CONTENTS...

Who is your Character?  Choosing a Name  Getting Started  Experience & Leveling  Silvers  The Collective Houses of Elanthia  Character & Game Info  Breakage  MStrike  Deeds  Crystal Amulets  Danger, Death, & Cheating  Being AFK  Roleplaying  What is a Cleric?  Outfitting your Character  Weapons & Shields  Armor  Hunting  Mana & Spells  The Cleric Shop  Meditation  Appraise  The Gods  Weddings & Rituals  Rolling Up Your Cleric (Stats)  Clerical Skills Training  Basic Training  Clerical Spells  Spell Training  Conclusion  Feedback  Appendix A

DANAY'S TOME FOR CLERIC INITIATES AND NEW PLAYERS

THIS GUIDE AND INFORMATION RESOURCES

Hello brother and sister clerics and/or new players. All of the following
information is compiled from advice from other clerics, reading the message
boards and my own experience. My experience includes over five years of playing
time and a 77th level cleric (plus a few other characters). This is the 4th
edition of the guide. (Winter 2002)

I realize that the information in this guide is a lot to absorb. If you are a
new player, much of it will make little sense to you as you get started. Try to
pick out what you need to know right at the beginning and don't feel overwhelmed
by the rest. I have tried to write this guide in a way that presents various
viewpoints on being a cleric, but it's impossible to not have our own personal
biases show up in such an undertaking.

One of the most valuable resources for new clerics is the Keepers of the Faith
and Cleric Spells folders in the Cleric category, found on the Simutronics
message board. As you play, you will have questions and the cleric folder is a
great place to get them answered. It's also the best way to keep up to date on
game changes that will affect you.

My advice to anyone is to read, read and read some more. Download maps, verb
lists, monster lists, etc. etc. You cannot get everything from one source, but
if you spend the time to read many different guides, you will feel at home more
quickly. In addition to the official Simutronics documents another good source
of information is player run web sites. There are links to many of them on the
Gemstone web site, so spend some time surfing. (Be aware though that many of the
sites and guides are extremely outdated.)

Read all guides carefully (including this one) and try to determine if the
person sounds like they really know what they are talking about. Normally a
guide written by a player of a character at title age or less will not have the
needed perspective like one written by an elder who has been playing a long
time. Though also keep in mind that just because someone has a high level
character, it doesn't mean they know what they are talking about.

Be especially wary of armor guides as almost all of them are outdated (there
were major changes to armor in 1998 and again in 2000) and most contain
information that was never correct to start with. Armor is one of the more
complex systems in the game, and your best bet is to get detailed information
from the message boards and not guides. My favorite source for weapon and armor
charts is Amerlise's Chambers found at
http://www.liquidfish.net/amerlise/frames.htm.

Please keep in mind that the majority of my comments in this guide are talking
about average clerics. There are always exceptions to almost anything that can
be said. Also keep in mind that I have lived mostly in Wehnimer's Landing, and
do not know as much about the other starting towns.

I. WHO IS YOUR CHARACTER?

You need to give this a lot of thought before you play or have played very long.
You should at least know the basics. You will probably find as you play, that
your character takes on a life of his or her own and will often tell you what he
or she is like. Here are some things to consider: What were your parents like?
Did they get along with you? Are they still alive? What did they do for a
living? Where did you grow up? Why did you come to the town where you start your
life of adventure (where your character gens)? Or did you grow up in that town?
What made you want to be a cleric? What god(s) do you follow? What is your goal
in life? What kind of person are you? How do you treat others? The more of these
kinds of questions you have answered in your head, the more quickly you will
feel comfortable with your character as a person in the game.

Another important aspect of creating your character is being familiar with the
history of Elanthia and the various races. Be sure to read the official
information available on the Gemstone website, especially the race info as some
of it describing skin and hair color is important to rolling up your character.
The museum in the Landing is also an excellent source of history information.
Having a baseline knowledge of history and the Arkati (the beings known as gods)
will help you to play a more realistic and interesting character.
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II. CHOOSING A NAME

Your character name is extremely important. Think of names like faces. It's the
first thing people see about you in the game, and just like how people look and
dress in real life, people will judge you on it. Your first impulse may be to
pick a popular name from fantasy literature or movies. Resist that impulse. Lots
of others have done the same thing and it's much much better to have a unique
name.

Simutronics can be strict about what names they will allow. Obviously no vulgar
names, less obviously, no popular religious, historical, entertainment or
political names should be used. Another type of name Simu does not allow are
"phrase" names. Your character should have a real name, not something like
Bigduck. (Yes, someone actually used that once.) If you do choose a name Simu
doesn't allow, you will eventually be tracked down and forced to change it.

The other type of name to stay away from is what I call "dumb names". It may
seem to you that it makes total sense when stepping into a fantasy game to come
up with something like Doombringer or Darkmystical. What you will find is, they
have already been used, and they are stupid names anyway. You need to think of
your character in terms of being a real person with a real name. There are some
well-known people in the game who have what could be considered dumb names, but
they should be seen as the exception and not the rule. (Many of those people are
embarrassed by the name they are stuck with, having chosen it before they
understood the game.)

People often choose fluffy or silly names for their characters and those are
just as bad or worse. Do you really want to be known as Cutecheeks or
Flowerblossom or do you want people to take you seriously? And whatever you do,
don't pick a profession name. By that I mean, don't choose to be called
Holyraiser or something similar. How many people in RL (real life) go around
named Supernurse or Taximan? The same can be said for using races in names.

So, how to get a good name? Think of a lesser-known character from one of your
favorite books. Pick a name that you have always liked. Look on web sites that
have ethnic names. Use one of the RPG (role-playing game) name generators on the
web such as the one found at http://spitfire.ausys.se/johan/names/default.htm.
Making up names can be fun. Think of various sounds you like and play around
with the letters. It's a good idea to also try and make the name fit your race.
A good dwarf name probably would not suit an elf and vice versa.

The best thing to do is when you sit down to roll up your character have a list
of your favorites. For each one have a couple alternate spellings. If you do not
get an alternate spelling in one or two tries, move on to another choice because
that is usually a sign of it being a popular name. Again, you want to stand out,
not blend in! Just remember above all, the name you pick is the face you present
to the rest of the world and will have a great deal to do with how seriously or
not other players take your character!
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III. GETTING STARTED

When you enter the game for the first time you will be in a blind alley and told
a few things by a whispering voice. One of them tells you to type DIR to learn
how to get to places. Visit the places in town on that list and you will
eventually earn enough experience points to advance to level one and train
again. As you visit the various shops around town you can pick up any items you
are missing such as a sheath, shield, different weapon, etc. My advice though is
to be frugal and pay back as much of your loan as possible right away.

To pay your debt, go to the debtor's or clerk's office and type "pay X", where X
is the amount. You can make partial payments if you like. The clerk in that
office is also who you will see to get messages to deliver around town. (Type
'ask clerk about job' to get a message.)

When you enter the game and leave the alley, you will come out at Silverwood
Manor. This is the home of the Order of Lorekeepers, also known as mentors.
Sometimes someone will be onduty in the courtyard when you arrive. In the
courtyard there is also a bell. If you ever need help at any time, ring the bell
and if a mentor is available at that time, they will answer the ring. If no one
comes, you can try again later. As you start adventuring, keep the mentors in
mind if you need any help as they can be a good source of information on a wide
variety of subjects from Elanthian history, to role-play tips, to training
advice to game mechanics. You will also find there are many people around town
who will be more than happy to help you out with information. (Just remember, if
it's a game mechanics or out of character type question, whisper to people for
help, and be polite in how you ask.)

It's a good idea, before you have played very long, to find a quiet place in the
game away from people where you won't be disturbed and type HELP. Take the time
to read all the help topics as there is a lot of very valuable information there
that a lot of new players overlook. Educating yourself about the basics of the
game early on will pay off in a big way.
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IV. EXPERIENCE & LEVELING

Clerics gain experience by killing creatures and raising the dead. The amount of
experience gained from raising is based on a complex formula that players
haven't figured out. When hunting, you get 100 experience for each kill of your
same level. That amount goes down by ten for each level under you the creature
is, or up by ten for each level older, with a max of 150 per creature. (For
instance, if you are level 10 and kill something level 6, you will get 60
experience.) You can still learn very well when hunting something that is
several levels younger than you as long as they are a frequently generated
creature and you can kill them quickly.

When it is time for you to advance to the next level and train, go to any local
inn. Type "check in" at the front desk and it will take you to the character
management system (often called the mangler) where you can train in skills. The
room rate for checking into the inn is 10 silvers. You can either bring it with
you, or you will have a debt, which can be paid off later when convenient. Make
sure that you carefully follow the instructions on the screen and try not to
make any mistakes during training.

If you have to leave the game while in the middle of training, just log out by
typing "exit". When you log back into the game you will be taken right back to
where you left off in the training process. If you realize you made a mistake,
use the "previous" or "abandon" menu options to go back to fix it. Once you use
the "done" menu option, there is no way to go back and redo anything. If any
mistakes were made or you weren't finished and you typed in "done", the results
are now a permanent part of your character.
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V. SILVERS

Prepare to be poor. The life of a cleric is one of dedication to the gods. It
often doesn't pay well, at least when young. First of all, deliver messages from
levels 1-3 as much as you can. It may not be exciting but it does build up your
bank account and you will be grateful for how much it helps you learn your way
around town. One other thing about messages, be polite and make us clerics look
good. Do not go around town asking where the runner or the gypsy are! As you are
running around town, make a note of where you see them, so that when you get a
message for them, you will know approximately where to look.

The best way to make money when young is to scavenge. Pick up items left lying
around by hunters who don't want to carry the weight, and sell them at the
furrier and pawnshop. If someone else is already there, ask permission before
taking anything, even if it's on the ground. Many people underestimate the value
of skins. They see a rat pelt only sells for 24 or so silvers, and just leave
them. It's amazing how much you can make by picking them all up. When you are
done with your hunt and ready to go rest, scour the hunting area and pick up
everything you can carry that is worth anything and you will find your account
grows before you know it.
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VI. THE COLLECTIVE HOUSES OF ELANTHIA

Something to keep in mind while juggling all the decisions about weapons and
that new pocketed cloak you want to buy, there are Houses to join. You must be
at least level 5, but older for some of them. Be prepared for the fact you may
not have enough silvers to join at level 5. The membership fees and requirements
vary from House to House. There are several Houses and which one you decide to
join will depend greatly on who your character is, where he/she lives and what
is important to him or her.

