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	<updated>2026-04-09T04:17:09Z</updated>
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		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=248445</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=248445"/>
		<updated>2025-10-25T17:16:31Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Shatter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the [[Verb:GEM|GEM]] interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 ! colspan=&amp;quot;8&amp;quot; | Gemstone Slot Unlocks&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !Ascension Experience Required&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
* Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. (For more details on these properties, see [[Gemstone Property List|the Gemstone Property List]].)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Properties&lt;br /&gt;
 !Qualities&lt;br /&gt;
 |-&lt;br /&gt;
 |First Property&lt;br /&gt;
 |Common or Regional&lt;br /&gt;
 |-&lt;br /&gt;
 |Second Property&lt;br /&gt;
 |Common, Regional or Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |Third Property&lt;br /&gt;
 |Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare.&lt;br /&gt;
* Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone System may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a rare property, and a legendary property while the next 2 Gemstones will have a common/regional and a common/regional/rare property. This gives a maximum of 3 rares total. With the last 2 being limited to common/regional and common/regional. The following table illustrates:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Properties&lt;br /&gt;
 !Qualities&lt;br /&gt;
 |-&lt;br /&gt;
 |1st Gemstone&lt;br /&gt;
 |Common/Regional plus Rare plus Legendary&lt;br /&gt;
 |-&lt;br /&gt;
 |2nd Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |3rd Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |4th Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional&lt;br /&gt;
 |-&lt;br /&gt;
 |5th Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain a maximum of 1 Gemstone per week and 3 per month.&lt;br /&gt;
* The chance for a weekly Gemstone to drop is reset on Sunday.&lt;br /&gt;
* The chance for the monthly Gemstones to drop is reset on the 1st of the month.&lt;br /&gt;
* You must have earned killing contribution before searching a critter for the chance to drop a gemstone. A contributor is anyone who directly assists in incapacitating, hindering, or killing the creature. This includes Binding, Tackling, Cheapshotting, E-waving, and the like. It does not include indirect assistance, such as spelling up your buddy, Guard or Protect, group-boosting warcries, etc.  Similarly to how odds improve for a violet orb drop from the Arena in Duskruin.&lt;br /&gt;
* An individual must be eligible for both a weekly and a monthly gemstone in order to receive contribution or be eligible for a drop: If a gemstone drops on Sunday, January 31st, the individual would be ineligible for a gemstone drop through Saturday, even with their monthly allocation was reset, because they had received their weekly.&lt;br /&gt;
* The first gemstone of a month is easier to find than the second or third.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it goes down as you find more. This chance resets each week.&lt;br /&gt;
&lt;br /&gt;
==FAQ:==&lt;br /&gt;
;Q.  Can you equip and unequip Gemstones at will?&lt;br /&gt;
:A.  Yes.&lt;br /&gt;
&lt;br /&gt;
;Q.  How much does it cost to unbind a gemstone?&lt;br /&gt;
:A.  It costs 1-4m to permanently remove the lesser binding. [[https://gswiki.play.net/Gemstones#Unbind|Unbinding Gemstones]]&lt;br /&gt;
&lt;br /&gt;
;Q.  Can you Shatter a Gemstone without unbinding it?&lt;br /&gt;
:A.  Yes, if the gemstone is lesser bound to you.  No, if the gemstone is lesser bound to someone else.&lt;br /&gt;
&lt;br /&gt;
;Q.  How much does it cost to Shatter a Gemstone?&lt;br /&gt;
:A.  Shattering a Gemstone is free, but it must be unbound.&lt;br /&gt;
&lt;br /&gt;
;Q.  If you unbind a lesser bind, and you pass it to someone, can they use it, and give it back, or does it lesser bind every time it&#039;s equipped?&lt;br /&gt;
:A.  Unbinding a Gemstone is permanent. It will only rebind if you amplify or reshape. Using either of these on a gemstone causes a greater binding to the character, which is &#039;&#039;&#039;permanent and irreversible&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Q.  How many gems can you find per week?&lt;br /&gt;
:A.  One per character, per week. Capped at 3 in a month.&lt;br /&gt;
&lt;br /&gt;
;Q.  When does resets occur for per month and per week?&lt;br /&gt;
:A.  One per week reset occurs on Sundays at 12:00am EST. The same as Lumnis&lt;br /&gt;
:A.  The monthly reset occurs on the 1st of the month. &#039;&#039;(Might need this to be validated still)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gemstone Modifications:==&lt;br /&gt;
&lt;br /&gt;
Done with the Artificier in:&lt;br /&gt;
Rawknuckle&#039;s, Watering Hole - 29877(u7503251)&lt;br /&gt;
===Costs===&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshaping a Gemstone will cause all properties of said Gemstone to reroll into new properties of the same rarity.&amp;lt;br&amp;gt;&lt;br /&gt;
Reshaping causes &#039;&#039;&#039;permanent binding&#039;&#039;&#039; to the character.&lt;br /&gt;
Reshape costs double for every additional reroll. The scaling cost resets weekly.&amp;lt;br&amp;gt;&lt;br /&gt;
Premium Accounts get a 25% discount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Regular Cost&lt;br /&gt;
 !Premium Cost&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 | 10&lt;br /&gt;
 | 250,000&lt;br /&gt;
 | -&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 | 20&lt;br /&gt;
 | 500,000&lt;br /&gt;
 | -&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 | 40&lt;br /&gt;
 | 750,000&lt;br /&gt;
 | 562,500&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 | 90&lt;br /&gt;
 | 1,750,000&lt;br /&gt;
 | 1,312,500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
The amplify option will upgrade a Gemstone. This will &#039;&#039;&#039;permanently bind&#039;&#039;&#039; the Gemstone to that character.&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |30&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |45&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |60&lt;br /&gt;
 |2,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |45 &lt;br /&gt;
 |2,500,000 &lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |105&lt;br /&gt;
 |4,500,000&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a Gemstone is the total of each rarity cost on that Gemstone.&amp;lt;br&amp;gt;&lt;br /&gt;
A Gemstone that is lesser bound to someone else must be unbound before shattering.&amp;lt;br&amp;gt;&lt;br /&gt;
A Gemstone that is lesser bound to yourself can be shattered for free.&amp;lt;br&amp;gt;&lt;br /&gt;
Unbinding a lesser bind is permanent unless you amplify or reshape the Gemstone, which will greater bind it. Note: changes are pending (not finalized) that would cause EQUIP/UNEQUIP to cause lesser binding&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common plus Rare&lt;br /&gt;
 |3,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |7,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shatter===&lt;br /&gt;
Shattering a Gemstone turns it into dust. There is no cost for this service.&lt;br /&gt;
&lt;br /&gt;
Shattering gemstones will now refund 80% of dust spent upgrading the gemstone. This is raised from the previous refund of 2 dust per upgrade.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust purchased from the artificer costs 500k. Every additional dust costs 2.5x the previous one.&lt;br /&gt;
The scaling cost resets weekly. Dust found by looting creatures has no impact on these costs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
[[Gemstone Property List]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement: Ascension Gemstones are live!]]&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=246393</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=246393"/>
		<updated>2025-09-29T21:58:26Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Condemn (309) Build Post 20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills. &#039;&#039;NOTE: the choice between going up Minor or Major Spiritual spell circles first is up to you. Choose Minor Spiritual if you want to get [[Web (118)]] first to help against living enemies, as 118+309 is similarly effective to 301+309 as a combo (if you do this, just pause after learning [[Lesser Shroud (120)]]). Choose Major Spiritual first if you are in [[Order of Voln]] and only hunting undead, because personally I&#039;d rather have access to [[Interference (212)]] and [[Minor Sanctuary (213)]] first.&#039;&#039;&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding Post 20===&lt;br /&gt;
Here we have some extra points because we don&#039;t need Religion Lore for bolting, nor do we need Spell Aiming. As such you can see we can get our secondary circle spells faster and we start having extra training points before 40.&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
Using the above plans will get you started. Once you reach about level 40, I recommend you tailor things to suit your style. There are a number of different options for things you can use your extra training points on, which I will go over here. Keep doing the base stuff (for example, 1x perception, harness power, Cleric spell ranks, etc. every level).&lt;br /&gt;
&lt;br /&gt;
At some point you will want to go above +21 Cleric Spell Ranks to push your CS even higher...I wouldn&#039;t wait much longer than around level 70 to do that as things do get harder. You can do it much earlier too if you don&#039;t want to add any other skills and just want to focus on being a better hunter!&lt;br /&gt;
&lt;br /&gt;
*2x SMC: details to be added here, coming soon!&lt;br /&gt;
*First Aid:&lt;br /&gt;
*Survival:&lt;br /&gt;
*Lores:&lt;br /&gt;
*Climbing/Swimming:&lt;br /&gt;
*Secondary circle spell ranks:&lt;br /&gt;
*Cleric circle spell ranks:&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=246391</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=246391"/>
		<updated>2025-09-29T21:57:06Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Condemn (309) Build Post 20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills. &#039;&#039;NOTE: the choice between going up Minor or Major Spiritual spell circles first is up to you. Choose Minor Spiritual if you want to get [[Web (118)]] first to help against living enemies, as 118+309 is similarly effective to 301+309 as a combo (if you do this, just pause after learning [[Lesser Shroud (120)]]). Choose Major Spiritual first if you are in [[Order of Voln]] and only hunting undead, because personally I&#039;d rather have access to [[Minor Sanctuary (213)]] first.&#039;&#039;&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding Post 20===&lt;br /&gt;
Here we have some extra points because we don&#039;t need Religion Lore for bolting, nor do we need Spell Aiming. As such you can see we can get our secondary circle spells faster and we start having extra training points before 40.&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
Using the above plans will get you started. Once you reach about level 40, I recommend you tailor things to suit your style. There are a number of different options for things you can use your extra training points on, which I will go over here. Keep doing the base stuff (for example, 1x perception, harness power, Cleric spell ranks, etc. every level).&lt;br /&gt;
&lt;br /&gt;
At some point you will want to go above +21 Cleric Spell Ranks to push your CS even higher...I wouldn&#039;t wait much longer than around level 70 to do that as things do get harder. You can do it much earlier too if you don&#039;t want to add any other skills and just want to focus on being a better hunter!&lt;br /&gt;
&lt;br /&gt;
*2x SMC: details to be added here, coming soon!&lt;br /&gt;
*First Aid:&lt;br /&gt;
*Survival:&lt;br /&gt;
*Lores:&lt;br /&gt;
*Climbing/Swimming:&lt;br /&gt;
*Secondary circle spell ranks:&lt;br /&gt;
*Cleric circle spell ranks:&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245472</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245472"/>
		<updated>2025-09-06T12:30:08Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Leveling from 20 to 100 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding Post 20===&lt;br /&gt;
Here we have some extra points because we don&#039;t need Religion Lore for bolting, nor do we need Spell Aiming. As such you can see we can get our secondary circle spells faster and we start having extra training points before 40.&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
Using the above plans will get you started. Once you reach about level 40, I recommend you tailor things to suit your style. There are a number of different options for things you can use your extra training points on, which I will go over here. Keep doing the base stuff (for example, 1x perception, harness power, Cleric spell ranks, etc. every level).&lt;br /&gt;
&lt;br /&gt;
At some point you will want to go above +21 Cleric Spell Ranks to push your CS even higher...I wouldn&#039;t wait much longer than around level 70 to do that as things do get harder. You can do it much earlier too if you don&#039;t want to add any other skills and just want to focus on being a better hunter!&lt;br /&gt;
&lt;br /&gt;
*2x SMC: details to be added here, coming soon!&lt;br /&gt;
*First Aid:&lt;br /&gt;
*Survival:&lt;br /&gt;
*Lores:&lt;br /&gt;
*Climbing/Swimming:&lt;br /&gt;
*Secondary circle spell ranks:&lt;br /&gt;
*Cleric circle spell ranks:&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245471</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245471"/>
		<updated>2025-09-06T12:29:53Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Leveling from 20 to 100 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding Post 20===&lt;br /&gt;
Here we have some extra points because we don&#039;t need Religion Lore for bolting, nor do we need Spell Aiming. As such you can see we can get our secondary circle spells faster and we start having extra training points before 40.&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
Using the above plans will get you started. Once you reach about level 40, I recommend you tailor things to suit your style. There are a number of different options for things you can use your extra training points on, which I will go over here. Keep doing the base stuff (for example, 1x perception, harness power, Cleric spell ranks, etc. every level).&lt;br /&gt;
&lt;br /&gt;
At some point you will want to go above +21 Cleric Spell Ranks to push your CS even higher...I wouldn&#039;t wait much longer than around level 70 to do that as things do get harder. You can do it much earlier too if you don&#039;t want to add any other skills and just want to focus on being a better hunter!&lt;br /&gt;
&lt;br /&gt;
*2x SMC:&lt;br /&gt;
*First Aid:&lt;br /&gt;
*Survival:&lt;br /&gt;
*Lores:&lt;br /&gt;
*Climbing/Swimming:&lt;br /&gt;
*Secondary circle spell ranks:&lt;br /&gt;
*Cleric circle spell ranks:&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245470</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245470"/>
		<updated>2025-09-06T12:25:55Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Pure Warding Post 20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding Post 20===&lt;br /&gt;
Here we have some extra points because we don&#039;t need Religion Lore for bolting, nor do we need Spell Aiming. As such you can see we can get our secondary circle spells faster and we start having extra training points before 40.&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245469</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245469"/>
		<updated>2025-09-06T12:24:07Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding Post 20===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build Post 20===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245468</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245468"/>
		<updated>2025-09-06T12:23:05Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* How to Train a Young Cleric (Skills) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245467</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245467"/>
		<updated>2025-09-06T12:22:06Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Bolting Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1oqGtaSkJif3Zdg7WlsvBu_uFwA7zNdor/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245466</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245466"/>
