can call back those long dead, retrieve spirits from Xodod, and create new life. She can heal any wound or illness and even reincarnate. While her powers are not as grand as Zodo, they are pure and are meant for the service of Nor'Ovans, not the dominion of them. Priests of Kymara can banish any possession or mind control by simply the command of their voice, as long as their target is within 4 spaces (or same room). They are also immune to such things themself. Furthermore, Priests of Kymara can call upon her spirit, Ky'Yurei to aide - the form of aide of course is up to the GM.

Nikolai: Nikolai is the lord of light and the light realm. He is the brother of Joasri. He is an observer who will often test others before offering them any aide. Nikolai's power is that of light and the White Firmament - the Realm of Light. He can heal and destroy with his light and can travel at the speed of light. He is also a shapeshifter. Priests of Nikolai will find that their healing powers are 30% more effective. Also they can see in even the darkest environment and can cure visual conditions with the touch of their hands.

Norvus: The natural god, the god of the earth and rock, the geomancer's god. Norvus is the mover of mountains and sculpture of the land. Norvus and his wife Ova were the gods originally created to watch over Nor'Ova. Norvus has the power to control rock, stone, earth, and any other metal. He can sculpt great mountains, move continents, and erupt volcanos. Priests of Norvus are also geomancers, and their geomancy is always 30% more effective. They can also use minor elemental manipulations without meeting the requirements to do so, but only in geomancy. Finally their stone aspect and earth soul is 20% more effective. A prayer from a Priest of Norvus will calm the earth or cause it to tremble, requiring all to make a speed check to remain standing (bonuses or penalties depending).

Ova: The Mother Goddess, Ova is the wife of Norvus. She is mother nature and goddess of life and energy. Ova has the power over nature through the power of life and the control of natural energy. She can bloom and decay great forest and control the very weather. She can provide great harvests and cure great illnesses. Priests of Ova have 30% greater control over floramancy. Their prayers can restore life or take life from plants. Beware of the angered Ova Priest, for they have a chance to inflict you with Bitterwood, or entwine you within a Green Climber.

Spector: The Grim Reaper, Death; Spector is the God of Death and the Dead. He was originally Xeno, one of the two created children of Zodo. When he witnessed his brother Kamele loose himself, Xeno volunteered to become death, practically begged for it, for he was suffering so from his brother's self-demise into hatred. Spector is in charge of determining the time of death and overseeing the sorting of departed souls - those that Kymara doesn't immediately collect he is supposed to send to Xodod. Spector will test souls to give them one last chance, only if he feels that they are deserving. Spector has the absolute power of death. He can cause death, reap souls from even the living, and transverse all of the planes of existence. Spector can decree death and decline death, causing death to simply not come. A priest of Spector is a priest that is most mysterious. Spector does not give out the power over death to his priests, instead he gives them the power to commune with the dead. It is through the dead that these priests work, and what the dead will do, only the GM may know.

The Four Winds: The four winds are each personified by a god or goddess. Zephyr is the west wind, a good and favorable wind who is friend to sailors and adventurers. Eros is the east wind, a foul wind, wind of ill news and bad fortune. Tyria is the north wind, the cold wind and goddess of winter. Solara is the south wind, the warm wind and goddess of summer. The dances of the four winds make the seasons, and their roles matter not no matter which side of the equator you are on. Zephyr has the power of the west wind, he brings about the calm wind. Eros has the power of the east wind, a wind often carrying storms. Tyria has the power of the north wind, a child wind which brings ice and snow. Solara has the power of the south wind, a warm wind that helps things grow. They each have powers over air and are an aeromancer's friend. They can work along but together their power is far greater and can even change the seasons. A Priest of the Four Winds is a priest of each one of them, and can call upon any for aide.

