Cleric: Difference between revisions
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{{profession |
{{profession |
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| [[File:Small_cleric.jpg]] |
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| type = [[Spiritual]] [[Pure]] |
| type = [[Spiritual]] [[Pure]] |
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| circles = [[Minor Spiritual]] |
| circles = [[Minor Spiritual]]<br>[[Major Spiritual]]<br>[[Cleric Base]] |
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| prime = [[Wisdom]], [[Intuition]] |
| prime = [[Wisdom]], [[Intuition]] |
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| mana = [[Wisdom]] |
| mana = [[Wisdom]] |
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| Line 7: | Line 8: | ||
| AUcost = 8/0 | AUranks = 1 |
| AUcost = 8/0 | AUranks = 1 |
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| SUcost = 13/0 | SUranks = 1 |
| SUcost = 13/0 | SUranks = 1 |
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| CMcost = 10/ |
| CMcost = 10/8 | CMranks = 1 |
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| OHEcost = |
| OHEcost = 6/1 | OHEranks = 1 |
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| OHBcost = |
| OHBcost = 6/1 | OHBranks = 1 |
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| THWcost = 10/3 | THWranks = 1 |
| THWcost = 10/3 | THWranks = 1 |
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| RWcost = 9/3 | RWranks = 1 |
| RWcost = 9/3 | RWranks = 1 |
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| Line 17: | Line 18: | ||
| AMBcost = 12/12 | AMBranks = 1 |
| AMBcost = 12/12 | AMBranks = 1 |
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| MOCcost = 15/8 | MOCranks = 1 |
| MOCcost = 15/8 | MOCranks = 1 |
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| PFcost = |
| PFcost = 8/0 | PFranks = 1 |
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| DODcost = 20/20 | DODranks = 1 |
| DODcost = 20/20 | DODranks = 1 |
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| AScost = 0/2 | ASranks = 2 |
| AScost = 0/2 | ASranks = 2 |
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| MIUcost = 0/2 | MIUranks = 2 |
| MIUcost = 0/2 | MIUranks = 2 |
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| SAcost = 3/ |
| SAcost = 3/1 | SAranks = 2 |
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| HPcost = 0/4 | HPranks = 3 |
| HPcost = 0/4 | HPranks = 3 |
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| EMCcost = 0/12 | EMCranks = 1 |
| EMCcost = 0/12 | EMCranks = 1 |
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| Line 42: | Line 43: | ||
| PPcost = 3/3 | PPranks = 1 |
| PPcost = 3/3 | PPranks = 1 |
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}} |
}} |
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'''Clerics''' tap their power from the spiritual realm, a source of power rooted within the deities of Elanthia. As masters of this spiritual power, Clerics follow many paths; some as simple priests, others as crusaders devoted to preserving life whether by use of their spells or by dint of arms. Through their spell mastery, Clerics may commune with deities, resurrect the dead, protect themselves and their comrades and banish the undead. Clerics can gain skill at arms, but they must devote more time and energy to it than non-spell users. Heavier armor may adversely affect their ability to cast spells. |
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== Professional Highlights == |
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'''Clerics''' are one of the four [[pure]] [[spell]]-casting [[profession]] in [[Gemstone]], and are arguably the masters of the spiritual realms. Drawing heavily upon the power of the [[Arkati]] or Greater Spirits that they serve, clerics in Gemstone are very versatile spellcasters with a variety of offensive, defensive, and utility spells at their disposal. Considering the differing natures of their patrons, clerics also have a wide variety of skills available to them at reasonable training costs. |
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A cleric's magical abilities are drawn from their connection to one of the deities of Elanthia, which may be one of the [[Arkati]] or [[Lesser Spirit]]s. |
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Clerics joining battle in the name of their patrons do so in many ways, although the commonest methods are by use of [[warding]] and [[bolt]] spells. In the past, clerics were primarily physical combatants that used disabling spells to augment their combat abilities, but the addition of the [[Paladin]] class has turned this into a [[mutant]] path called the [[Melee Cleric]]. |
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*'''Use the {{boldmono|[[CONVERT]]}} command to choose a deity to follow.''' |
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While not fulfilling the traditional role of healer (a role assumed by the [[Empath|Empaths]]), clerics are able to restore life by use of the [[Well of Life (308)]] and [[Raise Dead (318)]] spells. With this power, combined with the ability to find corpses (and other adventurers) by means of the [[Locate Person (116)]] spell and then to ‘fog’ to them by the [[Transference (225)]] spell, clerics are very helpful and useful rescuers. These four ‘core spells’ make up the initial training plan for the [[Rescuing Cleric]] archetype. |
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For a cleric, this is not merely a [[roleplaying]] choice but has numerous mechanical consequences as well. The choice should not be made lightly. While it is possible to switch allegiance later, it can be quite difficult and costly to do so. |
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== Stat Placement and Race Selection == |
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Considering the versatility of the class, there are many [[statistic]]s that are important to a cleric, but the most important as far as [[training point]]s are concerned are [[Wisdom]] and [[Intuition]], as they yield double training points due to being [[prime requisites|primary stats]] for the cleric [[profession]]. Additionally, [[wisdom]] is the statistic that effects [[casting strength]] for all three spheres of magic clerics have access to. [[Aura]] effects the amount of [[spirit point]]s that a cleric has available when [[Raise Dead (318)|raising the dead]]. |