The main thing is, if you just want to join a House for the larger locker, join
Silvergate Inn or House of Paupers. Otherwise, consider your decision and make
it fit the goals of your character. There are folders for each official House on
the Gemstone message boards where you can get information about House themes,
bylaws and membership requirements. Many of the Houses also have websites and
links can be found on the Gemstone website.
(back to the top)

VII. CHARACTER & GAME INFO

At any time in the game you can type "skill", "info" and "spell" to get the
current information about your character stats and training. Typing "exp" gives
you information about your level, how far to the next one, and how much mana you
have. Though you can also type just "mana". Typing "health" gives you your
current status as far as wounds and HP's (health points) go and is also used to
check your spirit. When you need accurate information, such as how many spirit
points you have, be sure and use "health" and don't just rely on the Wizard
Front End (graphics) display. The FE can be inaccurate at times. There are two
systems for toggling various things on and off for your character. Type "set"
and "flag" to see what these are and how to use them.
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VIII. BREAKAGE

At this writing the breakage system is still in development. I am only going to
cover the most basic points. To further understand the system please read the
Breakage folder in the Weapons and Armor category on the Simutronics message
board. Be aware that since it is in testing, what I say here could be changed
before the system goes live. All of your combat gear (weapon, armor and shield)
is subject to both deterioration and breaking. While engaged in combat you will
see messages showing your items clashing with those of your opponent. What you
see are the ST/DU numbers of your opponent's item, your item, and an open roll
result. ST refers to Strength and DU refers to Durability. (For example: my
vultite falchion has the numbers 90/200.)

In a clash the two items are compared. The item with the lower ST number will
have an open roll made against it to determine if it breaks or not. If both
items clashing have the same ST number, both will have a roll made against them.
If the roll is higher than the DU of your item you will get a message that your
item is destroyed. The same holds true for creatures, you can break their gear.
Clashes will also gradually degrade the integrity of your gear. You can look at
your gear (i.e. "look my shield") to get its current integrity value in a
percentage.

As the integrity of your gear goes down, it lowers the effective ST and DU.
Meaning, it's possible that even if your item has a DU of 200, a roll of 180
could break it if its integrity is lowered enough. There will be both a player
and merchant repair system introduced, but at this point we have few details
about how repairs will work. While breakage is in development, no gear is
actually degrading or breaking. There will be announcements made when the GM's
are ready to make the system go live.
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IX. MSTRIKE

Mstrike is a multiple melee attack that requires training in the multi-opponent
combat skill. Currently as implemented, every 5 ranks of MO training allows a
swing at an additional creature in a single attack. So 10 ranks of MO would
allow you to swing at 3 creatures at once. This is done by typing "mstrike". To
target a single creature, 40 ranks of MO is needed to get two swings, and then
an additional swing is gained every 20 ranks. So 60 ranks of MO would allow 3
swings at a single creature and can be done by typing "mstrike <target>".

The mstrike attack RT is based on the speed of the weapon you are using. The
first extra swing is "free" and then each swing after that tacks on another
increment. For example, a falchion is a 5 second weapon. If you swing at three
creatures your RT will be 10 seconds, one free swing and then two swings at 5
seconds each. This is important to keep in mind, as swinging at a lot of
creatures and/or using a slower weapon such as a greatsword or awl-pike will
make for some very long RT's. Targeted mstrike RT is figured the same way.

You cannot specify the number of targets you want to swing at with unfocused
mstrike. RT can be longer than the base weapon speed if you are encumbered
and/or under trained for your armor. Character stats like Dex and Reflex do not
affect mstrike RT.
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X. DEEDS

Deeds are what allow you to keep your character going, no matter how many times
they may die. Each time you die, you lose at least one deed. If you are
successfully raised by a cleric, one deed is all you lose. If you die a spirit
death (meaning death is caused by going to zero spirit) or decay before a cleric
can raise you, you lose two deeds and you also lose some of the experience
points you had previously gained (the max experience penalty is 10K, but lower
when younger). Clerics are particularly at risk because of the chance of spirit
death when not being careful raising the dead.

What this means is, you always want to have at least three deeds at all times.
Otherwise you risk your character going demonic. If that happens, you can get
your character name back, but you are forced to start again at level 0 and you
lose everything you had owned. (No matter why you went demonic, unless it's an
actual game bug, GM's will never restore your character.) Most characters try to
keep at least ten deeds at all times for a safety margin, this is especially
important during invasions and wars.

How you get deeds is a game puzzle and varies from town to town and place to
place. You can usually get fellow adventurers to help you out with this. A hint
to get you started, the gods like gifts to prove your worthiness. When you first
start playing you get "free deaths" if you don't have any deeds. I think you get
5. Once you hit level two, all the death rules are in place. Deeds get more
"expensive" the older you are and the more deeds you have, so it's best to stock
up on a few when really young.
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XI. CRYSTAL AMULETS

Crystal amulets are magic items found on creatures. If you wear and rub them,
they allow you to send your thoughts to others within that area of the Lands.
When first rubbed, you are on the grey net, which is the general discussion net.
If you then pull the amulet you are on the black net. That is the net you must
use for all buying and selling. Turning it takes you to the white net, which is
supposed to be for rescues, but people rarely use that one. (If you look at your
amulet, the color will tell you which net you are currently thinking on.) To
turn off the thoughts in your head, remove the amulet.

To send a thought simply type, "think <message>" and it will go out to everyone
within range. You can also send private thoughts to people by typing, "think TO
<name> <message>". If what you want to say is of little interest to others or is
OOC (out of character) in nature, use private thoughts. Just be careful! It can
be very embarrassing to intend to send something private, mess up your typing,
and have everyone hear it!

The main reason I wanted to discuss the amulets is because they can be a great
tool for both utility and RP (roleplay). But unfortunately many people abuse
them, ruining the experience for other players. Please be respectful of others
and responsible in your use of the thought networks. Think about what your
character can really do when being in mental touch with others.

There is a great deal of debate over what is acceptable on the nets. Some
players are very strict and think you should only think words, never using
emoticons or other chat room type lingo. People in that camp believe that you
can still get across your tone and meaning by your choice of words. For example
if you want to be bright and cheery, a "Good morning!" pretty much gets it
across. If you want to be sarcastic or are in a bad mood something like this
might work, "Gah, another morning,"

Others are middle of the road and think that adding a :) or <chuckle> is
acceptable to show the tone of the thought. I am not going to tell you not to
use the net that way, but I will say why some people dislike it. Seeing things
like :), :::snicker:::, or "how are u?" throws a lot of players immediately out
of the fantasy and makes them feel like they are in an online chatroom instead.
In other words, it's disconcerting and annoying. If you do use emoticons and
things like that, use them sparingly and only when it's important to clarify
tone. Sparing use is a lot more acceptable than people who put a :) at the end
of every thought they send.

There is a final type of net users and abusers that are widely disliked by both
the hard-core and more moderate role-players. These are the kinds of things I am
going to tell you not to do. Do not use the net to show actions. You are sending
your thoughts, you are not in physical contact with people or sending highly
complex mental images. In other words things like ":::smooches Buffy and
giggles:::" or " <thwaps Grunt on the head and hides>" are not possible. It is
acceptable to think "Hugs!", "If you could see me you would see a big grin on my
face" or "I'd smooch you if you were here" as words, and not do it as an action.

Also always keep in mind that the thought nets are not a replacement for chat
rooms. It is a form of Elanthian communication between our characters. If you
like goofing off and giggling with your friends, there are plenty of places to
do that outside of the game or in private in the game away from others. The
final no-no is that it is not okay to be OOC on the net. The thought net is an
integral part of the whole fantasy atmosphere and is in no way separate from it,
this includes the black merchant net.
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XII. DANGER, DEATH & CHEATING

Life is dangerous in Elanthia. It is a mistake to assume at any time you are
completely safe. There are many places, especially the towns, that are usually
safe and you can reasonably let down your guard. But don't be surprised if one
day a troll in a bad mood comes and smites you down while you are walking to the
pawnshop.

As is to be expected, combat is always dangerous. Danger should be part of the
thrill. If the creatures have no chance to wound or kill you, it can get boring
quickly. As a cleric, there will be times in your life when your own spell
protections make you almost invincible when fighting things your level. There
will be other times where even with several spells from people of other
professions, you are still at grave risk. The key is to find what is acceptable
risk. Never getting hit because you have had three other people stack every
spell they know on you rather defeats the purpose of the game. However, if you
are hunting near your level and dying every other trip, it's not unreasonable to
search out some help.

One of the worst things that can happen in combat (aside from a single blow that
kills you outright) is being stunned by a weapon blow or incapacitated by a
spell and thus very vulnerable to following attacks. Some people panic and log
out of the game when this happens. Be aware, GM's consider this to be cheating.
You are abusing game mechanics in order to avoid your fate. Aside from it being
cheating from the game designers' point of view, it's also cheating role-play.
Your character is a real person in the world of Elanthia and that means there is
no "off button". They have to take what comes. People who tend to cheat like
that are also cheating themselves. There is nothing more exhilarating than being
overwhelmed in battle, coming extremely close to death, and then getting out
alive with a great escape. Sure you won't make it every time, but that's part of
the adventure. The experiences will give you stories to swap with other battle
veterans over a mug of ale.

Once you have died, the rules are a bit different. The GM's have stated that
logging out once you are dead is not cheating according to game policy. If you
do this though, realize you are making it really hard on people in the game that
may be trying to rescue you. If you leave the game, they can't help. It can be
really annoying for a rescuer to take ten minutes of their time to go way out of
their way to help you, and then you aren't there to help because you got scared
and logged out. Decaying is a miserable experience, especially your first time.
But it isn't the end of the world. If you log out there is no chance for another
hunter in the area to discover your body and give you aid either. You will find
there is no one overwhelming viewpoint by people on logging out when dead and
about getting help through non-game means (such as IM'ing a friend), but most
role-players tend to frown on such things.

I tend to come from the RP purist camp on this issue and never log out when dead
or contact people with out of character means, no matter how tempting it is. I
don't expect everyone to think the same way on this, but I will point out why I
play this way. Anything you can do to make life for your character more real is
a good thing. What is more realistic? Logging out and having some friend who
could not have really known you were dead come raise you at a prearranged time
later, or lying there lost and alone in some wilderness, praying and hoping for
rescue? I believe that lying there dead hoping for help is just as integral to
the game as anything else. Plus, if you are a ham like I am, you can act out a
great death scene, even if the only audience is the orc howling in delight over
having bested you. If you do stick it out, you would be surprised at how many
times you get help at the last minute. And if you don't get the help and end up
on the temple altar, you have a good story to tell at the tavern. Death and
decay are part of really experiencing all aspects of an RP game.
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XIII. BEING AFK

AFK is a term used to refer to being away from your keyboard. Over the years in
Gemstone it has become increasingly common for people to just leave their
characters sitting in the game unattended while the player goes to fix dinner,
take the dog for a walk or watch TV. It's not uncommon to go to a spot to rest
for a bit, hoping to strike up a conversation and make some new friends, only to
find that most of the characters sitting there are staring zombies. It is very
frustrating and it degrades the role-playing atmosphere of the game. If you need
to leave your computer for a bit and for some reason don't want to log out, pick
a spot away from people where you aren't likely to be seen or hide (even hiding
is best done in an out of the way spot so people don't point you out). There are
two main reasons for this. The first is so that your character isn't one of
those staring zombies ruining other people's gaming experience and the other is,
you never know when that troll in a bad mood might pass by while you aren't
there to protect yourself.
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XIV. ROLE-PLAYING

Gemstone is first and foremost a role-playing game. The gaining of levels is not
a way to "beat the game", but the means by which your character learns and
becomes more powerful. There are two important aspects to role-playing, one is
being IC (in character) at all times and the other is being consistent in how
you play your character as far as speech, mannerisms and personality traits go.

