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The Cleric

A life devoted to Deity is the root of the Cleric's power. His magic is of divine origin, not requiring the unhealthful years of physically debilitating study so the Cleric is more physically powerful than the Magician. Since Clerical magic is the earthly manifestation of the power of a god or goddess, it gives the Cleric the power to heal as well as destroy, to extend the warm comfort of a loving deity or lash out and lay waste to that which is unclean. Clerics are the most defense-orientated class in the game.

All clerics begin with skill in the mace. Other weapon or shield skills must be purchased, many at great cost. The default skill selection for clerics is as follows:

Skill Package:

Skills:
Mace  - the cleric's weapon of choice
Scan  - allows you to look before you leap
Meditation  - recover your mana quickly
Scrolls  - allows you to study and cast magics written on parchment
Staves  - brandish staves for calling forth magics

Spheres:
Combat  - communes used in combat
Convocation  - communes that call for direct divine intervention
Death  - communes to drain or empower the life force
Healing  - communes to alter the physical health
Protection  - communes that grant protection

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