Changes to Clerics in
GS4
New Skills
All skills are open to every profession. Below are likely skills in which a Cleric might train.
Harness Power
By training in this skill, the character becomes more capable of tapping into the mana weave that encompasses and infuses Elanthia. Each training will increase the character’s maximum Mana capacity. There will no longer be an automatic increase in mana each training. Mana capacity will only increase with training in the Harness Power skill.
In numbers, every rank up to the character’s level will yield 3 mana points. Each rank above that gives 1 mana point. Characters will have more mana in the beginning, however, as starting mana is calculated as the average mana stat bonus/2.
Mana Control
The Mana Control skills will replace Mana Share. Additionally, it will only be possible to hold your maximum amount of mana, regardless of how much mana is sent. Finally, the transfer of mana to another character is not a perfectly efficient science; some mana will always be lost in a transfer.
|
Spiritual |
This skill determines a character’s ability to manipulate Spiritual mana, allowing the character to transfer mana to others with this skill and providing greater control over the use of mana in some Spiritual spells. |
Spiritual Lores
More information on the different lores can be found on the Magic page.
|
Religion |
This skill represents knowledge and understanding of the doctrine and principles of the Arkati pantheon, in general. Clerics with advanced training in this skill will have a focus on the doctrine and principles of the deity with which they are aligned, and will experience an improved ability to channel spiritual power from their patron deity. |
|
Blessings |
This skill represents knowledge and understanding of the many prayers, rituals, and invocations used to gain the favor of the lesser and greater spirits. While all casters with access to spells of blessing will gain benefits from those spells, knowledge of this lore improves the caster’s ability when obtaining blessings. |
|
Spirit Summoning |
This skill represents advanced knowledge of summoning rites for lesser and greater spirits. |
New Spells
312 - Fervent Reproach [FREPROACH]
Duration: Immediate
Type: Attack
Description:
Some say the eyes are the window to the soul and ultimately the channel to a
being’s deity. The cleric calls upon the
power invested in him by his faith, focusing his fierce disapproval and rebuke
of the target into a physical manifestation that covers the target in its
entirety, severely punishing the foe.
The cleric can also perform a prayer, focusing their entire will upon their
spiritual intensity, which builds up within the cleric’s being. This concentrated focus, once channeled
towards the target, strengthens the energy being released. In order to charge the spell, clerics must
PRAY FERVENT REPROACH and choose a time between 3-6 seconds. This prayer may be performed in a safe
location at any time. While the cleric
is charging this power, after selecting the duration via PRAY, he or she will
be placed in hard RoundTime until the duration of the charge is passed. The longer the prayer, the more charged and
intense the damage will be. While the
prayer will increase the time needed to charge the power, a cleric can still
CAST it, but doing so will negate any benefits received from charging the
power. A cleric must CHANNEL the power
to receive the benefits from charging.
The cleric may also receive a backlash of residual energy that will instill into them an enhanced wisdom (Wisdom Stat bonus) as well as amplified health and mana (maximum Health and maximum Mana bonus). Focusing the power of the spell through prayer increases the chance of this backlash happening, and once the bonus is applied to the cleric, it will not occur again until the effects have faded.
Lore benefits: With greater knowledge of Spiritual Lore, Religion, the physical rebuke will have greater effect. Training in the Spiritual Lore, Blessing skill increases the duration of the bonuses created by the backlash.
Tip: Using the CHANNEL command while open-handed is much more lethal than using the CAST command.
317 - Divine Fury [Mnemonic?]
Duration: Immediate
Type: Attack
Description: A CS based attack spell that will harness the energy of the deity with whom the Cleric is aligned. The Cleric will also utilize his or her skill in Spiritual Mana Control to control the infusion levels of the spell.
325 - Holy Receptacle [HOLYRECEPTACLE]
Duration: Immediate
Type: Utility
Description:
Calling upon the power and favor of her chosen deity, a cleric will be able to
infuse holy magic into gems. These gems
can then be called upon to grant certain powers and effects to those whom the
deity deems worthy.
Along with the ability to bless their spells into gems, Clerics will be able to
bless deity powers into gems. This is
more restrictive and takes much more skill than normal spell blessing. Currently, there are 5 common blessing spells
available to Clerics.