In this guide I have used many terms that are OOC (out of character) because I
needed to be clear on what I meant. OOC terms are things like RT (round time),
AS (attack strength) and HPs (health or hit points). When you are in the game it
is never acceptable for your character to use these terms. They are part of the
mechanics of the game that are there for the player to understand what is
happening. They are not something your character could know. I highly recommend
reading the Role Playing category on the Simutronics message board to get advice
and participate in discussions about role-playing.

There is almost always some IC way of talking about things without using
numbers. Some are creative and some not, but anything is better than saying
something OOC out loud. If you are in RT from tending a wound, say you are still
working on the bandage and can't move yet. You do not gain levels, you have
trained a certain number of times. If you are wounded, act it out or tell the
empaths you are bleeding or have lots of cuts. Never say you are bleeding 4 per,
your character can't know how much blood is gushing out of the wound. Don't
discuss experience points, just say you expect to train soon or have a ways to
go yet.

If you can't think of an IC way to say something, or you feel it's important to
use game numbers to be accurate, simply whisper the information. This way you
are able to say what you need without disturbing other players around you. It
should go without saying that mentioning anything such as email, television or
computers is OOC in the extreme and has no place in Elanthia.

Another thing to remember is that you are living in a world, not in a computer
chat room. Always use the verbs or act command to show what is going on with
your character, not computer emoticons. Instead of saying, "I really whacked
that rat! :)" Type, 'I really whacked that rat!, hit enter, and then type
"grin". It makes the world that much more real.

The second aspect of role-playing is much more difficult and comes more
naturally to some than others. This is being your character while in the game.
It takes a few levels to get your character consistent in how s/he talks, acts
and interacts with others. But the time you spend on this will be worth your
while and make the game much more enjoyable in the long run.

You will find that whole new dimensions of the game open up to you when you
spend time interacting with others consistently as your character. You will hear
about unique things happening to other characters such as visits from the gods,
being possessed or speaking to visiting dignitaries. Those things happen most
often to those who are consistent and focused in their role-playing.

Another thing to keep in mind is the genre or setting of Gemstone. The setting
is loosely based on medieval Europe within a fantasy genre. To make your
character more believable keep all of that in mind for how your character talks
and what they talk about. Your character isn't going to know about modern things
like antibiotics or firearms. Your character would not use modern slang terms
such as "sweet" or "cool" or phrases such as "put the smack down".

Having said all that, you will find that especially at the lowest levels, OOC is
rampant. It can be discouraging to try to stay IC when no one else around you
is. Some of them just don't care and some don't know any better. You can often
whisper to someone that you will not talk game numbers out loud or mention a
better term for them to use. There are some who will be angry with you for
trying to stay IC, those people are best left alone. The sad truth is, there are
many Lords and Ladies who are terrible OOCers. Just because they are titled does
not make it okay.

Do your best to be true to your character and the spirit of the game. You will
find as you get older the other RPers will enjoy your company and you will be
surrounded by them. It's worth it!
(back to the top)

XV. WHAT IS A CLERIC?

Essentially, a cleric is a servant of the gods and a master of spiritual magic,
which includes being granted the ability to raise the dead. Because of our
spells, some people feel freeing the undead is most central to a cleric's role.
Clerics can be effective hunters, but especially when young, will be no match
for the fighter classes such as rogues and warriors.

Some clerics are very spiritual and devote their lives to the gods and the
people of Elanthia. Some are seekers of power through magic. Some (like my
character) see themselves as a warrior who serves the gods. Some raise the dead
as a primary interest, some mostly just raise their friends and some don't raise
at all.

You can be whoever you want to be. There are really very few limits. The more
diversity of characters there are in the game, the more interesting life is in
Elanthia. One provision about that though, you can be anyone you want to be as
long as it fits into the Gemstone game system and makes sense within the world,
history, religion and culture of Elanthia. In other words, pretending you are a
cat person when you obviously look like an elf doesn't fit into the game system
and saying that you are an immortal from a lost city doesn't fit into the
history and religion of Elanthia.
(back to the top)

XVI. OUTFITTING YOUR CLERIC

When you first enter the game you will have some basic gear and a loan from the
city in your pockets. The weapon you are given may or may not suit you as it is
randomly generated, but it will be good enough to get you started. You will also
be wearing things like a backpack, a belt pouch and some light leather. The
first two are containers and will serve you well until you can afford to buy
more colorful items at the town shops or more interesting looking items from
traveling merchants. The light leather is your armor.

You can wear your shield over your shoulder by typing, "wear my shield". You can
store your weapon in your backpack, or purchase a sheath at the general store.
When putting anything away, always specify "my", as in "put my sword in my
backpack". If you don't use "my" you can end up putting your belongings into
items left on the ground, and then you most likely have lost it forever.

The two main places in Wehnimer's to buy basic weapons are Tykel's shop and the
wagon in a clearing just north of the North Gate. River's Rest has a very nice
weapon and armor shop though the prices can be a bit steep. (All towns have
basic weapon shops, not all towns have shops with magical metal items.) Drake
weapons are great for new adventurers, they are a non-enchanted weapon with fire
flares found on treasure carrying creatures. You can often find older
adventurers handing them out or the Lorekeepers may have one on hand. For
information on different types of weapons use the Gemstone site or Amerlise's
chart on her website.

The armory can be a bit confusing for new players. My best advice is to just
hang on to the armor you got when starting out and then when you gain more ranks
in armor use, find some free replacement armor off one of the creatures you
hunt. There is no need to mess around with things like arm greaves and helms
until you know more about how armor works and start spending silvers on
enchanted armor. If you need a shield and don't have one, you can purchase the
reinforced shield.

Some things to remember about outfitting yourself, especially as you get older,
everything you wear or carry adds to your encumbrance. (The exception is, a set
of armor will not, unless it's heavier than normal.) Giants can carry a lot of
weight before it affects their encumbrance. But for many of us, it doesn't take
much to slow us down or make us clumsy in maneuvering. Try to keep fluff
(jewelry, extra containers, etc.) to a minimum. When using containers, take into
consideration how much they hold for how much they weigh. A good example is that
pocketed cloaks from the clothier hold about the same as a heavy backpack, but
weigh much less. Also keep in mind there are many limits on how many of each
kind of item you can wear at once (i.e. 3 items on your belt or 2 rings). You
can use the "encumbr" verb to find out if you are weighed down, and if so, how
much.
(back to the top)

XVII. WEAPONS & SHIELDS

For the first few levels, any basic weapon will serve you well. Levels 3 to 10
you will have to make some decisions about your weapons and shields. At level
three you are trained enough to use mithril which adds +5, but the cost may put
it out of your reach and it isn't sanctified. The only sanctified magic metal
typically available in cleric shops is white ora (+10, can be used at level 5).
The exception being the elven cities sell sanctified mithglin, which is +15 and
can be used at level 8.

You also have to decide what kind of hunting you want to do. If you hunt a lot
of undead, the white ora is very important. If you find you like to hunt live
monsters, you may want to buy regular (and much cheaper) ora or wait for imflass
(+12 and can be used at level 6). Be aware the only ora that is sanctified is
the white ora from cleric shops, regular ora weapons that have been dyed white
are not.

A sanctified weapon is always blessed, but only in the hands of a cleric. Undead
creatures can only be killed with blessed weapons. If you want to buy white ora,
chances are you will need to save your silvers, and not get mithril or imflass.
There are cleric shops in all the towns except River's Rest and there is even
one in the Northern Caravansary. Each has a different selection of weapons
available and where you shop will depend on how much you can afford, your
personal taste in weapon type and where you live.

You also have to decide whether your character needs a new shield or a weapon
more. In offensive stance, your AS (attack strength) will go up each level as
long as you train in weapons, but DS (defensive strength) works differently. DS
is heavily dependant on the enchants of your armor and shield, along with
spells. Your shield training adds a bonus dependent on stance, so that in
offensive stance only a very small portion goes to your DS. This means you will
not see your DS go up each training.

For information only, I am not saying this is the only or best way to go: I
bought my white blade at level 3, my white ora blade at level 6, and my mithril
shield at level 7. My 10th training present to myself was my vultite shield. I
didn't get enchanted armor until I was about level 13.

Eventually you will want to buy an eonake weapon. They are the prize of any
cleric. They have the same magical bonus as vultite (+20, can be used at level
10) but are sanctified. Eonake is only available from traveling merchants. (One
thing to be aware of if you decide to use two handed weapons or polearms,
sanctified ones can be hard to find.) Because eonake is only sold by traveling
merchants, it can be very expensive when bought second hand from other
characters.

It is often shocking to young clerics when they first see the price tags on
eonake. The same weapon in vultite will usually sell for less than half. Keep in
mind that sanctified weapons give you a huge advantage over other professions
since you never need to worry about getting a bless. Eonake weapons with any
special features such as flares, weighting or extra enchants will be very
expensive and are something to dream of for when you are much older.

A good thing to remember, once you are level 10 you can use e-bladed weapons.
You must have a plain weapon that has no magical properties in it and then find
a person who knows elemental spells to cast on the weapon for you. The spell
makes the weapon +20 and adds an elemental flare. If you use a basic cleric shop
weapon for this, the weapon will also be sanctified, making it a good stopgap
between white ora and eonake. Though just like the bless spell, the e-blade
eventually wears off. How long it lasts depends on the level of the caster.
(back to the top)

XVIII. ARMOR

Armor can be one of the more confusing aspects of the game. For basic
information I recommend Amerlise's guide at
http://www.liquidfish.net/amerlise/frames.htm for a listing of the armor groups,
what parts of the body each type covers, spell hindrances and maneuver
penalties.

You can wear armor you are not fully trained to wear. When you do this, it
typically adds to your RT (round time) and past double leather, you will have a
higher than base spell hindrance rate. Some people think the extra protection is
worth it. What is less understood is that all armor has a built-in maneuver
penalty which affects you in combat against all creatures that have special
attacks (spider webs, clouds, boil earth, coyote bites, etc.) and also affects
things like climbing. The higher the armor, the larger the penalty is. There is
a certain amount of penalty that can never be trained off but when you are under
trained for the armor, that penalty can be much higher. If you wear armor you
are not trained for you will find that you get more protection from physical
blows, but it can also be a killer.

