The Statistical Cleric’s Guide
By Tavarion Wintersdream
PART I: Advice to Clerics
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When you enter the character manage to begin creating your character, you will see a row of ten random numbers. The first three numbers will be between 50 to 90, the next three between 40 and 60, the next three between 20 and 50, and the last between 20 and 100. Out of a possible total of 700, you will want to aim for a total of 630 or better. The total score is more important than any individual statistic, so you do not want to take a low cumulative total just because one number is 100. Ideally, your first three numbers should all be above 80, the last number should be in the 90's, and no number should be below 30. While sitting in front of a computer re-rolling for several hours seems like quite a long time, think of it as an investment. A character reaching legend has spent 100’s or, more likely, 1000’s of hours in Gemstone. Spending a few hours ahead of time to ensure the viability and enjoyability of your character is therefore a very good idea. However, it’s not expected that you spend this amount of time on your first character. It’s quite common for people to roll up a quick-genned character and explore Gemstone for a while to decide what kind of character they want, or to re-roll that character several times until they have one with which they’re happy. It’s much better to re-roll if a character’s flaws begin to bother you, than to stop enjoying the game later on due to an unplayable character.
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For those who enter Elanthia with the idea of creating a character that can survive to Legend and beyond, it is important to choose the stat order that will maximize your statistical advantages and that will allow for an enjoyable youth as well as long-term growth. Stat orders are somewhat dependent on your choice of race, as you will want to place a high roll in stats that grow slowly and a low roll in stats that grow quickly. The ten statistics are: AURA: AUR is a very valuable statistic. It earns double Training Points, determines your spirit (AUR statistic divided by 10, rounded up at .5), and adds to your TD vs. elemental warding attacks. It also grows very slowly for clerics, so it deserves the highest roll. DISCIPLINE: DIS is also very valuable. It also earns double Training Points, and helps determine how much field experience your mind can hold, as well as how quickly it absorbs it. It grows somewhat quickly for clerics, so it should be given the 3rd highest roll. WISDOM: WIS determines how much mana a cleric receives, so it is important for it to be given a high number. Since it receives an automatic profession bonus of +10, it should be given the 4th highest roll. DEXTERITY: DEX is of middling importance to clerics. It determines one’s attack strength with bolt attacks, aids in avoiding maneuver attacks and can reduce one’s roundtime. However, it grows the slowest out of all statistics, so should usually be given the 5th highest roll. STRENGTH: STR is a rather important statistic. It adds its bonus to your attack strength with a weapon and is a determinant in how much you can carry before becoming encumbered. For races whose STR grows quicker than their REF, it should be given the 2nd highest roll; for races with a quicker STR, it should be given the 6th highest roll. REFLEX: REF is another important statistic. It adds its bonus to your defensive strength, aids in avoiding maneuver attacks and can reduce one’s roundtime. Since it grows so slowly, it should be given the 2nd highest roll for races with quick-growing STR, and 6th highest roll for races with slow-growing STR. A typical beginner’s mistake for giantman/dwarves is to choose a high STR and low REF, as this causes your STR to max out early and your low REF to lead to poor defenses. CHARISMA: CHA is a rarely used statistic, purportedly affecting the prices you’re quoted by some merchants, but its effects seem rather negligible. Its main importance is as a source of always-needed mental TPs. INTELLIGENCE: INT affects how quickly one absorbs field experience while not on a node. Since the main importance of CHA and INT are as a source of mental TPs, they should be placed in reverse order of their stat growth rates, so as to put a higher stat in the one which grows the slowest, to maximize one’s training points. LOGIC: LOG is a determinant in how much field experience one can hold, as well as a factor in how quickly one absorbs field experience. It receives an automatic profession bonus of +10, and generally grows quickly, so it should be given a placement to maximize its growth. CONSTITUTION: CON affects how much one learns from physical training, determines the maximum amount of health points one can have, and adds to one’s defense vs. disease/poison attacks. Since most races have a healthy CON growth rate, and it produces only physical TPs, this stat should be placed last. For the various races, my suggested stat order is:
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Dark Elf |
AUR |
STR |
DIS |
WIS |
REF* |
DEX* |
CHA |
LOG |
INT |
CON |
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Dwarf |
AUR |
REF |
DIS |
WIS |
DEX |
STR |
CHA |
LOG |
INT |
CON |
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Elf |
AUR |
STR |
DIS |
WIS |
DEX* |
REF* |
CHA |
LOG |
INT |
CON |
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Giantman |
AUR |
REF |
DIS |
WIS |
DEX |
STR |
CHA |
LOG |
INT |
CON |
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Half-Elf |
AUR |
REF* |
DIS |
WIS |
DEX |
STR* |
CHA |
LOG |
INT |
CON |
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Halfling |
AUR |
STR |
DIS |
WIS |
DEX |
REF |
CHA |
LOG |
INT |
CON |
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Human |
AUR |
REF |
DIS |
WIS |
DEX |
STR |
CHA |
LOG |
INT |
CON |
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Sylvankind |
AUR |
STR |
DIS |
WIS |
DEX |
REF |
INT |
CHA |
LOG |
CON |
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* These stats can be safely switched, if so desired. As you age, you will see your statistics growing. Here is how stat growth works: Each statistic for each race has a Growth Interval (GI) assigned to it. One you know that GI, you know the complete growth rate for that statistic. A statistic will grow once every level until it reaches 2*GI, then every other until it reaches 3*GI, every third until it reaches 4*GI and so on. To be precise, a statistic does not look at when it last grew to determine when it will grow again, but whether the level is divisible by its rate, leading to some oddities when one reaches a transition point. The growth intervals for a cleric are as follows:
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CON |
DEX |
DIS |
LOG |
INT |
STR |
REF |
CHA |
WIS |
AUR |
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Dark Elf |
18 |
15 |
30 |
25 |
18 |
20 |
20 |
15 |
30 |
15 |
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Dwarf |
25 |
5 |
35 |
25 |
20 |
25 |
10 |
13 |
33 |
15 |
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Elf |
15 |
15 |
25 |
30 |
22 |
20 |
17 |
10 |
32 |
20 |
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Giantman |
25 |
8 |
30 |
25 |
20 |
25 |
13 |
15 |
30 |
15 |
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Half-Elf |
20 |
12 |
28 |
25 |
20 |
22 |
17 |
17 |
30 |
15 |
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Halfling |
25 |
15 |
25 |
23 |
20 |
15 |
20 |
18 |
30 |
15 |
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Human |
22 |
10 |
30 |
25 |
22 |
22 |
15 |
15 |
30 |
15 |
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Sylvankind |
18 |
15 |
25 |
25 |
20 |
15 |
20 |
20 |
30 |
18 |
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From the growth intervals, it’s possible to create a growth chart that tells you when each statistic will grow. For example, here is the growth chart for a giantman cleric:
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GI |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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CO |
25 |
20-49 |
50-74 |
75-99 |
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DE |
8 |
----- |
20-23 |
24-31 |
32-39 |
40-47 |
48-55 |
56-63 |
64-71 |
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DI |
30 |
20-59 |
60-89 |
90-99 |
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LO |
25 |
20-49 |
50-74 |
75-99 |
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IN |
20 |
20-39 |
40-59 |
60-79 |
80-99 |
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ST |
25 |
20-49 |
50-74 |
75-99 |
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RE |
13 |
20-25 |
26-38 |
39-51 |
52-64 |
65-77 |
78-90 |
91-99 |
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CH |
15 |
20-29 |
30-44 |
45-59 |
60-74 |
75-89 |
90-99 |
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WI |
30 |
20-59 |
60-89 |
90-99 |
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AU |
15 |
20-29 |
30-44 |
45-59 |
60-74 |
75-89 |
90-99 |
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For example, a giantman cleric’s CON will grow every level from 20-49, every other from 50-74, then every third from 75-99. If I have 74 CON at level 25, it will grow to 75 at level 26 (26 is divisible by 2, and 74 is under the 2 column), to 76 at level 27 (divisible by 3), then to 77 at 30 (divisible by 3). Your race will determine your stat bonuses, spirit regeneration rate, health points and a number of other variables. Most rolls in Gemstone check your stat bonus, not the actual stat, which is calculated as: Int[(Statistic-50)/2] + Racial Bonus, where Int indicates truncation of any fraction. The racial bonuses are as follows:
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CON |
DEX |
DIS |
LOG |
INT |
STR |
REF |
CHA |
WIS |
AUR |
HPF |
Max Hps |
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Dark Elf |
-5 |
+10 |
-10 |
0 |
+5 |
0 |
+5 |
-5 |
+5 |
+10 |
5 |
120 |
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Dwarf |
+15 |
0 |
+10 |
+5 |
0 |
+10 |
-5 |
-10 |
0 |
-10 |
6 |
140 |
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Elf |
0 |
+5 |
-20 |
0 |
0 |
-5 |
+15 |
+15 |
0 |
+5 |
5 |
130 |
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Giantman |
+10 |
-5 |
0 |
0 |
-5 |
+15 |
-5 |
+5 |
0 |
-5 |
7 |
200 |
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Half-Elf |
0 |
+5 |
-5 |
0 |
0 |
0 |
+10 |
+5 |
0 |
0 |
5 |
135 |
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Halfling |
+10 |
+15 |
-5 |
+5 |
+10 |
-20 |
+10 |
-15 |
0 |
-5 |
4 |
100 |
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Human |
0 |
0 |
0 |
+5 |
+5 |
+5 |
0 |
0 |
0 |
0 |
6 |
150 |
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Sylvankind |
0 |
+5 |
-5 |
0 |
0 |
0 |
+5 |
+5 |
0 |
+5 |
5 |
130 |
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A beginning character will start off with health points equal to your (STR statistic + CON statistic)/10. Each physical training will then add your race’s health point factor (HPF) plus your CON bonus divided by 10 to your health points. The maximum number of health points you can have is the Max HP from the table for your race, plus your CON bonus. Having a reputation for prowess as fighters as well as having fairly swift spirit regeneration, giantmen and dwarves are probably the most widely represented races among clerics. Half-elves and humans are also good choices, lacking some of the penalties of giantmen and dwarves and also having a robust spirit regeneration rate. Halflings, although having a rather rapid spirit regeneration rate, suffer from a severe strength penalty. The three elven races are not very common among clerics, due to their fairly slow spirit regeneration rate. When choosing a race for your cleric, you should first look at roleplaying considerations. If you already have a picture in your mind of the type of cleric you want, there may be one race better suited to it than another. A warrior-cleric of Voln may do well as a giantman, where a wandering cleric of Eonak would probably be a dwarf. A scholarly priest of Marlu would likely be a dark elf, while a worshiper of Imaera who saw tarts as a gift from his goddess would undoubtedly be a halfling. A cleric is the servant of the gods. He receives his power from them in reward for his devotion and service. When creating a new cleric in Elanthia, you should spend some time learning about the various gods of the realm and make a decision which god or goddess you will serve. For those just starting out, here is a short reference of the major deities of Elanthia. I would recommend that you spend some time roaming the various websites to gain more information on whichever deity you decide to serve. One which I highly recommend is Laranna’s Lair, found at http://www.mystikal.com/laranna/. The Pantheon of Liabo - While generally thought of as the "good" deities, those deities included in this pantheon are merely those who recognize fealty to Koar.