Zodo: Zodo is the god of power and magic. He is the forge of creation but not the creator. Through him El Anon the Creator forged the universe. As it does with all things, power corrupts and it corrupted Zodo. Zodo began to feel that he himself is the creator and one true god and began plotting against the other gods. Zodo is perhaps the most powerful of the gods, save perhaps El Anon who created him. Zodo's power however is only in change and destruction - he lacks the power of true creation. The power of magic originally comes from him as it is the residual power left behind during the creation of the universe. Although Zodo is trapped within the Orb of Power, he is still able to commune with his followers via telepathy and dreams and his followers are able to call upon a small portion of his power. Whomever would be the Beholder of Power would have far greater access to Zodo, though at a risk of becoming Zodo's slave. A priest of Zodo is also a priest of himself, for a Priest of Zodo believes that he too shall become god, and Zodo lets him believe this. Priests of Zodo can be the most dangerous, darkests people, or the most seemingly holy and good people, Zodo cares not as long as Zodo receives the praise. The more the Priest gains Zodo's favor, the more power and aide Zodo will grant his priest.

Taal: Taal is an interesting god, for in this campaign Taal was killed as an infant. It was by the grace of El Anon that Taal's spirit was allowed to endure as a deity, perhaps a fitting slap to Zodo's face if there was any. Taal is the god of dreams and the subconscious, of emotions, and of intentions. He was originally to be given godly power when he was dying as an infant by the cracking of the Orb of Power which caused him to be possessed by Zodo to save his life. However due to his death, this didn't happen. Instead, the Taal that is the deity, is what Taal would have become, granted so by the might of El Anon through the very forge of the Eternal Flame, Zodo. Taal's power is that of dreams and illusions. Taal can create great worlds within the dreams of anyone, and those worlds would be very real to those involved. Priests of Taal are intune with their spiritual and psychic powers. They have the power of exploring dreams and reading minds and with a good will check, they can even implant thoughts. Priests of Taal typically are of order and law, for Taal will not answer one who has evil intent.

Skills

Clerics specialize in skills that deal with spirituality. Any of the skills listed below would have their costs cut in half.

Cleric Skills Progression 

cleric.png

Cleric Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Description Sort by Description, Ascending Sort by Description, Descending Level Effects Sort by Level Effects, Ascending Sort by Level Effects, Descending Cost to Acquire Sort by Cost to Acquire, Ascending Sort by Cost to Acquire, Descending
Calming Aura 10 Soul

Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA.

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Conversion 5 Soul

The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points.

Neutral Alignment

Level 1: 5 Soul = 2 moral points
Level 2: 5 Soul = 4 moral points
Level 3: 5 Soul = 6 moral points
Level 4: 5 Soul = 8 moral points

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Curse of Tongues 40 Soul

Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds.

Neutral Alignment

N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

Detect Lies 5 Soul

Can tell if someone is lying to you by making a Perceive check with a +10 to Perceive. 

Neutral Alignment

Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Exorcise 10 Soul

Allows you to free people from possessions by using your Will with a +10 bonus. If you are a priest of Kymara, increase your bonus with your Runic Soul.

Light Alignment

Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Fear 10 Soul

Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Energy as a penalty to their will check.

Dark Alignment

N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Gift of Tongues 40 Soul

Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. Double the duration if you are a priest of the Four Winds.

Light Alignment

N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

Glamour 5 Soul Gives the illusion of good aura and grants a +5 to Influence for 1 hour.  Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200
Holy Hands 25 Soul

Either remove the effects of poison by touch or cause 1d6 Vitality poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Inner Peace N/A

Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Intimidation 5 Soul

Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour.

Neutral Alignment

Level 1: +3, -3; 5 Soul
Level 2: +6, -6; 10 Soul
Level 3: +9, -9; 15 Soul
Level 4: +12, -12; 20 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Iron Will 15 Soul

+10 to Will and an extra +5 to Influence per level of mastery for 1 day.

Neutral Alignment

Level 1: +10, +5; 15 Soul
Level 2: +20, +10; 30 Soul
Level 3: +30, +15; 45 Soul
Level 4: +40, +20; 60 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Laying Hands 5 Soul

You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai.

Healing the target only is considered Light Alignment

Healing and Harming is considered Neutral Alignment

Level 1: 1d6; 5 Soul
Level 2: 2d6; 10 Soul
Level 3: 3d6; 15 Soul
Level 4: 4d6; 20 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Misreading the Scriptures 10 Soul

Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round.