In 2000 armor underwent a drastic change in regards to casting spells. It
basically did not affect clerics up through chainmail. In fact, clerics are now
better off in brigandine and chainmail armor than they were before the change.
From double chainmail onward, clerics now have to work much harder to be fully
trained for the armor, meaning not only have they trained off the round time
penalties, they have also trained off the additional spell casting penalties.
For details on the penalties, see Amerlise's tables, but here is my quickchart
with the armor types and how many ranks it takes for a cleric to be fully
trained:

Armor Type RT Penalty Spell Hindrance (%) Armor Ranks Needed

Light leather 0 0 0

Full leather 1 0 4
Reinforced lthr 2 0 8
Double leather 2 0 8

Leather brstplt 2 4 10
Cuirbouilli 4 5 18
Studded leathr 6 6 30
Brigandine 6 7 30

Chainmail 7 8 40
Double chain 8 10 70
Augmented chain 8 11 90
Chain hauberk 9 12 110

Metal brstplt 10 14 150
Augmented brst 11 16 190
Half plate 12 17 210
Full plate 13 19 250

(Robes are the equivalent of skin. They offer no armor protection at all, the
only bonus they grant is whatever enchantment/padding they contain.)

The basic truth of armor is, heavier armor is better, at least where physical
combat is concerned. Even clerics who plan to use their weapon little need to
give careful consideration to training up in armor classes. There is the "undead
gap" in which there are no undead for clerics to Repel and all clerics are
forced to raise and/or use their weapons to advance. Trust me when I say you do
not want to be wearing double leather during that period.

By training for heavier armor, you don't have to wear it under normal conditions
if it doesn't suit your tastes or hunting style, but at least you have the
option to wear it when the conditions warrant. Having options is always a good
thing! I highly recommend that all clerics train to at least brigandine and
those who are primarily weapon users should go higher.

When wearing partial armors, keep in mind it doesn't mean the "uncovered" areas
are actually naked, they are protected by the next lower armor group. For
example, cuirbouilli is scale armor that covers your torso and arms. Your legs,
neck and head are then considered to be covered in leather armor. Adding items
on to partial armors moves the armor up to the next ASG (armor sub group). So if
you wear cuirbouilli and add on a set of leg greaves, your legs are now
considered to also be covered by scale armor and it's like wearing studded
leather. You get both the protection and penalties associated with that type of
armor. Adding a helm makes the system act as if you are wearing full coverage
armor. Add-ons, like helms, made of magical metals do not add to your DS, the
metals are simply for looks in those cases.
(back to the top)

XIX. HUNTING

Once you have trained for level one, it's probably time for you to see how you
fare in combat. The best places for you to start are under the town in either
rats or ants. Be cautious at first to test your strengths and weaknesses. It
can be a bit overwhelming your first time. If you prefer, you can always wait
outside the entrance to the catacombs and see if you can join a hunting party.
It's a great way to meet people and get advice from those who have already been
hunting for a while.

To get your equipment ready, always get out your weapon first, then your shield.
Gemstone acts as if everyone is right handed, so your weapon must be in your
right hand and shield in the left. If you forget and do it backwards, simply
type "swap". You can type "glance" to see what's currently in your hands.

To swing your weapon at a creature use the "attack" verb, for example "att rat".
Once you have made your first attack, you can just use attack without specifying
the creature. This will make sure you continue to attack the same one you
started on. Always use at least the first 3-4 letters of the creature name at a
minimum. If you type in "attack r" and the rat runs from you just as Randolph
enters, you will end up swinging at Randolph and he will be understandably
miffed.

There are five combat stances available. These stances determine how much effort
you are putting into defending or attacking. The stances are defensive, guarded,
neutral, forward, advance, offensive. You should always be in a more defensive
stance unless you are actively engaged with a creature.

For comparison sake, at level 3 I had a 40 AS and 34 DS in full offense. I would
say this is average for a half-elf cleric, not really good and not really bad.
Your defense and offense will depend greatly on your race and stat placements.
For example, a giant will most likely attack harder but not defend as well. An
elf will most likely be weaker in attacking, but defend better and be quick.

At level 3 I was still strictly hunting rats until older hunters showed me some
of the other areas. A lot of that was because I was new to the game. Hopefully
you will be a lot more adventurous! (Note: I did still hunt rats until level 5
at times. They are easy and you can still learn well from them, there is nothing
wrong with it.) Keep your maps and monster guide at your side and go try out new
things and new areas.

You may find that you hunt well at your level, or you may find you need to be a
bit more cautious. Levels 3 and 4 are good levels for hunting kobolds, gnomes,
goblins and the easier undead in the graveyard. If you are going to hunt undead,
you will need to get a sanctified weapon from the cleric shop.

If you want less crowded hunting areas, the caves and the first section of the
area near the Citadel in River's Rest are excellent places for a young cleric.
There is also some really nice low level hunting available in Solhaven, Icemule
and Ta'Vaalor. If you go to RR or Solhaven, be aware that raising clerics and
empaths can be much harder to find. Stock up on herbs and know how to use them.
Say hello to people in town so they know you are there and will come to help you
should you die.

Especially when young, clerics often have to hunt creatures below their level
because we can only single train in weapons. If you hunt in a group you can
usually hunt your level or higher, because you are not the only target for the
monsters and the other hunters help beat them into submission.

When you are young you will have 103 and 202 as your basic defensive spells. 103
is better as it lasts 2 minutes per level, and you will be able to keep it
constantly running. Each of those spells adds +10 to DS. You also have 101 to
use when you are fighting creatures that cast spells at you. It adds +10 to both
your TD (your defense against warding spells) and your DS against bolt type
spells. It does not add anything to your regular weapon combat DS, so you only
need to worry about using it when confronting spell casters.

At about level 11, a few things come in to play that help your hunting skills.
You can learn and use Bravery which adds +15 to your AS (attack strength), you
are old enough to keep Warding (spell 303, adds to your DS/TD) running long
enough to spend the mana on it, and you can use vultite, e-bladed or eonake
weapons.
(back to the top)

XX. MANA & SPELLS

How much mana a cleric has at the beginning is determined by the Wisdom stat.
You won't get any additional mana when you go from level 0 to 1. (Sometimes
because of how the calculations are done, you can actually see a drop in your
mana at level 1, especially if you placed Wisdom fairly low.) After that, the
additional amount you get at each training may be different every level until
your Wisdom stat reaches 100. (Once Wisdom is 100, you get three mana every
level.) You will also find that as you get older you regenerate mana faster. You
regenerate mana and spirit faster on a node than other places.

You can share mana with other players, either sending it to them or they sending
it to you. How much mana gets through is based on both your training and the
other person. If both people have 24 ranks (102 bonus) in mana share training,
100% of the mana will get through. To send mana to someone type "send X <name>"
where X is the number of mana you want to send.

It is possible, but not usually desirable, to learn spells that you cannot
actually cast. You must be the level of the spell number in order to cast it. In
other words, to cast spell 304, you need to be level 4. The number of the spell
also tells you how much mana it will take to cast it. Spell 304 will take 4
mana. It will take that much mana whether or not the spell is successful. (The
exceptions to this are most of the new rank based spells in the cleric list
which have a base mana amount and then an additional amount based on creature
level or number of spells known in the cleric list.) Always make sure you have
enough mana to cast the spell you want to use. If you overcast by too much, you
get nerve damage that then prevents you from casting any more spells, searching
kills or sharing mana.

To use a spell you must first prepare it by typing "prep 304". (Note: spells
also have a "word" that can be used to prep it instead of the number. Learning
those words is actually preferable to numbers, as you will make less harmful
typos in combat. There's nothing worse than wanting to cast Heroism on yourself
and casting Bind instead.) When you prepare a spell and are less than 3 levels
above the spell level it will have a 10 second prep time. That means you have to
wait 10 seconds before you can cast the spell. When you get to 3 levels above
the spell level, your prep time will go down to 5 seconds. When you are 6 levels
above the spell level you will have instant prep, and how sweet that is!

To cast the spell type "cast at <target>". If you are casting at yourself do not
put in a target. If you are casting at another player, put in their name, if you
are casting at a monster, type in the name of the monster. Just like when you
are attacking with a weapon, use a minimum of three letters when casting, such
as "cast at phan" for a phantom.

If you prep a spell and then for some reason decide not to use it, type,
"release". You only lose a small amount of mana that way. If you prep it and
never cast, eventually the spell departs from you but costs the full mana.
(back to the top)

XXI. THE CLERIC SHOP

When I was a young cleric and new to town I was very excited that we had our own
shop. But I wasn't sure about what everything inside actually was. The weapons
are sanctified, as discussed earlier, and are used to fight the undead. (Though
they work just as well on the living.) Aside from the weapons, most items in
the shop are for role-playing purposes. The special order rings, medallions and
sashes are ways to show your devotion to your god. Once you get to know Brother
Wuldreth well enough, he will show you to his backroom. (Once you have gained
access to the backroom, enter the ordering system, pick the main menu, and then
type "b".) That is where the sanctified ora weapons can be found, along with
Lorminstra staffs and pure potion. (This is referring to the Landing shop only.)

The staffs hold the Preservation spell, also known as Lifekeep or LK. The staffs
require some magic item use training to wave. The pure potion can be used in
several ways. If a cleric drinks it, it "casts" the Heroism spell which is +25
to AS. (For non-clerics it "casts" Bravery.) Poured in a dead person, it acts
like a white flask (Lifekeep again). It can also be poured on some magic metal
weapons to bless them. A cleric pouring gives 3x the level of the pourer in
number of swings. Since the potion is very expensive, people usually only ask
post-titled clerics to pour it. As in all shops, when you get a purchase in a
package, please throw the wrapping away (type "throw my package"), don't leave
it lying on the floor of the shop.

There are now also cleric shops in the other towns. The one in Icemule does not
have as many god symbols, but the ones they do have are for Lornon Arkati. The
weapons in the Icemule shop are a lot of fun just because of their descriptions
and falchions can be purchased there. (Though they are a lot more expensive than
the white blades.) If you are looking for more unusual sanctified weapons, check
out the shop in the Northern Caravansary, which is a ways south of the Landing.
(back to the top)

XXII. MEDITATION

Meditation is an ability only available to clerics. It helps us absorb
experience faster when our minds are full of learning. You must be on a node to
meditate, and you cannot do anything else while you do it. Anything such as
speaking, or looking around will interrupt your meditation. (In order to not get
booted from the game when meditating, you can check your experience without it
interrupting.) You will find there are many points in your life where you will
never need meditation, and others where you meditate frequently. It is not
something conducive to group hunting, as the others cannot do it. Also, if you
are anything like me, it can be hard to keep your mouth shut long enough to stay
in a meditative state. You must be in an offensive stance with an empty right
hand to get the full benefit of meditation. (You can also meditate in
sanctuaries, but you don't get the node absorption benefits.)
(back to the top)

XXIII. APPRAISE

Appraise is a verb that anyone in the game can use to see basic information
about wounds on another person ("appraise <name>"). Clerics get extra
information when they use this verb. Appraise allows a cleric see the spirit
status, lifekeep status and linked status of the dead person. (See the section
on cleric spells for more information about linking.) Keep in mind that the
wound information is not detailed so when you are preparing a body to raise it's
always best to use "diagnose full" to get accurate information about bleeding.
(back to the top)

XXIV. THE GODS

The greatest strength of being a cleric is the almost limitless opportunity for
role-playing. Most of this is connected to following one or more of the gods. As
far as game mechanics go, there is no ritual you have to go through, you simply
decide for yourself which god or gods you follow and do with that whatever you
wish. Some characters never go beyond wearing a symbol. But you can make it as
complicated or enriching as you wish. It is totally up to you how devout you are
and how much you play out any rituals. Some of the gods also have player run RP
groups you can join.

