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Not everyone in Varlonan believe in the Gods, however, some who do have devoted their lives to serving them. Clerics spend their entire lives carrying out the tasks which please the God they serve. Gods of a 'good' faith typically have Clerics who heal the injured, cure the sick, or guide the lost. Gods of an 'evil' nature usually have Clerics that spread sickness, capture souls, and create chaos in the world. Don't underestimate a Cleric... their faith is strong, often backed by a strong magical skill.
If you enjoy doing services for others, this might be the right class for you. They dedicate all their efforts to spreading the word and following of their chosen deity, and perform the services requested of them by those Gods. ONLY clerics are able to perform services such as marriage, divorce, and over-seeing official funerals. They also give blessings or curses (depending on their alignment), heal others, and gain favor from the Gods to benefit others. It isn't the easiest class to play, so enter into it with the knowledge that at times you may be outright disliked by other characters in the game because clerics are some of the most at-war when it comes to faith, creating many enemies and many allies.
When it comes to damage itself, it really depends on how the cleric has been built up. Most often however a cleric is used primarily for the support of others, and since they are restricted to cloth armor as a sign of faith that their Gods will protect them... they have a hard time surviving in direct combat. Though with their many buffs (bonuses and negatives put on others) sometimes they can turn the luck in their favor.
Similar to the healers, a cleric is often desired in a quest because they can provide a wide array of services that other classes can generally not perform for themselves such as healing and blessings or curses. They keep to the back of the party to take the least amount of damage
Angels and Demons are by far the most popular race to fit as a cleric. Now, most can figure out why an angel would be a cleric, because their very existence is to serve the Gods. Why a demon though you ask? Well it is more simple than you'd realize: dark magic users. Yes, a cleric CAN be evil and serve the darker Gods, meaning that many demons pursue this class to devote their existence to gaining favor among those dark Gods. Some contrasts you may see in the game that clerics refer to themselves as are: "Light vs Dark Priest", "Paladin (warrior of light) vs Necromancer (warrior of darkness)", or simply a "Good vs Evil Cleric".
This brings us to alignment, which is almost never neutral. Almost every time you run into a cleric, they will be of one extreme alignment or the other. Why? Because the Gods are extreme and rarely bother themselves to be put in check to keep a balance or remain neutral even though they should. Most Gods have to stay their hand in humanity's matters, so they do their work through clerics, the creation and destiny of the class itself.
Main Class Skills(Starts unlocked at 90 DL. Invest CP to make stronger.)
Magic Allowed (1 CP per type):
QUEST OR EVENT
It takes 1 CP to use any of the following, and each CP invested will increase it.
(Heal 5 LP per CP, each shift slept.)
You are a well-prepared camper and understand eating, hydrating, hygiene and proper bedding are important for being well rested.
If you sleep all 3 and get half your LP back, you also get the LP added from this skill. If the LP is more than your max, you keep that until next attacked or the quest/event ends.
(+1 toward non-attack rolls per CP.)
When it comes to accomplishing things, you tend to have an edge on other people. Maybe the Gods favor you, or maybe it is just lady luck blowing you a kiss.
(APT is rolled to locate a hidden path. This gives +1 toward DL roll. If discovered, it is up to you if you share the information with everyone or investigate on your own.)
You have keen perception of things most do not notice. Due to this, you are able to find doorways and paths that are practically invisible.
If everyone in the party is riding, they will cut 1 day off their travel. This means one less chance of an unexpected battle while camping.
If you are riding when you get attacked by an enemy, you get +1 DMG and +1 INIT (per CP invested) for your first attack if your party attacks first. If the enemy attacks on the first turn instead, you will get +2 (per CP invested) toward your roll if you dodge. This skill requires owning a ride-able animal, such as a horse, or being on a travelling vessel.