The Pantheon of Lornon - While generally thought of as "evil", these deities are merely those who have chosen not to recognize Koar as their king
Besides these, there exist many lesser gods: Onar, patron of assassins; Voln, patron of those who fight the undead; Jaston, lord of the air and birds and Leya, patron of the amazons, to name a few. In building up your character, you are encouraged to research a god that fits your character’s personality, and come up with a background for your character. Come up with why your character chose to worship that deity and how he came to start worshiping him. Most deities have shrines around the town of Wehnimer’s Landing, and almost all have an altar in the temple in Icemule Trace. If you have questions you can’t find answered, ask in the message boards or find a fellow cleric in the game wearing a symbol of the deity you serve. One of the things that sets clerics apart from other professions, and the aspect that gives us great opportunity for roleplaying is our service to deities.
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Now that you’ve rolled up your cleric and decided what kind of cleric he will be, you need to decide what skills you will train in. Training in the proper skill-set is a vital part of becoming an effective cleric. Clerics, more so than any other profession, have the ability to train in non-standard skills in order to develop their character in a unique way, but there still exist certain skills that are necessary to train in to become a capable cleric. Skills are purchased with mental and physical training points. Mental training points = Int[AUR + DIS + WIS + LOG + INT + CHA] Physical training points = Int[AUR + DIS + STR + REF + DEX + CON] Some of the skills, primarily the magically-oriented ones, can be trained in more than once each level. The second training that level costs double the stated cost, the third training that level costs quadruple the stated cost. (For example, one training in Spell Research costs 10 MTPs; the second training will cost another 20 MTPs, and the third training will cost another 40 MTPs.) Think long-term when considering double-training in a skill. It may be worthwhile to double-train in a skill that one will continue to always train in, such as first aid, but it is unwise to double-train in a skill that will eventually reach a maximum, such as physical training. One training option that is used quite often is to exchange PTPs for MTPs, or vice versa, on a two-for-one basis. This exchange is automatically prompted for when one seeks to train in a skill for which they have insufficient TPs of one variety. For most skills, skill training has a diminishing returns effect. Training in a skill will add +5 to your skill bonus for the first 10 trainings in that skill, +4 for the next 10, +3 for the next 10, +2 for the next 10, and finally +1 for all other trainings. Some skills are rank-based rather than bonus-based. This means that there is no diminishing returns effect, since the number of times one trains in that skill is important, not the skill bonus. Examples of this are Combat Maneuvers, which adds 0.5 AS for each training, and Physical Training, which adds a certain number of health points each training, regardless of the skill bonus. Then numbers in parentheses are the (PTP, MTP) cost of a training in that skill and the suggestions are based on what your average cleric should train in. Non-standard training patterns are discussed below.
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Armor Use (5, 1) |
Clerics may wear up to Double Leather (AsG 8), leather armor which covers your entire body, with no spell hindrance. To remove the 2-second RT penalty, it is necessary to train up to 30 armor use (6 trainings). Heavier armor types will reduce the amount of damage you suffer from being hit, but will cause you to suffer spell failure and reduce your maneuverability to special attacks. Train six times in this by your 10th level or so, using your excess training points after training in the necessities. |
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Shield Use (5, 1) |
Using a shield adds a significant bonus to your defense. Training in shield use will magnify the benefit of using a shield. It is recommended that you train every level in shield use. At higher levels (40+ trainings), shield use adds only minutely to your defenses and can be skipped occasionally if needed. |
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Edged Weapons (6, 1) Blunt Weapons (5, 1) Polearms (12, 1) Two-handed Weapons (13, 2) |
As clerics will spend most of their lives swinging a weapon, it is recommended that you pick a weapon type and train once every level in that type. While two-handed weapons and polearms are used by some clerics, by far the most popular choice is a one-handed weapon, either edged or blunt. While blunt weapons are a popular choice among clerics due to their slighly lower training cost, edged weapons are available in a much wider variety and enhanced edged weapons are much easier obtained than corresponding blunt weapons. Without fail, train every level in your chosen weapon type. |
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Brawling (7, 2) |
Brawling allows you to maintain an attack and defense with an open hand, as well as adds to your skill with certain society abilities. For those who like to have one hand free to pick up treasure while hunting with spells, this skill might be helpful; for actual use in combat, a weapon beats a bare fist. For most clerics; however, the training points are much more useful elsewhere. |
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Ranged Weapons (12, 1) Thrown Weapons (12, 1) |
Those looking for versatility in combat may also train in a missile weapon style. Note that thrown weapons are not currently implemented and that ranged weapons were but recently added and are still going through many changes in their implementation. Few clerics train in these weapon styles, as the cost of training both in a melee and missile weapon style is high, and missile weapons have yet to be proven effective. |
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Two-weapon Combat (14, 12) |