[Update Note: GM Ophion is working on an alignment system that will have a large
impact on clerics. No details about the system are known at this time but it has
been hinted that which god you serve will impact how some of the cleric spells
behave, most especially raising and sanctification. It has also been hinted that
rituals will be implemented that must be performed by clerics to remain in good
standing with their chosen god.]

There is a file on the Gemstone web page that tells a bit about who the Arkati
are and lists the gods and their characteristics. There is also a gods folder in
the Role-playing category on the Simu message boards and Arianiss has put
together a huge collection of lore, both official and player created, in "The
Arkati – Myth or Reality" found on his website at
http://home.sprynet.com/~asrial/gemstone/documents/floodgate.html.

You need to choose whom your character follows based on the kind of person they
are and what is important to him or her. Don't choose a god because he/she seems
in vogue. Choose one that will complete your character and make his or her life
as a cleric meaningful. There is no rule you have to choose one of the light
gods. Just make sure that if you choose the dark gods you have good reason, not
just to be different. (For one thing, it's not that different.) Keep in mind
that while the Arkati are split into two pantheons, generally referred to as
light and dark, those pantheons are not synonymous with good and evil.

You should always be aware that all of our powers as a cleric come from the gods
and the spirits. Most significantly, we do not raise on our own. We channel the
power from our god. You don't have to choose a god right away. If you are
unsure, wait a few levels until you know whom your character wants to follow,
though you should decide before you begin raising. If you haven't chosen a god
yet, think of an RP reason why your character is uncertain or undecided. (If you
really think about it though, it makes little sense for a cleric to not be
serving a god, since service to the gods is at the heart of our profession. In
RP terms, a person would not choose to be a cleric unless serving a god was
already important to him or her.)

Some of the gods have their own shrines. There are several temples to the Liabo
(light) gods in Solhaven. The temple in Icemule has altars for most of the gods.
The Icemule Temple is worth the trip once you are old enough to safely make it.
It is a lot of fun to visit the various shrines, even if you are not a follower
of that particular god. Some of the shrines are on the other side of some nasty
critters for the young and it's best to wait until you are older, or go in a
group that can protect you. If your god does not have a shrine, there are
various quiet places around the Lands where you can worship in your own way.

I am also going to mention here a pet peeve of a lot of players, including me.
Many players refer to the GM's as gods. It makes no sense and is poor roleplay.
The Arkati and immortals are the gods to our characters. GM's are Game Masters,
and thus something our characters know nothing about. Referring to GM's as the
gods in the game is OOC and referring to them as gods out of the game makes no
sense at all since as a player you know they are Game Masters. If for some
reason you feel the need to refer to something GM's do while you are in the
game, either whisper it or think of an IC way to state it. If there is a need
for my character to comment on something I will generally make up an IC
reference that applies to the topic being talked about, such as mentioning the
High Clerics in regards to spell changes or the town officials in regards to
some sort of enforcement or change in town. Normally though it's best to just
whisper about mechanics, game implementations, etc.
(back to the top)

XXV. WEDDINGS & RITUALS

You may be asked at some point to officiate at a wedding. Weddings are strictly
role-playing. There is no formula or game mechanic. Just like in RL, the type of
ceremony should be based on the couple getting married and it is best if you
have attended at least one wedding before you try it yourself. Weddings are lots
of fun, and a chance to shine as an RPer, both for invited guests and
participants. Make sure that no matter what type of wedding you are performing
it fits into the culture and religion of Elanthia.

I do have some tips for people who would like to perform rituals, either private
ones for themselves or larger ones that are more public. Write out an outline of
what you want to do and the various parts, then fill in the actual words that
you want to use. Next either set it up for cutting and pasting into the game
from a text file or set up macro keys. I advise against using scripts. They
don't allow for any changes needed in timing, reacting to other participants,
interruptions, etc. (The exception being, bardic type performances work well
with scripts.)

Once you have your ritual all planned out, REHEARSE IT! See how it looks on the
screen, make sure it all fits, look for typos to correct, make sure you have the
order down, make sure you have the timing down, etc. You don't want to go too
fast or too slow, so pacing is very important. Making sure that you don't hit
people with a wall of text they can't read fast enough or makes them
uninterested is important.

I can't stress how important it is to make sure it all looks good before you
actually perform it in front of other people. I have attended weddings where the
cleric obviously did not put much time into it and it made me cringe to see
botched entries or typo after typo flash on my screen. While most of us are more
than willing to cut people some slack for an obvious bungle or an occasional
typo, a poorly done ritual totally detracts from the whole experience.

Last of all, props and clothing are important also. Dress in a manner that fits
the occasion. One time I might wear a black robe and another I might wear a
wreath of flowers in my hair. Props can add a lot, but don't overdo it. They
should enhance the experience, not become the central part of the show or become
so cumbersome to work with they take away from the flow of the ceremony.
(back to the top)

XXVI. ROLLING-UP YOUR CLERIC

For detailed information about the statistical issues of clerics, please refer
to Appendix A that has excerpts from Tavarion's cleric guide. He was an expert
on the issue and covers those matters much better than I can.

While stat placement is important, with few exceptions, you won't be unviable if
you make a mistake here and there. I didn't really understand what I was doing
when I rolled up my cleric and she has turned out just fine.

In the Fall of 2001 the character creation process went through a dramatic
change. It used to be that you had to "roll up" your character by generating
series of semi-random numbers until you finally got a set that satisfied you.
That process led to people either being impatient and having horribly rolled
characters or taking hours or days holding out for a really high roll. That
meant there was a massive discrepancy between characters in the game, making
game design sometimes difficult.

The new system for character creation starts with 20 in each of the ten
statistics. Then you are given 420 points to distribute among the stats how you
see fit. When distributing the rest of the points, three of the stats can be 71-
90 and one of those can be 91 or greater. All the other stats can be anything
from their base value up to 70.

Keep in mind clerics get a +10 profession bonus to their prime stats of Logic
and Wisdom. So if you make Wisdom a 70, it will end up as an 80 after you are
done with the character creation process. Stats cannot be higher than 100, so
this means you never want to make a prime stat higher than 90 or you waste part
of the bonus.

My suggestion is that you will want to use a guide like Tavarion's (see Appendix
A) to plan your basic stat placement, and then fine tune how you allot the
points between the 10 stats based on your playing interests, the kind of cleric
you are making and what sorts of TP's (training points) you will need to meet
your training goals.

STAT PLACEMENT PHILOSOPHIES

There are three main stat placement philosophies and the type of person you are
and your goals for your character will determine which one you are more likely
to follow. The three main concepts are easily playable characters, stat growth
optimized characters and "mutant" characters.

The playable character philosophy is generally placing stats in a way that makes
the character fun to play at all levels, including the very beginning. What this
means is that you will end up with some stats that don't grow very well
(creating a weakness) in exchange for making sure that your character has enough
mana and is strong enough in battle that it's not a frustration when starting
out. This type of character in the long run usually ends up with less total TP's
over the levels, and awkward stat growth, but is also usually well balanced and
easy/fun to play. Stat placement for playability is usually followed by the
average player who just wants to create a viable/fun character and not worry
about all the mathematical details.

The stat growth philosophy places stats by how quickly they grow, placing high
numbers in slow growing stats and lower numbers in fast growing stats. This type
of placement makes for a very strong character at the upper levels, eventually
maximizing TP's and skills, but getting there can often be a strain. The
optimization for long term can create hardships at the youngest levels when the
character is lacking in skills and combat abilities. This type of stat placement
is best used by experienced players or those with lots of patience.

The "mutant" philosophy is usually followed by experienced players who enjoy
doing odd things with their character training plans. Training plans atypical of
a profession usually require a heavy emphasis on certain stats and/or a certain
type of TP's. So stats are placed to achieve this end. What it means is that the
character is usually very strong in limited areas and quite weak in other areas.
These types of characters are designed strictly for player interests and are
often not considered long term characters.

STAT BONUSES

I want to explain how the race and profession bonuses work when rolling up your
character because it's often confusing for new players. Each character statistic
has two parts, the stat number itself, and the bonus. Some game formulas use the
stat number and some use the bonuses.

All stats when they reach 100 have a base bonus of 25. Racial modifiers then
adjust that, meaning depending on race, your actual bonus may end up being
higher or lower than 25. For instance, dark elves get +10 to their Dexterity
bonus. This ten is not added to the stat itself, but directly to the bonus. So
if you put a 70 roll in Dexterity when choosing dark elf, you will not see the
stat go up to 80. As a dark elf, when your Dex stat reaches 100, the final bonus
will be 35. Each profession also gets a +10 bonus to their two prime stats. The
profession bonuses are added directly to the stat number.

RACE

I am a firm believer that your choice of race should be made primarily for RP
reasons. I believe this because race is important to RP within Gemstone. If you
want to act like a human, don't pick halfling just to be dexterous and if you
don't want to be a gruff bearded dwarf, then don't choose dwarf simply because
they are strong. That's not to say you have to RP races within narrow confines,
there is plenty of room to play someone atypical of their race.

For instance, when I began seriously designing my character I really wanted to
play an elf. But I also wanted to be a weapon swinger and clerics are limited in
their weapon ability. Elves get a -5 to their Strength bonus. As a mechanics
choice, I chose to go with half-elf (no minus to Strength). That means for role-
play, I have to accept that she is a half-breed and not a full elf and play her
accordingly. What I didn't do was pick giant simply to get the Strength bonus
when I cared nothing about playing a giantkin character.

Every race can be a good choice for a cleric, each having their strengths and
weaknesses. While it is important to know what they are when trying to combine
both the race you want to RP and the type of cleric you want to RP, don't think
you have to be a giant to be a weapon user or a dark elf to be a magically
oriented cleric. There are too many successful clerics out there of the "wrong"
race to insist that any combination is the "right way".

Generally speaking: halflings and elven races are quick and defend well against
melee attacks, but are lacking in strength and blood. Giants and dwarves are
strong and tough, but not nimble. Halflings and dwarves defend well against
magic. Halflings, giants and dwarves all have good spirit regeneration, elves
have very slow spirit regen. Humans are moderate in everything and quite sturdy.
Half-elves are sturdier than full elven races and have better spirit regen, but
also lack in strength and blood.
(back to the top)

XXVII. CLERIC SKILL TRAINING

Always keep in mind that only you know how to train your cleric. All advice
given in guides or on the message boards should be filtered through what you
want to accomplish and how you envision your cleric.

