The Cleric. This class bears resemblance to religious orders of medievil times. All clerics have their own 'spells' or 'prayers' in which they invoke the name of their God. These are bestowed upon them for correct and diligent prayers, deeds and worship. All clerics have certain holy (or unholy) symbols which to aid them, serving not only as a symbol of their faith, but also as the tool which they use to call on the powers of their God. The Gods of the realms are - The 'All God' Supreme ruler of the panthenon. Good, and Just. The Creator. The Father. Seeker God of Light. Destructor of Undead. Reorx God of Dwarves, Gnomes, Halflings, Technology. Antaaries. Goddess of Nature and Healing, Goddess of Elves. Bahamut. God of Good Dragonkind. Thoth. God of All Knowledge. The Elemental Gods (The Lesser Gods) Air, Earth, Water, Fire and Time. Taalandrix God of Mischief, Thieves, Tomfoolery, Fun and Practical Jokes. Lolth Goddess of Spiders, Dark Elves, Night and Darkness. Ares God of War, Bloodshed. Death. God of Disease, the Undead, and Eternal Death and Damnation. Tiamut Goddess of Evil Dragonkind. Another important attribute of good aligned clerics is their ability to turn away the 'undead' and less powerful 'demons' and 'devils'. The 'undead' are: ghasts, ghosts, ghouls, liches, mummies, shadows, skeletons, spectres, wights, wraiths, vampires, zombies, and the like. Such have the power to drain the life escence from people. Their touch can be deadly cold, and their state of decay can easily transmit disease. Such are raised to their 'unliving state' by evil clerics, and evil mages who study necromancy. Such serve as guardians, but some are free willed - these are the most evil and dangerous. Not only do such have the powers that they once had when alive, but enhanced abilities due to their undead states. Vampires and Liches serve the greatest threat, but it is known that several other types of undead can be free willed and just as powerful - mummies, ghosts, and spectres. Clerics can also enchant items, scribe scrolls, and brew potions in the same way as mages. (See help mages /enchant). Upon reaching 30th level, a cleric may build a religious stronghold. This fortified place must contain a large temple, cathedral, or church. It can be an abbey, a monastery, a castle, or the like. When this is achieved, he will automatically attract a body of NPC followers - fanatical loyalists who serve so long as the cleric maintains his standing with the deity he worships. Table 1: Clerics Level Titles and Experience ------------------------------------------------------------- Level Clerics Titles Exp for Level ------------------------------------------------------------- ------------------------------------------------------------- 1 the Utter Newbie 1014 2 the Humble Acolyte 2502 3 the Devout Acolyte 3200 4 the Humble Decon 4224 5 the Devout Decon 5727 6 the Humble Servant 7935 7 the Devout Servant 11176 8 the Humble Disciple 15936 9 the Devout Disciple 22925 10 the Humble Adept 33187 11 the Devout Adept 48256 12 the Humble Curate 70382 13 the Devout Curate 102871 14 the Humble Canon 150575 15 the Devout Canon 220623 16 the Humble Preceptor 323477 17 the Devout Preceptor 474502 18 the Humble Priest 696260 19 the Devout Priest 1021879 20 the Humble Patriarch 1500000 21 the Devout Patriarch 2000000 22 the Humble Clerist 2520000 23 the Devout Clerist 3060000 24 the Humble High Clerist 3620000 25 the Devout High Clerist 4200000 26 the Humble High Priest 4800000 27 the Devout High Priest 5420000 28 the Humble Prophet 6060000 29 the Devout Prophet 6720000 *1 Pretitle Apostle. Titles may vary from 'God' to 'God' ------------------------------------------------------------- Clerics are the next best in combat, after thieves, as they are permitted to wear any armour types (may vary dependant upon the God they worship). Clerics gain 9 hit points per point of constitution raised, and wield mostly crushing weapons (again varying dependant upon the God worshiped). Clerics can employ a fair number of magical items including most potions; clerical and 'protection scrolls'; most rings; some wands, rods, and staves; many other magical items; and other magical weaponry (dependant upon the ethos of the God served). Their powers are not totally devoted to healing, however; thiers rival even mages in this case. Each diety has influence in the realms through their servants the clerics. Each power has a recognised name and type depending upon the description of that influence - these are called 'spheres of influence', as opposed to the magic-user 'school' equivalent. Spheres of Influence. Explanation HEALING SPHERE - This covers all types of healing from the healing of wounds, to diseases, and poisons both natural and magical in nature. NECROMANCY SPHERE - This sphere delves in the undead and the evil nature of mankind and his soul. Necromancy is sometimes not evil, however, but can also be used to restore full life to a dead comrade, as in the example of 'raise dead' or 'resurrection'. COMBAT SPHERE - Clerics have certain attack spells which they use to defend not only themselves, but others as well. Such spells include 'flamestrike' to 'spiritual hammer'. STELLAR SPHERE - All that is involved with extra- spacial travel, the sun, moon, stars, and the heavens is encompassed within this sphere of influence. 'Sunray', the 'Astral Spell', 'Dimensional Folding', to 'Light' spells are within this sphere. PROECTION SPHERE - As one of the primary roles of a cleric is the proector as well as the healer, the 'protection sphere' contains such spells as 'protection from level draining', 'protection from fire', to the simple 'sanctuary' spell. NATURE SPHERE - All plant, animal, and elemantal influences from the Gods are felt within this sphere. Such spells are 'Plant door', 'Bark skin', as well as 'Charm Animals', and 'Create food and water'. DIVINATION SPHERE - A cleric, being in favour with the deity that he worships, is able to gain divine help in answering problems that face him. This sphere allows answers of the type of that information which is normally hidden to mortal eyes, such as detecting magic, augury spells, etc. Angel, September 1993.