This skill allows you to wield two weapons at once, with the attack strength of the right-hand weapon being determined by the applicable weapon skill (blunt, edged, etc.), and the attack strength of the left-hand weapon determined by the lesser of the applicable weapon skill and two-weapon combat skill. Not recommended. |
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Combat Maneuvers (9, 4) |
This skill serves two purposes: It adds +1 AS for every 2 trainings in the skill, and it adds to your ability to dodge maneuver attacks. Since clerics generally need every bit of AS they can generate, and since maneuver attacks are the leading cause of death in post-legend hunting, it is strongly recommended that you train every single level in this skill. |
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Multi-Opponent Combat (10, 4) |
If an engagement system is implemented, one’s degree of knowledge in this skill will determine how much defense they have against multiple opponents. Currently, this skill does absolutely nothing, and hence, training in it is not recommended |
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Climbing (4, 1) |
Some obstacles will require a certain level of skill in climbing to pass. Currently, this skill is rather under-utilized, but because of new areas being discovered that require a certain degree of proficiency in this skill, it is recommended that you have 50 skill (10 ranks) by your early 20’s, and eventually 15-20 ranks in this skill. |
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Swimming (3, 1) |
Some areas require one to pass through a lake or stream in order to enter, and not all areas allow one to walk on water (see spell 112). It is recommended that you gain 2 ranks in this skill early on, as that allows you to pass through certain basic watery obstacles, and eventually gain 10-15 ranks in this skill. |
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Disarm Traps (2, 7) |
Allows one to find and disarm traps on boxes. Not recommended for most clerics. |
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Pick Locks (2, 8) |
Allows one to pick locks on boxes. Not recommended for most clerics. |
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Stalk & Hide (5, 4) |
Allows one to hide and remain hidden, either to ambush or to perform certain rituals which must be done in secret. Clerics training in ambush will also train in this, otherwise, clerics will not train in this skill. |
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Perception (0, 3) |
Perception has a number of uses, primarily detecting traps, finding hidden openings and spotting someone’s hand in your pocket. For most clerics, the primary use will be for spotting hidden openings, for which 10 ranks by your mid-teens, and occasional training thereafter is sufficient. |
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Spell Research (0, 10) |
Each training in spell research advances you one spell level in the circle you choose to train in. For the first 20 levels, this generally means a new spell for each training, although as one gets older, it becomes necessary to train in the empty spell slots (21-24, for example) in order to gain the upper level spells. Each level, clerics generally double-train in this skill. The recommended order in which to gain spells is discussed below. |
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Scroll Reading (0, 3) |
Scrolls, found as treasure on creatures, may contain useful spells. This skill affects how easily one can invoke a scroll (discussed below) and how high a level spell one can read off of a scroll (In order to read a spell of level N, one must have N ranks of scroll reading). One’s success with Living Rune (Spell 208) is based partially on one’s skill with reading scrolls. This is not a crucial skill and does not have to be trained in during one’s early life, but I would recommend eventually gaining 20+ ranks in this skill. |
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Magic Item Use (0, 3) |
Magic item use skill is required to activate wands and other items activated by waving. While clerics will generally not be using such items in combat, one may wish to have someone imbed protective spells for them in such items, and hence, it is recommended that one have some basic training in this skill: 8-10 ranks by sometime in your 20’s, and eventually 20+ ranks. |
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Mana Sharing (0, 2) |
This skill affects how well one can channel mana or spirit. When channeling mana, the applicable formula is (Amount sent)*(Sender’s Skill%)*(Recipient’s Skill%) = Amount received. [For example, if Joe Sender with 70 skill attempts to send 48 mana to Jane Recipient with 90 skill, she will receive (48*0.70*0.90 = 30.24) 31 mana.] When sending spirit by Well of Life (spell 308), one can only raise the recipient up to (skill/10) spirit. One’s success with Living Rune (Spell 208) is based partially on one’s skill with reading scrolls. And most importantly, your chance of failure when raising the dead is (100-skill). If you wish to raise the dead as soon as you are able to learn spell 312, then you will want to have 24 ranks in this skill by level 12. However, with the number of clerics around these days, it’s probably not necessary to do so, and for the sake of saving training points, it’s recommended that you single-train in this skill. Note the some of the more recently implemented cleric spells, most notably Interdiction and Divine Wrath, are said to use mana share as part of the formula for their effectiveness, so the cleric who wishes to use those spells to their maximum extent might want to train a decent amount in this skill, perhaps singling or doubling for life, depending on how much you plan to rely on those spells. |
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Spell Aiming (3, 2) |
Spell-aiming determines one’s effectiveness with bolt attacks, in the same way that training in a weapon determines one’s effectiveness with physical attacks. The only bolt attacks that we can cast (spells 306 and 111) are not strong enough that one could rely upon them solely, but this is a skill that a cleric wishing a secondary attack form could train in. Since we can only single in this skill and will slowly but inevitably fall behind the bolt attack strength of double-training wizards (for whom creatures’ bolt defenses are balanced), it is recommended that you either faithfully train every single level in this skill or not at all. The author does not train at all in this skill. |