I tend to break clerics down into three categories, though those categories tend
to overlap. The categories I use are physical clerics, magical clerics and
rescuing clerics. Some train to be extreme in one direction and others like to
be a blend. There really is no wrong way to train (aside from erratic training
that has no clear goals) and the cleric class is fairly strong in its diversity.
You should pick a training path based on what sounds fun to you and what sort of
person your cleric is, not on what seems optimal at this point in time.

One thing to always keep in mind is that Gemstone is an ever-changing game and
what may hold true today may not hold true in the future. I play a very physical
cleric, but I also have the primary goal of being well rounded so that whatever
the future brings, I will hopefully be able to meet it in decent shape. This
means that I generally don't sacrifice secondary and tertiary skills in order to
be even better at a narrow set of skills.

How you train and what sort of cleric you want to be should be based in part on
your RP choices. My cleric is a priestess of Leya. Leya is the patroness of
martial arts and amazons. Almost all of my RP and training is connected to this
central affiliation. It may be that you choose a god and then pick a training
path that seems to reflect how a cleric of that god would be in the world, or
you might already have an idea of how you want to train and then pick a god that
reflects that sort of cleric.

Almost everyone makes training mistakes or regrets decisions they made,
especially with their first character. If that happens, don't get upset and
think it's the end of the world. Unless you made a lot of mistakes, long term
they will not have a negative affect on your cleric. I know clerics who are post
50th training that forgot to train in spells one level or picked up a few ranks
of some skill they never used. They obviously are successful anyway.

Some clerics plan out their training explicitly, using spread sheets and stat
growth interval charts, mapping out every TP they are going to spend over the
next 50+ levels to maximize their training. This method works well to make the
most efficient use of TP's and to minimize mistakes.

Some of us are not very numbers oriented and/or like to be a bit more flexible
in our training. I have always had training goals, but my plans are also fluid.
I have my core skills I have dedicated myself to singling every level for life,
I have key skills that I dedicate myself to training as regularly as possible
and then there are the other skills I pick up as my whims dictate or in response
to game changes.

As changes are made to the game, you will probably find that you will want to
adjust your training to meet new challenges by training more heavily in a
certain skill or even deciding to back off on a skill that you feel will no
longer pay off. Being able to adjust to game changes is much more important to
long-term viability than being set on a strict training plan.

TYPES OF CLERICS

PHYSICAL clerics take advantage of the fact that cleric training costs tend to
be more in line with the semi professions and heavily train in the physical
skills as much as possible within TP and cleric training limits. They usually
lean towards singling armor and combat maneuvers with added training in
ambushing, multi-opps and sometimes hiding. Some even train in two different
weapon styles. A physical cleric is mostly interested in weapon combat, with
spells seen as an aid, rather than a primary attack form. They choose their
spell training path for what helps in weapon combat, rather than what helps with
cleric CS (casting strength) or in rescuing.

MAGICAL clerics take advantage of the technical categorizing of clerics as pure
spell casters. Training costs for spells and other magic oriented skills such as
mana share, spell aiming, scroll reading and magic item use are inexpensive.
They train in enough physical skills to get them by, but concentrate on the
skills that will enhance their magical prowess. This usually involves heavy
training in the cleric spell list and enhancing skills such as mana share and
spell aiming. For long term, a magical cleric is the most viable and easiest to
advance, though there are creature gaps of undead that will require advancing
through other means. The key for magical clerics is to remember to not get too
caught up in the pursuit of CS (casting strength) at the expense of other
skills.

[Update Note: The Repel Undead spell is going to be replaced with a new
different type of spell. Currently no details are known, but the change will
most likely make it so that a spell hunting cleric isn't quite as easy as it
once was, yet clerics will be able to hunt with spells throughout their entire
career, despite an undead gap.]

RESCUING clerics take advantage of the helping nature of our profession and
spell lists. They tend to train with the transport and raising spells of primary
importance and in skills that allow them to safely travel to all sorts of
places. This group is not as clearly defined and overlaps the other two groups,
but I separate it because clerics in this group usually have goals outside of
combat. A cleric in this group will want to climb well and have good first aid
skills while also probably concentrating on magical skills as aids or even on
hobby skills. Rescuing clerics also usually hunt frequently for experience and
to earn silvers.

Please always remember if you want to be this sort of cleric, dead people are
not there to give you experience so you can train. They are people who may or
may not want your help and who deserve above all to be treated with respect.
There is a fine line between a cleric who wants to serve his or her fellow
adventurers and a cleric who is referred to as a vulture. A true rescuer is a
cleric who cares about people and who trains and works towards being good at all
aspects of rescuing. Know how to be safe in hazardous areas. Know all the tricks
of doing field raises. Be well supplied with herbs/ales and well trained in
first aid. Do your research and learn your way around the hunting areas,
especially learn the hard to reach and non-foggable areas, as this will be where
you are in demand.

TRAINING & HOW IT WORKS

When talking about training there are two terms to learn. One is skill and one
is rank. Skill refers to the bonus for that item, such as 102 skill in mana
share. Ranks refer to how many times you have actually trained in that skill;
102 skill would be 24 ranks. Some game formulas use your skill and some use
ranks.

Skills are bought with TP's (training points). At each training you get a new
allocation of points based on your statistics. Each skill will list a training
cost, such as 0/10 for a spell. That means it costs a cleric 0 physical training
points and 10 mental training points. Each skill also has a number of times it
can be trained. For each additional time that skill is trained in a level, the
point cost doubles. So a second spell then costs 0/20 and a third spell costs
0/40. Each of those must be added up to get the total cost. So training spells
three times in one level ends up costing 0/70. Cleric training costs are heavily
weighted on the mental side, meaning that you will often feel that you are
running out of them too quickly.

You can convert points of one type into another. For example, say you want to
get a rank of ambush. The cleric cost is 12/12. (The physical point cost is
always listed first.) You probably won't have 12/12 points to spend on it
though, you might only have say 6 MTP's (mental training points) but a lot of
saved up PTP's (physical training points). You can convert the PTP's at a two
for one ratio. So if you have 6 MTP's left, that rank of ambush will cost 24/6.

Any TP's not spent at each training are saved and available the next level.
Saving up TP's is how clerics are able to train in more expensive skills such as
ambush or a third spell. Most experts on the game in general say that you
shouldn't convert points because the conversion ratio wastes the TP's. But for
clerics you will find that being strict about this can subvert your skill
training goals because of the abundance of physical points and scarcity of
mental points.

I'm from the school of thought that while efficient use of TP's is important,
meeting your personal training interests is of primary importance. If that means
converting points, go ahead and do it. The idea here is to have fun playing your
character and part of that fun is gained through learning skills.

SKILLS, WHAT THEY DO & TRAINING SUGGESTIONS

ARMOR (5/1): To start, single this skill until you have 8 ranks to be fully
trained for double leather which is the best armor you can wear that doesn't
have spell hindrance. Once you are trained for double, you need to decide your
armor future. Heavily magical clerics will not be very dependent on armor and
will get by just fine in double leather until the undead gap (early 70's).
Physical clerics will want to train up to at least brigandine by around 50 at
latest. Two handers are especially vulnerable and will most likely single every
level for life. Any cleric just starting out that swings a weapon much at all
should consider singling or close to singling armor for life.

SHIELD (5/1): If you are a one-handed weapon user, single this skill every level
for life. Even magical clerics should try to single shield use, as at the higher
levels skill training is the only way to increase your DS. Shield training
mostly adds to your DS in stances other than offense, though a small percentage
goes to offensive DS, adding one point every few ranks. Even two handers might
consider shield training for the protection when not actually engaged in combat,
especially against bolt spells and ranged weapons.

COMBAT MANEUVERS (9/4): The majority of clerics say to single this every level.
CM helps in several ways. Of primary importance to clerics, you get one
additional weapon AS point for every two ranks of CM. If you single that's an
additional AS point every other level. When you reach the stage of getting only
1 AS per level from weapon training, it makes a big difference! The AS from CM
training is parryable AS, meaning it will add to your DS in all stances other
than offense. CM helps with dodging some special creature attacks. CM is also
important if you want to aim your weapon attacks in open melee. (The open aiming
formula also factors in ambush training.) If you are a physical cleric you will
want to miss few, if any, ranks in order to be as good as possible within our
training limits. If you are a magical cleric, the TP's may be seen as being
better spent elsewhere. I would suggest that even a magical cleric will still
want to train in this skill for the variety of benefits.

WEAPONS:

Pick a weapon style when you start out and then stick to it, singling the skill
every level. Training in weapons adds to your combat AS and also will add to
your parryable DS in all stances other than offensive. This means that even
highly magical clerics gain significantly from weapon training. It can't be
stressed enough how important it is to keep in mind that any time you miss ranks
of a skill that clerics can only single train, you will never have a chance to
make it up if you change your mind later. If you are unsure which weapon style
sounds best to you, pick the one that makes the most sense for how you want to
RP your cleric.

EDGED (6/1) is the most common choice for most professions. The advantage is
that you have the protection of a shield and the variety of weapons available is
almost endless. The disadvantage currently is that many creatures have lots of
"padding" making open melee combat with one-handed weapon an exercise in
frustration at times. Without additional skill training, death is caused
sometimes by lucky crits, but most usually blood loss. When creatures have a lot
of blood and you aren't doing much damage per swing, it can get frustrating
indeed.

BLUNT/CRUSHING (5/1) weapons are a very traditional choice for clerics. Their
advantage in GS is that they cost less to train and some of the weapons have a
high damage factor. Blunt weapons also tend to cost less to purchase than edged
weapons. The disadvantages are the same as described above for edged, plus the
variety and availability of blunt weapons is much more limited, especially at
the high end. It is also difficult to find good blunt weapons that don't
puncture, which is a problem on a lot of undead and non-corporeal creatures.

TWO HANDED (13/2) weapons have lots of plusses and minuses. Two-handed weapons,
especially claidhmores, are powerful weapons with high damage factors (the claid
also having a huge amount of crit weighting). In open melee combat it is much
easier to get a stun or critical hit when wielding a two-hander. You can use
both blunt and edged two-handed weapons when training in this skill. Clerics can
make great two handers because we have such nice DS enhancing spells. The
disadvantages are it is an expensive skill to train for clerics, you don't have
the protection of a shield and good two handers are expensive, most especially
sanctified weapons. It is also important to realize that at the upper levels a
two handed cleric will be extremely vulnerable with a relatively low DS.

POLEARM (12/1) weapons, like two-handers, have a lot of plusses and minuses.
There are one handed and two handed polearms, the one handed style allowing use
of a shield for protection. However, the one-handed polearms are not very good
weapons and rarely used. Polearms tend to be weak in breakage numbers and it can
be difficult to find good ones. Polearms overall are slow weapons and you need
both a good dexterity and reflex bonus to use them well. Two handed polearms
give a slight defensive bonus to simulate range. You can use two-handed poles to
try and trip your opponent in battle with the trip verb, and this can be a nice
way to lower the opponent's AS and DS. The lance is one of the most powerful
weapons in the game. You can aim poles in the open with the ambush verb, but you
can't use two-handed poles to ambush from hiding.