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Major mechanical considerations of choosing a deity include '''[[Smite/Bane (302)]]''' alignment (whether the spell is more effective against living or undead), and the preferred [[Holy critical|critical type]] of a deity's cleric spells, which affects '''[[Condemn (309)]]''', '''[[Divine Fury (317)]]''', and '''[[Divine Wrath (335)]]'''. |
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While no statistic is unimportant, certain others have a more profound impact depending on training path. For a [[Melee Cleric]], [[Strength]] is of vital importance, as it is used to calculate [[attack strength]]. Similarly, a cleric that uses [[bolt spell]]s will want to have a high [[Dexterity]]. [[Strength]] and [[Constitution]] are used to determine how much a character can hold without becoming [[encumbrance|encumbered]]. [[Agility]] is used to determine [[defensive strength]], which makes a character harder to hit in combat. |
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=== Special Commands === |
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Choice of [[Category:Races and Cultures|race]] is encouraged to be a decision based on role-playing, but various races offer some mechanical advantage. Races with lower bonuses to [[Aura]] (such as [[Dwarf|dwarves]] and [[Giantman|Giants]]) have a slightly faster rate of [[spirit point]] return compared to those with larger bonuses (such as [[Elf|elves]] and [[Dark elf|dark elves]]), although this advantage is mitigated by the ability to use the [[MEDITAT (verb)|MEDITATE]] verb to restore [[health]], [[mana]], and [[spirit point]]s more quickly. |
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Clerics have access to several commands that grant them special abilities and insight. |
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== General Training Suggestions == |
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In Progress. |
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'''APPRAISE''' |
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== Secondary Skills == |
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:By [[APPRAISE (verb)|appraising]] a corpse, the cleric may determine: |
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In Progress. |
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:#The amount of spirit the corpse has, which is a factor in how many spirit points will be taken away when using Well of Life or Raise Dead. |
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:#Whether a corpse is currently preserved against decay, how long remains in the preservation, and if it is by the Preservation spell or by the [[Order of Voln]]'s [[Symbol of Preservation]] |
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:#If a corpse is currently linked to another cleric via Well of Life |
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'''MEDITATE''' |
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== Spell Training == |
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:To provide a cleric (or [[empath]]) the ability to recover their vital forces more quickly, the gods grant them the ability to {{boldmono|[[MEDITATE]]}}. Use of this power causes the cleric to kneel and enter a meditative trance during which regeneration of health, spirit points, mana, and stamina is accelerated. This trance is tenuous, and can be easily broken by most activities or the actions of outside parties. |
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In Progress. |
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'''SENSE''' |
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{{Clerics}} |
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:The {{boldmono|[[SENSE]]}} verb is one used by several professions, with differing results. For a cleric, SENSE informs the cleric if an Arkati or Lesser Spirit has a particularly strong presence in the area. This verb is most useful when used with [[:Verb:COMMUNE|Commune]] and [[Intercession|Tier 5]] of the [[Holy Receptacle (325)|Holy Receptacle]] spell. |
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'''[[:Verb:COMMUNE|COMMUNE]]''' |
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:The cleric uses their connection to the gods to call upon them for an audience. In practice, it sends out a message to GameMasters that the cleric seeks audience, and it is at the discretion of the GameMasters to determine what response, if any, is appropriate. Clerics are reminded to use discretion when casting this spell, as the whims of the Gods are not always what one might expect. |
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=== Blessed Weapons === |
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All clerics regardless of alignment have access to the [[Bless (304)]] spell, which allows a weapon to hit the undead without penalties while the bless is active. |
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All clerics also natively have the ability to use [[holy armament]]s, such as [[white ora]] weapons, to strike undead as if the weapons are permanently blessed. These holy armaments are usually offered at cleric shops in towns. |
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=== Raise Dead and Chrism Gems === |
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Upon learning the '''[[Raise Dead (318)]]''' spell and having enough training in [[Spiritual Mana Control]], a cleric can restore life to a fallen character at the cost of the cleric's spirit points. The amount of spirit points drained is based on the maximum spirit of the corpse, as well as the number of ranks of this circle the cleric possesses. Be warned: if the cleric does not have enough spirit at the time of casting the spell, the raise attempt will kill the cleric! It is also the cleric's responsibility to make sure the newly raised character does not immediately die again (by finding an [[empath]] to heal the body first, or using [[herb]]s, or in a pinch at least using First Aid to {{mono|[[TEND]]}} any bleeding wounds), otherwise the spiritual backlash will make the cleric unable to raise again for a long time. |