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Ambush (12, 12) |
Allows one to target a specific body part during a melee-attack, as well as allowing one to do greater damage while attacking from hiding. Discussed below. |
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Phys Training (6, 0) |
Each physical training will add additional health points, a base amount determined by your race, plus your CON bonus divided by 10. This skill will also cause you to regenerate one additional health point per round for every 20 skill over 100 skill. Single-train in this until you’re comfortable (usually around 100 hps), then train in the skill as points allow, every other or two out of three trainings. NEVER double-train in this skill, as this will waste valuable training points. |
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First Aid (2, 1) |
This skill has two purposes: It increases the probability of successfully skinning a creature, and it allows one to bandage one’s own or someone else’s wounds, stopping or slowing the bleeding. It is also rumored that greater skill may someday increase the value of the skins that we remove from creatures. Either train high enough to be able to bandage simple wounds (10 ranks) and stop, or train every level in this skill. |
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Trading (0, 3) |
Lowers the price one gets when purchasing pawned goods or when purchasing goods from merchants in newer towns and from some special merchants. For its cost, it only lowers your costs very slightly, so most clerics will not train significantly, if at all, in this skill. |
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Pick Pockets (0, 3) |
Allows you to liberate spare change from fellow adventurers. Most clerics will never train in this skill. |
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During the early years, the most commonly used spell training order is as follows: By level 3, one should know 103/202/303. For the next few levels, one should train in Cleric and Major Spirit, so that one knows 103/211/310 at 11th, 103/211/312 at 12th and 103/215/314 at 15th. At this point, a cleric generally switches to the Minor Spirit and Cleric circle, so that one has learned up to 107/215/318 at 19. After that, one generally picks a circle to double-train in until they reach the spell that interests them. A common training regimen to is to train in Major Spirit until 225, Minor Spirit until 120, Cleric until 325 or 330, and then back to Minor until 150. Many other permutations are also possible. Note that many of the clerical spells are now rank-based, meaning they grow as you learn more cleric list spells. Compared to other professions, clerics have a rather low cumulative training cost for their required skills. This allows each cleric, much more so than other professions, to pick a training regimen to make him unique. It is recommended that a young cleric should sit down and plan out his long-term training strategies at the beginning, initially planning where you want to be at level 50, and as you get closer, planning 20 or 30 levels ahead of where you are. As a caveat, one should realize that Gemstone is an ever-changing game and that there is no guarantee that the skills you train in now will not become useless in the future. This is especially true when training in a skill-set that is not typically used by a cleric. Here are a few of the possible training paths that various clerics have chosen to take up, although by no means is this an exclusive list: 1. The cleric who thinks he’s a ranger. One of the more popular paths is to train in ambushing and hiding. This allows one to target their shots and cause more grievous wounds, which compensates for the cleric’s low AS compared to other professions. A cleric will never be able to hide as well as a rogue or ranger, so you will want to gain as much training in hiding as possible, singling from the very beginning, if possible, and working in ambush trainings as possible. Ambush skill (along with combat maneuvers) also allows you to aim your blows from the open, so another route is to forego training in hiding entirely, and train only in ambushing in order to choose where your attacks will land. 2. The cleric who thinks he’s a rogue Those who dislike carrying their boxes around while searching for someone to pick them can opt to train so as to open boxes. However, it should be noted that clerics can only single-train in the necessary skills, so that you would largely be confined to opening boxes of creatures younger than yourself. A cleric following this path should train every single level in perception, disarming and lockpicking. In order to gain the full benefits of the enhancing spells (403/404), a cleric will have to take them from another by using Living Rune (208), so extra training in mana share and scroll reading would be beneficial. 3. The cleric who thinks he’s a warrior While most clerics train so as to balance the spell-casting and physical aspects of the profession, there are several paths that one can follow which emphasize the warrior-side. First, one can choose to wear heavier armor than the standard clerical double-leather, in order to reduce the amount of damage done by successful hits. With the recent change to make heavier armors more attractive, this may be a useful path for those who hunt solely with weapons, but the spell failure makes it much less attractive for those who like a more versatile hunting method of Binding or Blinding as well as swinging a weapon. Note that the cleric spell, Zealot, forces the caster into an offensive stance, so heavier armor may become more attractive in order to diminish the effects of the shots that will inevitably land. Second, one can use a non-standard weapon type: two-handed weapons or polearms. These weapons hit harder, alleviating the effects of a cleric’s lower AS, but one must forego the protection of a shield, as well as paying the higher training costs of the weapon type. Some clerics will train in both a one-handed and two-handed weapon type, for versatility; others train solely in one or the other. 