Temple Rites of Being a Cleric
So you want to be a cleric? We clerics are a special breed of magic
users. The closest to our nature and disposition are the empaths. We are the epitome of
perseverance, patience and all around good-natured folks. Why, you ask? Well, when you
face a bunch of corpses in the field with all their souls screaming, "Help me! Help
me!"; meanwhile the critter(s) that slew them are looking to put you into the dust,
things can get a smidgen hectic. We are the calm in the storm. We exude an air of order
and reserve (or at least put up some semblance) that overwhelms the chaos around us. We
tend to be methodical and pensive. We do not sally forth where angels fear to tread (we
usually leave that area of expertise to the fiturs.) People look to us for their
inspiration and guidance when their needs are most dire. We offer, yet expect no payment
for our services. We have an obligation to aid the souls of the departed, yet we are not
bound to serve them at their whims. On the whole, our main offensive capability is by
strength of arms mixed with a modicum of divine aid (spells). Our defensive spells are
short-lived, and our offensive spells are far and few between. However, against the
undead, we have few equals. Our spells can destroy or paralyze them with a word, and there are
'sanctified' (blessed) weapons that permit us to strike the undead or we can make a weapon
blessed to serve our purposes. If you still want to be a cleric... then read on. Character Development There are two things to keep in mind in developing your cleric. Look
at the current training points available to you now, and form an idea of what you want
your cleric to be at year 20, 50, 100, in terms of abilities and spells. Now, having
established an overall goal, work to achieve that goal in your training regimen. By
planning out your training goals, your cleric will make the most efficient utilization of
your training points. Keep in mind when you lay out your training plans, that some hunting
areas require certain secondary skills (climbing, swimming, perception, etc..) to traverse
the obstacles out there. Make appropriate planning to accommodate such requirements. Also,
as your attributes increase throughout your career, you will have more training points to
use. The best attributes for a cleric is to be a fitur with wisdom. A
high strength to yield a high offensive capability, a high reflex to yield high defensive
capabilities, wisdom and aura to round out the magic department, and a high discipline
which increases the effectiveness of meditation. These attributes can facilitate the
advancement of the character, but are by no means the absolute necessity of a successful
character development. The attributes will rise as one advances. The rate of growth of the
attributes is dependent upon the race and profession of the character. The aura and
discipline attributes are counted in both physical and mental point determinations. Make
sure that these 2 have the highest values in order to help maximize your training points. The current spell training cost is 10 mp for the first training, 20
mp for the second training and 40 mp for the third training. Most folks will lack the mp's
required to train more than twice per level. For clerics, skill of arms is a requisite,
thus we cannot dedicate ourselves strictly to spell training all the time. Contrary to
popular beliefs, clerics in Elanthia are not restricted like the crushing weapon wielding
clerics of other genres. There are a variety of available weapons skills available (albeit
at differing costs) for the cleric to learn. So feel free to pick any weapon you like.
Remember to always train in your particular weapon skill at every advancement. A cleric
may train in one handed edged weapon (6pp/1mp) or one handed crushing weapon skill
(5pp/1mp) (pp=physical point/mp=mental point). These two skills are by far the most cost
effective weapons skill available. Currently, 2-handed weapons mete the most damage.
However, the cost for a cleric to learn such weapons is high (13pp/2mp). If you choose it,
then you will be giving up some other skills to compensate and you will not be able to use
a shield in conjunction with the 2 hander. Combined with combat maneuvers (+1AS/2 ranks)
and shield use skill, the cleric can muster a decent AS/DS combo for physical combat.
Skills such as mana sharing and first aid should be at the top of the list of secondary
skills to learn when the primary combat and magic skills have been fulfilled. The leftover
skills that are also important to the cleric are climbing/swimming, scroll reading, magic
item use, first aid and physical training, and spell aiming. There is a maximum limit to physical training, so training once
every 2-3 levels will provide adequate concussion points. Regardless of other misconceptions that magic will overcome all
obstacles (it does not), a well-rounded training regimen consisting of arms, magic and
secondary skills will best prepare the cleric for the unknown. For easy tracking, allocate
your training point into primary, secondary and tertiary categories. Primary category
require training every level, secondary category need training at least once every other
level and tertiary category when extra points allow. Weapons and Combat There are two categories of weapons the cleric should know about,
blessed and not blessed. Against the undead, only a blessed weapon may inflict damage.
