Difference between revisions of "Cleric"
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{{ABLhead|BLOCK}} {{CLRspec|''No Cost''}} | {{ABLhead|BLOCK}} {{CLRspec|''No Cost''}} | ||
− | + | '''Requires: Shield''' - Protect yourself from incoming damage on the next round. You can still cast your [[Class Specialty]] while Blocking. | |
===Healing Specialty=== | ===Healing Specialty=== | ||
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===Wrath Specialty=== | ===Wrath Specialty=== | ||
− | === | + | ===Wildling Specialty=== |
+ | {{story|A priest who turns their attention to the wilds is not lost, but found, as '''Wildlings''' feel most at home deep in the thicket.}} | ||
+ | {{quote|Mamabear Tina, Mama's Bear Diner (966)}} | ||
{{ABLhead|ANIMAL COMMUNE}} {{CLRspec|''No Cost''}} | {{ABLhead|ANIMAL COMMUNE}} {{CLRspec|''No Cost''}} |
Latest revision as of 20:02, 30 May 2019
Clerics are regarded amongst commoners as saviors. They are renown for their selflessness and virtue. To be a cleric is to cherish life (human or otherwise) above all other things, and to resolve to protect life regardless of your opinion of an individual. Traditionally, Clerics were known to represent a religion and used themselves as a conduit for their lord. In the Godless Age, though, they are representatives of morality above all else. You may still meet a Cleric who clings to the ways of the Old Age, but they are often viewed as sycophants and madmen who are out-of-touch.
Clerics specialize in healing, and are absolutely integral to any party's success. While some Clerics invest solely in their restoration abilities, others use their god's wrath and judgement to manage their opponents.
Contents
Abilities
As you progress through the continent of Ladis, you will acquire skills and shape your character by choosing from a pool of skills. Once purchased, you can swap the skills any time you're in town, but once you venture out into the world, your build is set.
Basic Abilities
HEALING No Cost
Class Specialty (CS) - Spell - Using Wisdom, the Cleric heals a target at no mana cost.
Healing II - 100 XP - 1D10+WIS
Healing III - 500 XP - 1D12+WIS
Healing IV - 1500 XP - 1D20+WIS
Healing V - 5000 XP - 3d10+WIS
ATTACK No Cost
Basic Attack - A Cleric has been known to smite his enemies. Sometimes, that smiting involves hammers.
Attack III - 1500 XP - 2D8+WEP
BLOCK No Cost
Requires: Shield - Protect yourself from incoming damage on the next round. You can still cast your Class Specialty while Blocking.
Healing Specialty
PULSE 35 Mana
RESURRECT 100 Mana
SHELL No Cost
Enhancement - Increase the STA of your target.
REJUVINATION 30 Mana
Enhancement - A healing spell that activates once a target is at Critical Health.
Pious Specialty
STRENGTHEN No Cost
VITALITY No Cost
PRAYER No Cost
Enhancement - Use your turn to enter a state of meditation and prayer, attracting the attention of enemies but regenerating all of your mana.
Judgement Specialty
SMITE 45 Mana
BANISH 50 Mana
Wrath Specialty
Wildling Specialty
A priest who turns their attention to the wilds is not lost, but found, as Wildlings feel most at home deep in the thicket.
- Mamabear Tina, Mama's Bear Diner (966)
ANIMAL COMMUNE No Cost
Charm an animal to be your familiar. A failure will result in increased aggresion or terror. Only works on animals.
LEVITATE No Cost
Float gently above the earth to protect yourself from the immediate dangers of falling, traps, and general gravity.
CANNIBALIZE No Cost
SICKEN 45 Mana
SNARE 10 Mana
Trap your target in a confine of weeds. Damaging the target will also deteriorate the trap quicker.
SHIELD OF THORNS 15 Mana