		<updated>2025-09-06T12:21:06Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Pure Warding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1rkbIjaOMMhzoy0eMJEYk58822R5zCAMh/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245465</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245465"/>
		<updated>2025-09-06T12:19:37Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Condemn (309) Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245464</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245464"/>
		<updated>2025-09-06T12:19:09Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Condemn (309) Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1FYDamSIFnEyihTjPYyKi1kPzEH2kiw7M/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
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		<updated>2025-09-06T12:10:27Z</updated>

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		<updated>2025-09-06T11:54:37Z</updated>

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		<title>File:309 Build Post-20.png</title>
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		<updated>2025-09-06T11:53:54Z</updated>

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		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
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		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
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&lt;div&gt;WORK IN PROGRESS - updated September 6th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
See above for more details regarding this build - but here we start off with 30 Religion Lore ranks, which slows us down on everything else. Also starting with spells 211/215 for the added AS. Then we try to catch up on the +21 Cleric Ranks goal and Minor Spiritual spells. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on perception, followed by utility skills a little later.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats plan to put [[Dexterity]] a little higher since it adds to your bolt AS. This will detract from some of your other stats, of course.&lt;br /&gt;
[[File:Bolting Build Post-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245459</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245459"/>
		<updated>2025-09-06T11:45:29Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Locking In Your Level 20+ SKILLS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated June 9th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
See above for more details regarding this build - but here we continue with the plan: +21 CS, catch up on other circle spells, and maintain spell aiming to buff 309. Once caught up and as we approach 30 where things get a little more dangerous, we catch up on the utility skills.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245458</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245458"/>
		<updated>2025-09-06T11:41:10Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Locking In Your Level 20+ SKILLS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated June 9th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
You continue to have three basic routes, as discussed above: 309 build, Pure CS, bolting. You can, of course, mix and match, possibly watering down one build in favor of more options - and that&#039;s fine - but here I&#039;ll provide a recommended early training plan for all three...and then discuss later what to do next!&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245457</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=245457"/>
		<updated>2025-09-06T11:38:55Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Locking In Your Level 20+ SKILLS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated June 9th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
What I recommend at level 19, just before you hit 20, is a little different than most...and may seem a little odd...but hear me out: those utility skills (perception, first aid, survival, MIU/AS) still do pretty much nothing. The only exception is SMC, which is now useful for raising the dead. Practically nothing at level 20 is doing anything where you need perception to defend against it...maybe this will change, or you&#039;re in some area where the level 20 enemies are particularly ferocious, but I advocate that you continue to maximize your power and deal with defense/utility just a bit later.&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239699</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239699"/>
		<updated>2025-06-11T00:26:14Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated June 9th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1YWSv0_Jm5TUSLb5nidjycE6jr9Rt3hCN/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/16KPnSqTG8e-ckpUavJ7ou-dZr2l1tplD/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;[https://docs.google.com/spreadsheets/d/1nVeNT7S_AYOoVykqwgZpM67tTGGYK52B/edit?usp=drive_link&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true Spreadsheet available here] (Excel Required - you must download a copy to your PC: click the link -&amp;gt; file -&amp;gt; download -&amp;gt;.xls)&amp;lt;/center&amp;gt;&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239547</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239547"/>
		<updated>2025-06-09T21:41:03Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS - updated June 9th, 2025&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This is my favorite strategy: it uses [[Condemn (309)]] as your primary attack spell (until level 9 you cast [[Smite/Bane]] as you would with a pure warding build). It really takes off at level 20 when you learn [[Ethereal Censer (320)]], but is also strong pre-20. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This used to be how clerics had to level before we were given [[Condemn]]. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239546</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239546"/>
		<updated>2025-06-09T21:37:01Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Pure Warding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training, and has improved with the lower mana cost and cast time for [[Interference]].&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 12th rank gives you [[Interference]] which can be used to lower your enemy&#039;s [[Target Defense]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives +0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS. Getting 40 ranks at level 18 will upgrade your [[Raise Dead]] that you just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9 (until then you cast [[Smite/Bane]] as you would with a pure warding build). Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Pure_Warding_Pre-20.png&amp;diff=239545</id>
		<title>File:Pure Warding Pre-20.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Pure_Warding_Pre-20.png&amp;diff=239545"/>
		<updated>2025-06-09T21:32:55Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: JEFFEE83 uploaded a new version of File:Pure Warding Pre-20.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training build for pure warding pre-20&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239544</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239544"/>
		<updated>2025-06-09T21:26:02Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Bolting Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. After the 4th rank it just gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level. You could put these additional ranks (&amp;gt;4) in Major Spirit if you prefer.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9 (until then you cast [[Smite/Bane]] as you would with a pure warding build). Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your Bolt AS.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239543</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239543"/>
		<updated>2025-06-09T21:25:24Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. After the 4th rank it just gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level. You could put these additional ranks (&amp;gt;4) in Major Spirit if you prefer.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9 (until then you cast [[Smite/Bane]] as you would with a pure warding build). Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
I&#039;m not a big fan of bolting clerics, but early on against [[undead]] it can be strong. At higher levels, I think it clearly becomes weaker than [[Condemn (309)]] builds. Similar game plan as above: set up with [[Prayer of Holding]] then bolt. Note that your [[Holy Bolt]] is not very strong against non-undead until you unlock the [[Plasma]] version, which you probably won&#039;t do pre-20 since it requires an expensive 30 ranks of Religion Lore.&lt;br /&gt;
&lt;br /&gt;
You will also want to adjust your stats to put [[Dexterity]] to 100 since it adds to your bolt AS. This will detract from some of your other stats, of course. Here&#039;s an example of how I might do it for pre-20:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|80&lt;br /&gt;
|}&lt;br /&gt;
[[File:Bolting Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this is the source of your [[Bolt AS]].&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS. The 11th rank gives a Bolt AS buff in [[Bravery]] and the 15th rank gives another Bolt AS buff with [[Heroism]].&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]], which are needed to set up your bolts.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Bolting_Build_Pre-20.png&amp;diff=239542</id>
		<title>File:Bolting Build Pre-20.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Bolting_Build_Pre-20.png&amp;diff=239542"/>
		<updated>2025-06-09T21:13:53Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleric bolting training plan pre-20&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239541</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239541"/>
		<updated>2025-06-09T21:04:07Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Condemn (309) Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. After the 4th rank it just gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level. You could put these additional ranks (&amp;gt;4) in Major Spirit if you prefer.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9 (until then you cast [[Smite/Bane]] as you would with a pure warding build). Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed. Note: Web is a level 18 spell so you won&#039;t really get to use this early on...but you have other options.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:309_Build_Pre-20.png&amp;diff=239540</id>
		<title>File:309 Build Pre-20.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:309_Build_Pre-20.png&amp;diff=239540"/>
		<updated>2025-06-09T21:02:45Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: JEFFEE83 uploaded a new version of File:309 Build Pre-20.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training build for 309 pre-20&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Pure_Warding_Pre-20.png&amp;diff=239539</id>
		<title>File:Pure Warding Pre-20.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Pure_Warding_Pre-20.png&amp;diff=239539"/>
		<updated>2025-06-09T20:58:35Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: JEFFEE83 uploaded a new version of File:Pure Warding Pre-20.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training build for pure warding pre-20&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239532</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239532"/>
		<updated>2025-06-09T20:47:57Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Condemn (309) Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. After the 4th rank it just gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level. You could put these additional ranks (&amp;gt;4) in Major Spirit if you prefer.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9 (until then you cast [[Smite/Bane]] as you would with a pure warding build). Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets. It also gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239531</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239531"/>
		<updated>2025-06-09T20:47:21Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Pure Warding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. After the 4th rank it just gives +1 CS per 3 ranks, as long as you keep it below 2/3 of your level. You could put these additional ranks (&amp;gt;4) in Major Spirit if you prefer.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9 (until then you cast [[Smite/Bane]] as you would with a pure warding build). Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239528</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239528"/>
		<updated>2025-06-09T20:46:23Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Condemn (309) Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9 (until then you cast [[Smite/Bane]] as you would with a pure warding build). Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with [[Prayer of Holding]] or [[Web]] and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage. You can also use [[Smite/Bane]] or [[Unbalance]] to set up 309 if needed.&lt;br /&gt;
[[File:309 Build Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spell Aiming: this is the main difference with this build - as this gives a bonus to 309&#039;s effectiveness.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS. The tenth rank will give you [[Unbalance]] which is a good option against living targets.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:309_Build_Pre-20.png&amp;diff=239525</id>
		<title>File:309 Build Pre-20.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:309_Build_Pre-20.png&amp;diff=239525"/>
		<updated>2025-06-09T20:43:38Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training build for 309 pre-20&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239524</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239524"/>
		<updated>2025-06-09T20:41:25Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Pure Warding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. You will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9. Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with 301 or 118 and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage.&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239523</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239523"/>
		<updated>2025-06-09T20:39:53Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Pure Warding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. Early on you will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is also fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
[[File:Pure Warding Pre-20.png|center]]&lt;br /&gt;
*Armor Use: two ranks at level 0 and wear full leathers. Get 4 more ranks at level 4 and wear double leathers.&lt;br /&gt;
*Physical Fitness: train this 1x per level basically - it gives you health points.&lt;br /&gt;
*Harness Power: train this 2x per level basically - it gives you a lot of mana! Stop at 30 ranks (diminishing returns) and you won&#039;t train it again until level 31 usually.&lt;br /&gt;
*Spirit Mana Control: 24 ranks needed at level 18 to [[Raise Dead]].&lt;br /&gt;
*Major Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Shield]]. The third rank is marginally useful for [[Manna]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Minor Spirit Spell Ranks: The first rank gives +1 CS. The 2nd rank gives a useful defensive spell: [[Spirit Barrier]]. The third rank is another useful defensive spell: [[Spirit Defense]]. The 4th rank gives another +1 CS.&lt;br /&gt;
*Cleric Spell Ranks: Besides the useful/required spells, this is also our main source of CS. Every rank above your level gives 0.75 CS until 20 ranks. At 21 ranks above level, you gain +16 CS, which is very helpful for casting [[Prayer of Holding]] and [[Smite/Bane]]. Getting 40 ranks at level 18 will upgrade our [[Raise Dead]] that we just learned so you never have to use the weakest version!&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9. Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with 301 or 118 and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage.&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:Pure_Warding_Pre-20.png&amp;diff=239522</id>
		<title>File:Pure Warding Pre-20.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:Pure_Warding_Pre-20.png&amp;diff=239522"/>
		<updated>2025-06-09T20:32:31Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training build for pure warding pre-20&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239521</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239521"/>