Against some higher level undead, the weapon must be both blessed and magical in nature to
inflict damage. There exist weapons that are blessed only in the hands of a cleric. These
weapons are considered 'sanctified'. The cleric shop carries a bountiful supply of
such sanctified weapons and some visiting merchants will also bring such stock to sell in
town. The weapons in the cleric shop main menu list are normal weapons save that they are
sanctified and will strike undead without the cleric having to bless them. These normal
weapons may take additional magical enhancements such as magic edge (+15) and elemental
blade (+20 and elemental critical) to give them extra hitting power. Such magic will
remain on the blade for a duration proportional to the level of the caster. If no such
sanctified weapons can be found, then a cleric may bless a weapon (#304 cleric base list)
that will last for a number of swings equal to 3x the level of the cleric. In the backroom
of the cleric shops are weapons made of white ora. This material is innately blessed as
well as magical. Weapons forged of this material will be sanctified and offer a +10
magical bonus. Another similarly blessed material is eonake. Weapons of this nature offer
a +20 magical bonus in addition to being sanctified. Eonake can only be bought from other
players who possess such rare weapons and who are willing to relinquish them or from
visiting merchants. Against normal living creatures, the cleric can use any weapon at
his/her disposal to affect the quarry. The best weapon for a starting cleric will be the
white blade. It's the equivalent of a falchion and is always blessed in the hands of a
cleric (i.e., sanctified weapon). This is with proviso that the cleric has decided to
learn one handed edged skill. There are pure maces for those who favor crushing weapons. Hunting Grounds At the start of a cleric's career, hunting with the blade is the
most effective method of advancement. As is with any starting character, rats are the most
promising quarries. In addition, running messages for the town clerk will yield relatively
significant rewards and experience. A cleric should know the Lands.. For the first 3-4
levels of advancement, stick close to the town and explore the catacombs beneath. These
areas are expansive and will yield bountiful prey. Some creatures that are suitable for
the young cleric are gnomes, beneath the well, fire salamanders in the sewers and the
shades under the altar. There are many hidden passages leading in and out of the catacombs
to various areas of town. Search them out. The town of Wehnimers has a cleric shop. It's
located south of the constabulary and west of the temple on the corner of Cheridin St. and
Erebor St. It's the only place in town that has a constant supply of sanctified weapons.
The backroom has additional sanctified weapons made of white ora (magical +10), the Pure
Potion which grants the imbued with Bravery (#211 major spirit list)/(Heroism if a cleric
drinks it) or can be poured on plain magical weapons to make them blessed (1 swing/lvl if
poured by non-clerics, 3 swings/lvl if poured by a cleric) or poured into a deceased
player to Preserve (#307, cleric base list) their souls, and the Ebony Staff of Lorminstra
that will preserve the soul when waved at the deceased. The hunting area of choice for the rising cleric will be the Grave
Yard. The entrance is blocked by a cursed gate that keep the undead sealed within its
magical confines lest they spill out and scour the Lands. If you know neutralize curse,
then the entrance will give way easily, otherwise, you'll have to put your weight upon the
gates and push it open (for entry and egress). The lesser mummies offer little resistance
and lots of learning. The crypt area where they reside is fairly small, so be aware that
there might be crowding problems. Tempers can get out of hand sometimes, so it's best to
observe proper hunting etiquette’s and join in groups. (Remember: as long as you do
an even share of damage to the critter, each member of the group will gain full credit for
the kill.) If the cleric binds the critters with his holding spells, then he will get a
share of the experience from the kill. The goblins, phantoms and skeletons offer an
alternative when the crypt becomes too crowded. In the trail to the north of the crypt
area is where the revenants and hobgoblins reside. Beware of the revenants' blade, as many
have had their nice magical mein shields shattered by a passing revenant. As of this
writing, shield and weapon breakage is turned off; though, it will be restored in the
future. To the NW of the crypt beyond the hobgoblins is a dam where slithering cobras and
water moccasins can be found. To the NE corner of the crypt is a gully where the ghoul
masters frequent. Avoid them until you are of a sufficient skill to hunt there. There is a
portal in the east room of the lesser mummy area. Speak the words to relinquish yourself
to the darkness, and thou shall know fear eternal. This portion under the crypt is the
happy hunting grounds of the tomb wights and arch wights. Both are formidable undead. Be
prepared.. or be prepared to die. There is a crevice in the SE corner of the Arch Wights
area that leads into the Shadow Valley. The way is guarded by night hounds that breathe
clouds of poison gas. If one should make it past, then the moaning spirits await in the
Hidden Valley. On the western end of the Hidden Valley lies the grave of a foolish boy.
