Cleric
Clerics are regarded amongst commoners as saviors. They are renown for their selflessness and virtue. To be a cleric is to cherish human life 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.
Abilities
Healing - Class Specialty (CS I) - Using your Wisdom, you heal a target at no mana cost.
Healing I - 0 XP - 1D8+WIS
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 - Basic Attack - A Cleric's attack is one of desperation. Using any weapons equipped, you strike at your opponent.