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InformationNot 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. |
RequirementsCleric's MUST select a deity to follow from the game. Anything that deity orders must be followed. The deity can later be changed, but with a severe penalty. So pick wisely.Minimum of: 8 INF & 60 MP Maximum of: 10 VIG Armor Limit: Cloth only. Weapon Limit: One handed only, and no duel wielding. Race Limit: None | |
Weapons to Unlock: Staff, Dagger (Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.) | |
Automatically Known Skills(Invest CP to make them stronger)ResurrectionRoll: d100 Requirements: Done within 2 hours of death w/ exception of the cast of 'Stasis'. Description: Chance to revive a fallen party member, with difficulty depending on the Mastery. -Master Class- Clerics can invest an additional point (making it 7) to this skill if the other 6 points are already invested, to have automatic Resurrections, no roll required, but costing 20 additional MP (making it 80). |
Unlock-able Skills(Use CP to unlock these additional skills) | |||
Bind SoulsRoll: d100 Requirements: Two people within view of each other. Description: Binds two souls together forever. Damage that happens to one person, will happen to the other; including death. Healing and effects also occur to both. RemedyRoll: d100 Requirements: Heals ailments/effects of the soul or mind, not the body. Removes/reverses magical effects (including good ones.) Description: Heals ailments of the soul and mind, including ones done by magic. PrayerRoll: None Requirements: A GM to perform/approve/oversee it. Takes all MP to do, failed or successful. Description: Able to request the aid of their chosen Deity in the form of a 'favor' which they will have to repay based on the payment the Deity demands. The GM running the event will play the NPC Deity and decide if the prayer is heard, and what the price will be. Choosing to not follow through after a Deity has approved and given their price will result in a curse of punishment that lasts 1 week: halved stats. MeditationRoll: None Requirements: Sacrificing time in the form of turns/rounds/shifts, etc. uninterrupted. If interrupted (attacked or moved) it nulls and you have to start over to try again. Description: By giving up two turns/rounds, watch shifts, or 20 minutes of an event a cleric can fully replenish their MP and wont require sleep (3 'watch' shifts during quests) like other magic users. | |||
Structure InvestmentsComing Soon |
JobsSermonsPerform sermon once a day in a recognized temple or church of your chosen deity. Weddings Over-see a wedding involving one or both participants of a similar alignment or deity to your own. (Receive 500gp for the wedding service, which must be done in front of a GM in the room or on the forum.) |
AchievementsComing Soon |
TitlesComing Soon |