Jaron Galarn is his name. To speak aloud his name is to know wherein his path led to such
an ignominious end. Another eligible groups of undead are the ghost wolves and bone
golems. Past the trail marker at the junction to Danjirland, make your way NW to the trail
near the ladder. These two creatures are good for the growing 8th-12th level cleric. At
the Hanging Inn, the wraiths offer good hunting opportunities. Watch out for their fear spell and their lightning.
You can tell when they are about to cast, as they go to full defensive and draw inward. If
they go defensive, then you should too. The marmots that also frequent the same area are
easy pickings. When you learn the holding true spell/bind, give the monks and
monastic liches a try. The quickest way to get to them is via a teleport ring to the Misty
Chamber. There is a stone door that allows entry if you decide to travel to the area.
Repel undead 3 works on monks, but the liches require repel undead true. If you manage to
wound a lich really bad, there is a chance that it will summon a ki-lin to its aid. The
ki-lin horn is a prized trophy if you manage to skin one. Spells and incantations.. "Indubitably, Magick is one of the subtlest and most There are 2 types of offensive combat spells; directed and
non-directed. Directed spells rely on your spell aiming skill+dexterity, bonus+magic bonus
to determine the magic AS that it will strike the foe. Non-directed based spells require
the target to make a saving throw vs. your skill. Your effective casting strength (CS) is
determined by the following formula: Casting Strength Target Defense (Special_1) is the number of spells you know. For each known spell
in the cleric circle, you get +1CS; for each known spell in the minor and major spirit
circle you gain +.5CS. The bonuses of all known spells on all three spell lists are
applied when casting the cleric circle spells. When casting either minor/major circle
spells, only the bonus from the known spell of that list and the cleric circle list are
applied. The only directed spell clerics know is fire spirit (#111 minor
spirit). Most of our spells are non-directed based spells. Holding/bind/blind/word of
stun/web have duration’s based upon the degree of failure. Repel undead normally
requires a failure of over >50 to cause total disintegration of the targeted undead.
Failure lowers than 50 almost always causes the creature to flee. As long as the repel
spell is successful, whether causing the creature to flee from the room or outright
disintegrate, the caster will only lose 1 mana point instead of the full mana cost. If the
repel spell fails, then the full cost of mana points is expended. The 20th spell of the cleric circle is the prayer of commune. This
spell allows the cleric to directly contact his god/goddess. There is a small chance that
the deity will take notice and answer the call. This is not to be taken lightly. The
cleric who summons a god/goddess must show a token of his devotion and supplicate himself
before the deity. Failure to show adequate dedication will likely anger the deity (an
angry god is not a good thing). Also, abusing the spell by contacting the god for no
apparent reason is another way to make them really mad. Of death and dying.. "It's not that I'm afraid to die, I just don't want to be there
when it happens." When folks die they have a certain amount of time (depending on
race, avg 15 minutes) in the Lands before their souls must depart and seek to do penance
before Lorminstra, goddess of death and keeper of the Gate of Souls. This time can be
extended by the use of Preservation (formerly known as Lifekeep). This spell, whether
known or from items, will extend the duration that the soul may stay with the corpse. A
cleric can keep a soul (cleric base #304) for a duration equal to 30seconds/level of the
cleric. If the corpse decomposes and departs, then he/she will stand before Lorminstra and
be judged whether his/her soul should be given a second chance and returned to the Lands
(at altar in town temple), or be sent across the Gate of Souls, never to return (back into
the Character Manager). If one does not have deeds (favors of Lorminstra) then the Gate is
their only resolution unless a cleric can raise them from the dead. Deeds can be acquired
at the town temple by offering gems and silvers to the goddess for her favor. If one
departs, then 2 deeds are required to be safely returned to the Lands. If a cleric raises
the deceased, only 1 deed is given up to the goddess for her generosity and compassion. Resurrections, or the art of stuffing souls into
corpses.. "‘Tis all a Chequer-board of Nights and Days For the first 12 trainings of the cleric's life, he/she is limited
to attaining experience by hunting. On the 12th training, the cleric is able to learn the
spell of life restoration (provided the cleric has diligently trained up the cleric spell
circle). This spell allows the cleric to give life to the dead, at a cost in spirit points