The other weapon skills are best left to experienced players and I believe it
would be mostly impossible to make a two weapon combat cleric that was viable on
his/her own.

BRAWLING: (7/2) Brawling is considered a weapon type, but it can also serve
other purposes. Normally only experienced players would want to train in
brawling as a sole weapon type for a cleric. If your cleric will be in Voln and
you want to use the society martial art skills you will need to single train
brawling every level to get good use of the symbols. A cleric can be a decent
Voln brawler until around level 40 or so, but after that it becomes increasingly
difficult to impossible because of being unable to double in the skill.

The other main use for brawling is adding to your defensive capabilities when
you are facing creatures and holding nothing in your right hand. You get parry
defense when you train in this skill, just like you get from your weapon
training. If you are going to be a serious rescuer, you could consider picking
up some ranks of brawling to help you defensively for when you drag bodies or
have to do risky field raises. Magically oriented clerics could consider
training in brawling for RP purposes, allowing you to cast open handed while
still getting a defensive bonus. Most clerics however totally ignore this skill.

MULTI-OPPONENT COMBAT (10/4): MO was finally implemented in June 2000. This
skill is expensive for clerics to train and will remain mostly in the province
of physical clerics. MO training allows multiple attacks at once (see mstrike).
I would suggest that any cleric who uses a weapon much will want to at least
pick up 5 ranks eventually. Some clerics are really gung-ho about the skill and
single it every, or almost every, level.

[Update: It has been announced that the MO skill will be further implemented in
the game in regards to defenses when facing more than a single creature. If you
are outnumbered by creatures it will adversely affect your stance and DS.
Training in MO will be able to counteract this effect. At this time no details
are known. But this knowledge should encourage clerics to seriously consider
training in MO at least minimally.]

CLIMBING (4/1): Currently, good targets for climbing skill are to have 4 ranks
for being able to cross the Dragonspine mountains, about 10 ranks by title
(level 20) and about 20 ranks by your 40's, depending on where you want to hunt.
(Most climbs in the game take more than just climbing skill into account,
dexterity seems to be important and encumbrance is always a factor. Some climbs
also have level checks.) After that, being about 25-30% trained for your level
is a good standard.

SWIMMING (3/1): Swimming is still an underutilized skill within the game, but
this could always change. Get two or three ranks of swimming very early. After
that pick up ranks here and there as you are able. Climbing should be a
priority, but eventually I believe it will be a good idea to have your swimming
equal to your climbing so you are prepared for anything that may come.

DISARMING TRAPS (2/7) & PICKING LOCKS (2/8): These two skills go hand in hand.
To safely open boxes you must be able to detect and disarm traps on them. To
detect traps you need training in both disarming and perception. To then open a
box you need to be trained in picking locks. Box opening is a hobby only for
clerics and trained in seriously by very few. If you decide to train this way
realize that even if you single, you will not be able to open most boxes from
creatures your level.

STALKING & HIDING (5/4): This skill allows you to hide or "blend in with the
surroundings", often in front of people and creatures. It also allows you to,
once hidden, stalk other characters. When used in combat, attacking from hiding
can add to the critical factor of your attack, how much is dependent on your
training in the ambush skill. It's a good idea for everyone to pick up a few
ranks just for the ability to slip into hiding when you want to remain
undetected for a few moments. (Plus it can just be fun to play around with.) The
only clerics who should consider serious training in this skill are physical
clerics and then only after giving it careful thought.

If you want to go the hiding route, begin picking up ranks as soon as possible.
You need to aim for singling as soon as you can, from the beginning is best. Be
aware that clerics get limited use from the skill and changes will be made to
the game that may make it even less useful for people who are "dabblers". The
bottom line is, only train in this skill if you really really want to hide and
expect that your TP's spent will not give you much of a return, though it can be
a very fun skill to have when you can use it.

PERCEPTION (0/3): The largest use of perception in GS, other than for disarming
traps, is to find hidden paths and entrances. It is also factored into searching
for treasure on some creatures like kiramon and glacei. (There are often rumors
it helps with all treasure, but it's never been confirmed.) It is said that
perception can also help spot pick pocketers, but only high amounts of training
might help in that area and usually only when coupled with serious training in
pick pocketing. (Basically it doesn't help a noticeable amount.) I generally
suggest being about half trained in perception at a minimum. This skill could
easily become more important in the future, so neglect it at your own risk.

SPELL RESEARCH (0/10): Clerics are classified as pure spell casters, which means
we can learn up to three spells each level. I believe that all clerics,
including physical clerics, should always learn two spells per level. Physical
clerics are as successful as they are because they have the aid of their spells,
both in protection spells and in combat helper spells such as Bind. If you don't
learn your two spells per level in order to train more heavily in other skills,
your casting strength will be lacking against like aged creatures and you will
not have the wide menu of options to choose from for the various situations you
will face.

For a while there was a steadily growing trend for clerics to heavily triple
train in spells. For clerics it was rarely done every level, but often every two
or three levels for those most serious about it. A major game change was made in
the Spring of 2001 that decreased the possible bonus acquired from triple
training in spells in order to keep the gap between a doubler and a tripler
under control in order to keep double trainers viable against creatures. What
this has done is decreased the value of spending TP's on an expensive third
spell for clerics. However, spell training is still the only way, aside from
gaining levels, that clerics have to increase their CS and for heavily magically
oriented clerics there may still be a desire to save up TP's for a third spell.
The key is to keep in mind balancing the bonus gained for the TP's spent and the
other skills given up in order to train that way.

SCROLL READING (0/3): Training in this skill allows to you read the spells
written on scrolls and to invoke them to cast. The more ranks you have, the
higher the spells you can read and the easier it is for you to invoke them.
Scroll reading also helps with casting Living Rune (208). This is not a crucial
skill, it is merely useful at times. This is the sort of skill you can pick up
as TP's allow and as your interests dictate. Note that this tends to be an under
utilized skill in GS and thus may be incorporated into more systems in the
future, especially for clerics. 24 ranks will allow you to read all the commonly
found spells on scrolls.

MAGIC ITEM USE (0/3): This skill allows you to use wands and rods with spells
imbedded in them. For most clerics, like scroll reading, it can be picked up
occasionally as your interests dictate. The most common use is to get friends to
imbed spells for you, you can then wave the embedded wand/rod and "cast" the
spell. (Also useful for e-blading your own weapons.) The exception is for
magical clerics who wish to actually use wands in combat. With enough ranks you
will be able to use wands with sorcerer spells in them. If you single in spell
aiming, you will also be able to use wizard wands (gold, aqua, etc. - See spell
aiming.)

How well you can use wands is based on your Aura stat bonus and your ranks in
training. With a base Aura bonus of 25 you can get by with about 20 ranks of MIU
and 37 ranks will give you maximum effectiveness. [Thank you Khirasah and Amery
for this information.] It has been said by GM's that in the future MIU will
become a required skill in the game for activating more types of magical items.
When combined with the fact that clerics are a magical class and changes to our
spells or skills can be made at any time, MIU should not be ignored.

MANA SHARE (0/2): Clerics have the cheapest professional cost for mana share
training and we can triple it, indicating it is considered an important cleric
skill. This skill allows you to send and receive mana from other characters. A
102 skill level allows you to send 100% to another person who has at least 102
skill. Having more than 24 ranks will allow others who are under trained in
sharing to get more mana through to you. You must have 102 skill (24 ranks) to
safely raise the dead. Share training is also factored into some of our spell
formulas such as Living Rune (208), Interdiction (314) and Divine Wrath (319),
being a very heavy component to Divine Wrath's power.

While nothing specific has been said, the fact that share training is cheap for
clerics, we can triple it, and other classes have seen the incorporation of more
skills into their spells, causes me to suspect that it may become more important
in the future. With that in mind, I would recommend that most clerics consider
being single trained. If it suits your character and it fits into your training
plan, doubling is fine. Tripling currently has no advantage in return for the
large TP expense.

SPELL AIMING (3/2): With the release of the new cleric spell list in late 1998,
this has become a much talked about and controversial skill for clerics. Before
the new list, very few clerics trained much or at all in spell aiming. Before,
the only spell that required use of this skill was Fire Spirit (111) and it was
not considered a powerful or mana efficient enough spell to spend the TP's. The
new list now has Holy Bolt (306) on it, which also requires spell aiming to use.

If you want to use 111 and 306, you must single this skill for life and have a
good Dexterity bonus as bolt AS uses Dex in the formula. Physical clerics often
don't bother with this skill. Others have to decide for themselves. The
advantage of bolt spells is that they get past some spell defenses and when a
creature "turtles", their bolt DS doesn't change. For clerics the disadvantage
is that just like weapons, we can only single train this skill, meaning we will
never be able to toss bolts like wizards. If you decide to go the spell aim
route, do it with the idea that it will be a combat helper useful in some
situations and/or on specific creatures, and not a primary form of attack. It's
really nice to have the option as part of your arsenal, but not necessary.

AMBUSH (12/12): Ambush training serves two functions. When aiming at a body part
with your weapon from the open, it helps determine how accurate you are (along
with CM). When combined with hiding it allows you to increase the critical
factor of your hit. This skill should only be considered by heavily physical
clerics, as it is horribly expensive.

For a physical cleric, this skill has often been considered a priority and a
training plan for picking up ranks is established. I started saving up points
and got my first rank at level 14. When I first started ambush training, I got a
rank every three levels. In my late 20's to early 30's I moved to every other
level. Later on I moved to 2 out of three levels, then 3 out of 4. It's possible
to single ambush for a cleric but the cost is so high, it means not being well
rounded in your other skills and I don't recommend it.

[4th edition update note to physical clerics on MO vs. Ambush: It is difficult
later on to kill creatures through blood loss. Training in ambush increases your
ability to target the vital areas of a monster to attempt to get a critical hit.
Using ambush from the open does not increase the crit factor of your strike, but
if you get a good roll on a shot to the head, you are much more likely to kill
what you hit. Thus, being able to accurately aim your blows is extremely
valuable in weapon combat. However, ambush will eventually be changed and being
under trained in the skill (which all clerics are) will be less valuable. MO
training will increase your skill in unaimed blows in the open by upping your
ability to take on more than one creature at a time or to eventually cause more
blood loss in a single target from a single attack. It should be noted that
hitting more than two targets in one attack will dramatically increase your RT.

Both are valuable skills and knowing them both leads to being able to choose the
tactical advantage for any given situation. But when forced to choose between
them in training you must consider that ambush can be more valuable with MO
being cheaper and having quicker returns on TP's spent. MO will be of greatest
benefit to clerics by being able to hit a single creature more than once, but
that then requires extreme training dedication to get the 40 ranks needed. I
can't advise physical clerics on which direction to go, I can only point out the
costs and benefits and hope that the information is enough to help others make
their own decisions.]

