Cleric

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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 professions in GemStone IV, 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. Now, the power and variety of attck spells available to the cleric allow for a pure-casting build, with the Warding Cleric as the extreme end that relies solely on extensive spell-training for a potent casting strength.

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 and Raise Dead spells. With this power, combined with the ability to find corpses (and other adventurers) by means of the Locate Person spell and then to ‘fog’ to them by the Transference 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 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 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 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, Fire Spirit, Web, 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 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, providing one additional mana point returned per 10 ranks of SMC.
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 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 and the Major Spiritual spells Bravery and Heroism 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, although more defensive stances provide more defense with a shield, as well.
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 (verb)|] 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

As pure spellcasters, the brunt of a cleric's power comes from spells, and spell power comes from training in Spell Research. Not only does this skill give a cleric access to new spells, it also increases the effectiveness of those they already possess (most often via increasing CS or spell duration). While a cleric has three different spell circles to choose from (Minor Spiritual, Major Spiritual, and Cleric Base), they all fal under the blanket of Spell Research for the purpose of determining training point cost. In general, most clerics will train between 2x and 3x per level in this skill.

Minor Spiritual (MnS)

The Minor Spiritual circle is the most commonly available spell circle in GemStone IV, as it is obtainable by the Warrior, Rogue, Ranger, Paladin, Empath, Sorcerer, and Cleric professions. Important spells in this circle include:

Major Spiritual (MjS)

More utilitarian or combat-focused than the defensive Minor Spiritual Circle, the Major Spiritual spells are nonetheless considered more potent. This list is currently restricted to Clerics and Empaths, although it will be made exclusive to Clerics when Empaths recieve the Minor Mental Circle.

  • Spirit Shield (202) - A defensive spell that increases strength with training in this circle. Often referred to as a "dim aura" or just "dims".
  • Living Spell (208) - Allows the Cleric to steal a prepared spell from a target, on a successful warding and if the cleric is sufficiently skilled in Arcane Symbols. Creatures that are not part of the BCS are immune.
  • Bravery (211) - Bolsters the Cleric's AS and provides a TD boost against fear-based spells.
  • Interference (212) - Diminishes the combat abilities of the target on a successful warding, reducing AS, CS, TD, and DS.
  • Minor Sanctuary (213) - Creates an area of calm, resulting in an area where attacks, some spells, and thievery cannot take place. Most creatures will not enter a sanctuary, although some can break one.
  • Bind (214) - A potent disabling spell that prevents the target from moving for the duration, resulting in a lowered DS.
  • Heroism (215) - Bolsters the Cleric's AS and increases health and mana regeneration rates.
  • Mass Interference (217) - As Interference, but is cast upon all targets in the room (including other players if not in the caster's group!).
  • Spell Shield (219) - Provides a DS bonus against bolt spells and increases spiritual TD.
  • Major Sanctuary (220) - Takes the caster and his group to a place of sanctuary. Excellent for Rescuing Clerics.
  • Transference (225) - Transports the Cleric to the location of any locatable character, providing they are not in an area where teleportation is blocked.
  • Spirit Slayer (240) - Briefly augments a cleric's offensive power by conjuring an invisible spirit that may recast an offensive or utility spell cast by the cleric, but with a bonus to CS or AS.

Cleric Base

The most potent circle available to a Cleric, the Cleric Spell Circle contains a mix of combat, defensive, and utility spells. As it contains spells unique to the Cleric profession, it is sometimes considered the "defining" list for clerics. Most spell-wielding clerics will at least 1x this spell circle to maximize their casting strength.

  • Smite (302) - Basic warding attack spell. Depending on the CONVERT status of the cleric, this spell is either more effective against Living or Undead targets.
  • Prayer of Protection (303) - Provides a bonus to DS that increases with training in this circle.
  • Holy Blade (304) - Allows physical weapons to damage Undead. With 40 or more ranks in this spell circle, weapons blessed by this spell may cause random holy water criticals.
  • Preservation (305) - Prolongs the amount of time a dead character has before being forced to depart.
  • Holy Bolt (306) - One of a Cleric's three bolt spells. Acts as Minor Water (903) against living targets and Minor Acid (904) against Undead. This same spell is contained within an aquamarine wand that has been blessed.
  • Benediction (307) - Provides a bonus to both AS and DS to all members of a cleric's group.
  • Well of Life (308) - Permits the cleric to link to a corpse in preparation to cast [[Raise Dead (318)], or to transfer spirit points to another character. Either use incurs a timer during which the spell cannot be used again.
  • Warding Sphere (310) - Provides a bonus to DS and TD to all members of the cleric's group.
  • Fervent Reproach (312) - Moderate-powered CS-based attack spell. Has the possiblity to recover a small amount of health and mana, along with a temporary Wisdom bonus. Does purely concussion damage, so cannot cause critical kills. Of use to those that skin, however, as it allows higher quality pelts.
  • Prayer (313) - Provides a bonus to TD and DS, as well as some maneuver defense. DS bonuses increase with more spell ranks.
  • Censure (316) - Multi-targeting short duration CS-based disabling spell. Characters of the same CONVERT status as the caster are immune, unless specifically targeted. Not friendly to other characters outside the cleric's group.
  • Divine Fury (317) - High-powered CS-based attack spell. Does plasma-based damage, with additional flares based on the CONVERT status of the cleric. Causes frequent stuns and critical kills.
  • Raise Dead (318) - Restores 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.
  • Divine Wrath (319) - A showy, multiple-target CS-based attack spell. Causes damage in waves (up to 3, depending on Spiritual Mana Control ranks) shortly after casting. After usage of the spell, the cleric must wait an amount of time based on the amount of damage done before being able to cast it again.
  • 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. Higher valued stones can hold more charges of a given spell, or more powerful blessings.
  • Prayer of Commune (330) - The cleric uses his or her 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 deiscretion 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.
  • Miracle (350) - The newest addition to the cleric spell list, this spell actually allows a cleric to raise him or herself, using the BESEECH command. Without lores, it can only be used once every 24 hours.

Class-Specific Verbs

Because of the nature of the cleric, as a spiritual link between mortals and Arkati, clerics are empowered with certain abilities not given to most. While mostly of a mechanical nature, certain verbs have different or augmented usage for a cleric.

APPRAISE
By appraising a corpse, the cleric may determine:
  1. 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
  2. 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
  3. If a corpse is currently linked to another cleric via Well of Life
BLESS
A Holy Receptacle is a merely a stone until it is BLESSed by a cleric. Through use of this verb, a cleric can imbed some of their spells into a gem, or grant it other powers. This verb also allows a cleric to determine the nature of the power placed inside such a stone, if similar-looking gems are used.
MEDITATE
To provide a cleric (or Empath or Savant) 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 Greater Spirit has a particularly strong presence in the area. This verb is most useful when used with the Prayer of Commune and Tier 5 of the Holy Receptacle spell, as well as the unlocked Iasha white ora weapons.
UNLINK
The UNLINK verb allows a cleric to sever the link formed via casting Well of Life at a corpse. Most often used when a cleric accidently links to the wrong corpse, or when the corpse requests that the cleric in question not raise them - often in preference to another cleric. This verb can also be used by the corpse to prevent unwilling ressurection.

External Links

Template:Clerics

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