4. The cleric who thinks he’s a pure spell-caster Clerics, although theoretically pure spell-casters, are in practice semi’s, half arms-users, half spell-casters. A cleric’s sole useful attack spell is Repel, which, because of its nature, is ordinarily only useful when hunting several levels below your own. A cleric who seeks to make this spell more useful can increase their CS by triple-training in spell research and over-training in the clerical circle. This is not generally recommended. 40 MTPs for one point of CS is rather steep, and because of the nature of our spells, higher CS only increases the chance of success, as opposed to sorcerers, where increased CS increases the damage done. The low number of older repellable undead also makes this a less attractive option. However, if one is determined to repel for learning in their post-legend years, this is an option. 5. The cleric who thinks he’s a wizard Bolt attacks can be very powerful, and some clerics like to have the added option of using them. Unfortunately, the fact that wizards and sorcerers can double-train in spell aim, while we can only single, means that a cleric’s bolt AS will gradually fall far behind that of a wizard. Additionally, our bolt spells consist of Holy Bolt, which acts like acid on undead and water on the living, and Flare, which is a version of the wizard spell, Major Fire. Neither of these spells are as powerful as the mainstays of a wizard, Minor Fire and Major Shock, so one following this path would have to rely mainly either on a weapon or on wizard wands. Because we can only single-train in spell aim, training half-heartedly is rather pointless. Should one choose to take this path, it’s necessary to put an initial high roll in Dexterity (putting one of the usual top stats lower in the order), train every level in spell aim and train every level or nearly every level in magic item use. 6. The cleric who wants to be a traditional cleric Many clerics wish to solely practice the arts of a cleric, focusing on raising the dead rather than on hunting, and over-training in traditional cleric skills rather than training in skills associated with other professions. To this end, these clerics over-train in mana share, training past 102 in order to better receive mana from others when needed. Also, they train more than usual in first aid, fully doubling and occasionally tripling, so that they can bandage the more difficult wounds earlier in their careers. Spell-training may be changed, so as to get 350 (Resurrection) first, rather than the more common training for 150 (Wall of Force) first. Spare points are used to be more fully trained in tertiary skills like climbing or scroll-reading, or perhaps dabbling in one of the other paths mentioned above. As a personal opinion, I would not recommend this path. Currently, there exist large numbers of clerics in Elanthia, and one who enters the profession planning to spend their time raising the dead and rescuing the helpless will find themselves sorely disappointed when they find themselves not as needed as they thought. Additionally, there is little that overtraining in the various skills adds, as one can train in one of the other paths and still be an effective rescuer and raiser of the dead. Summary: For those who wish to be able to hunt in the post-legend years, I would strongly recommend picking a path that maximizes their weapon skills. Right now, the best path to accomplish that is by training in ambush/hiding, although a sizeable minority of clerics choose to train in two-handed weapon instead, or in a few cases, as well.
As a cleric, you will eventually gain the power of being able to raise the dead. With this power, you also gain the duty to use that power competently and the headache of dealing with a multitude of screaming bodies. Three things to always keep in mind when raising:
Should you be using the Wizard FE, highlighting "slightly different" to alert you when someone’s preservation wears off, "says/exclaims/asks in guild speak" to alert you when other clerics are talking, and "seeping" to alert you of bleeding wounds when diagnosing a corpse will all make your life easier. When a body is dragged in or you come across a body, you should follow these steps:
· . If the tending is giving you a long RT, say so, so that the patient knows what is going on and other clerics do not wonder if the body is being taken care of. If the like-keeping runs out during your RT, make sure that others notice and re-LK the body. If unsure of how successful your tending was, you can always DIAGNOSE <target> FULL again to make sure there are no bleeders left. · . Appraise the patient and look at his spirit. If raising with 312, you need to have 0.75*(corpse’s spirit)+1 to survive; if using 318, you need 0.5*(corpse’s spirit)+1; if using 350 (in which case you probably don’t need this guide), you need 0.25*(corpse’s spirit)+1. All quantities are rounded down, so for example, if the corpse has 9 spirit points, you need to have at least 7 in order to survive raising them with 312. Should you have insufficient spirit points, you will die and immediately decay. · . If all is in order, the body is ready to be raised. Many clerics perform some sort of ritual, from something simple like waving a medallion or kissing the corpse, to something more complex like having a 5-minute conversation with Lorminstra. You can then prep the appropriate spell, cast it at the corpse and watch as he is brought back to life. Other items of importance:
When one has less than their maximum spirit points, they will regenerate spirit off of a node at the following rate: Halfling 2 sp / 3 min Dwarf 2 sp / 3 min Giantman 1 sp / 2 min Half-elf 1 sp / 2 min Human 1 sp / 3 min Sylvankind 1 sp / 4 min Elf 1 sp / 5 min Dark Elf 1 sp / 5 min While on a natural node, the spirit regeneration rate is doubled. Manna bread will cause you to regenerate one extra spirit point every four minutes, regardless of race. Heroism (215) has no effect whatsoever on spirit regeneration.