The tiers are as follows:
1. Silver to Gold
This spell enables a player to transform a solid silver object to a gold object
upon a successful attempt. The primary
target for this ability is the silver slabs created from vaporizing a treasure
box full of coins. Players may also use
this gem on silver wands to create golden wands. This gem is useable by everyone and has 1 to
3 charges max.
Requirements: Blessing Lore 25 skill/5 ranks, Religion Lore 50 skill/10 ranks,
Gem Value >= 1.
2. Brimstone
Once thrown or tossed in a room, a gem imbued with this spell will attempt to
strike creatures in the room. This is
dependent upon the character’s skill, the gem value, and the level of the
creatures in the room. The gem is
useable by everyone and has 1 charge.
Requirements: Summoning Lore 25 skill/5 ranks, Blessing Lore 25 skill/5 ranks,
Religion Lore 70 skill/15 ranks, and Gem Value >=1001.
3. Nexus
This spell imbues a gem with the power of transporting the Cleric and
companions to a preset location. The
Cleric will set a bind location by tapping the gem in the desired destination
room, and then activates the gem by rubbing it.
This form of transportation must adhere to the same area restrictions as
a gold ring would. The chance of
creating a successful Nexus portal depends on the skill of the user along with
the value of the gem. The difficulty
becomes harder if the room that the Cleric is teleporting from contains hostile
creatures. The gem is only useable by
Clerics and has 1 charge.
Requirements: Summoning Lore 50 skill/10 ranks, Blessing Lore 25 skill/5 ranks,
Religion Lore 90 skill/20 ranks, and Gem Value >=2001.
4. Chrism
This spell imbues a gem with two different abilities. Firstly, when used as a pre-resurrection
ritual, the gem must be waved over the body of the corpse by a Cleric. Upon resurrection the previously dead player
will have an enhanced rate of recovery to their health, mana and spirit
pools. Also, the Death Recovery penalty
will be lessened by a certain percentage.
Secondly, when used upon the living, the gem has the power to bestow the
ability for other players to enter a state of meditation like Clerics, Empaths
and Savants. They will receive an
enhanced rate of recovery to their health, mana and spirit pools as well. This only lasts for a set amount of time and
will only work in rooms where one can meditate.
The gem is only useable by Clerics and has 1 charge.
Requirements: Summoning Lore 70 skill/15 ranks, Blessing Lore 50 skill/10
ranks, Religion Lore 105 skill/25 ranks, and Gem Value >=3001.
5. TBD
Lore benefits: Failure rate of blessing a spell into a gem from the all three of their spell lists is decreased by training in Spiritual Lore, Blessings.
119 - Spirit Dispel [SPIRITDISPEL]
Duration: Immediate
Type: Attack/Utility
Description: This spell functions similarly to Elemental Dispel. Upon being cast at a target, the target will lose any prepared spell it may have. If the target has no prepared spell it will lose one currently running spell, with the mana cost dependent on the level of spell that is removed. Combining this magic with Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.
217 - Mass Interference [MASSINT]
Duration: (MjS spell ranks/5 + 10 + (warding failure*3)); capped at 120 seconds
Type: Attack
Description: This spell will act like the Major Spirit spell Interference (212) save that it will affect all within range rather than affecting only a single opponent. While this spell is not player-friendly, you can avoid hitting people with it by including them in your group before you cast.
Note: The duration given is the duration for Interference (212). I am not sure how long 217’s duration is. The full documentation on Mass Interference has not yet been released to my knowledge.
Revised Spells
Spell 302, Smite, now includes lores.
Spell 303, Prayer of Protection, now includes lores. Moreover, it also provides a bonus of +10 DS, +1 DS per Cleric spell known over 303, capped at +40.
Spell 304, Holy Blade, now includes lores. Also, the level at which a cleric may bless magic metals may be revised.
Spell 305, Preservation, now includes lores. The base duration has been changed to flat 600 seconds.
Spell 306, Holy Bolt, now includes lores.
Spell 308, Well of Life, now includes a chance for the Cleric and the target to learn each other’s deity alignment when the spell is cast on a dead body. The chance to determine alignment is affected by the Influence stat and training in lores.
Spell 310, Warding Sphere, now lasts for 900 seconds +20 seconds per Cleric spell known. The bonus is now capped at +20 DS/TD.