		<updated>2025-06-09T20:02:32Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. Early on you will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is also fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9. Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with 301 or 118 and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage.&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. Also, you can&#039;t actually get perfect stats, so in this case I try to get as close as possible. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|86||align=&amp;quot;center&amp;quot;|99&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|78||align=&amp;quot;center&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|87||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|49||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|67||align=&amp;quot;center&amp;quot;|83||align=&amp;quot;center&amp;quot;|96&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This gives fewer 100s but makes it easier to get to all 100s with [[Ascension]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting||Level 50 Results||Level 100 Results&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|58||align=&amp;quot;center&amp;quot;|75||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|77||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|63||align=&amp;quot;center&amp;quot;|76||align=&amp;quot;center&amp;quot;|86&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|55||align=&amp;quot;center&amp;quot;|73||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|47||align=&amp;quot;center&amp;quot;|71||align=&amp;quot;center&amp;quot;|88&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|62||align=&amp;quot;center&amp;quot;|74||align=&amp;quot;center&amp;quot;|85&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|84||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|80||align=&amp;quot;center&amp;quot;|100||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|65||align=&amp;quot;center&amp;quot;|81||align=&amp;quot;center&amp;quot;|94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239519</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239519"/>
		<updated>2025-06-09T19:35:31Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Join a Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. Early on you will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is also fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9. Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with 301 or 118 and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage.&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamp|warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
INSERT SCREENSHOTS HERE&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
INSERT SCREENSHOTS HERE&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239518</id>
		<title>Tsalinx (prime)/Tsalinx&#039;s Cleric Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Tsalinx%27s_Cleric_Guide&amp;diff=239518"/>
		<updated>2025-06-09T19:22:32Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
[[Clerics]] are my favorite class. Since the class received a &amp;quot;review&amp;quot; in 2019, they have become extremely powerful, versatile, and fun to play. In 2022 we received a class service, [[Sanctify (330)|Sanctify]], that made playing a cleric extremely lucrative. We are also sought out for rescues since we can bring dead adventurers back to life, providing cleric players with a sense of value and importance. Overall, if you choose to play a cleric, you can&#039;t go wrong. Here I will use my experience to provide some advice to help maximize your powers and reap the rewards of the holy (or unholy) life.&lt;br /&gt;
&lt;br /&gt;
My experience: I played a cleric named Tsalin in the 1990s up to roughly level 160 - I believe I was the highest level cleric in the lands when I quit. I returned in 2017 and rolled up a new cleric, Tsalinx, who I capped in about a year. In 2021 I started another cleric, Tsalyn, who I capped in 7 month&#039;s time. I have another cleric in his 60&#039;s as well. Point being: I have a ton of experience leveling clerics and I hope this guide helps you or someone you know!&lt;br /&gt;
&lt;br /&gt;
=First Things First=&lt;br /&gt;
If you&#039;re brand new to the game, make sure to check out the [[New Players&#039; Guide]] to learn the basics.&lt;br /&gt;
&lt;br /&gt;
I also recommend you read my [[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]] for some more general advice, although I will cover some of that here where pertinent.&lt;br /&gt;
&lt;br /&gt;
Using a [[Training Spreadsheet]] can be very helpful for planning your skills and stats. Many of my screenshots below will come from this spreadsheet.&lt;br /&gt;
&lt;br /&gt;
=Pre Level 20 Decisions=&lt;br /&gt;
==Choosing a Race==&lt;br /&gt;
Gemstone is a roleplaying game - so first and foremost, if that matters to you at all, you should choose whatever [[race]] you want to be. No race is bad - they all have their strengths and weaknesses. The important thing is to have fun...so pick something fun!&lt;br /&gt;
&lt;br /&gt;
That being said, if you&#039;re like me and you think you&#039;ll have fun playing any race, here are some considerations:&lt;br /&gt;
*Many attacks/setups that clerics use are [[Casting Strength|CS-based]]. Our CS is modified by our [[wisdom]] bonus, and there are only two classes that have a bonus to wisdom: [[dark elf]] and [[forest gnome]]. Many people choose dark elf because they don&#039;t want the -10 [[strength]] bonus that forest gnomes receive. All of my modern clerics are dark elves.&lt;br /&gt;
*Historically, two other important attributes have been sought after in clerics: being strong for dragging dead bodies and having a high [[spirit]] generation rate for [[Raise Dead]]. This meant that [[dwarf]] and [[giantman]] were common cleric races. While they are still excellent choices, dragging dead bodies is less of an issue/concern these days and spirit regen, while helpful, is no longer of huge importance.&lt;br /&gt;
*While we do have a diverse set of [[bolt]] attacks, which are improved with [[dexterity]], I find them to be the weakest part of our overall toolkit. I would not highly prioritize a dexterity bonus when choosing my race, but if you want to use bolt spells as your primary attack (it&#039;s still decent!), you may want to take that into consideration. I&#039;ll discuss bolting more below.&lt;br /&gt;
*If you&#039;re rolling up a cleric primarily to sell the Sanctify service, you might be interested in a race with a nice [[influence]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Setting Your Initial Stats==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about the importance of each individual [[stat]] for clerics pre-20:&lt;br /&gt;
*[[Wisdom]] - increases your [[warding]] CS and gives double training points benefit&lt;br /&gt;
*[[Intuition]] - gives double training points&lt;br /&gt;
*[[Dexterity]] - increases your [[Attack_strength#Bolt_Spells|Bolt AS]] and reduces melee [[roundtime]]&lt;br /&gt;
*[[Logic]] - increases the rate of experience absorption&lt;br /&gt;
*[[Strength]] - allows you to carry more and improves melee/brawling [[attack strength]] (AS) if you choose that route&lt;br /&gt;
*[[Constitution]] - allows you to carry more&lt;br /&gt;
*[[Agility]] - increases brawling [[Unarmed Attack Factor]] (UAF) and reduces melee roundtime&lt;br /&gt;
*[[Aura]] - increases [[spirit]] points which is useful when you reach level 18...not so much before then unless you join [[CoL]]&lt;br /&gt;
*[[Influence]] - not very useful early on&lt;br /&gt;
*[[Discipline]] - not very useful early on&lt;br /&gt;
&lt;br /&gt;
Clerics have [[wisdom]] and [[intuition]] as their [[prime requisite]] stats, which grant double the training points. Wisdom is key for improving your [[casting strength]] (CS) as well. I&#039;d set both of these to 100 to start. After that, it depends somewhat on what strategy you want to use (see below). Other things aside, we favor the mental stats over the physical ones, because these grant mental training points (MTPs) that we need for our magical training. It is normal to quickly run out of MTPs and have to use PTPs instead, which requires 2 PTPs converted for each 1 MTP.&lt;br /&gt;
&lt;br /&gt;
Note: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is rather expensive. You can use these by checking in to the local [[inn]]. When you adjust your stats, you are adjusting your level 0 stats, which will then automatically &amp;quot;grow&amp;quot; to your level when you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your strategy options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039; More on this below.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example of how I would start a new dark elf cleric at level 0. Note that if you choose a different race, you may want to compensate in different areas. For example, if you choose a forest gnome, you may want to increase strength some more to make up for their -10 bonus.&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Statistics||Level 0 Setting&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Strength||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Constitution||align=&amp;quot;center&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Dexterity||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Agility||align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Discipline||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Aura||align=&amp;quot;center&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Logic||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Intuition||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Wisdom||align=&amp;quot;center&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Influence||align=&amp;quot;center&amp;quot;|90&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;This is just until level 19 - see below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How to Train a Young Cleric (Skills)==&lt;br /&gt;
&lt;br /&gt;
Clerics have a diverse toolkit with many options for how to hunt. It&#039;s often better to focus on one strategy rather than to be a jack of &#039;&#039;many&#039;&#039; trades (you can&#039;t do them all!), but this comes down to your playstyle and preferences.&lt;br /&gt;
&lt;br /&gt;
===Pure Warding===&lt;br /&gt;
This is the build I recommend to START, although sometime between level 9 and 20 it becomes one of the weaker options. Early on you will pretty much do nothing but spam cast [[Smite/Bane (302)]], which is also fairly boring. It is, however, effective early on with the right training.&lt;br /&gt;
&lt;br /&gt;
===Condemn (309) Build===&lt;br /&gt;
This strategy uses [[Condemn (309)]] as your primary attack spell, and so it is not available until level 9. Depending on many factors, it may be mana-intensive, and really takes off at level 20 when you learn [[Ethereal Censer (320)]]. The game plan is to bind them with 301 or 118 and then cast 309, giving you a +100 bonus to the end roll and practically guaranteeing huge damage.&lt;br /&gt;
&lt;br /&gt;
===Bolting Build===&lt;br /&gt;
Against [[undead]] targets, this can be a strong build. I don&#039;t prefer it, but early on against undead it is strong. At higher levels, it becomes weaker than [[Condemn (309)]]. Similar game plan as above: bind them, then bolt.&lt;br /&gt;
&lt;br /&gt;
===Melee or Brawling===&lt;br /&gt;
This used to be the most common method for almost everyone to get to level 20, mostly because young casters didn&#039;t have enough mana to hunt effectively until later in life. Years ago, however, changes were made to how [[Harness Power]] provides mana at lower levels, granting lowbies a much larger mana pool.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t spend much time on it here because I don&#039;t think it&#039;s fun or necessary, but in general you&#039;re going to train once every level in physical fitness, combat maneuvers, harness power, and whatever weapon skill you choose to focus on (generally either two-handed weapons to use a claidhmore or brawling to do unarmed combat). The rest of your points should probably go into spells, with a priority towards learning the spells that provide +AS/UAF: [[Benediction (307)]], [[Bravery (211)]], [[Heroism (215)]]. Remember that you can change your spell training at any time, so feel free to focus in one area and then completely change it at level 7, 11, and 15 when you are able to cast those spells.&lt;br /&gt;
&lt;br /&gt;
==Join a Society==&lt;br /&gt;
Joining a [[society]] is an important decision for roleplay, hunting power, and utility reasons. Each society has its own benefits, but in general it&#039;s best to join early so you can start using those benefits to help your hunting. It may also affect your strategy decisions: for example, if you join the [[Order of Voln]] you will likely hunt mostly [[undead]].&lt;br /&gt;
&lt;br /&gt;
Personally I think Voln has the best utility and synergizes very well with clerics, given our powerful [[Prayer of Holding (301)]] spell that only works on undead and our ability to get undead-only holy fire flares for free. However it provides a number of benefits that are redundant with our profession abilities (preserving corpses, group teleportation, blessing weapons, etc.). Voln also requires ongoing undead hunting, because killing undead earns favor, which is required to use your symbols. The biggest draw here, personally, is the use of [[Symbol of Seeking]] which provides amazing utility and costs no favor to use.&lt;br /&gt;
&lt;br /&gt;
[[CoL]] is also a strong choice, mainly due to [[Sign of Wracking]]. While you won&#039;t NEED this ability, it is very strong and useful. You will want to make sure you have enough spirit points to use it. The main disadvantage is the risk of having low spirit, which includes spirit death and reduced defensive ability. CoL is also the most boring society...but the signs you use are fairly cheap (mana and spirit) and last a long time. Mastering CoL is the fastest/easiest of the three societies.&lt;br /&gt;
&lt;br /&gt;
The [[Guardians of Sunfist]] is probably the least popular society, although it has strong utility and sigils. This is probably because it&#039;s the most difficult to master; you&#039;ll really want to complete it before you hit level 20. The sigils cost mana and stamina. You get access to your own personal hunting areas called [[warcamps]]. To me this is the least attractive society but some swear by it!&lt;br /&gt;
&lt;br /&gt;
This debate about which society to join is heavily debated and it comes down to your personal preference and roleplaying decisions. The above are just my personal opinions.&lt;br /&gt;
&lt;br /&gt;
==Before You Hit Level 20==&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats and skills. After you hit 20, you won&#039;t be able to change these easily anymore. When you are 1000 exp away from level 20, the game will pause your experience gain until you CONFIRM that you&#039;re ready to proceed...so that&#039;s a great time to make these changes. Hopefully you already tested out different strategies and know what you want to focus on!&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ STATS===&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve chosen a strategy for go forward with, you will need to set stats that are best for that strategy. The main decision, in my mind, is whether you want to put extra points into [[dexterity]] so you can use BOLT spells. I capped Tsalyn in 7 months using mostly 309, and never needed bolts, so you&#039;re ok skipping them...but many people enjoy the diversity.&lt;br /&gt;
&lt;br /&gt;
There are generally two schools of thought with regards to level 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
INSERT SCREENSHOTS HERE&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
Here are examples for a level 19 dark elf cleric - again you may want to adjust based on your race choice:&lt;br /&gt;
INSERT SCREENSHOTS HERE&lt;br /&gt;
&lt;br /&gt;
===Locking In Your Level 20+ SKILLS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Leveling from 20 to 100=&lt;br /&gt;
&lt;br /&gt;
=After Level 100=&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)&amp;diff=239517</id>
		<title>Tsalinx (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)&amp;diff=239517"/>
		<updated>2025-06-09T19:07:25Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tsalinx&#039;&#039;&#039; is a [[dark elf]] [[cleric]] of [[Ivas]] who resides in [[Wehnimer&#039;s Landing]]. He can most often be found resting in the courtyard of the [[Black Wolves]] and is usually with his brother, Trevic.&lt;br /&gt;
&lt;br /&gt;
Once known as Tsalin, a High Priest of [[Lorminstra]], Tsalinx was found wandering in purgatory by Ivas. Fascinated at finding a High Priest of Lorminstra lost and discarded, she claimed him, delightfully twisted his soul, and brought him back to Elanthia on the promise of his loyalty. At least that&#039;s what he claims!&lt;br /&gt;
&lt;br /&gt;
{{characterprofile &lt;br /&gt;
|name=Tsalinx&lt;br /&gt;
|race=Dark Elf&lt;br /&gt;
|profession=[[Cleric]]&lt;br /&gt;