PART II: General Information about Elanthia Melee Combat Terms: AS Attack Strength DS Defensive Strength AvD Attack vs. Defense, a modifier for the armor’s effectiveness The vast majority of a cleric’s hunting life will be spent in melee combat, swinging a weapon at a creature. Melee combat is resolved by the following formula AS - DS + AvD + d100 = result, where AS = (STR bonus + applicable weapon training + weapon enchantment + CM ranks / 2)*Stance% + spell bonuses, DS = Base DS + Right-hand DS + Left-hand DS Base DS = REF bonus + armor enchantment + spell bonuses + (CM ranks/2)*(1-Stance%) RH-DS = (STR bonus + applicable weapon training + weapon enchantment)*(1-Stance%) LH-DS = Base Shield bonus + [0.25 + (0.75 * (1-Stance%))]*(Shield training/100)*(Base Shield bonus) Base shield bonus = 20 + Shield enchantment Individual DS’s are rounded to the nearest integer before combining them. A negative STR bonus is included in AS, but not in DS. The STR bonus is not included if you are holding a non-weapon. AS and right-hand DS decreases by 25% for every loss of 25% of either your spirit point or hit point total. Stance Percentages Common Magical Metal Bonuses Offensive 100% Mithril +5 Advanced 80% Ora +10 Forward 60% Imflass +12 Neutral 40% Mein/Glaes +15 Guarded 20% Vultite/Eonake/Rolaren +20 Defensive 0% For example, Joe Cleric is carrying an ora mace, and has a STR bonus of +12, blunt weapon training of 40, CM training of 40 (8 ranks) has no spells cast on him and he is in advanced stance. His AS will be: AS = (12 + 40 + 10 + 4)*0.80 = 53 He is also carrying an imflass shield, he has a REF bonus of +3, has shield training of 35 and his armor is not enchanted. His Base DS will be: 3 + 0 + 0 + (4*0.20) = 4 His RH-DS will be: (12 + 40 + 10)*(0.20) = 10 His LH-DS will be: 32 + (0.40*0.35*32) = 36 His DS will therefore be 50. Those wishing a more comprehensive discourse on the nature of combat and more detailed information on the numbers that form the combat system would do well to obtain a copy of Lord Gillaume’s Arms and Armor Guide by searching through the player-created websites available. Weapons that are holy have the special property of being always able to hit undead, as though they were blessed, in the hands of a cleric. Holy weapons can be found in the cleric’s shops of the various towns and from special merchants. White ora weapons sold in the backroom of the cleric’s shop are holy weapons, with a magical metal bonus of +10. Ora weapons sold my the arms shop and dyed white are not. Eonake weapons are the pride of a cleric’s collection and may be obtained from certain traveling merchants; they are holy weapons with a +20 bonus, and can be purchased only from these merchants, not from the shops in the cities. Armor guides can be found in many websites, so I will include only the most widely used armor types, the full-body armors. elem spirit mental action RT CvA AvD (for a falchion) AsG hinder% hinder% hinder% penalty Adder 1 0% 0% 0% 0% 0 25 35 Clothes Robes 8 4% 0% 5% -8% 2 17 34 Leather Double Leather 12 10% 8% 15% -13% 6 8 32 Scale Brigandine Armor 16 20% 15% 25% -18% 9 -2 27 Chain Chain Hauberk 20 25% 25% 30% -35% 13 -13 21 Plate Full plate armor Clerics, being spiritual casters, can wear up to double leather with no chance of spell failure, and hence that is the most widely used armor type among clerics. The RT penalty of armor can be reduced by your armor skill divided by 20, rounded. Should one choose to wear a heavier armor, there is a risk of spell failure. At the casting of each spell, a number is rolled, separate from the combat roll, and if the number is equal to or less than the spell failure percentage, the caster will lose the mana expended with the spell being lost. Roundtimes and Encumbrance Every time you swing a weapon, you will receive a roundtime, a number of seconds wherein you cannot move, swing, cast or perform most other actions. It is calculated in the following fashion: First, every weapon has a base RT. This is determined by the weapon type, the material does not matter. A 20-pound sturdy glaes hammer has the same base RT as an 3-pound flimsy glass hammer. The most common one-handed weapons have a base RT of 5. Next, any RT penalty from wearing armor you are not fully trained for is added in. This penalty can be found above for a few armor types. Next, the system considers encumbrance. One can carry [0.15 + [(STR statistic - 50)/200] + (STR spell bonuses / 100) + (0.05 if dwarven)]*(body weight) without being encumbered. Armor is not included in one’s carrying capacity, except insofar as the armor is more or less than the standard weight of that type of armor (i.e., lightened armor lessens your load, armor made of heavier metals will increase it by the amount of the metal weight). For every (0.05*body weight) lbs over the above quantity, one second will be added to your RT. Besides the RT penalty, encumbrance also makes it more difficult for one to perform physical tasks such as climbing or standing up, and makes it more likely that one will be harmed by maneuver attacks. Then, your RT will be reduced by [(REF bonus + DEX bonus)/15] seconds, rounded. Finally, the RT factors will be added up. The minimum RT is 5 and the maximum RT is 60 seconds. Ambushing will add 3 seconds to the total and a wizard’s Haste spells will subtract 3 or 6 seconds from this total.
Magic: Mana: A cleric will have a maximum amount of mana based on the formula: Mana = Int[Level * Int[(WIS statistic - 40)/2] / 10] So, a level 4 cleric with 93 Wisdom would have Int (4 * 26 / 10) = 10 mana. Mana regenerates at the following rate: On a node: 0.25*(Max mana), rounded Off a node: 0.15*(Max mana), rounded Manna bread or Heroism (spell 215) will regenerate one extra point of mana each minute. Terms: CS Casting Strength TD Target Defense CvA Casting vs. Armor In order to cast a spell that you know, you must first prepare the spell by entering PREPARE <spell number> or PREPARE <spell abbreviation>. Spells initially take 10 seconds to prepare, then 5 seconds when the spell level is three less than your own, then no time at all, when the spell level is six less than your own. After the spell is prepared you cast it by entering CAST AT <target>. The default target, if none is specified, is yourself; something which is not always desired. Major and Minor Spirit spells will cost the spell’s level in mana, with exception of Unstun (108), which casts 0 mana when cast at a stunned target. Most clerical spells will cost their level in mana, the rank-based spells have increasing costs as described in the tomes which can be downloaded from the Simutronics website, Prayer of Holding costs half the target’s