(aka, life force) equal to 75% of the target's maximum spirit points. The chance of
successfully raising the deceased is equal to the cleric's mana sharing skill. Also, the
Aura attribute is important since it is used in determining the maximum spirit point you
have as well as mental and physical development points. The maximum spirit level anyone
can have is 10. If you are drained in any manner so as to drop to 0 spirit points, you
WILL DIE AND DEPART! Many clerics have found themselves disoriented and sitting naked at
the altar wondering what happened when they don't keep track of their spirit points. You
can determine the target's spirit points by APPRAISE Later in life, the cleric may learn the 18th cleric spell, raise
dead, which only requires the cleric to sacrifice spirit points equal to 50% of the
target's maximum spirit points. The target is restored to 10% of his/her total spirit
points and concussion points (CP). At his 50th training, the cleric can master the
ultimate spell on the cleric circle, Resurrection. This spell only requires a sacrifice of
spirit points equal to 20% of the target's maximum spirit points. It also restores the
deceased to 50% of his/her total spirit points and CP. For all this sacrifice and effort,
the cleric is rewarded with experience and a little fame. The experience ranges from
100-700 and is proportional to the level of the deceased and the level of the cleric. It is also very important to be skilled in first aid. Many corpses
will have bleeding wounds that must be bound and wrapped BEFORE any attempts at
resurrection are made. You TEND The most difficult time the cleric has while attempting to raise the
deceased is trying to reach the corpse and establishing a safe haven to carry out the
process. If the deceased is alone, then help will be far and few, unless there is one who
knows the Locate spell (#116 minor spirit list) and can tell the rescuers where the corpse
resides. Most of the time, there will be other adventurers in the vicinity who stumble
across the corpse or who accompanied the deceased and will be able to lend aid in pointing
out the location. If a safe haven cannot be found and the corpse is unable to be
extricated from the combat area, then the cleric has the alternative to use the minor
sanctuary spell (#213 major spirit list) to create an area of peace and calm that will
prevent creatures from entering and inhibiting all players from using combat
skills/spells. Note that creatures that generate at the sanctuary will not recognize the
sanctuary's effects and WILL attack with impunity. There are other spells that will
facilitate the process of getting to the recently deceased and evacuating them to town.
Transference (#225 major spirit list) allows the cleric to travel from wherever he/she is
to the target named at the point of casting. Now this has a few drawbacks, if the target
died in the middle of storm clouds or big mean critters, then the cleric transferring will
likely encounter the same demise. "Once upon a time in the Lands, there was an invasion of very
high level undead in an area of relative minor creatures. When one cleric heard that a
lord had fallen, he immediately transferred to the spot of the deceased only to be cut
down by the undead. Another transferring cleric popped in to aid the prior fallen cleric
and was herself smitten and killed. This repeated twice more until there was only one
single cleric left alive in all the Lands..." The moral is, it's best to be prepared with any death situation and
previewing the location of the deceased via the Locate spell helps to expect the
unexpected. Note that there are some places that the cleric will be prohibited from
transferring into. Such known places exude certain magical barriers that prevent magic
from penetrating from a distance. Thus it is prudent for the cleric to know the lay of the
Lands and what creatures inhabit therein. Another very useful spell for getting out of
danger is the Word of Return (#130 minor spirit list). This spell will teleport the caster
and his entire party to a designated safe node (earth nodes are areas where magic is
prevalent and focused so as to double your recovery of mana points and spirit points, and
is usually a safe haven). Before we part company hear to these last words of wisdom from your
ever-geezin' monk: 'Thy friends are thy greatest treasures. Guard them
well, they shall repay in kind.' His Eminence, Lord Gillaume d'Clans
An Interesting and Helpful Scroll pulled from the archives
by Lord Gillaume
difficult of the sciences and arts. There is more opportunity
for errors of comprehension, judgment and practice than
in any other branch of physics."
(Aleister Crowley)
CS = (3 * Caster level) + (special_1) + (discipline bonus) + (spell enhancers)
TD = (3 * Caster level) + (discipline bonus) + (magic protection)
(Woody Allen)
Where Destiny with Men for Pieces plays:
Hither and thither moves, and mates and slays,
And one by one back in the Closet lays."
(Omar Khayyam)