|religion=High Priest of [[Ivas]]&lt;br /&gt;
|instance= Prime&lt;br /&gt;
|town=Wehnimer&#039;s Landing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You see Lord Tsalinx the Holy Flame of Ivas.&lt;br /&gt;
He appears to be a Dark Elf.&lt;br /&gt;
He is tall.  He appears to exude the poise that comes with broader life experience.  He has piercing violet eyes and olive skin.  He has short, straight brown hair streaked with silver.  He has a gaunt face, a straight nose and high cheekbones.&lt;br /&gt;
He has a green wisp of smoke tattoo on his wrist, and a tattooed symbol of Ivas on his neck.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
A slowly rotating ring of sigils encircles each of his hands, scribed on the air in candescent crimson energy.&lt;br /&gt;
He is holding a curved faewood staff entwined with coiling crimson ruby vines in his right hand.&lt;br /&gt;
He is wearing a crimson vaalin-threaded cloak adorned with a golden beckoning Ivas, a butterfly charm, an ancient Black Wolf armband, a resplendent gold silk tippet emblazoned with a stylized crimson wisp of smoke, a tailored rich crimson vest bedecked with a stylized green wisp of smoke, some shadowy ebon lathonian scalemail adorned with faintly luminous sigils, a night black mithglin armband of sinuously twisting tentacles, some tri-sectioned urglaes thumb-armor, an enruned urglaes band, and a tortuous black vine anklet.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
&lt;br /&gt;
PERSONAL INFORMATION&lt;br /&gt;
&lt;br /&gt;
Name: Lord Tsalinx&lt;br /&gt;
&lt;br /&gt;
Profession: Cleric&lt;br /&gt;
&lt;br /&gt;
Title: Holy Flame of Ivas&lt;br /&gt;
&lt;br /&gt;
Race: Dark Elf   Gender: Male&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AFFILIATIONS&lt;br /&gt;
&lt;br /&gt;
Full citizen of Wehnimer&#039;s Landing&lt;br /&gt;
&lt;br /&gt;
Member of The Black Wolves&lt;br /&gt;
&lt;br /&gt;
Member of Fenog&#039;s Regulars&lt;br /&gt;
&lt;br /&gt;
Guild Master of the Cleric Guild&lt;br /&gt;
&lt;br /&gt;
Follower of Ivas&lt;br /&gt;
&lt;br /&gt;
Member of Twilight Hall&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ACHIEVEMENTS&lt;br /&gt;
&lt;br /&gt;
Strongest foe vanquished: a winged hellish devil (level 130)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OOC==&lt;br /&gt;
&lt;br /&gt;
I am the original player of Tsalin, a Sylvankind cleric known for extensive power-leveling in the late 90&#039;s. I stopped playing around 1999 or 2000 around level 160 and no longer have access to Tsalin. I returned to the lands in 2017 and created Tsalinx, while also reactivating Trevic. While I was probably somewhat well-known for my immaturity and antics during my teenage years, I hope you&#039;ll find me to be a nice and good person who likes to help!&lt;br /&gt;
&lt;br /&gt;
I am also the player of several other capped characters:&lt;br /&gt;
&lt;br /&gt;
Trevic (sorceror), Tsalyn (cleric), Tstorm (wizard), Lyronde (bard), Tombadill (ranger)...and many other non-capped characters on my two premium accounts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Tsalinx (prime)/Pre Level 20 Leveling Tips|Pre Level 20 Leveling Tips]]&#039;&#039;&#039;: How to make your journey to level 20 easier and more efficient!&lt;br /&gt;
* &#039;&#039;&#039;[[Tsalinx (prime)/Tsalinx&#039;s Cleric Guide|Tsalinx&#039;s Cleric Guide]]&#039;&#039;&#039;: How to level up and play a cleric the OP way! (Work in Progress)&lt;br /&gt;
* &#039;&#039;&#039;[[Tsalinx (prime)/Loresinging Guide for Young Bards|Loresinging Guide for Young Bards]]&#039;&#039;&#039;: How to [[loresing]] effectively even if you&#039;re only level 10!&lt;br /&gt;
&lt;br /&gt;
==Other Useful Stuffs==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Tsalinx (prime)/Cleric Lore Training Table|Cleric Lore Training Table]]&#039;&#039;&#039;: A helpful list of cleric [[Spiritual Lore|lore]] breakpoints to help you decide!&lt;br /&gt;
* &#039;&#039;&#039;[[Tsalinx (prime)/Ranger 620 Service Training Table|Ranger 620 Service Training Table]]&#039;&#039;&#039;: A table showing the relative costs for rangers to train skills to improve their [[Resist Nature (620)]] service bonus.&lt;br /&gt;
* &#039;&#039;&#039;[[Tsalinx (prime)/Monk Mystic Tattoo Training Table|Monk Mystic Tattoo Training Table]]&#039;&#039;&#039;: A table showing the relative costs for monks to train skills to improve their [[Mystic tattoo]] service bonus.&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Pre_Level_20_Leveling_Tips&amp;diff=239516</id>
		<title>Tsalinx (prime)/Pre Level 20 Leveling Tips</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Pre_Level_20_Leveling_Tips&amp;diff=239516"/>
		<updated>2025-06-09T19:06:41Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* SOME GENERAL STRATEGIES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Last update: February 2025&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hi I’m [[Tsalinx]], the original player of Tsalin from the 90’s. I enjoy helping new players find their footing in [[Elanthia]]. I have a lot of experience with many [[professions]] and have done the grind to level 20 dozens of times. I think the game is generally difficult at first and the most fun after you reach the level 20-35 range and learn your most important spells/skills...so let&#039;s get there faster and easier!&lt;br /&gt;
&lt;br /&gt;
Here I share some of my personal tips for new players. I find myself writing a lot of this in Discord over and over again, so I figured I’d put it on the wiki.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; my playstyle may not be for everyone: I am what people call a “min-max-er” since I lean towards maximizing my hunting ability while getting the minimum amount of utility that I need. Gemstone IV is rather lenient, and even the most watered-down builds are feasible in many circumstances, but I do believe low level players can get the most benefit from using a “maximized build” early on (at least temporarily!). If you’re pre-level 20 just try it and see how it feels - you can always change back or modify!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2:&#039;&#039; this information assumes you’ve already learned the very basics of playing Gemstone and know how to hunt, etc…and are looking for more information to improve your experience! If not, please start here: https://gswiki.play.net/New_Players%27_Guide&lt;br /&gt;
&lt;br /&gt;
==USE YOUR RESOURCES==&lt;br /&gt;
&lt;br /&gt;
A number of outstanding resources exist to help you throughout your journey in Elanthia. Take advantage of them!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The GS Wiki&#039;&#039;&#039; - partially player-maintained, it has an incredible amount of information. The main page has a “Getting Started” section that will help you with the basics. The game is changing constantly so sometimes things don’t get updated immediately, but you’ll find good answers to almost everything you could want here: https://gswiki.play.net/Main_Page&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Verb:DISCORD|Discord]]&#039;&#039;&#039; - the official GS server is a great source of information. You can get answers from players and staff (at their discretion) there. Upon joining you’ll have limited access but if you authenticate with the DISCORD verb in-game, you can unlock more channels. https://discord.gg/xQvZYUKf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ESP]]&#039;&#039;&#039; - Type ESP in game to modify your settings - this allows you to THINK/CHAT with other players in the game and they will often be of great assistance if you ask nicely. Keep in mind that the General and Realm channels are “[[Roleplay|in character]]”. The [[OOC]], Help, and Merchant channels are “[[out of character]]”. An example would be: &#039;&#039;think on help hello can someone remind me of the address for the wiki please?&#039;&#039; You can also set the HELP channel as your default by doing ESP TUNE HELP - and then when you THINK it will default to that channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mentors]]&#039;&#039;&#039; - These players in the game are a part of an organization dedicated to helping other players. If you go to [[Silverwood Manor]] and ring the bell, they’ll often be available to come help you in person. Type DIR SILVERWOOD in town for [[Verb:DIRECTI|directions]].&lt;br /&gt;
&lt;br /&gt;
==HAVE GOOD STATS FOR YOUR BUILD==&lt;br /&gt;
&lt;br /&gt;
[[Stats]] are another thing to take advantage of: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is somewhat expensive.&lt;br /&gt;
&lt;br /&gt;
Stats can be crucial, so feel free to ask for help in your #profession channel on the Discord server, or the #help channel if you are on a Free to Play account.&lt;br /&gt;
&lt;br /&gt;
Check out the [[stats|STATS]] page on the wiki to understand the importance of each stat. Take particular notice of the ones that affect how you hunt:&lt;br /&gt;
*[[Melee]] fighters increase their [[attack strength]] (&amp;quot;AS&amp;quot;) with [[strength]] and reduce their attack [[roundtime]] with [[agility]] and [[dexterity]] (&amp;quot;AGIDEX&amp;quot;)&lt;br /&gt;
*The [[Unarmed Combat System]] uses [[strength]] and [[agility]] to determine your [[Unarmed Attack Factor]] (&amp;quot;UAF&amp;quot;)&lt;br /&gt;
*[[Warding]] casters increase their [[Casting strength]] using [[wisdom]], except for [[wizards]] and [[bards]] who use [[aura]], and [[sorcerers]] who use a combination of wisdom and aura&lt;br /&gt;
*[[Attack_strength#Bolt_Spells|Bolting casters]], usually [[wizards]], increase their BOLT AS with [[dexterity]]&lt;br /&gt;
*Archery uses [[ranged weapons]] and prioritizes [[dexterity]] for AS and [[strength]] for roundtime reduction&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats. There are generally two schools of thought with regards to 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
The actual process is too advanced for this guide, so maybe I&#039;ll write another one and link it here. For now I recommend checking in with your #profession channel (or #help) on Discord for help/advice with setting your stats once you&#039;re nearing level 20.&lt;br /&gt;
&lt;br /&gt;
==TAKE ADVANTAGE OF FAST SKILL MIGRATION==&lt;br /&gt;
&lt;br /&gt;
Take advantage of your [[Skill_migration#New_Character_Migration|pre level 20 fast skill migration]]! While not instant, you can change your [[skills]] any time at a very rapid rate. This is available in an unlimited fashion until you reach level 20. After level 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixskills|FIXSKILLS]] potion, which is not too expensive, but not cheap either!&lt;br /&gt;
&lt;br /&gt;
Try different builds to see what playstyle is the most fun for you before you have to commit at level 20. This is best done closer to level 20 as you’ll have access to more skills and have enough of them to get an approximation of what it will feel like going forward. Keep in mind that many professions don’t feel strong until somewhere between level 20 and 35.&lt;br /&gt;
&lt;br /&gt;
==WHAT SKILLS TO TRAIN==&lt;br /&gt;
&lt;br /&gt;
Choosing your skills depends greatly on your chosen [[profession]] and strategy. Look for a guide on the wiki to help you understand what you need. That being said, there are some important general tips to keep in mind, especially if you want to optimize your hunting ability:&lt;br /&gt;
*As discussed previously: use your fast skill migration (unlimited until level 20) liberally!&lt;br /&gt;
*As you get closer to level 20, try different strategies so you can decide which one is the most fun to commit to at level 20.&lt;br /&gt;
*Don’t train &#039;&#039;&#039;utility&#039;&#039;&#039; skills unless you need them - then untrain them afterwards. Early on you’re fairly weak and you need all the help you can get hunting. For example, if you need to go forage for herbs, you can train perception and survival. Once you get the herbs, untrain them and put your points back into combat skills. This way you don’t water-down your already-limited hunting power. You can invest in these later when you’re more powerful!&lt;br /&gt;
*You can even use this strategy to &#039;&#039;&#039;buff yourself&#039;&#039;&#039; with spells you can’t afford! Let’s say you are putting most of your spell ranks in your primary circle to be a better hunter, but you want a powerful buff spell from a secondary circle. Simply do this while resting between hunts: unlearn some primary circle ranks, enough so that you can train up to the spell you want. Then cast 4 hours and 10 minutes (the maximum) of that buff on yourself, then unlearn the spell and put the ranks back in your primary circle. You won’t lose the buffs! Repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
==SOME GENERAL STRATEGIES==&lt;br /&gt;
Hang out in the crowded areas in town and feel free to ask people for spells. Many people love to help! They will often announce &amp;quot;mass spells&amp;quot; on ESP and you can [[Verb:JOIN|join]] their [[group]] to take part.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to go into [[stance]] offensive, attack, and then go back to stance defensive. Casters can actually just cast attack spells without changing stance and putting themselves in more danger - unless you&#039;re using bolt spells that is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE&#039;&#039;&#039;&lt;br /&gt;
*Get a wizard to cast [[Strength (509)|wizard strength]] on you if you don’t already have it - this increases your attack strength.&lt;br /&gt;
*Get a decent weapon - different weapon types have different attributes.&lt;br /&gt;
*Unfortunately many weapon types are not great, especially early on. For example, a rapier is just crappy, whereas a dagger can be great later when you can [[hide]] and [[ambush]] an eye with it…but early on, not so much.&lt;br /&gt;
*The best [[edged]] weapons are [[falchion|falchions]] and [[handaxe|handaxes]]. If you can’t swing those with 4 second RT, you can try a [[longsword]] instead…or see about increasing your [[AGIDEX]] - can you hit the next RT reduction breakpoint?&lt;br /&gt;
*The best two handed weapon is a [[claidhmore]] - even though it’s hard to find one that is enchanted, it has a LOT of critical weighting and hits really hard, making up for the lower attack strength. Try for yourself!&lt;br /&gt;
*Regarding [[enchantment|enchanted]] weapons: you can use enchants of twice your level, so at level 5 you could use +10 (ora) and at level 10 you can use +20 (vultite, rolaren, eonake), etc.&lt;br /&gt;
*Get a [[bless]] on your weapon if you&#039;re hunting [[undead]] - [[clerics]] can do this for you!&lt;br /&gt;
*If you find yourself getting hurt while hunting, you have two basic options:&lt;br /&gt;
**Get more defensive spells from other players&lt;br /&gt;
**Be more careful! You can wait until they attack you, THEN go into stance offensive and attack, and then get back into stance defensive before they attack you again. This is called “stance dancing”.&lt;br /&gt;
**Make sure you’re not encumbered as this increases your round time. Sell your junk, get your boxes picked, deposit your silvers, and do whatever it takes to keep your round time as low as possible whenever hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNARMED COMBAT&#039;&#039;&#039;&lt;br /&gt;
*You don’t need a weapon - but you can [[Town_purchasable_UCS_gear|buy UAC gloves and boots]] that can be enchanted and blessed. For the most part, brawling weapons (that you hold, as opposed to the gloves/boots that you wear) are actually worse than just using your fists.&lt;br /&gt;
*Make sure to set up your combos: JAB first until you see an opening, then follow up with the appropriate PUNCH/GRAPPLE/KICK afterwards.&lt;br /&gt;
*Many of the melee tips above apply here as well&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CASTING&#039;&#039;&#039;&lt;br /&gt;
*Back in the day casters would use a claidhmore until level 20 - thankfully, while you can still do this, it&#039;s no longer very necessary!&lt;br /&gt;
*Make sure to study your spellbook and know what all your spells do (read the wiki spell lists)! &lt;br /&gt;
*While resting, cast all your defensive spells up to the maximum duration.&lt;br /&gt;
*[[CHANNEL]] your spells as this does more damage (or for bolting, makes them more likely to hit a deadly area). This can be achieved by doing PREP &amp;lt;spell number&amp;gt; then CHANNEL &amp;lt;target&amp;gt; or by using INCANT: INCANT &amp;lt;spell number&amp;gt; CHANNEL or set it to always channel with INCANT SET CHANNEL &amp;lt;spell number&amp;gt;. The only downside to this is that you get 3 seconds of HARD roundtime rather than CAST roundtime.&lt;br /&gt;
*Channeling gets benefits for empty hands and stance offensive. While not required, this can make your spells hit much harder, which will save mana and time! If you have a lot of defensive spells you’re probably safe this way, otherwise you could also “stance dance” by waiting until you get attacked, then going in offensive and channeling your spell once or twice, then back to defensive before you get attacked again.&lt;br /&gt;