Spell 311, Blinding, now includes lores. The duration has been changed to 15 seconds +1 second per 4 points of warding failure. On a warding of 20 or more (=120 or higher), there is a chance the target will be forced into a kneeling position.
Spell 312, Raise Dead, has been combined with 318, Life Restoration. 312 is now Fervent Reproach, an attack spell.
Spell 313, Prayer, now provides +10 Spiritual TD and +10 DS, +1 DS for every rank in the Cleric spell circle over 335, along with a bit of maneuver protection as before. Spell costs have been altered to 13 mana, +1 for every 3 DS over 10.
Spell 318, Life Restoration, has been combined with 312 and 340 and renamed Raise Dead. The spell’s effectiveness begins at the former 312 and grows with the cleric’s rank in the Cleric circle. At 25 ranks, the cleric’s resurrection is the same as the former 318. At 40 ranks, the cleric’s resurrection is the same as the former 340. A cleric must be 18th level before he or she can raise, and all other requirements remain the same.
Spell 319, Divine Wrath, has been revised to take into account the alignment of the cleric. Damage and messaging is changed to reflect the deity the cleric has CONVERTed to.
Spell 340, Resurrection, has been combined with 318, Life Restoration. Spell slot 340 is now empty.
Spell 350, formerly Resurrect, was moved to slot 340, but has now combined with 318, Life Restoration. Slot 350 as of now will remain open.
Spell 101, Spirit Warding I, now provides a +10 DS bonus against all bolt spells, including acid.
Spell 102, Spirit Barrier, now provides a +20 DS bonus, +1 for every rank beyond 2 the caster knows in the circle. Likewise, there is a -20 AS penalty, -1 for every rank beyond 2 the caster knows in the circle. It also appears not to affect bolt spells.
Spell 103, Spirit Defense, is now refreshable.
Spell 106, Spirit Fog, is refreshable.
Spell 107, Spirit Warding II, now provides a +25 DS bonus against all bolt spells, including acid.
Spell 110, Unbalance, now includes lores.
Spell 111, Fire Spirit, now includes lores.
Spell 113, Undisease, might require multiple casts to remove some more persistent diseases.
Spell 119, Herb Production, is being replaced with a new spell, Spirit Dispel. Details of the spell are above.
Spell 120, Lesser Shroud, now includes lores. The bonuses to this spell are now +15 to DS, +1 for every 2 Minor Spirit spells known beyond 20 and +20 to Spiritual TD.
Spell 125, Call Lightning, now includes lores.
Spell 150, Wall of Force, has been moved to slot 140, leaving slot 150 open for now. The duration has been cut to 60 seconds. The spell is now intended as an emergency spell.
Spell 202,
Spirit Shield, now provides +10 to Physical Defense Strength (not Bolt DS), +1
for every 3 ranks over 2 known in the
Spell 203, Manna, now includes lores.
Spell 205, Light, now provides a -30 DS penalty to everyone in the room.
Spell 206, Darkness, provides a +30 DS bonus to everyone in the room.
Spell 208, Living Spell, now takes into account the caster’s ranks in Arcane Symbols and number of spells known in the Major spirit Circle, as well as the number of spells on the caster that are outside their knowledge.
Spell 210, Silence, now includes lores. The duration is now 30 seconds + the warding failure in seconds.
Spell 211, Bravery, now includes lores.
Spell 212, Interference, will now last (MjS spell ranks/5 + 10 + (warding failure*3)) seconds and is capped at 120 seconds. The AS penalty will be twice that of the DS penalty.
Spell 213, Minor Sanctuary, will now last 60 seconds per level.
Spell 214, Bind, will now last 13 seconds + warding failure. The cost is now 14 + 1 for every 8 levels over 14 of the target, capped at 40.
Spell 215, Heroism, now includes lores.
Spell 216, Frenzy, will now last for 2 * warding failure seconds.
Spell 219, Spell Shield, now includes lores. Also, the spell provides +30 DS against all bolts, including acid, as well as +30 to Spiritual TD.
Global Spell Changes
All currently released 50th level spells will be moved to level 40 in their respective circles.
After level 20, spell gaps are being opened for future development every 5 levels up to level 40 where they did not exist before. While these spell gaps will not be filled immediately, eventually every spell circle will include spells in the level 1-20, 25, 30, 35, 40, and 50 slots.
