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‘’’Clerics’’’ are one of the four [[pure]] [[spell]]-casting [[professions|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''' 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 [[Crusader]].
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 [[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.
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.

== Stat Placement and Race Selection ==
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]].

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.

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 [[meditate (verb)|MEDITATE]] verb to restore [[health]], [[mana]], and [[spirit point]]s more quickly.

== General Training Suggestions ==
In Progress.

== Secondary Skills ==
In Progress.

== Spell Training ==
In Progress.


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{{Clerics}}
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[[category: Cleric]]
[[category: Cleric]]

Revision as of 13:24, 3 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

In Progress.

Secondary Skills

In Progress.

Spell Training

In Progress.

Template:Clerics

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