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While there are other ways to raise dead characters in the world, clerics have the unique ability to use [[chrism]] gems to allow the character they are raising to retain some of their field experience and quicken their recovery time. '''[[Holy Receptacle (325)]]''' blesses an [[orb gem|orb]]-quality gem with the ability to hold either a certain number of charges of a spell or a special power, including [[chrism]]s. Higher valued stones can hold more charges of a given spell, or more powerful blessings. |
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The '''[[Miracle (350)]]''' spell allows a cleric to raise themselves using the {{boldmono|[[BESEECH]]}} command. Without additional lore training, it can only be used once every 24 hours. |
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=== Holy Symbols === |
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'''[[Symbol of the Proselyte (340)]]''' allows a cleric to create a holy symbol that can be used to punish the unrepentant when activated using the {{boldmono|[[CHANT]] (symbol)}} command. |
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=== Sanctify === |
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'''[[Sanctify (330)]]''' is the [[profession service]] for clerics. It uses stored devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares. |
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''[[F2P]] clerics cannot modify items with 330.'' |
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== Cleric Guild == |
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Upon reaching level 15, clerics are invited to join the [[Cleric Guild]]. For a nominal monthly fee, the guild gives access to [[alchemy]] skills. |
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Alchemy recipes exclusive to clerics include: |
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*[[lichbane talisman]] |
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*[[pure potion]] |
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*[[exorcism oil]] |
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*[[repelling oil]] |
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*enhancive [[spirit regeneration crystal]]s |
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*enhancive [[spirit-well potion]]s |
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*[[spiraled willow wand]] embedded with [[Holy Bolt]] |
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*[[holy water]] containing [[Neutralize Curse]] |
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==Cleric Statistic Growth Rates== |
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For more information see the page on [[Statistic growth rate]]s. |
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{| {{prettytable}} |
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|+ '''Cleric Stat Growth Rates''' |
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|- |
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! width=80px | ''Profession'' |
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! width=80px | [[Strength]] || width=80px | [[Constitution]] || width=80px | [[Dexterity]] || width=80px | [[Agility]] || width=80px | [[Discipline]] |
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! width=80px | [[Aura]] || width=80px | [[Logic]] || width=80px | [[Intuition]] || width=80px | [[Wisdom]] || width=80px | [[Influence]] |
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|- align = center |
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| '''Cleric'''||20||20||10||15||25||15||25||25||30||20 |
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|} |
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''Note: The table above is the baseline statistic growth rates. These values are actually modified for '''every''' race in GemStone IV, including [[human]]s.'' |
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==Resources== |
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=====Guides===== |
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*[[A beginner's guide to playing a cleric]] |
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*[[Cleric training suggestions]] |
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*[[Rescuing Cleric]] |
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{{Cleric}} |
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{{Professions}} |
{{Professions}} |
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Latest revision as of 18:49, 2 October 2025
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Clerics tap their power from the spiritual realm, a source of power rooted within the deities of Elanthia. As masters of this spiritual power, Clerics follow many paths; some as simple priests, others as crusaders devoted to preserving life whether by use of their spells or by dint of arms. Through their spell mastery, Clerics may commune with deities, resurrect the dead, protect themselves and their comrades and banish the undead. Clerics can gain skill at arms, but they must devote more time and energy to it than non-spell users. Heavier armor may adversely affect their ability to cast spells.
Professional Highlights
A cleric's magical abilities are drawn from their connection to one of the deities of Elanthia, which may be one of the Arkati or Lesser Spirits.
- Use the CONVERT command to choose a deity to follow.
For a cleric, this is not merely a roleplaying choice but has numerous mechanical consequences as well. The choice should not be made lightly. While it is possible to switch allegiance later, it can be quite difficult and costly to do so.
Major mechanical considerations of choosing a deity include Smite/Bane (302) alignment (whether the spell is more effective against living or undead), and the preferred critical type of a deity's cleric spells, which affects Condemn (309), Divine Fury (317), and Divine Wrath (335).
Special Commands
Clerics have access to several commands that grant them special abilities and insight.