Meditation
Experience absorption enhancers, other than Roleplaying Awards, are being replaced with alternate benefits, such as increased health, mana, and/or spirit recovery. This includes both Meditation and Symbol of Dreams.
Attributes
|
Primary Attribute: |
Wisdom |
|
Secondary
Attribute: |
Intuition |
|
Mana Attribute: |
Wisdom |
Attributes Assigned by Autoconverter
|
STR |
70 |
|
CON |
50 |
|
DEX |
50 |
|
AGL |
50 |
|
DIS |
60 |
|
AUR |
90 |
|
LOG |
60 |
|
INT |
90 |
|
|
90 |
|
INF |
50 |
Skill Costs
|
Skill |
Cost |
Times |
|
Armor skills |
|
|
|
Armor Use |
8/0 |
1x |
|
Shield Use |
13/0 |
1x |
|
Weapon Skills |
|
|
|
Edged Weapons |
4/2 |
1x |
|
Blunt Weapons |
4/2 |
1x |
|
Two-Handed Weapons |
10/3 |
1x |
|
Ranged Weapons |
9/3 |
1x |
|
Thrown Weapons |
9/3 |
1x |
|
Pole Arm Weapons |
11/3 |
1x |
|
Brawling |
6/1 |
1x |
|
Combat Skills |
|
|
|
Two Weapons Combat |
9/9 |
1x |
|
Combat Maneuvers |
10/6 |
1x |
|
Multi-Opponent Combat |
15/8 |
1x |
|
Ambush |
12/12 |
1x |
|
Physical Fitness |
7/0 |
1x |
|
Dodging |
20/20 |
1x |
|
General Skills |
|
|
|
Climbing |
4/0 |
1x |
|
Swimming |
3/0 |
1x |
|
Disarming Traps |
2/6 |
1x |
|
Picking Locks |
2/4 |
2x |
|
Stalking and Hiding |
5/4 |
1x |
|
Perception |
0/3 |
2x |
|
First Aid |
1/1 |
2x |
|
Trading |
0/3 |
2x |
|
Picking Pockets |
3/3 |
1x |
|
Survival |
3/2 |
2x |
|
Magic Skills |
|
|
|
Arcane Symbols |
0/2 |
2x |
|
Magic Item Use |
0/2 |
2x |
|
Harness Power |
0/4 |
3x |
|
Spell Aiming |
3/2 |
2x |
|
Mana Control: Elemental |
0/12 |
1x |
|
Mana Control: Spiritual |
0/3 |
3x |
|
Mana Control: Mental |
0/12 |
1x |
|
Spell Research |
|
3x |
|
Minor Spiritual |
0/8 |
|
|
Major Spiritual |
0/8 |
|
|
Cleric Base |
0/8 |
|
|
Elemental Lore |
|
1x |
|
Air |
0/20 |
|
|
Earth |
0/20 |
|
|
Fire |
0/20 |
|
|
Water |
0/20 |
|
|
Spiritual Lore |
|
2x |
|
Blessings |
0/6 |
|
|
Religion |
0/6 |
|
|
Summoning |
0/6 |
|
|
Sorcerous Lore |
|
1x |
|
Demonology |
0/10 |
|
|
Necromancy |
0/10 |
|
|
Mental Lore |
|
1x |
|
Divination |
0/20 |
|
|
Manipulation |
0/20 |
|
|
Telepathy |
0/20 |
|
|
Transference |
0/20 |
|
|
Transformation |
0/20 |
|
Stat Growth Intervals by Race
|
|
CON |
DEX |
DIS |
LOG |
INT |
STR |
AGL |
INF |
|
AUR |
|
Base |
20 |
10 |
25 |
25 |
25 |
20 |
15 |
20 |
30 |
15 |
|
Dark Elf |
18 |
15 |
23 |
25 |
25 |
20 |
20 |
20 |
30 |
15 |
|
Dwarf |
25 |
7 |
28 |
25 |
25 |
25 |
10 |
18 |
33 |
15 |
|
Elf |
15 |
15 |
20 |
25 |
25 |
20 |
18 |
23 |
30 |
20 |
|
Giant |
23 |
8 |
25 |
25 |
27 |
25 |
13 |