Cleric
A Cleric , is a person authorized to perform the sacred rituals of a religion, especially as a mediator agent between humans and one or more deities. They also have the authority or power to administer religious rites; in particular, rites of sacrifice to, and propitiation of, a deity or deities. Their office or position is the Clerichood, a term which also may apply to such persons collectively.
Clerics have existed since the earliest of times and in the simplest societies, most likely as a result of agricultural surplus and consequent social stratification. The necessity to read sacred texts and keep temple or church records helped foster literacy in many early societies. There is no common definition of the duties of Clerichood between faiths; but generally it includes mediating the relationship between one's congregation, worshipers, and other members of the religious body, and its deity or deities, and administering religious rituals and rites. These often include blessing worshipers with prayers of joy at marriages, after a birth, and at consecrations, teaching the wisdom and dogma of the faith at any regular worship service, and mediating and easing the experience of grief and death at funerals - maintaining a spiritual connection to the afterlife in faiths where such a concept exists. Administering religious building grounds and office affairs and papers, including any religious library or collection of sacred texts, is also commonly a responsibility. The terms priest and priestess are sufficiently generic that they may be used in an anthropological sense to describe the religious mediators of an unknown or otherwise unspecified religion.
In many religions, being a Cleric is a full-time position, ruling out any other career. Devotion to one's deity is often absolute in order to gain the enlightenment and direct channel to that deity that often accompanies it.
The Cleric, is the backbone of any spiritual society. They are the Caretakers of the wounded, weary and hungry among the "Good Aligned" people. They are the Harbringers of Divine Punishment among the 'Evil" Races. Many consider Clerics the Word of the Deities.
A Cleric is the Conduit used by a Divine Entity to enact its will upon the world. Be that to Protect or Destroy depends entirely upon the Deity. In either case, the Cleric is the Hand of Divinity.
They have many tools at their disposal granted to them. They can wear up to Chain in armor (d2) (Roleplay wise they can and DO), but have a Single Weapon type befitting their Deity (no Long longbow tho), and an array of helpful and harmful spells. Magic Resistance of 2 is allowed.
They cast from Divine Magic and can heal themselves and those around them. They too can grant their companions endurance and food. Not all spells are helpful, however. A priest can call down the wrath of their deity upon an enemy as well.
Check with your sim rules and the Guild you are looking to Join for individual rules for ranking and a full list of weapons and races allowed to this class.
Clerics have existed since the earliest of times and in the simplest societies, most likely as a result of agricultural surplus and consequent social stratification. The necessity to read sacred texts and keep temple or church records helped foster literacy in many early societies. There is no common definition of the duties of Clerichood between faiths; but generally it includes mediating the relationship between one's congregation, worshipers, and other members of the religious body, and its deity or deities, and administering religious rituals and rites. These often include blessing worshipers with prayers of joy at marriages, after a birth, and at consecrations, teaching the wisdom and dogma of the faith at any regular worship service, and mediating and easing the experience of grief and death at funerals - maintaining a spiritual connection to the afterlife in faiths where such a concept exists. Administering religious building grounds and office affairs and papers, including any religious library or collection of sacred texts, is also commonly a responsibility. The terms priest and priestess are sufficiently generic that they may be used in an anthropological sense to describe the religious mediators of an unknown or otherwise unspecified religion.
In many religions, being a Cleric is a full-time position, ruling out any other career. Devotion to one's deity is often absolute in order to gain the enlightenment and direct channel to that deity that often accompanies it.
The Cleric, is the backbone of any spiritual society. They are the Caretakers of the wounded, weary and hungry among the "Good Aligned" people. They are the Harbringers of Divine Punishment among the 'Evil" Races. Many consider Clerics the Word of the Deities.
A Cleric is the Conduit used by a Divine Entity to enact its will upon the world. Be that to Protect or Destroy depends entirely upon the Deity. In either case, the Cleric is the Hand of Divinity.
They have many tools at their disposal granted to them. They can wear up to Chain in armor (d2) (Roleplay wise they can and DO), but have a Single Weapon type befitting their Deity (no Long longbow tho), and an array of helpful and harmful spells. Magic Resistance of 2 is allowed.
- (A cleric can use the single chosen weapon, plus the HUD and a Single limited power artifact such as a wand or book. If the chosen weapon is two handed then no other hand carried item can be used.
They cast from Divine Magic and can heal themselves and those around them. They too can grant their companions endurance and food. Not all spells are helpful, however. A priest can call down the wrath of their deity upon an enemy as well.
- No Spells are allowed to be cast from the Air unless that cleric is engaged in Air to Air combat.
Check with your sim rules and the Guild you are looking to Join for individual rules for ranking and a full list of weapons and races allowed to this class.
Druid
The Druid is a Nature Priest. An individual that allows the forces of Nature to utilize them to serve the will of Nature itself. These can be divided into two basic categories, the Druid and the Shaman.
The Druid channels the elemental forces of nature, most notably Fire, Water, Air and Earth. All their abilities, spells and weapons are derived from one or more of those forces. Its not unheard of for certain types of druids to channel more ethereal forces like Time and Space but the overall effect is essentially the same.
Druids have the ability to shape-shift into animals that correspond to their mythos. They gain forms as they advance in their Art with a maximum of 4 at Arch Druid. They can fight in that form and use Beast Claws.