A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4.

Dark Alignment

Level 1: -5; 10 Soul
Level 2: -10; 20 Soul
Level 3: -15; 30 Soul
Level 4: -20; 40 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Negative Energy 5 Soul

Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds. If you are a priest of Joasri increase the penalty by 1d4.

Dark Alignment

Level 1: -5; 5 Soul; 2 rounds
Level 2: -10; 10 Soul; 4 rounds
Level 3: -15; 15 Soul; 6 rounds
Level 4: -20; 20 Soul; 8 rounds

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Positive Energy 5 Soul

Grants self and those in 3x3 area +5 to any skill roll or stat check while in the area of effect. The area of effect lasts for 1 round. If you are a priest of Nikolai increase the bonus by 1d4.

Light Alignment

Level 1: +5; 5 Soul; 1 round
Level 2: +10; 10 Soul; 2 rounds
Level 3: +15; 15 Soul; 3 rounds
Level 4: +20; 20 Soul; 4 rounds

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Prayer 45 Soul

The effects of this skill depend largely upon your character's deity. This can only be used once a battle.

Arameas: targets with negative alignments will receive Runic Energy Vitality damage. Targets with positive alignments will restore Vitality, Soul, and Endurance by Runic Energy. Those with neutral alignments are ignored. Light Alignment

El Anon: You and your allies armor and weapons restored, enemies dazed for 1d6 rounds and you and allies will not have to roll to hit for 1d6 rounds. Neutral Alignment

Joasri: The great trickster responds by whispering into the minds of all but the priest, asking for a sacrifice of 100 vitality, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 200 vitality. If they refuse, the will continue to attack themselves and hallucinate for two more rounds. Dark Alignment

Kymara: You and your allies Vitality, Soul, and Endurance is restored by 1.5 x your runic energy, any possessions, negative status effects, and mind control is removed as well. Ky'Yurei may (with luck check) embody the priest's weapon doubling its attack power and causing instant death to anyone of a negative alignment for 1d6 rounds. Light Alignment

Nikolai: Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 12d% damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The priest and his or her allies are unharmed. Light Alignment

Norvus: Spiritual energy washes over you increasing your Strength and Fortitude by your runic energy temporarily for 1d6 rounds. Neutral Alignment

Ova: You call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a Defense and Spirit of 1d% for 1d6 rounds. Neutral Alignment

Spector: You call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely.  Any other number is multiplied by 1d20 (per target) and dealt against them as vitality damage. Neutral Alignment

The Four Winds: You call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d10 stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes letting you make a second attack action. This all lasts for 1d6 rounds. Neutral Alignment

Zodo: Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d%. Once the duration of the summon is over, your weapon returns to normal. This lasts for 1d6 rounds. Dark Alignment

Taal: All enemy targets must roll a 1d6. If the target rolls a 6, the target falls instantly asleep, and is unable to awaken for a for 1d6 rounds, no matter what happens to the target. Light Alignment

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Reading the Scriptures 30 Soul

Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds. Double duration and area of effect if you are a priest of Kymara.

Light Alignment

N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

Religious Might N/A

Damage done against opposite alignment targets doubled and always crit.

Either Light Alignment or Dark Alignment - cannot be neutral

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Religious Sanctuary 10 Soul

Grants self and those in a 3x3 area +10 to Will against possession, fear, and rage for 1d4 rounds. If you are a priest of Kymara, increase the bonus by 1d6 and the area of effect by 1.

Neutral Alignment

Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Reviving Hands 10 Soul

15% chance to revive the recently incapacitated by touch. The target must have greater than -10 Vitality left and this skill must be used within 3 rounds of incapacitation to work. If used against the undead, including spirits, there is a 15% chance that the undead target will cease movement, basically being dead again. Increase chance by 5% of a priest of Nikolai.

Light Alignment

Level 1: 15%; 10 Soul
Level 2: 25%: 20 Soul
Level 3: 35%; 30 Soul
Level 4: 45%; 40 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Sense Alignment 5 Soul

Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Sense Emotion 5 Soul

Can sense emotion of target within 10 feet of you. If a priest of Taal double the range, sense intent as well.

