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[[Physical Training]] determines amount of [[hit point]]s a character has, up to racial maximum plus [[Constitution]] bonus. Most clerics will train this skill until health maxes out, although it does provide faster [[hitpoint]] regeneration.
[[Physical Training]] determines amount of [[hit point]]s a character has, up to racial maximum plus [[Constitution]] bonus. Most clerics will train this skill until health maxes out, although it does provide faster [[hitpoint]] regeneration.


=== General Skills ===
== Secondary Skills ==
While training in skills of combat and magic are a major part of skill training, they in no way encompass the entirety of a training plan. Secondary skills allow a character to navigate the world of Elanthia, and provide a mechanical basis for fleshing out a character beyond a mere hunting/raising automaton. There are many possible skills a cleric may choose to branch into ([[Thrown Weapons]] for a dart player, for example), and a few of the more common ones are detailed here.
In Progress.

=== First Aid ===
Training in [[First Aid]] is a skill of major import to [[Rescuing Cleric]]s, who can use the skill to [[TEND (verb)|tend]] the wounds of the fallen (or themselves) when an [[Empath]] is not at hand. Further, the skill is used to determine skill in skinning, foraging for herbs, and reduces roundtime when eating herbs.

=== Climbing and Swimming ===
The [[Climbing]] and [[Swimming]] skills allow a character to navigate safely some of the rougher terrain in Elanthia, from Climbing the Graveyard gate near Wehnimer's Landing to swimming into the Cavern of the Ages. In general, the difficulty for such a climb or swim is based on the difficulty of the creatures to be found past it. 5-10 ranks of each skill by level 20 is generally sufficient, depending on encumbrance, and 20-30 is normally enough for the higher level hunting grounds.

=== Perception ===
The [[Perception]] skill is one with a myriad of uses, from spotting hidden paths to foraging to detecting thieves.

=== Combat Maneuvers ===
Primarily of use to the [[Melee Cleric]], training in [[Combat Maneuvers]] provides a holy warrior with a few additional [[Maneuver|tricks]] to use in battle. It also gives the cleric a better chance to resist maneuver-based attacks, a notorius weakness for pures. An expensive skill, but worth it in some circumstances.


== Spell Training ==
== Spell Training ==
<!-- This section would probably be best to put under "Magical skills" -->
<!-- This section would probably be best to put under "Magical skills" -->
<!-- Perhaps, but in order to match with the format of the [[Wizard]] article, it seems here is more appropriate. -->
In Progress.
In Progress.



Revision as of 13:46, 4 February 2007

Cleric
Type Spiritual Pure
Spell Circles Minor Spiritual, Major Spiritual, Cleric Base
Prime Requisites Wisdom, Intuition
Mana Statistics Wisdom
Physical Skills
Skill Cost Ranks
Two Weapon Combat 9/9 1
Armor Use 8/0 1
Shield Use 13/0 1
Combat Maneuvers 10/6 1
Edged Weapons 4/2 1
Blunt Weapons 4/2 1
Two-Handed Weapons 10/3 1
Ranged Weapons 9/3 1
Thrown Weapons 9/3 1
Polearm Weapons 11/3 1
Brawling 6/1 1
Ambush 12/12 1
Multi Opponent Combat 15/8 1
Physical Fitness 7/0 1
Dodging 20/20 1
Magical Skills
Skill Cost Ranks
Arcane Symbols 0/2 2
Magic Item Use 0/2 2
Spell Aiming 3/2 2
Harness Power 0/4 3
Elemental Mana Control 0/12 1
Mental Mana Control 0/12 1
Spirit Mana Control 0/3 3
Spell Research 0/8 3
Elemental Lore 0/20 1
Spiritual Lore 0/6 2
Sorcerous Lore 0/10 1
Mental Lore 0/20 1
General Skills
Skill Cost Ranks
Survival 3/2 2
Disarming Traps 2/6 1
Picking Locks 2/4 2
Stalking and Hiding 5/4 1
Perception 0/3 2
Climbing 4/0 1
Swimming 3/0 1
First Aid 1/1 2
Trading 0/3 2
Pickpocketing 3/3 1

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.

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.

While not fulfilling the traditional role of healer (a role assumed by the 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.

Stat Placement and Race Selection

Considering the versatility of the class, there are many statistics that are important to a cleric, but the most important as far as training points are concerned are Wisdom and Intuition, as they yield double training points due to being 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 points that a cleric has available when raising the dead.

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 spells will want to have a high Dexterity. Strength and Constitution are used to determine how much a character can hold without becoming encumbered. Agility is used to determine defensive strength, which makes a character harder to hit in combat.

Choice of 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 dwarves and Giants) have a slightly faster rate of spirit point return compared to those with larger bonuses (such as elves and dark elves), although this advantage is mitigated by the ability to use the MEDITATE verb to restore health, mana, and spirit points more quickly.

General Training Suggestions

Clerics are pure spellcasters, and such are encouraged to train in magic-related skills. It was for this reason that the concept of runestaff defense, allowing a magical character to focus on magical skills without being entirely unable to defend themselves. While there are many other options for defense (Brawling, shields, among others), for a cleric that uses a runestaff, heavy training in magical skills (at least 8 ranks per level) is required.

Magical Skills

These are the skills that are used when calculating Runestaff defense. In general, they are skills a cleric would want to train in anyhow, and thus perform a double service.