*Casters use a [[runestaff]] as their weapon - although you may want to keep your hands empty as long as it’s safe, as described above (this is true until things get much more dangerous around level 30+). &#039;&#039;&#039;You do not need to train in a weapon skill for this&#039;&#039;&#039; - you automatically learn to use your runestaff by simply training in any magical skill.&lt;br /&gt;
*Make sure you’re training Harness Power twice per level, at least until you get 30 or 40 ranks! Then you can stop training it for awhile (you&#039;ll want to have at least 1 rank per level once you get past level 30 or 40).&lt;br /&gt;
&lt;br /&gt;
==GETTING GEARED UP==&lt;br /&gt;
Improving your gear is a fun part of playing the game, but you don&#039;t necessarily need to spend a lot and constantly upgrade. Depending on your budget, you have a lot of options but let&#039;s start at the beginning:&lt;br /&gt;
*[[Enchantment|Enchanted]] gear requires that your level is at least half its bonus&lt;br /&gt;
*So if you want to get some +10 gear at level 5, that&#039;s a fine idea.&lt;br /&gt;
**+10 enchantment is also called &amp;quot;2x&amp;quot; because enchants used to be in increments of +5, so +5 x 2 = +10.&lt;br /&gt;
**Often you will get to level 10 so fast it&#039;s not worth the time/effort to get new gear at level 5...but it&#039;s not that expensive so feel free to do it or skip it!&lt;br /&gt;
*At level 10 you should probably upgrade all of your gear to +20 (aka 4x).&lt;br /&gt;
**This is, again, not very expensive&lt;br /&gt;
**This includes your weapon(s), armor, and if applicable, your shield&lt;br /&gt;
**You can eventually do better than this without spending too much, but we&#039;ve often said &amp;quot;you can get to cap fine in plain 4x gear&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now how about finding it? Where does this gear come from?!&lt;br /&gt;
*You could buy it from your town&#039;s weapon/armor/pawn shops&lt;br /&gt;
*Generally your basic UAC/UCS gear can be bought in town: [[Town_purchasable_UCS_gear|buy UAC gloves and boots]]&lt;br /&gt;
*I prefer to find something on the &amp;quot;Playershops&amp;quot; website: https://ps.lichproject.org/items&lt;br /&gt;
**This website lets you browse/search the shops in each town that are owned/run by actual players - they&#039;re usually updated a few times per day&lt;br /&gt;
**It&#039;s not a good place to find entry-level UAC/UCS gear so just buy those at the town shops listed above&lt;br /&gt;
*You should also feel free to ask for help on ESP - I can almost guarantee you that some players will be happy to find/donate basic 4x (or better!) gear to you&lt;br /&gt;
&lt;br /&gt;
What if you want even better gear?&lt;br /&gt;
*If you want to upgrade, you can spend as much as you want - some players sell elite gear for billions of silvers - but there&#039;s gear available for all budgets.&lt;br /&gt;
*Some can be found on the Playershops website but the prices are often inflated here for anything above entry level&lt;br /&gt;
*Sales and auctions by players are listed constantly on the Discord Marketplace Forum&lt;br /&gt;
*Exciting gear is sold at events/festivals that occur throughout the year, usually every other month or so. The most popular gear festival happens twice a year: [[Duskruin]]. Another popular option once a year is [[Ebon Gate]].&lt;br /&gt;
*If you&#039;re not sure what to buy or how much it&#039;s worth, ask around! ESP and Discord are great ways to get help.&lt;br /&gt;
&lt;br /&gt;
==JOIN A SOCIETY==&lt;br /&gt;
It&#039;s very helpful to join a [[society]] early on (as soon as level 3!) for a few reasons:&lt;br /&gt;
*Societies provide AS/DS and other fun benefits/utility that will help you hunt/survive&lt;br /&gt;
*[[Guardians of Sunfist]] in particular is much easier if mastered before level 20&lt;br /&gt;
*The game is more fun when you have goals - and mastering a society is an exciting one to get started on ASAP&lt;br /&gt;
&lt;br /&gt;
==DO BOUNTIES FOR EXTRA REWARDS==&lt;br /&gt;
Once you’re comfortable hunting, try using the bounty system at the [[Adventurers Guild|Adventurer&#039;s Guild]]. They will give you a random level-appropriate task to complete, which will reward extra experience, silvers, and bounty points. This is a great way to switch things up and explore new areas, while also earning extra rewards. If you do bounties regularly, you can save up enough bounty points to buy a [[fixstats]] potion when you get to cap!&lt;br /&gt;
&lt;br /&gt;
[[Category:New Player]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Pre_Level_20_Leveling_Tips&amp;diff=239515</id>
		<title>Tsalinx (prime)/Pre Level 20 Leveling Tips</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tsalinx_(prime)/Pre_Level_20_Leveling_Tips&amp;diff=239515"/>
		<updated>2025-06-09T19:03:59Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* USE YOUR RESOURCES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Last update: February 2025&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hi I’m [[Tsalinx]], the original player of Tsalin from the 90’s. I enjoy helping new players find their footing in [[Elanthia]]. I have a lot of experience with many [[professions]] and have done the grind to level 20 dozens of times. I think the game is generally difficult at first and the most fun after you reach the level 20-35 range and learn your most important spells/skills...so let&#039;s get there faster and easier!&lt;br /&gt;
&lt;br /&gt;
Here I share some of my personal tips for new players. I find myself writing a lot of this in Discord over and over again, so I figured I’d put it on the wiki.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; my playstyle may not be for everyone: I am what people call a “min-max-er” since I lean towards maximizing my hunting ability while getting the minimum amount of utility that I need. Gemstone IV is rather lenient, and even the most watered-down builds are feasible in many circumstances, but I do believe low level players can get the most benefit from using a “maximized build” early on (at least temporarily!). If you’re pre-level 20 just try it and see how it feels - you can always change back or modify!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2:&#039;&#039; this information assumes you’ve already learned the very basics of playing Gemstone and know how to hunt, etc…and are looking for more information to improve your experience! If not, please start here: https://gswiki.play.net/New_Players%27_Guide&lt;br /&gt;
&lt;br /&gt;
==USE YOUR RESOURCES==&lt;br /&gt;
&lt;br /&gt;
A number of outstanding resources exist to help you throughout your journey in Elanthia. Take advantage of them!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The GS Wiki&#039;&#039;&#039; - partially player-maintained, it has an incredible amount of information. The main page has a “Getting Started” section that will help you with the basics. The game is changing constantly so sometimes things don’t get updated immediately, but you’ll find good answers to almost everything you could want here: https://gswiki.play.net/Main_Page&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Verb:DISCORD|Discord]]&#039;&#039;&#039; - the official GS server is a great source of information. You can get answers from players and staff (at their discretion) there. Upon joining you’ll have limited access but if you authenticate with the DISCORD verb in-game, you can unlock more channels. https://discord.gg/xQvZYUKf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[ESP]]&#039;&#039;&#039; - Type ESP in game to modify your settings - this allows you to THINK/CHAT with other players in the game and they will often be of great assistance if you ask nicely. Keep in mind that the General and Realm channels are “[[Roleplay|in character]]”. The [[OOC]], Help, and Merchant channels are “[[out of character]]”. An example would be: &#039;&#039;think on help hello can someone remind me of the address for the wiki please?&#039;&#039; You can also set the HELP channel as your default by doing ESP TUNE HELP - and then when you THINK it will default to that channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mentors]]&#039;&#039;&#039; - These players in the game are a part of an organization dedicated to helping other players. If you go to [[Silverwood Manor]] and ring the bell, they’ll often be available to come help you in person. Type DIR SILVERWOOD in town for [[Verb:DIRECTI|directions]].&lt;br /&gt;
&lt;br /&gt;
==HAVE GOOD STATS FOR YOUR BUILD==&lt;br /&gt;
&lt;br /&gt;
[[Stats]] are another thing to take advantage of: you get 5 “free” stat changes that you will lose when you hit level 20. After 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixstats|FIXSTATS]] potion, which is somewhat expensive.&lt;br /&gt;
&lt;br /&gt;
Stats can be crucial, so feel free to ask for help in your #profession channel on the Discord server, or the #help channel if you are on a Free to Play account.&lt;br /&gt;
&lt;br /&gt;
Check out the [[stats|STATS]] page on the wiki to understand the importance of each stat. Take particular notice of the ones that affect how you hunt:&lt;br /&gt;
*[[Melee]] fighters increase their [[attack strength]] (&amp;quot;AS&amp;quot;) with [[strength]] and reduce their attack [[roundtime]] with [[agility]] and [[dexterity]] (&amp;quot;AGIDEX&amp;quot;)&lt;br /&gt;
*The [[Unarmed Combat System]] uses [[strength]] and [[agility]] to determine your [[Unarmed Attack Factor]] (&amp;quot;UAF&amp;quot;)&lt;br /&gt;
*[[Warding]] casters increase their [[Casting strength]] using [[wisdom]], except for [[wizards]] and [[bards]] who use [[aura]], and [[sorcerers]] who use a combination of wisdom and aura&lt;br /&gt;
*[[Attack_strength#Bolt_Spells|Bolting casters]], usually [[wizards]], increase their BOLT AS with [[dexterity]]&lt;br /&gt;
*Archery uses [[ranged weapons]] and prioritizes [[dexterity]] for AS and [[strength]] for roundtime reduction&lt;br /&gt;
&lt;br /&gt;
Early on, set your stats to give you the best combat effectiveness. If possible, I also like to make sure [[Logic]] is 100 to maximize EXP gain, though you may have to settle on 90. You might want to change your stats to accommodate different builds as you get closer to 20 and test out your options. When you’re about to hit level 20, use one stat change to lock in your long-term plan. &#039;&#039;&#039;This means you need to save one for your &amp;quot;final&amp;quot; stats change before you hit level 20.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get close to 20 it’s time to consider your long-term stats. There are generally two schools of thought with regards to 20+ stat allocation:&lt;br /&gt;
*&#039;&#039;&#039;Optimize for cap&#039;&#039;&#039;: set your stats at 19 such that you will have “perfect” stats at cap (level 100). While this can be rewarding later on, it makes the leveling process much more difficult. You will be weaker in key stats for a long time, and you’ll have less training points to use. &#039;&#039;&#039;Not recommended for new players.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Optimize for level 50 (ish)&#039;&#039;&#039;: set your stats at 19 such that your most important stats will hit 100 at level 50. This is a good balance and will not greatly hinder you early on, yet you will still have fairly good stats at cap. At some point after you cap, you can invest in a FIXSTATS potion to achieve perfect stats. If you do [[Adventurer&#039;s Guild|bounties]] throughout the process, you can usually afford to buy one with bounty points you’ve earned along the way.&lt;br /&gt;
&lt;br /&gt;
The actual process is too advanced for this guide, so maybe I&#039;ll write another one and link it here. For now I recommend checking in with your #profession channel (or #help) on Discord for help/advice with setting your stats once you&#039;re nearing level 20.&lt;br /&gt;
&lt;br /&gt;
==TAKE ADVANTAGE OF FAST SKILL MIGRATION==&lt;br /&gt;
&lt;br /&gt;
Take advantage of your [[Skill_migration#New_Character_Migration|pre level 20 fast skill migration]]! While not instant, you can change your [[skills]] any time at a very rapid rate. This is available in an unlimited fashion until you reach level 20. After level 20, you have to buy (with silvers, simucoins, or bounty points) a [[fixskills|FIXSKILLS]] potion, which is not too expensive, but not cheap either!&lt;br /&gt;
&lt;br /&gt;
Try different builds to see what playstyle is the most fun for you before you have to commit at level 20. This is best done closer to level 20 as you’ll have access to more skills and have enough of them to get an approximation of what it will feel like going forward. Keep in mind that many professions don’t feel strong until somewhere between level 20 and 35.&lt;br /&gt;
&lt;br /&gt;
==WHAT SKILLS TO TRAIN==&lt;br /&gt;
&lt;br /&gt;
Choosing your skills depends greatly on your chosen [[profession]] and strategy. Look for a guide on the wiki to help you understand what you need. That being said, there are some important general tips to keep in mind, especially if you want to optimize your hunting ability:&lt;br /&gt;
*As discussed previously: use your fast skill migration (unlimited until level 20) liberally!&lt;br /&gt;
*As you get closer to level 20, try different strategies so you can decide which one is the most fun to commit to at level 20.&lt;br /&gt;
*Don’t train &#039;&#039;&#039;utility&#039;&#039;&#039; skills unless you need them - then untrain them afterwards. Early on you’re fairly weak and you need all the help you can get hunting. For example, if you need to go forage for herbs, you can train perception and survival. Once you get the herbs, untrain them and put your points back into combat skills. This way you don’t water-down your already-limited hunting power. You can invest in these later when you’re more powerful!&lt;br /&gt;
*You can even use this strategy to &#039;&#039;&#039;buff yourself&#039;&#039;&#039; with spells you can’t afford! Let’s say you are putting most of your spell ranks in your primary circle to be a better hunter, but you want a powerful buff spell from a secondary circle. Simply do this while resting between hunts: unlearn some primary circle ranks, enough so that you can train up to the spell you want. Then cast 4 hours and 10 minutes (the maximum) of that buff on yourself, then unlearn the spell and put the ranks back in your primary circle. You won’t lose the buffs! Repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
==SOME GENERAL STRATEGIES==&lt;br /&gt;
Hang out in the crowded areas in town and feel free to ask people for spells. Many people love to help! They will often announce &amp;quot;mass spells&amp;quot; on ESP and you can [[Verb:JOIN|join]] their [[group]] to take part.&lt;br /&gt;
&lt;br /&gt;
The basic idea is to go into [[stance]] offensive, attack, and then go back to stance defensive. Casters can actually just cast attack spells without changing stance and putting themselves in more danger - unless you&#039;re using bolt spells that is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE&#039;&#039;&#039;&lt;br /&gt;
*Get a wizard to cast [[Strength (509)|wizard strength]] on you if you don’t already have it - this increases your attack strength.&lt;br /&gt;
*Get a decent weapon - different weapon types have different attributes.&lt;br /&gt;
*Unfortunately many weapon types are not great, especially early on. For example, a rapier is just crappy, whereas a dagger can be great later when you can [[hide]] and [[ambush]] an eye with it…but early on, not so much.&lt;br /&gt;
*The best [[edged]] weapons are [[falchion|falchions]] and [[handaxe|handaxes]]. If you can’t swing those with 4 second RT, you can try a [[longsword]] instead…or see about increasing your [[AGIDEX]] - can you hit the next RT reduction breakpoint?&lt;br /&gt;
*The best two handed weapon is a [[claidhmore]] - even though it’s hard to find one that is enchanted, it has a LOT of critical weighting and hits really hard, making up for the lower attack strength. Try for yourself!&lt;br /&gt;
*Regarding [[enchantment|enchanted]] weapons: you can use enchants of twice your level, so at level 5 you could use +10 (ora) and at level 10 you can use +20 (vultite, rolaren, eonake), etc.&lt;br /&gt;
*Get a [[bless]] on your weapon if you&#039;re hunting [[undead]] - [[clerics]] can do this for you!&lt;br /&gt;
*If you find yourself getting hurt while hunting, you have two basic options:&lt;br /&gt;