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Sigil Identify 10 Soul

Recognize and understand the meaning of a sigil and to what deity or religion it belongs to.

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Spirit Armor 10 Soul

Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds. If a priest of Zodo increase spirit by 1d6.

Neutral Alignment

Level 1: +5; 10 Soul
Level 2: +10; 20 Soul
Level 3: +15; 30 Soul
Level 4: +20; 40 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Spiritual Communication 2 Soul

Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous.

Neutral Alignment

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Spiritual Glow 4 Soul

Gives the target a -5 Will penalty against you when you are using Glamour.

Neutral Alignment

Level 1: -5; 4 Soul
Level 2: -10; 8 Soul
Level 3: -15; 12 Soul
Level 4: -20; 16 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Summoning 45 Soul

This powerful skill allows you to summon forth a spiritual being. Depending upon your Will check, the summoning can vary.

  • Spiritual Gift: Must roll Will or below. With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. All of your spells are reduced by 1 runic casting speed and you have a bonus of 5 to all skill, spell, and stat check rolls. After 1d10 hours you return to normal. Used once per day.
  • Spiritual Attack: Must roll Will -5 or below. With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 5d% magical damage to every enemy target. Used once per battle.
  • Spiritual Summon: Must roll Will-15 or below. With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack is 3d% melee damage per hit with three hits for a total of 9d% damage, each hit can go to a different target. The spiritual flame will do 7d% magic damage. The duration of the summon is 1d8 rounds. Used once per battle.

Neutral Alignment

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Cleric Growth

As you develop and master skills within your cleric profession, you will become a more capable cleric. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Basic Spirituality

This is the tier level you start out as. The starting bonuses listed earlier apply here.

Tier 2: Novice Spirituality

To reach this tier, you must acquire all of the skills in the Spiritual Communication skill chain at level 1. As a novice cleric you benefit from the following bonuses:

  • Can make a influence check to decrease the costs of items and services by 30%.
  • Can make a Luck Roll for 2d% shilling donation whenever entering a new town.
  • Add 20% Will to Will as a modifier.
  • +0.2 to Character Point rate

Tier 3: Skilled Spirituality

To reach this tier, you must acquire all of the skills in the Spiritual Communication skill chain at level 2. As a skilled cleric you benefit from the following bonuses:

  • Can make a influence check to decrease the costs of items and services by 40%.
  • Can make a Luck Roll for 3d% shilling donation whenever entering a new town.
  • Add 10% Will to Influence
  • +0.2 to Character Point rate
  • Merchants, even shady ones, won't try to rip you off.

Tier 4: Master Spirituality

To reach this tier, you must acquire all of the skills in the Spiritual Communication skill chain at level 3. As a master cleric you benefit from the following bonuses:

  • Can make a influence check to decrease the costs of items and services by 50%.
  • Can make a Luck Roll for 4d% shilling donation whenever entering a new town.
  • Add 25% Will to Soul and Vitality as modifiers.
  • +0.2 to Character Point rate

Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Cleric can open into the following combo professions: Witch, Crusader, Dark Knight, Paladin, Dark Guard, Arcessomancer, Temple Monk, and Shaman.

  • Witch: Ninja is a combo profession of Runic Mage, Cleric, and Alchemist
  • Crusader: Crusader is a combo profession of Warrior and Cleric and requires a positive morality
  • Dark Knight: Dark Knight is a combo profession of Warrior and Cleric and requires a negative morality
  • Paladin: Paladin is a combo profession of Guard and Cleric and requires a positive morality
  • Dark Guard: Dark Guard is a combo profession of Guard and Cleric and requires a negative morality
  • Arcessomancer: Arcessomancer is a combo profession of Runic Mage and Cleric
  • Temple Monk: Temple Monk is a combo profession of Monk and Cleric
  • Shaman: Shaman is a combo profession of Druid and Cleric

Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.

There are no pages beneath this page

There are no posts yet

Parent