Spells usable by Druids normally reflect their elemental choice. Fireballs or Walls of Flame for a Fire Druid. Sheets of Ice or Crashing Waves for Water Druids. Healing is an important part of druidism and many druids fill the role of Spiritual leader and Healer on a Battlefield.
Druids can wear D1 (leather armor) and use any single weapon type that fits their Attunement. Any Class can use a Staff as their Chosen Weapon. They get a MR (Magic Resistance) of 2.
Both Shaman and Druid have the ability to Banish. Druids can Banish Elementals and Shaman
can Banish Spirits. This ability however is not usable on the Battlefield until Archetype level.
They Both can also Beseech (this is often in the form of trading favors) lesser members of their respective Forces to Aid them. Elementals for Druids and Ancestor Spirits or Spirit Guides for Shaman. (This is a RP ability)
Druids can Summon Elementals to aid them. at lvl 2 they can summon Wisps (according to their Attuned Element), at lvl 3 they can summon Weirds (according to their attuned element), at lvl 4 they can summon Elementals or Greater Weirds (according to their attuned elementt)
The Druid channels the elemental forces of nature, most notably Fire, Water, Air and Earth. All their abilities, spells and weapons are derived from one or more of those forces. Its not unheard of for certain types of druids to channel more ethereal forces like Time and Space but the overall effect is essentially the same.
Druids have the ability to shape-shift into animals that correspond to their mythos. They gain forms as they advance in their Art with a maximum of 4 at Arch Druid. They can fight in that form and use Beast Claws.
Spells usable by Druids normally reflect their elemental choice. Fireballs or Walls of Flame for a Fire Druid. Sheets of Ice or Crashing Waves for Water Druids. Healing is an important part of druidism and many druids fill the role of Spiritual leader and Healer on a Battlefield.
Druids can wear D1 (leather armor) and use any single weapon type that fits their Attunement. Any Class can use a Staff as their Chosen Weapon. They get a MR (Magic Resistance) of 2.
- Examples would be Tridents or Nets for Water types. Swords or Axes for Fire types. Sickles, staves or Cudgles for Earth types. Whips, Rapiers, Bows or Spears for Air types.
Both Shaman and Druid have the ability to Banish. Druids can Banish Elementals and Shaman
can Banish Spirits. This ability however is not usable on the Battlefield until Archetype level.
They Both can also Beseech (this is often in the form of trading favors) lesser members of their respective Forces to Aid them. Elementals for Druids and Ancestor Spirits or Spirit Guides for Shaman. (This is a RP ability)
Druids can Summon Elementals to aid them. at lvl 2 they can summon Wisps (according to their Attuned Element), at lvl 3 they can summon Weirds (according to their attuned element), at lvl 4 they can summon Elementals or Greater Weirds (according to their attuned elementt)
Monk
The Monk is devotee to personal and spiritual perfection. They strive to hone their minds and bodies to become the perfect divine vessel.
Monks are the first step to any of the Priest classes. All priests start here, from here they choose their Path. Be it Cleric, Druid or Shaman. (All described in their own cards)
They wear no armor but can use any weapon.
Monks are the first step to any of the Priest classes. All priests start here, from here they choose their Path. Be it Cleric, Druid or Shaman. (All described in their own cards)
They wear no armor but can use any weapon.
Shaman
A Shaman is a Nature Priest that focus upon the Animal Kingdom and their Ancestors. Rather than calling upon Fire or Water they call upon an Animal Totem or an Ancestral Spirit Guide. Common Animal Totems are the Bear, the Wolf and the Raven. No particular Animal Totem is Good or Evil just as no particular Elemental Force is Good or Evil. Its the Priest that makes the difference in Druidism.
Spells commonly used by Shamans might be granting food to ones companions or creating huge Claws and teeth to gnaw down and enemy. As with all druidism healing is an important part of Shamanism and they often serve as Spiritual leaders and Healers on the Battlefield.
Shaman have the ability to shift into their Totem Animal upon reaching Shaman level. They can fight as that form and use Beast Claws.
Shaman can wear D1 (leather armor) and use any single weapon type that fits their Attunement. Any Class can use a Staff as their Chosen Weapon. They get MR (Magic Resistance) of 2.
Both Shaman and Druid have the ability to Banish. Druids can Banish Elementals and Shaman can Banish Spirits. This ability however is not usable on the Battlefield until Archetype level.
They Both can also Beseech (this is often in the form of trading favors) lesser members of their respective Forces to Aid them. Elementals for Druids and Ancestor Spirits or Spirit Guides for Shaman. (This is a RP ability)
Spells commonly used by Shamans might be granting food to ones companions or creating huge Claws and teeth to gnaw down and enemy. As with all druidism healing is an important part of Shamanism and they often serve as Spiritual leaders and Healers on the Battlefield.
Shaman have the ability to shift into their Totem Animal upon reaching Shaman level. They can fight as that form and use Beast Claws.
Shaman can wear D1 (leather armor) and use any single weapon type that fits their Attunement. Any Class can use a Staff as their Chosen Weapon. They get MR (Magic Resistance) of 2.
- Shamanistic examples would be Claws, Bows, Daggers, Short Swords, Staves and Spears
Both Shaman and Druid have the ability to Banish. Druids can Banish Elementals and Shaman can Banish Spirits. This ability however is not usable on the Battlefield until Archetype level.
They Both can also Beseech (this is often in the form of trading favors) lesser members of their respective Forces to Aid them. Elementals for Druids and Ancestor Spirits or Spirit Guides for Shaman. (This is a RP ability)