APPRAISE
- By appraising a corpse, the cleric may determine:
- The amount of spirit the corpse has, which is a factor in how many spirit points will be taken away when using Well of Life or Raise Dead.
- Whether a corpse is currently preserved against decay, how long remains in the preservation, and if it is by the Preservation spell or by the Order of Voln's Symbol of Preservation
- If a corpse is currently linked to another cleric via Well of Life
MEDITATE
- To provide a cleric (or empath) the ability to recover their vital forces more quickly, the gods grant them the ability to MEDITATE. Use of this power causes the cleric to kneel and enter a meditative trance during which regeneration of health, spirit points, mana, and stamina is accelerated. This trance is tenuous, and can be easily broken by most activities or the actions of outside parties.
SENSE
- The SENSE verb is one used by several professions, with differing results. For a cleric, SENSE informs the cleric if an Arkati or Lesser Spirit has a particularly strong presence in the area. This verb is most useful when used with Commune and Tier 5 of the Holy Receptacle spell.
- The cleric uses their connection to the gods to call upon them for an audience. In practice, it sends out a message to GameMasters that the cleric seeks audience, and it is at the discretion of the GameMasters to determine what response, if any, is appropriate. Clerics are reminded to use discretion when casting this spell, as the whims of the Gods are not always what one might expect.
Blessed Weapons
All clerics regardless of alignment have access to the Bless (304) spell, which allows a weapon to hit the undead without penalties while the bless is active.
All clerics also natively have the ability to use holy armaments, such as white ora weapons, to strike undead as if the weapons are permanently blessed. These holy armaments are usually offered at cleric shops in towns.
Raise Dead and Chrism Gems
Upon learning the Raise Dead (318) spell and having enough training in Spiritual Mana Control, a cleric can restore life to a fallen character at the cost of the cleric's spirit points. The amount of spirit points drained is based on the maximum spirit of the corpse, as well as the number of ranks of this circle the cleric possesses. Be warned: if the cleric does not have enough spirit at the time of casting the spell, the raise attempt will kill the cleric! It is also the cleric's responsibility to make sure the newly raised character does not immediately die again (by finding an empath to heal the body first, or using herbs, or in a pinch at least using First Aid to TEND any bleeding wounds), otherwise the spiritual backlash will make the cleric unable to raise again for a long time.
While there are other ways to raise dead characters in the world, clerics have the unique ability to use chrism gems to allow the character they are raising to retain some of their field experience and quicken their recovery time. Holy Receptacle (325) blesses an orb-quality gem with the ability to hold either a certain number of charges of a spell or a special power, including chrisms. Higher valued stones can hold more charges of a given spell, or more powerful blessings.
The Miracle (350) spell allows a cleric to raise themselves using the BESEECH command. Without additional lore training, it can only be used once every 24 hours.
Holy Symbols
Symbol of the Proselyte (340) allows a cleric to create a holy symbol that can be used to punish the unrepentant when activated using the CHANT (symbol) command.
Sanctify
Sanctify (330) is the profession service for clerics. It uses stored devotion to permanently enhance combat armaments for use against the undead. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares.
F2P clerics cannot modify items with 330.
Cleric Guild
Upon reaching level 15, clerics are invited to join the Cleric Guild. For a nominal monthly fee, the guild gives access to alchemy skills.
Alchemy recipes exclusive to clerics include:
- lichbane talisman
- pure potion
- exorcism oil
- repelling oil
- enhancive spirit regeneration crystals
- enhancive spirit-well potions
- spiraled willow wand embedded with Holy Bolt
- holy water containing Neutralize Curse
Cleric Statistic Growth Rates
For more information see the page on Statistic growth rates.
| Profession | Strength | Constitution | Dexterity | Agility | Discipline | Aura | Logic | Intuition | Wisdom | Influence |
|---|---|---|---|---|---|---|---|---|---|---|
| Cleric | 20 | 20 | 10 | 15 | 25 | 15 | 25 | 25 | 30 | 20 |
Note: The table above is the baseline statistic growth rates. These values are actually modified for every race in GemStone IV, including humans.
Resources
Guides
| Cleric Profession - edit |
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| Spell Circles: Cleric Base Spells | Major Spiritual Spells | Minor Spiritual Spells |
| Professional Highlights: Warding spells | Raise Dead | Bless | Meditation | Holy Receptacle | Sanctify |
| Popular Archetypes: Warding Cleric | Melee Cleric | Rescuing Cleric |
| Profession - edit |
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| Squares: Rogue | Warrior | Monk |
| Semis: Bard | Paladin | Ranger |
| Pures: Cleric | Empath | Sorcerer | Wizard |
