Cleric Abilities
Although a cleric's primary purpose is to heal other players, they have a variety of spells available to them.
- Healing -- Clerics have the most powerful healing spells of all priest classes, most notably the Complete Heal spell.
- Buffs -- Clerics have the most powerful HP and AC buffs. They can also increase resists and temporarily raise STR.
- Stuns -- Clerics have the ability to use magic-based stuns with a small amount of damage on their targets.
- Resurrection -- Clerics bring the dead back to life, returning them to their corpse and restoring partial experience.
- Nukes -- Clerics are capable of casting magic-based direct damage spells, though not as efficiently as other casters.
- Undead -- Clerics' specialty is attacks against undead. They have special nukes, fears, and invisibility spells.
- Summon -- Clerics have a few summoning spells, such as line of hammers which is used to help melee.
Choosing A Race
Each possible cleric race has it's strengths and weaknesses. For example, high elves have high starting wisdom but low strength while dwarves are just the opposite. Dark elves have the benefit of ultravision but are disliked by many factions. There is no wrong choice, it's all about personal preference. Most of the negative aspects of races are only a temporary handicap. Drawbacks associated with character starting statistics and vision can be resolved through equipment later on.
Starting Statistics
When spending starting points, you'll mainly want to focus on wisdom which determines how much mana your cleric will have. The more mana, the more casting you can do. Another area to consider once you've spent all possible points into wisdom, is strength. Clerics tend to have low strength, making it difficult to carry their often heavy armor and weapons. Also the boost may help while meleeing at earlier levels. Other choices clerics sometimes pick are STA for additional HP and AGI to boost meleeing and dodging.
|
RACE
|
STR
|
STA
|
AGI
|
DEX
|
WIS
|
INT
|
CHA
| |
Dark Elf
|
65
|
70
|
90
|
75
|
93
|
99
|
60
| |
Erudite
|
65
|
75
|
70
|
70
|
93
|
107
|
60
| |
Gnome
|
65
|
75
|
85
|
85
|
77
|
98
|
60
| |
Human
|
80
|
80
|
75
|
75
|
85
|
75
|
75
| |
Halfling
|
75
|
80
|
95
|
90
|
90
|
67
|
50
| |
High Elf
|
60
|
70
|
85
|
70
|
105
|
92
|
80
| |
Dwarf
|
95
|
95
|
70
|
90
|
93
|
60
|
45
| |
Froglok
|
75
|
85
|
100
|
100
|
85
|
75
|
50
|
|
|
To the left is a table showing starting statistics for
each race. Clerics are given 30 extra points to spend
where they would like. Suggested distribution below:
- Dark Elves add 25 Wisdom, 5 Strength
- Erudites add 25 Wisdom, 5 Agility
- Gnomes add 25 Wisdom, 5 Strength
- Humans add 25 Wisdom, 5 Agility
- Halflings add 25 Wisdom, 5 Strength
- High Elves add 25 Wisdom, 5 Strength
- Dwarves add 25 Wisdom, 5 Agility
- Frogloks add 25 Wisdom, 5 Strength
|
Religious Devotion
Since clerics call upon the power of their god to heal and protect their party, they cannot be agnostic. Depending on race preference, there may or may not be a choice between which god a cleric worships. Humans and Erudites have the option of deciding whether to draw magic from a good or evil god. Religion may also effect a character's faction standing with NPCs. Deciding on an evil god may seem to be a drawback, but most quickly learn to avoid conflict during their travels and trades.
|