**Get more defensive spells from other players&lt;br /&gt;
**Be more careful! You can wait until they attack you, THEN go into stance offensive and attack, and then get back into stance defensive before they attack you again. This is called “stance dancing”.&lt;br /&gt;
**Make sure you’re not encumbered as this increases your round time. Sell your junk, get your boxes picked, deposit your silvers, and do whatever it takes to keep your round time as low as possible whenever hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNARMED COMBAT&#039;&#039;&#039;&lt;br /&gt;
*You don’t need a weapon - but you can [[Town_purchasable_UCS_gear|buy UAC gloves and boots]] that can be enchanted and blessed. For the most part, brawling weapons (that you hold, as opposed to the gloves/boots that you wear) are actually worse than just using your fists.&lt;br /&gt;
*Make sure to set up your combos: JAB first until you see an opening, then follow up with the appropriate PUNCH/GRAPPLE/KICK afterwards.&lt;br /&gt;
*Many of the melee tips above apply here as well&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CASTING&#039;&#039;&#039;&lt;br /&gt;
*Make sure to study your spellbook and know what all your spells do (read the wiki spell lists)! &lt;br /&gt;
*While resting, cast all your defensive spells up to the maximum duration.&lt;br /&gt;
*[[CHANNEL]] your spells as this does more damage (or for bolting, makes them more likely to hit a deadly area). This can be achieved by doing PREP &amp;lt;spell number&amp;gt; then CHANNEL &amp;lt;target&amp;gt; or by using INCANT: INCANT &amp;lt;spell number&amp;gt; CHANNEL or set it to always channel with INCANT SET CHANNEL &amp;lt;spell number&amp;gt;. The only downside to this is that you get 3 seconds of HARD roundtime rather than CAST roundtime.&lt;br /&gt;
*Channeling gets benefits for empty hands and stance offensive. While not required, this can make your spells hit much harder, which will save mana and time! If you have a lot of defensive spells you’re probably safe this way, otherwise you could also “stance dance” by waiting until you get attacked, then going in offensive and channeling your spell once or twice, then back to defensive before you get attacked again.&lt;br /&gt;
*Casters use a [[runestaff]] as their weapon - although you may want to keep your hands empty as long as it’s safe, as described above (this is true until things get much more dangerous around level 30+). &#039;&#039;&#039;You do not need to train in a weapon skill for this&#039;&#039;&#039; - you automatically learn to use your runestaff by simply training in any magical skill.&lt;br /&gt;
*Make sure you’re training Harness Power twice per level, at least until you get 30 or 40 ranks! Then you can stop training it for awhile (you&#039;ll want to have at least 1 rank per level once you get past level 30 or 40).&lt;br /&gt;
&lt;br /&gt;
==GETTING GEARED UP==&lt;br /&gt;
Improving your gear is a fun part of playing the game, but you don&#039;t necessarily need to spend a lot and constantly upgrade. Depending on your budget, you have a lot of options but let&#039;s start at the beginning:&lt;br /&gt;
*[[Enchantment|Enchanted]] gear requires that your level is at least half its bonus&lt;br /&gt;
*So if you want to get some +10 gear at level 5, that&#039;s a fine idea.&lt;br /&gt;
**+10 enchantment is also called &amp;quot;2x&amp;quot; because enchants used to be in increments of +5, so +5 x 2 = +10.&lt;br /&gt;
**Often you will get to level 10 so fast it&#039;s not worth the time/effort to get new gear at level 5...but it&#039;s not that expensive so feel free to do it or skip it!&lt;br /&gt;
*At level 10 you should probably upgrade all of your gear to +20 (aka 4x).&lt;br /&gt;
**This is, again, not very expensive&lt;br /&gt;
**This includes your weapon(s), armor, and if applicable, your shield&lt;br /&gt;
**You can eventually do better than this without spending too much, but we&#039;ve often said &amp;quot;you can get to cap fine in plain 4x gear&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now how about finding it? Where does this gear come from?!&lt;br /&gt;
*You could buy it from your town&#039;s weapon/armor/pawn shops&lt;br /&gt;
*Generally your basic UAC/UCS gear can be bought in town: [[Town_purchasable_UCS_gear|buy UAC gloves and boots]]&lt;br /&gt;
*I prefer to find something on the &amp;quot;Playershops&amp;quot; website: https://ps.lichproject.org/items&lt;br /&gt;
**This website lets you browse/search the shops in each town that are owned/run by actual players - they&#039;re usually updated a few times per day&lt;br /&gt;
**It&#039;s not a good place to find entry-level UAC/UCS gear so just buy those at the town shops listed above&lt;br /&gt;
*You should also feel free to ask for help on ESP - I can almost guarantee you that some players will be happy to find/donate basic 4x (or better!) gear to you&lt;br /&gt;
&lt;br /&gt;
What if you want even better gear?&lt;br /&gt;
*If you want to upgrade, you can spend as much as you want - some players sell elite gear for billions of silvers - but there&#039;s gear available for all budgets.&lt;br /&gt;
*Some can be found on the Playershops website but the prices are often inflated here for anything above entry level&lt;br /&gt;
*Sales and auctions by players are listed constantly on the Discord Marketplace Forum&lt;br /&gt;
*Exciting gear is sold at events/festivals that occur throughout the year, usually every other month or so. The most popular gear festival happens twice a year: [[Duskruin]]. Another popular option once a year is [[Ebon Gate]].&lt;br /&gt;
*If you&#039;re not sure what to buy or how much it&#039;s worth, ask around! ESP and Discord are great ways to get help.&lt;br /&gt;
&lt;br /&gt;
==JOIN A SOCIETY==&lt;br /&gt;
It&#039;s very helpful to join a [[society]] early on (as soon as level 3!) for a few reasons:&lt;br /&gt;
*Societies provide AS/DS and other fun benefits/utility that will help you hunt/survive&lt;br /&gt;
*[[Guardians of Sunfist]] in particular is much easier if mastered before level 20&lt;br /&gt;
*The game is more fun when you have goals - and mastering a society is an exciting one to get started on ASAP&lt;br /&gt;
&lt;br /&gt;
==DO BOUNTIES FOR EXTRA REWARDS==&lt;br /&gt;
Once you’re comfortable hunting, try using the bounty system at the [[Adventurers Guild|Adventurer&#039;s Guild]]. They will give you a random level-appropriate task to complete, which will reward extra experience, silvers, and bounty points. This is a great way to switch things up and explore new areas, while also earning extra rewards. If you do bounties regularly, you can save up enough bounty points to buy a [[fixstats]] potion when you get to cap!&lt;br /&gt;
&lt;br /&gt;
[[Category:New Player]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blink_(1215)&amp;diff=239063</id>
		<title>Blink (1215)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blink_(1215)&amp;diff=239063"/>
		<updated>2025-05-30T16:49:40Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: Added that the most favorable roll will be kept https://discord.com/channels/226045346399256576/532373273816858636/795130071437410324&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = blink&lt;br /&gt;
 | base_dur = 2 hours (self)&amp;lt;br&amp;gt;2 mins (other)&lt;br /&gt;
 | add_dur = 60 sec per [[Minor Mental]] rank&amp;lt;br&amp;gt;(self-cast only)&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = &lt;br /&gt;
 | ds = &lt;br /&gt;
 | td = &lt;br /&gt;
 | skill =&lt;br /&gt;
 | components =&lt;br /&gt;
 | enhancement = &lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{minor mental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Blink&#039;&#039;&#039; gives&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;gives&amp;lt;/includeonly&amp;gt; the caster a chance to avoid physical or [[bolt]] attacks that would otherwise hit caster.&amp;lt;section end=description /&amp;gt; Its function is similar to [[Fasthr&#039;s Reward (115)]] but works on [[Attack strength|AS]]/[[DS]] instead of [[CS]]/[[TD]] attacks.&lt;br /&gt;
&lt;br /&gt;
The target has a chance of getting a second opportunity to avoid physical or bolt attacks that otherwise would have hit him by teleporting a short distance away (within the same room). The percent chance to get a second attack roll is 25 + [[Summation chart|seed 1]] of ranks in [[Mental Lore, Transference]]. The most favorable of the two rolls will be kept.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Duration==&lt;br /&gt;
The Blink spell dissipates on a successful avoidance. &lt;br /&gt;
&lt;br /&gt;
Blink has a [[stackable]] duration of 2 hours + 60 sec per [[Minor Mental]] rank when self-cast. It has a two minute [[refreshable]] duration when cast on others.&lt;br /&gt;
&lt;br /&gt;
==Transference Lore Bonus Table==&lt;br /&gt;
&lt;br /&gt;
This spell has a base chance of 25% for a second attack roll. Ranks in [[Mental Lore, Transference]] will increase this chance based on seed 1 of the [[Summation Chart]]. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Lore&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Lore&amp;lt;br&amp;gt; Bonus (%)&lt;br /&gt;
!Cumulative&amp;lt;br&amp;gt; Avoidance Chance (%)&lt;br /&gt;
!&lt;br /&gt;
!Lore&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Lore&amp;lt;br&amp;gt; Bonus (%)&lt;br /&gt;
!Cumulative&amp;lt;br&amp;gt; Avoidance Chance (%)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;66&#039;&#039;&#039;&lt;br /&gt;
|11&lt;br /&gt;
|36&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;78&#039;&#039;&#039;&lt;br /&gt;
|12&lt;br /&gt;
|37&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;91&#039;&#039;&#039;&lt;br /&gt;
|13&lt;br /&gt;
|38&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|4&lt;br /&gt;
|29&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;105&#039;&#039;&#039;&lt;br /&gt;
|14&lt;br /&gt;
|39&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;120&#039;&#039;&#039;&lt;br /&gt;
|15&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;&lt;br /&gt;
|6&lt;br /&gt;
|31&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;136&#039;&#039;&#039;&lt;br /&gt;
|16&lt;br /&gt;
|41&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;&lt;br /&gt;
|7&lt;br /&gt;
|32&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;153&#039;&#039;&#039;&lt;br /&gt;
|17&lt;br /&gt;
|42&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;36&#039;&#039;&#039;&lt;br /&gt;
|8&lt;br /&gt;
|33&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;171&#039;&#039;&#039;&lt;br /&gt;
|18&lt;br /&gt;
|43&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;45&#039;&#039;&#039;&lt;br /&gt;
|9&lt;br /&gt;
|34&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;190&#039;&#039;&#039;&lt;br /&gt;
|19&lt;br /&gt;
|44&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;55&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;210&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
====Initial Cast====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;pre 1215&lt;br /&gt;
You fold your hands and deeply intone a sonorous mantra, focusing your mind upon the Blink spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast&lt;br /&gt;
You gesture.&lt;br /&gt;
A momentary eruption of starlit darkness engulfs you.  As the shadow thins, double images of the world sway dizzyingly around you before regaining solidity.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Successful Avoidance with Dissipation - First Person View====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Your head rings like a struck bell as darkness explodes across your field of vision.  You find yourself moved several feet from your original position!&lt;br /&gt;
  AS: +255 vs DS: +249 with AvD: +17 + d100 roll: +19 = +42&lt;br /&gt;
  A clean miss.&lt;br /&gt;
Darkness punctuated by a constellation of starry pinpoints wells up to the surface of your skin and splinters away with a sound like shattering crystal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Successful Avoidance with Dissipation - Third Person View====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, starlit darkness engulfs &amp;lt;Monk&amp;gt; and he vanishes, reappearing several feet away instantaneously!&lt;br /&gt;
  AS: +255 vs DS: +199 with AvD: +17 + d100 roll: +17 = +90&lt;br /&gt;
  A clean miss.&lt;br /&gt;
Darkness punctuated by a constellation of starry pinpoints wells up around &amp;lt;Monk&amp;gt; and splinters away with a sound like shattering crystal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Avoidance Failure====&lt;br /&gt;
&lt;br /&gt;
:Normal combat messaging.&lt;br /&gt;
&lt;br /&gt;
====Wearing Off====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Darkness punctuated by a constellation of starry pinpoints wells up to the surface of your skin and splinters away with a sound like shattering crystal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Custom Blink]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=15#1215 Minor Mental Spell Circle: Blink], on Play.net&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fasthr%27s_Reward_(115)&amp;diff=239062</id>
		<title>Fasthr&#039;s Reward (115)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fasthr%27s_Reward_(115)&amp;diff=239062"/>
		<updated>2025-05-30T16:48:49Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: Added a note that the most favorable roll will be kept https://discord.com/channels/226045346399256576/532373273816858636/795130071437410324&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = FASREWARD&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | base_dur = 2 hours (self)&lt;br /&gt;
 | add_dur = 60 sec per [[MnS]] rank&lt;br /&gt;
 | span = Self-cast: [[Stackable]] +&amp;lt;br&amp;gt; Special&lt;br /&gt;
 | availability = [[Self-cast]], Special&lt;br /&gt;
 | subtype = Special&lt;br /&gt;
 | ds = None&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = Additional warding roll&lt;br /&gt;
 | navigation = {{Minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Fasthr&#039;s Reward&#039;&#039;&#039; is a&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;A&amp;lt;/includeonly&amp;gt; reward granted by the [[Arkati]] of [[Liabo]] to [[Fasthr]].  It provides a base 50% chance for a second [[warding]] attempt after a failed warding roll against a [[Spiritual]] [[sphere]] spell, with reduced chance for spells from other spheres. The most favorable of the two rolls will be kept.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base chance for activation vs. spells of different spheres is as follows:&lt;br /&gt;
* There is a 50% chance of activation against a spiritual sphere spell.&lt;br /&gt;
* There is a 25% chance of activation against a semi-spiritual sphere spell (for example, [[Sorcerer Base]]).&lt;br /&gt;
* There is a 12.5% chance of activation against a non-spiritual sphere spell (for example, [[Major Elemental]]).&lt;br /&gt;
&lt;br /&gt;
The chance of activation for all spheres increases with training in [[#Lore Benefit|Spiritual Lore, Blessings]].&lt;br /&gt;
&lt;br /&gt;
If the second warding roll results in the spell being successfully warded off, the warding shield will dissipate (i.e., once a character has received a benefit from the spell, it must be re-cast).&lt;br /&gt;
&lt;br /&gt;
When cast on others, Fasthr&#039;s Reward has a flat 2 minute duration, which is not [[refreshable]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] increases the percentage chance of activation by a seed 1 [[summation]] of ranks.  This bonus is a flat bonus applied to all spheres of magic equally.  For example, if a caster has 55 ranks of Blessings Lore, they will receive a +10% chance against all spheres of magic.&lt;br /&gt;
{| {{prettytable|text-align:center}} &lt;br /&gt;
!align=right|Spiritual Lore, Blessings ranks||0||1||3||6||10||15||21||28||36||45||55&lt;br /&gt;
|-&lt;br /&gt;
|align=right|% chance to activate - spiritual||50||51||52||53||54||55||56||57||58||59||60&lt;br /&gt;
|-&lt;br /&gt;
|align=right|% chance to activate - semi-spiritual||25||26||27||28||29||30||31||32||33||34||35&lt;br /&gt;
|-&lt;br /&gt;
|align=right|% chance to activate - non-spiritual|| 12.5||13.5||14.5||15.5||16.5||17.5||18.5||19.5||20.5||21.5||22.5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=12|&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Spiritual Lore, Blessings ranks||66||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|align=right|% chance to activate - spiritual||61||62||63||64||65||66||67||68||69||70||71&lt;br /&gt;
|-&lt;br /&gt;
|align=right|% chance to activate - semi-spiritual||36||37||38||39||40||41||42||43||44||45||46&lt;br /&gt;
|-&lt;br /&gt;
|align=right|% chance to activate - non-spiritual||23.5||24.5||25.5||26.5||27.5||28.5||29.5||20.5||31.5||32.5||33.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A dull golden nimbus surrounds you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expiration&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The dull golden nimbus fades from around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Training_spreadsheet&amp;diff=238028</id>