level in mana (max 20), and Repel is described below. There exist three types of attack spells in Elanthia: maneuver attack spells, bolt spells and warding spells. Maneuver attack spells are those such as the wizard’s boil earth or the ranger’s spike thorn, for which we do not see the attack roll. Clerics do not, at least presently, have any such attack spells. Bolt spells are the mainstay of wizardly combat, as well as the anomalous Cleric spell 306 and the Minor Spirit spell 111. Bolt spells are resolved much like melee attacks, with the formula of: AS - DS + AvD + d100 = result, with bolt AS = (DEX bonus + Spell Aim skill) * Stance%, and bolt DS = base DS + LH-DS, both as discussed above Almost all attack spells used by a cleric are warding attack spells, which are not aimed or dependent on stance. Warding spells are resolved with the formula of: CS - TD + CvA + d100 = result with CS = (3*level) + (Wisdom bonus) + (# of spells in circle being cast from) + (# of spells in other circle #1)/2 + (# of spells in other circle #2)/2, with each component rounded up separately For example, Joe Cleric is a 6th level giantman with a 90 Wisdom who knows 103/205/306. His casting strength with spell 301 will be: 3*6 + 20 + 6 + 3/2, rounded + 5/2, rounded = 49. The astute observer will notice that the fact that each circle is rounded up separately means that when training to maximize your CS, it advantageous to keep two of your spell circles at an odd number, rather than having all three at even numbers. TD = 3*level + (applicable stat bonus) + (any applicable spells), where the applicable stat bonus is WIS for spiritual spells, AUR for elemental spells and (AUR+WIS)/2 for sorcerer spells. The primary attack spell of the cleric, Repel Undead, differs from most other attack spells in several ways. When this spell is cast on an undead creature of the appropriate age, a warding roll is made. If the creature succeeds in warding, the creature is unharmed, and the spell costs mana equal to half the creature’s level (max 25). If, however, the creature fails its warding with an end result of 150+, the creature will die, decay within a few seconds, and the spell will cost one mana. If the creature fails its warding with a result less than 150, the creature will generally flee from the room and the spell will cost no mana although occasionally the creature will die as if the result was over 150. If the spell is cast in a room from which there are no obvious exits, the creature will "run off" and die without being able to be searched. Additionally, some creatures (phantoms and tree spirits, for example) can only be searched when repelled. Magical items come in three general flavors: Wands, which must be waved; scrolls, which must be invoked, and miscellaneous items, which are activated in a variety of ways: rubbing, tapping, raising or drinking. To use a wand or scroll, one must first activate it. Wands may be activated in either hand, and scrolls require the other hand to be empty. Wand activation roll = d100 + Magic Item Use Skill + Aura Bonus + Realm Bonus - Spell Level Scroll activation roll = d100 + Scroll Reading Skill + Realm Bonus - Spell Level Realm Bonus: +30, if you know the spell +10, if you can learn spells from that spell circle -20, if it’s the same type of magic you cast -30, otherwise For clerics, that means that we gain a +10 bonus for spells in the Cleric and Major and Minor Spirit Circles; a -20 penalty for spells in the Empath, Ranger and Sorcerer Circles, and a -30 penalty for all other spell circles. In order to activate the wand or scroll, one must end up with a 100+ result in the above formulae. A failed attempt does not use up a charge. A waved wand is treated as though you cast that spell at whoever you waved the wand at. An invoked scroll is treated as though you just prepped that spell. Successfully invoking a scroll when a spell is already prepped will have fatal consequences. Miscellaneous magic items require no skill to activate and will simply perform as though you had cast the spell when you activate them. Experience is given to everyone who significantly participated in killing a creature, whether in the same group or not, based on the formula: xp = 100 - 10*(Char’s Level - Creature’s Level), with a minimum xp of zero. This experience is given in the form of field experience, with a character being able to hold in his mind a maximum of : 800 + LOG stat + DIS stat As one’s mind fills up, their mental state goes through various stages based on what percentage of their mind is full: Clear as a bell 0% Fresh and clear 0 – 25% Clear 25 – 50% Muddled 50 – 62% Becoming numbed 62 – 75% Numbed 75 – 90% Must rest 90 – 100% Clerics are able to reach one further state. If, while their mind is completely full, they perform a resurrection, they will reach a state where their mind is "completely saturated". Each minute, a portion of one’s field experience will be converted into real experience. On a node, the absorption rate is: Int[[xp left in mind]/(50-Int(Level/6)) + 12] Off a node, the absorption rate is: [On-node rate]*min[(50 + INT bonus + LOG bonus)/100, 1] Clerics have the unique ability to meditate, which has the benefit of absorbing experience more quickly. Once a cleric begins to meditate, they will gain an additional pulse each minute which converts field experience, in addition to the normal experience pulse. If a cleric’s meditation is interrupted, the timer begins again when he re-meditates. This meditation pulse is based on the cleric’s LOG and DIS bonuses. Death results in the loss of all unconverted field experience, although it is possible to gain field experience while dead. So, if Joe Cleric is a 7th level dwarf with 70 INT, 70 LOG and 90 DIS, the maximum amount of experience he can hold is 960 xp. When totally full, he will absorb 31 xp per minute on a node, and he will absorb 23 xp per minute off of a node. FAME: Fame is an ironically named statistic, since those who hunt solitarily, never socializing, gain it more rapidly, and those who spend their time interacting with people gain it more slowly. Fame has little meaning, except in allowing one to enter Hearthstone Manor when one has 2 million of it. Fame is given to the person who struck the death-blow, and the formula is: 100*(creature’s level)+(xp received from creature) You can only earn fame from creatures from whom you can also earn xp.
The Statistical Cleric Guide is so titled in honor of Sylvendale Thriftfellow, one of the finest scholars in the lands and author of the well-known Statistical Sorcerer Guide. Comments and questions can be emailed to Tavarion@Play.net
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