Arcane Symbols

Arcane Symbols is the skill used to read and invoke scrolls. It is not possible to read a spell of higher level than your number of ranks in Arcane Symbols, and further skill increases both your chance of successfully invoking the spell and the duration of a spell cast off a scroll. Additionally, the spell Living Spell (208) uses the caster's Arcane Symbols skill when determining if the spell is successfully transferred. It is an inexpensive and useful skill, and frequently taken to aid runestaff defense.

Magic Item Use

Similar in nature to Arcane Symbols, Magic Item Use allows the use of magic items. Increased skill allows greater success rates in activiation, which is especially useful when using wands (particularly aquamarine wands that have been blessed) as a form of attack. It is often trained for the same reason as Arcane Symbols.

Spell Aiming

Spell Aiming is one of the attack methods available to clerics, by use of Holy Bolt (306), [[Fire Spirit (111)], or various wands. Conventional wisdom suggests that if one intends to train in Spell Aiming at all, double training is necessary to reap sufficient benefit. A useful skill, and also aids runestaff defense at a moderate cost.

Harness Power

The Harness Power skill determines the amount of mana available to a cleric. Every rank in Harness Power up to the current level of the character provides 3 mana, while additional ranks provide only 1. This is recalculated whenever a level is gained, so over-training at low-levels when mana is scarce for hunting can be recouped by less-frequent training later on.

Spirit Mana Control

Spiritual Mana Control has several impacts on clerics, the first of which is governing the efficiency of transferring mana to another that has trained in Spirit Mana Control. The second use of this spell is in determining whether a cast of Raise Dead (308) will be effective, as a percentage chance based on skill (not ranks) of Spirit Mana Control. For this reason, Rescuing Clerics especially reccomend having at least 24 ranks prior to attempting to cast Raise Dead, to prevent a failure resulting in the corpse dying again. Spirit Mana Control also aids a cleric in mana recovery.

Spiritual Lore

Considered a means of customizing a cleric, the Spiritual Lores of Blessings, Religion, and Spirit Summoning provide a cleric's spells with more power and versatility. Many clerics choose to single train in this skill due to the cost, although some make it a point to gain the required ranks for the fourth tier of Holy Receptacle (325) to be able to make Chrism gems as quickly as possible.

Physical Skills

Weapon Skills

For those that snear at those that hide behind "Twigs," the way of the holy warrior is not fully closed. Weapon skills provide a means of attack when out of mana, or in areas that magic will not work. Due to the pre-Paladin role of the cleric as a holy warrior (and enabling the Melee Cleric), the cleric spell Benediction (307) and the Major Spiritual spells Bravery (211) and Heroism (215) bolster the sword arm of the cleric.

Most clerics that train in weapon skills will do so 1x per level, every level.

Shield Use

An alternative to the Runestaff, a shield provides consistant defense which is increased with training in the Shield Use skill. Those that rely on a shield for defense generally train in it 1x per level. Shields provide more defense in an offensive stance than a weapon or runestaff does.

Armor Use

Of all the pure classes, Clerics have the lowest costs for both training points and spell hindrance associated with heavy armor. At low levels, most clerics advocate the 8 ranks in Armor Use necessary to minimize the maneuver penalty for double leather. Later, however, some clerics recommend moving to heavier armor such as leather breastplate, brigandine, or even chain mail for the additional protection.

Physical Training

Physical Training determines amount of hit points a character has, up to racial maximum plus Constitution bonus. Most clerics will train this skill until health maxes out, although it does provide faster hitpoint regeneration.

Secondary Skills

While training in skills of combat and magic are a major part of skill training, they in no way encompass the entirety of a training plan. Secondary skills allow a character to navigate the world of Elanthia, and provide a mechanical basis for fleshing out a character beyond a mere hunting/raising automaton. There are many possible skills a cleric may choose to branch into (Thrown Weapons for a dart player, for example), and a few of the more common ones are detailed here.

First Aid

Training in First Aid is a skill of major import to Rescuing Clerics, who can use the skill to tend the wounds of the fallen (or themselves) when an Empath is not at hand. Further, the skill is used to determine skill in skinning, foraging for herbs, and reduces roundtime when eating herbs.

Climbing and Swimming

The Climbing and Swimming skills allow a character to navigate safely some of the rougher terrain in Elanthia, from Climbing the Graveyard gate near Wehnimer's Landing to swimming into the Cavern of the Ages. In general, the difficulty for such a climb or swim is based on the difficulty of the creatures to be found past it. 5-10 ranks of each skill by level 20 is generally sufficient, depending on encumbrance, and 20-30 is normally enough for the higher level hunting grounds.

Perception

The Perception skill is one with a myriad of uses, from spotting hidden paths to foraging to detecting thieves.

Combat Maneuvers

Primarily of use to the Melee Cleric, training in Combat Maneuvers provides a holy warrior with a few additional tricks to use in battle. It also gives the cleric a better chance to resist maneuver-based attacks, a notorius weakness for pures. An expensive skill, but worth it in some circumstances.

Spell Training

In Progress.

External Links

Template:Clerics

Profession - edit
Squares: Rogue | Warrior | Monk
Semis: Bard | Paladin | Ranger
Pures: Cleric | Empath | Sorcerer | Wizard