		<title>Training spreadsheet</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Training_spreadsheet&amp;diff=238028"/>
		<updated>2025-05-05T17:08:49Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|author-displayed=[[User:KITHUS|KITHUS]]&lt;br /&gt;
|author=Kithus&lt;br /&gt;
|date=2017-05-10&lt;br /&gt;
|topic=Combat Mechanics, Training&lt;br /&gt;
}}&lt;br /&gt;
I&#039;ll be adding change notes and release info as well as other information about the spreadsheet when I have time. - Kithus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: The spreadsheet is too complex to be viewed as a google doc. You actually have to download the spreadsheet and view it locally. If you get an error when selecting download just select view in a new window. Once you can view it go to FILE -&amp;gt; Download As and select an Excel Spreadsheet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1WNIBMA5v2zQ0ta9-qOVtMjbpGBShJf66/edit?usp=sharing&amp;amp;ouid=103416462646541142401&amp;amp;rtpof=true&amp;amp;sd=true GS4 Training Spreadsheet 4.6.3 (5/5/2025)] (Newest version)&lt;br /&gt;
&lt;br /&gt;
NOTE: If you are using Excel 2016 you must disable protected mode to properly view the Training Spreadsheet.  In Excel, this is accomplished by going to File &amp;gt; Options &amp;gt; Trust Center &amp;gt; Trust Center Settings &amp;gt; Protected View, then unchecking the &#039;Enable Protected View for files originating from the Internet&#039;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
- 5/5/25: Adjusted training cost/potential for Paladin shield use from 3/0 to 2/0 and potential from 2x to 3x. - Tsalinx&lt;br /&gt;
&lt;br /&gt;
- 3/13/22: Adjusted training costs/potential for classes based on the [https://docs.google.com/document/d/1T3ogxn9RxZVlTVhPNInFl2XwLB7jOWEGHEs9pbHkg8w/edit big changes in 2020]: - Tsalinx&lt;br /&gt;
&lt;br /&gt;
- 7/31/20: The long-awaited new version has been loaded for the spreadsheet.  This new version includes: updates and improvements to the CMAN page, a shield maneuvers page, Runestaff DS calculation, update spells page, and various other bug fixes and cleanups.  I have removed the Backup Link for the time being as the version it was linking is hopelessly outdated.  In the coming weeks I hope to further update the spreadsheet to reflect more resent changes and updates.  Those at Town Crier are welcome to add the Backup Link for the new hosted sheet if they so choose. - Kithus [https://drive.google.com/file/d/1aJyUGkOfh8AnOZz0RVTi-BcKJdPojbUf/view?usp=sharing OLD VERSION LINK 4.6.1 (7/31/2020)]&lt;br /&gt;
              &lt;br /&gt;
- 5/9/17: Added new combat maneuvers and fixed errors with the combat maneuver table. This included updating all the links from krakiipedia to gswiki.&lt;br /&gt;
&lt;br /&gt;
- 10/2/13: Fixed a major longstanding error in the shield DS calculation formula that de-valued large and tower shields.&lt;br /&gt;
&lt;br /&gt;
- 6/18/13: Fixed an error in the post cap max mana and added SidebySide for everyone. (Thanks Valmos)&lt;br /&gt;
&lt;br /&gt;
- 5/1/13: Corrected a problem with one of the shield skill calculations.&lt;br /&gt;
&lt;br /&gt;
- 4/5/13: Fixed an issue with Autofill when you select Post as your target level.  (Thanks Daiyon)&lt;br /&gt;
&lt;br /&gt;
- 4/5/13: Turned off screenupdating after a profession change or on a reset to speed it up. (Thanks Whirlin)&lt;br /&gt;
&lt;br /&gt;
- 4/4/13: Fixed the monk mana stats and mana calculation.(Thanks Kaliq)&lt;br /&gt;
&lt;br /&gt;
- 4/4/13: Added the new combat manuvers, shield manuver prereqs and general cleanup.&lt;br /&gt;
&lt;br /&gt;
- 4/4/13: Added a Shield tab with all the new shield manuvers, calculated just like the CMans are.&lt;br /&gt;
&lt;br /&gt;
- 7/9/12: Fixed a small error in one of the total mental training point display formulas&lt;br /&gt;
&lt;br /&gt;
- 7/9/12: Added Combat Mobility to the available monk Cmans&lt;br /&gt;
&lt;br /&gt;
- 7/9/12: Combat Manuvers with Pre-requisites will now &amp;quot;yellow out&amp;quot; until the pre-reqs are met&lt;br /&gt;
&lt;br /&gt;
- 7/14/12: Fixed a problem with monk TP calculations using the old prime stats (Thanks Kaliq)&lt;br /&gt;
&lt;br /&gt;
- 7/14/12: Bit of careless copy and pasting with the last fix broke TP truncating (Thanks again Kaliq)&lt;br /&gt;
&lt;br /&gt;
- 7/16/12: Training point formulas were pointing to the wrong place again. (I think Kaliq is enjoying this)&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Wizard_Trinkets&amp;diff=236955</id>
		<title>Category:Wizard Trinkets</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Wizard_Trinkets&amp;diff=236955"/>
		<updated>2025-04-16T22:55:48Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Rank 15-29 */ updating golden wand max level from 40 to 45 - it works for me at 43 and alchemy-recipes.lic has its max as 45&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Rank 1-14===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 01&lt;br /&gt;
|   align=right| 15&lt;br /&gt;
|   [[iron wand]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Minor Shock (901)|minor shock]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  901&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 03&lt;br /&gt;
|   align=right| 14&lt;br /&gt;
|   [[pale glittering dust]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Sleep (501)|Sleep]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  501&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 07&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[Channeling crystal|minor elemental channeling crystal]]&lt;br /&gt;
|   boil&lt;br /&gt;
|   increases mana sent when held&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right| &lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 07&lt;br /&gt;
|   align=right| 20&lt;br /&gt;
|   [[Clear prismatic wand]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Chromatic Circle (502)|Chromatic Circle]]&lt;br /&gt;
|   align=right| 20&lt;br /&gt;
|   align=right| 502&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 09&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[blue burst firework]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   firework&lt;br /&gt;
|   align=right| 1&lt;br /&gt;
|   align=right| 908&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 09&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[pink burst firework]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   firework&lt;br /&gt;
|   align=right| 1&lt;br /&gt;
|   align=right| 908&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 09&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[white burst firework]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   firework&lt;br /&gt;
|   align=right| 1&lt;br /&gt;
|   align=right| 908&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 11&lt;br /&gt;
|   align=right| 21&lt;br /&gt;
|   [[clear rainbow-flecked crystal]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Thurfel&#039;s Ward (503)| thurfel&#039;s ward]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  503&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 14&lt;br /&gt;
|   align=right| 27&lt;br /&gt;
|   [[iridescent opal wand]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Minor Water (903)|minor water]]&lt;br /&gt;
|   align=right| 20&lt;br /&gt;
|   align=right|  903&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rank 15-29===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 15&lt;br /&gt;
|   align=right| 27&lt;br /&gt;
|   [[dull silvery dust]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Slow (504)|slow]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  504&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 19&lt;br /&gt;
|   align=right| 34&lt;br /&gt;
|   [[spiraled sapphire wand]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Hand of Tonis (505)|hand of tonis]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  505&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 19&lt;br /&gt;
|   align=right| 33&lt;br /&gt;
|   [[smooth crystalline wand]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Minor Acid (904)|minor acid]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  904&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 26&lt;br /&gt;
|   align=right| 42&lt;br /&gt;
|   [[grooved witchwood wand]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Elemental Blast (409)|elemental blast]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  409&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 29&lt;br /&gt;
|   align=right| 45&lt;br /&gt;
|   [[golden wand]]&lt;br /&gt;
|   boil, simmer&lt;br /&gt;
|   cast [[Minor Fire (906)|minor fire]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  906&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rank 30-44===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 30&lt;br /&gt;
|   align=right| 46&lt;br /&gt;
|   [[dark translucent crystal]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Elemental Wave (410)|elemental wave]]&lt;br /&gt;
|   align=right| 2&lt;br /&gt;
|   align=right|  410&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 30&lt;br /&gt;
|   align=right| 46&lt;br /&gt;
|   [[lesser elemental channeling crystal]]&lt;br /&gt;
|   infuse&lt;br /&gt;
|   increases mana sent when held&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right| &lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 31&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[lesser aura crystal]]&lt;br /&gt;
|   infuse, boil, simmer&lt;br /&gt;
|   increases aura temporarily&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  &lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 32&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[silvery monogram rocket]]&lt;br /&gt;
|   boil, infuse&lt;br /&gt;
|   firework&lt;br /&gt;
|   align=right| 1&lt;br /&gt;
|   align=right| 908&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 34&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[slender azure rod]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Major Cold (907)|major cold]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  907&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 35&lt;br /&gt;
|   align=right| 52&lt;br /&gt;
|   [[wavy grey crystal wand]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Weapon Deflection (412)|weapon deflection]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  412&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 35&lt;br /&gt;
|   align=right| 52&lt;br /&gt;
|   [[white crystal]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Strength (509)|strength]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  509&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 38&lt;br /&gt;
|   align=right| 56&lt;br /&gt;
|   [[shadowy dark crystal wand]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Elemental Saturation (413)|elemental saturation]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  413&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 39&lt;br /&gt;
|   align=right| 57&lt;br /&gt;
|   [[faceted topaz wand]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Hurl Boulder (510)|hurl boulder]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  510&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 39&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   [[slender crimson rod]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Major Fire (908)|major fire]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  908&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 43&lt;br /&gt;
|   align=right| 63&lt;br /&gt;
|   [[black crystal]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Floating Disk (511)|floating disk]]&lt;br /&gt;
|   align=right| 1&lt;br /&gt;
|   align=right|  511&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 44&lt;br /&gt;
|   align=right| 63&lt;br /&gt;
|   [[jagged brown crystal]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Tremors (909)|tremors]]&lt;br /&gt;
|   align=right| 2&lt;br /&gt;
|   align=right|  909&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rank 45-63===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 47&lt;br /&gt;
|   align=right| 63&lt;br /&gt;
|   [[translucent pale blue dust]]&lt;br /&gt;
|   boil, simmer, infuse&lt;br /&gt;
|   cast [[Ice Patch (512)|ice patch]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  512&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 50&lt;br /&gt;
|   align=right| 63&lt;br /&gt;
|   [[slender mithril wand]]&lt;br /&gt;
|   boil, simmer, infuse, channel&lt;br /&gt;
|   cast [[Major Shock (910)|major shock]]&lt;br /&gt;
|   align=right| 10&lt;br /&gt;
|   align=right|  910&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 52&lt;br /&gt;
|   align=right| 63&lt;br /&gt;
|   [[greater elemental channeling crystal]]&lt;br /&gt;
|   channel, infuse, boil&lt;br /&gt;
|   increases mana sent when held&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right| &lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 60&lt;br /&gt;
|   align=right| 63&lt;br /&gt;
|   [[glass amulet]]&lt;br /&gt;
|   boil, simmer, infuse, refract (daytime only)&lt;br /&gt;
|   cast [[invisibility]]&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  916&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 62&lt;br /&gt;
|   align=right| 63&lt;br /&gt;
|   [[greater aura crystal]]&lt;br /&gt;
|   infuse, refract (daytime only)&lt;br /&gt;
|   increases aura stat&lt;br /&gt;
|   align=right| &lt;br /&gt;
|   align=right|  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unknown===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 1&lt;br /&gt;
|   align=right| N/A&lt;br /&gt;
|   [[sparkling shard of reflective soulstone]]&lt;br /&gt;
|   infuse&lt;br /&gt;
|   required item for the [[Attunement_Reset_Quest|Attunement Reset]] quest&lt;br /&gt;
|   align=right| 1&lt;br /&gt;
|   align=right| 925&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 15&lt;br /&gt;
|   align=right| N/A&lt;br /&gt;
|   [[carved wooden talisman]]&lt;br /&gt;
|   simmer&lt;br /&gt;
|   Tier 2 [[familiar talisman]]&lt;br /&gt;
|   align=right| 10&lt;br /&gt;
|   align=right| 920&lt;br /&gt;
|-&lt;br /&gt;
|   align=right| 30&lt;br /&gt;
|   align=right| N/A&lt;br /&gt;
|   [[subtly carved wooden talisman]]&lt;br /&gt;
|   simmer, infuse&lt;br /&gt;
|   Tier 3 [[familiar talisman]]&lt;br /&gt;
|   align=right| 10&lt;br /&gt;
|   align=right| 920&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Alchemy navigation}}&lt;br /&gt;
[[category:Alchemy Formulas]]&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=235630</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=235630"/>
		<updated>2025-04-04T22:29:43Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Unbind */ added a note about unbinding regarding the upcoming/pending changes to lesser binding on equip/unequip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the [[Verb:GEM|GEM]] interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 ! colspan=&amp;quot;8&amp;quot; | Gemstone Slot Unlocks&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !Ascension Experience Required&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
* Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. (For more details on these properties, see [[Gemstone Property List|the Gemstone Property List]].)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Properties&lt;br /&gt;
 !Qualities&lt;br /&gt;
 |-&lt;br /&gt;
 |First Property&lt;br /&gt;
 |Common or Regional&lt;br /&gt;
 |-&lt;br /&gt;
 |Second Property&lt;br /&gt;
 |Common, Regional or Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |Third Property&lt;br /&gt;
 |Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare.&lt;br /&gt;
* Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property. The following table illustrates:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Properties&lt;br /&gt;
 !Qualities&lt;br /&gt;
 |-&lt;br /&gt;
 |1st Gemstone&lt;br /&gt;
 |Common/Regional plus Rare plus Legendary&lt;br /&gt;
 |-&lt;br /&gt;
 |2nd Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |3rd Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |4th Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |5th Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain a maximum of 1 Gemstone per week and 3 per month.&lt;br /&gt;
* The chance for a Gemstone to drop is reset on Sunday. (TBD)&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it goes down as you find more. This chance resets each week.&lt;br /&gt;
&lt;br /&gt;
==FAQ:==&lt;br /&gt;
;Q.  Can you equip and unequip Gemstones at will?&lt;br /&gt;
:A.  Yes.&lt;br /&gt;
&lt;br /&gt;
;Q.  How much does it cost to unbind a gemstone?&lt;br /&gt;
:A.  It costs 1-4m to permanently remove the lesser binding. [[https://gswiki.play.net/Gemstones#Unbind|Unbinding Gemstones]]&lt;br /&gt;
&lt;br /&gt;
;Q.  Can you Shatter a Gemstone without unbinding it?&lt;br /&gt;
:A.  Yes, if the gemstone is lesser bound to you.  No, if the gemstone is lesser bound to someone else.&lt;br /&gt;
&lt;br /&gt;
;Q.  How much does it cost to Shatter a Gemstone?&lt;br /&gt;
:A.  Shattering a Gemstone is free, but it must be unbound.&lt;br /&gt;
&lt;br /&gt;
;Q.  If you unbind a lesser bind, and you pass it to someone, can they use it, and give it back, or does it lesser bind every time it&#039;s equipped?&lt;br /&gt;
:A.  Unbinding a Gemstone is permanent. It will only rebind if you amplify or reshape, which is permanent.&lt;br /&gt;
&lt;br /&gt;
;Q.  How many gems can you find per week?&lt;br /&gt;
:A.  One per character, per week. Capped at 3 in a month.&lt;br /&gt;
&lt;br /&gt;
;Q.  When does resets occur for per month and per week?&lt;br /&gt;
:A.  One per week reset occurs on Sundays at 12:00am EST. The same as Lumnis&lt;br /&gt;
:A.  The monthly reset occurs on the 1st of the month. &#039;&#039;(Might need this to be validated still)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gemstone Modifications:==&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshaping a Gemstone will cause all properties of said Gemstone to reroll into new properties of the same rarity.&amp;lt;br&amp;gt;&lt;br /&gt;
Reshape costs double for every additional reroll. The scaling cost resets weekly.&amp;lt;br&amp;gt;&lt;br /&gt;
Premium Accounts get a 25% discount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Regular Cost&lt;br /&gt;
 !Premium Cost&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 | 10&lt;br /&gt;
 | 250,000&lt;br /&gt;
 | -&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 | 20&lt;br /&gt;
 | 500,000&lt;br /&gt;
 | -&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 | 40&lt;br /&gt;
 | 750,000&lt;br /&gt;
 | 562,500&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 | 90&lt;br /&gt;
 | 1,750,000&lt;br /&gt;
 | 1,312,500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
The amplify option will upgrade a Gemstone. This will permanently bind the Gemstone to that character.&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |30&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |45&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |60&lt;br /&gt;
 |2,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |45 &lt;br /&gt;
 |2,500,000 &lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |105&lt;br /&gt;
 |4,500,000&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a Gemstone is the total of each rarity cost on that Gemstone.&amp;lt;br&amp;gt;&lt;br /&gt;
A Gemstone that is lesser bound to someone else must be unbound before shattering.&amp;lt;br&amp;gt;&lt;br /&gt;
A Gemstone that is lesser bound to yourself can be shattered for free.&amp;lt;br&amp;gt;&lt;br /&gt;
Unbinding a lesser bind is permanent unless you amplify or reshape the Gemstone, which will greater bind it. Note: changes are pending (not finalized) that would cause EQUIP/UNEQUIP to cause lesser binding&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common plus Rare&lt;br /&gt;
 |3,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |7,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shatter===&lt;br /&gt;
Shattering a Gemstone turns it into dust. There is no cost for this service.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust purchased from the artificer costs 500k. Every additional dust costs 2.5x the previous one.&lt;br /&gt;
The scaling cost resets weekly. Dust found by looting creatures has no impact on these costs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
[[Gemstone Property List]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement: Ascension Gemstones are live!]]&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=235034</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=235034"/>
		<updated>2025-03-20T22:41:23Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: /* Common Gemstone Properties */ Changed Subtle Ward to &amp;quot;No&amp;quot; for tiered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. Most information was collected from the test server during initial Gemstones testing, but some details might be subject to have changed for the live release; these are updated when identified. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||???||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||Yes||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||???||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||???|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||???||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||???||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||???||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||???||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||???||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||No||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||???||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||???||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||???||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||???||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||???||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||???||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||When activated, your next successful attack against an enemy creature causes its blood to boil, dealing damage equal to 20% of the creature&#039;s remaining health every 2 seconds for the next 10 secs.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||???||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||???||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||???||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||???||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||???||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||???||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||???||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||???||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||???||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||???||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||???||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||???||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||???||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||???||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||???||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||???||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||???||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||???||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||???||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||???||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||???||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||???||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||???||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||???||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||???||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||???||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||???||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charged Presence&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!&lt;br /&gt;
* Third-person: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronomage Collusion&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your head rings like a struck bell as starlit darkness explodes across your field of vision.  You find yourself moved several feet from your original position!&lt;br /&gt;
* Third-person: Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Armorfluidity&amp;diff=234981</id>
		<title>Template:Armorfluidity</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Armorfluidity&amp;diff=234981"/>
		<updated>2025-03-18T13:17:08Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: Updated table to match cost reductions implemented in 2021&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{prettytable}}&lt;br /&gt;
|- align=center bgcolor = lightgrey&lt;br /&gt;
 !Armored Fluidity&lt;br /&gt;
 !Base Spell Hindrance Reduction&lt;br /&gt;
 !Armor Use Ranks&lt;br /&gt;
 !Armor Use Skill&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |Rank 1&lt;br /&gt;
 |10%&lt;br /&gt;
 |10&lt;br /&gt;
 |50&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |Rank 2&lt;br /&gt;
 |20%&lt;br /&gt;
 |25&lt;br /&gt;
 |105&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |Rank 3&lt;br /&gt;
 |30%&lt;br /&gt;
 |45&lt;br /&gt;
 |145&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |Rank 4&lt;br /&gt;
 |40%&lt;br /&gt;
 |70&lt;br /&gt;
 |170&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |Rank 5&lt;br /&gt;
 |50%&lt;br /&gt;
 |100&lt;br /&gt;
 |200&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tenebrous_Tether_(706)&amp;diff=234211</id>
		<title>Tenebrous Tether (706)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tenebrous_Tether_(706)&amp;diff=234211"/>
		<updated>2025-02-27T22:10:24Z</updated>

		<summary type="html">&lt;p&gt;JEFFEE83: added info about how 706 affects the duration and # of rounds of DoT spells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Tenebrous Tether&lt;br /&gt;
 | number = 706&lt;br /&gt;
 | mnemonic = TETHER&lt;br /&gt;
 | duration = variable to 10 seconds&lt;br /&gt;
 | cast_rt = 2&lt;br /&gt;
 | mana_cost = 6&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | interval = Special&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | status = [[Rooted]]&lt;br /&gt;
 | ctype = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Tenebrous Tether&#039;&#039;&#039; summons&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Summons&amp;lt;/includeonly&amp;gt; shadowy chains that [[Rooted|root]] the target in place.  While the caster maintains [[:Category:Concentration skills | concentration]], the target will remain rooted and all [[Damage over time | damage over time]] effects currently afflicting the target from [[Energy Maelstrom (710)]], [[Pestilence (716)]], or [[Torment (718)]] will trigger every second. The time-based duration for each damage over time effect remains the same, resulting in the possibility of extra damage rounds.&lt;br /&gt;
&lt;br /&gt;
If the target dies while tethered, any remaining effects of 710, 716, and 718 on the target may be transferred to another creature in the room. Transfer is subject to a (hidden) warding check.  If warded, the next eligible target is attempted until either a transfer target is chosen or all eligible transfer targets have warded the transfer successfully. On transfer of DoTs during 706 concentration, the caster&#039;s target is updated to the transfer target.&amp;lt;section end=description /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This spell can commonly be found in [[clear glass wand]]s.&lt;br /&gt;
&lt;br /&gt;
{{Usage|s=706}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Successful cast (no DoT)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a lesser faeroth.&lt;br /&gt;
Cracks form in the air around a lesser faeroth, glowing a rich and lurid violet, and black vapor seeps through.&lt;br /&gt;
  CS: +193 - TD: +166 + CvA: +25 + d100: +58 == +110&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
Hissing tendrils of shadow lash out from the glowing cracks in the air, solidifying into blackened metal chains that wind around a lesser faeroth and hold it fast!&lt;br /&gt;
Cast Roundtime 2 Seconds.&lt;br /&gt;
&lt;br /&gt;
Shifting and slithering to maintain their hold, the tenebrous chains binding a lesser faeroth clench ever tighter.&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
&lt;br /&gt;
Shifting and slithering to maintain their hold, the tenebrous chains binding a lesser faeroth clench ever tighter.&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
&lt;br /&gt;
Shifting and slithering to maintain their hold, the tenebrous chains binding a lesser faeroth clench ever tighter.&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
&lt;br /&gt;
The violet cracks in the air flare once and abruptly seal as your concentration on the spell is broken.&lt;br /&gt;
With a sound like breaking glass, the blackened chains tethering a lesser faeroth shatter and dissolve into black mist.&lt;br /&gt;
With effort, a lesser faeroth lurches into motion, unfettered.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Successful cast (preexisting 710 DoT)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a lesser faeroth.&lt;br /&gt;
Cracks form in the air around a lesser faeroth, glowing a rich and lurid violet, and black vapor seeps through.&lt;br /&gt;
  CS: +193 - TD: +166 + CvA: +25 + d100: +60 == +112&lt;br /&gt;
  Warding failed!&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
Hissing tendrils of shadow lash out from the glowing cracks in the air, solidifying into blackened metal chains that wind around a lesser faeroth and hold it fast!&lt;br /&gt;
Cast Roundtime 2 Seconds.&lt;br /&gt;
&lt;br /&gt;
Large rocks swirl around a lesser faeroth.&lt;br /&gt;
[SMR result: 288 (Open d100: 184, Bonus: 40)]&lt;br /&gt;
The rocks pummel a lesser faeroth for 35 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to right leg!&lt;br /&gt;
&lt;br /&gt;
A heated breeze rushes towards a lesser faeroth.&lt;br /&gt;
[SMR result: 175 (Open d100: 60, Bonus: 51)]&lt;br /&gt;
The heat burns a lesser faeroth for 34 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Flames incinerate scalp completely and blacken skullcap.  Not very fashionable.&lt;br /&gt;
&lt;br /&gt;
Brilliant flashes of lightning surround a lesser faeroth.&lt;br /&gt;
[SMR result: 199 (Open d100: 74, Bonus: 60)]&lt;br /&gt;
The bolts electrify a lesser faeroth for 35 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Heavy jolt to abdomen causes skin to break open exposing liver.  Yuck!&lt;br /&gt;
&lt;br /&gt;
Violent winds tighten around a lesser faeroth.&lt;br /&gt;
[SMR result: 146 (Open d100: 21, Bonus: 60)]&lt;br /&gt;
The winds assault a lesser faeroth for 16 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Knee shatters under sudden decompression!&lt;br /&gt;
A lesser faeroth unleashes a shriek, grasping his right leg!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
Shifting and slithering to maintain their hold, the tenebrous chains binding a lesser faeroth clench ever tighter.&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
&lt;br /&gt;
Large hailstones pound relentlessly on a lesser faeroth.&lt;br /&gt;
[SMR result: 161 (Open d100: 16, Bonus: 80)]&lt;br /&gt;
The hail pummels a lesser faeroth for 26 points of damage!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Cold compresses will help the swelling of the lesser faeroth&#039;s right eye!&lt;br /&gt;
&lt;br /&gt;
Violent winds tighten around a lesser faeroth.&lt;br /&gt;
[SMR result: 194 (Open d100: 50, Bonus: 80)]&lt;br /&gt;
The winds assault a lesser faeroth for 35 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Eyes burst followed by a stream of blood and brain, what a mess!&lt;br /&gt;
&lt;br /&gt;
Violent winds tighten around a lesser faeroth.&lt;br /&gt;
[SMR result: 155 (Open d100: 11, Bonus: 80)]&lt;br /&gt;
The winds assault a lesser faeroth for 20 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Sternum snaps followed by many ribs!&lt;br /&gt;
&lt;br /&gt;
The storm subsides and the air is around a lesser faeroth is calm again.&lt;br /&gt;
&lt;br /&gt;
Shifting and slithering to maintain their hold, the tenebrous chains binding a lesser faeroth clench ever tighter.&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
&lt;br /&gt;
Shifting and slithering to maintain their hold, the tenebrous chains binding a lesser faeroth clench ever tighter.&lt;br /&gt;
A lesser faeroth is rooted in place!&lt;br /&gt;
&lt;br /&gt;
The violet cracks in the air flare once and abruptly seal as your concentration on the spell is broken.&lt;br /&gt;
With a sound like breaking glass, the blackened chains tethering a lesser faeroth shatter and dissolve into black mist.&lt;br /&gt;
With effort, a lesser faeroth lurches into motion, unfettered.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Failed cast&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a lesser faeroth.&lt;br /&gt;
Cracks form in the air around a lesser faeroth, glowing a rich and lurid violet, and black vapor seeps through.&lt;br /&gt;
  CS: +193 - TD: +166 + CvA: +25 + d100: +36 == +88&lt;br /&gt;
  Warded off!&lt;br /&gt;
Hissing tendrils of shadow lash out from the the glowing cracks toward a lesser faeroth, but they find no purchase and quickly dissolve into black mist.&lt;br /&gt;
Cast Roundtime 2 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:clear glass wand}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/Mind Jolt (706)]] - predecessor, deprecated spell&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer Base Spells]]&lt;/div&gt;</summary>
		<author><name>JEFFEE83</name></author>
	</entry>
</feed>