PHYSICAL TRAINING (6/0): This is what will determine how many HP's (hit points)
you have (along with your race & Constitution). In order to get more HP's each
level, you must train in this skill. HP's are important to max for halflings,
elven races and physical clerics. Others can skimp on it a bit if they want to
after getting enough HP's to feel comfortable. I like singling until HP's are
maxed, but many clerics only train every two or three levels to spread out TP
costs. (Don't double.)

FIRST AID (2/1): FA currently affects two things; how well you tend bleeding
wounds and how well you skin creatures. It's really personal choice how much you
want to dedicate yourself to first aid. I have picked it as one of my skills
that I single for life, others pick up only a few ranks (suggested minimum is
10) and some are gung ho doublers. The more ranks of first aid you have, the
more severe bleeders you can tend and the more reduced your tending RT becomes.
This skill is very important for anyone who does much rescuing. Eventually FA
may be added as an important trained skill when it comes to the use of herbs,
but at this point that's just rumor.

The new skinning system that was released in March 2000 not only uses your FA
skill to determine your success rate in skinning, but it also affects the value
of the pelts. The higher your FA skill, the more likely you are to create high
quality skins and thus be paid more for them. It should also be noted that the
value of the pelts is based on if they have been damaged in combat. If the
trophy is a claw for example and you hit the creature in the leg/hand/paw, that
claw is in bad shape and won't be worth much, thus increasing the importance of
being able to aim your blows if you want to be a good skinner.

TRADING (0/3): This is a fluff skill for clerics. It is only haphazardly
implemented in the game. The idea behind it is that you can get lowered prices
from merchants, both town shops and traveling merchants. But currently only some
merchants take trading into account. It also allows you to get better prices
from the pawnshops and gem shops. The only cleric who would want to put serious
effort into this skill is someone RPing a penny pincher or greedy type.
[Update note: Trading has now also been incorporated into the new skinning and
gem systems. Having enough ranks in trading will allow you to appraise your
pelts/gems to see their quality. This ability may be useful for future Artisan
Skills.]

PICK POCKETS (3/3): This skill works two ways. It allows you to be able to pick
the pockets of other adventurers and it helps you defend against people trying
to pick your pockets. Though even high amounts of training only somewhat
increases your chances of catching a thief, and then usually only the less
skilled thieves. Most clerics will never train in this skill.
(back to the top)

XXVIII. BASIC TRAINING

To get a new cleric started off here is a typical training plan:

Single: armor, shield (for one handers), combat maneuvers, weapon, first aid and
physical training (also spell aiming if applicable)

Double: spell research and mana share (you can single share the first two levels
and double after that to be able to raise at level 12)

Alternate: perception and swimming/climbing

Pick up other skills as allowed by points on a rotating or occasional basis.

The above will get all clerics through the first few levels, no matter their
desired future goals. As you learn more about what you want to do and gain ranks
in certain skills, you can decide which ones you want to continue, stop, start
or concentrate on.
(back to the top)

XXIX. CLERIC SPELLS

(This is not comprehensive. It is in addition to the official spell list put out
by Simutronics. To get the actual spell list visit the Gemstone web page.)

PRAYER OF HOLDING (301): Works only on undead. It subtracts 50 DS from the
target and "holds" them still. Creatures have a chance to break out of it each
round. What this means is, sometimes they are held a long time, but it's not
unusual for them to break out soon after you are out of your casting RT. You
will often find when older that Bind (214) is a better choice. Holding mana cost
is half the level of the creature, with the max cost being 20. (This spell,
along with several other cleric spells, has a nice RP effect when cast at
items.)

REPEL UNDEAD (302): Works only on undead. This is the mainstay hunting spell of
clerics. It is the only combat spell that consistently kills targets. Mana cost
works like Holding, with the min cost being 2 and max 25. But you only lose the
full mana amount if you fail the spell. If you make the target flee it costs
nothing, if you kill it, it costs one mana. If you get an end roll of 101-149,
the target usually flees from you. (There are also random kills in that roll
range.) If you roll 150+, the target is disintegrated. You only have a few
seconds to skin and/or search the kill.

[Update Note: It has been announced that Repel Undead will be replaced with a
direct damage spell that will possibly affect the living as well as undead. At
this point in time no details are known about how it will work or what it will
look like.]

PRAYER OF WARDING (303): First of the cleric defensive spells. This spell adds
to both DS (defensive strength) and TD (target/spell defense). It's refreshable,
meaning you can cast it again before it wears off and the duration is reset. The
spell is rank based, meaning its power (added protection points) and mana cost
increases as you train in the cleric list. This is very important to keep in
mind, since at younger levels, if you overtrain the cleric list, you will find
you might not have the mana to keep these sorts of spells going. The base bonus
for the spell when you first learn it is +5, with one additional point for each
additional cleric spell known past 303. It maxes at +20. Base mana cost is 3,
with +1 for each additional cleric spell known, maxing at 18. (Singling the
cleric list maxes this spell at level 18.)

HOLY BLADE (304): Blesses weapons for use against undead. At first, it only
works on plain weapons, meaning those that have no extras to them. Extras
include things like enchants or magic metals, e-blades, weighting, flares, etc.
Once you learn 25 spells in the cleric list, your bless adds holy water flares
to the weapon, but still only works on plain weapons. When you learn 50 cleric
spells you add the ability to bless magic metal weapons with no extras. (The
bless lasts three swings per your level, making it a high mana cost for little
benefit when really young.) One thing to be aware of, if you cast bless at a
cursed weapon, the weapon will blow up. This is very good against harbingers who
swing cursed claidhmores and very very very bad if you accidentally blow up some
other character's prized weapon.

PRESERVATION (305): Also known as Lifekeep and LK. Used to keep the spirit of a
dead person attached to the body. (Prevents decay.) Always cast this spell right
away when you see someone who is dead. A person who has been kept has their
decay timer stopped. So if the person only has 10 minutes between death and
decay, that 10 minute timer is halted wherever it was in the countdown for as
long as the lifekeep lasts, then the decay counter starts again. Be sure to
watch for lifekeeps to wear off, when they do you need to cast again. The words
to look for are "stench of decay" or "body grows darker". (White flasks contain
a potion that has this spell. To use one type, "pour my flask into <name>". Even
though clerics learn the spell, you should still carry a flask with you at all
times.)

HOLY BOLT (306): Bolt spell of holy water. Works best on undead but can be used
on living. Only useful if fully singled in spell aiming. Like all bolt spells
it's stance dependent, only getting full AS from stance offensive. When in
guarded or defensive stance, it becomes an RP spell, as it does not actually
cast the bolt. Bravery, Heroism, Spirit Strike and Benediction will all add to
your AS when using this spell.

BENEDICTION (307): One of the nicest cleric spells, it affects the entire group.
Cast it at the group leader. It adds to both AS and DS. Rank based again, with a
base of +5 with an additional point added for every two cleric spells learned,
maxing at +15. Base mana cost is 7 with +1 for every two additional cleric
spells, maxing at 17. The spell is still maintained by everyone in the party,
even if they become unjoined through hiding, etc. If the group becomes separated
in different rooms, the spell quickly wears off anyone not joined. (Singling the
cleric list maxes this spell at level 27.)

WELL OF LIFE (308): Allows you to send your spirit to another person. How much
is dependent on your mana share skill. With full share, if the person you are
sending to has 5 out of 10 spirit, you will send them 5 spirit to "fill them
up". It will always leave you with at least one spirit, so you do not have to
worry about the spell causing spirit death. (It can be a by product though if
you are not careful with other spirit draining things in the game.)

Starting in Spring 2001, it's now required that Well of Life be cast on a corpse
before a cleric can raise them in order to establish a spiritual link. Only the
cleric creating the link can then raise that person. The dead body has a chance
to break the connection using the "unlink" verb. Once the corpse has been
raised, the link remains in effect for two minutes. If the recently raised
person dies for any reason while the link is active, the gods punish the cleric
for his or her carelessness and prevents the cleric from being able to raise
again for an hour. There is also a minimum 5 minute wait time after raising
someone before the cleric can link to another corpse. Take special note that the
link does nothing to preserve the body so Lifekeep still has highest priority.

NEUTRALIZE CURSE (309): Temporarily removes a curse from an item allowing it to
be briefly handled or put away/thrown away. How long the curse is removed is
level based. This also works for opening the GY (graveyard) gate.

WARDING SPHERE (310): Another very nice spell that works for the whole group.
Adds to DS and TD just like 303. It can be used with 303. Group mechanics work
just like Benediction. It's rank based with the base being +10 when learned,
with an additional point added for each cleric spell learned past 310, maxing at
+40. Base mana cost is 10, with +1 for each additional cleric spell known,
maxing at 40. (Singling the cleric list will max this spell at level 40.)

BLIND (311): An often used spell by weapon hunting clerics. (Blind was changed
from a caster level duration to a warding failure/creature resistance duration.)
It stuns the target and subtracts 20 from their DS. It will stun them in
whatever stance they are currently in though, so it's best to make sure they are
being aggressive before casting the spell. The spell can be removed with Unstun
(108). Blinded creatures are easier to hide from. Works on both undead and
living. You can gain experience by using this spell even if you don't cause any
damage, but you must be present when the creature is killed and searched.

RAISE DEAD (312): The first cleric spell learned to raise the dead. You must
have 24 ranks of mana share to safely raise the dead. If not, you can experience
backlash, you will have lost your spirit and the person will still be dead from
the failed raise. Casting 312 takes 75% of the target's spirit amount from the
caster. This means if the dead person's max spirit amount is 10, you will need
to have 8 spirit to raise them. You use 7 to raise and keep one for yourself to
keep you alive. You can use "appraise" to see the spirit level of the dead
person and "health" to check your spirit level. Never depend on what the FE says
as it is not always accurate. If you are not careful, you can "over raise"
meaning you did not have enough spirit so you die and decay instantly from a
spirit death. Most clerics do this at some point in their career and it isn't
fun. The spell returns one spirit point and one HP to the person being raised.

Some brief notes about raising: There is a LOT to know in order to raise safely.
It is imperative you learn these things BEFORE you start raising the dead. Read
what is available in guides, go to any classes offered in the game and read my
seminar transcript available on the mentor site (www.mentors.play.net). Go to
where clerics are raising and tell an older cleric there who looks like they
know what they are doing that you are there to learn and ask for any pointers
(when they are not busy of course). Right now raising, according to game
mechanics, is just another spell. Keep in mind the spell description though, the
cleric is channeling the power of their god to raise the dead person.

PRAYER (313): This spell adds +15 to your TD and also has a "luck" factor. The
luck factor helps in maneuver based things within the game, such as dodging
special creature maneuvers. It's not a set bonus but rather a chance (most
likely random) to dodge better than you normally do. I have not seen that it
gives a noticeable amount of aid, but when going against such creatures, I
always have it running anyway. Until you are much older, you will rarely need
the TD.

INTERDICTION (314): If you successfully cast on a target, it drains their mana
in rounds. (The drained mana does not go to the cleric.) How well it does this
is based on your mana share. The spell doesn't seem to work on old style
creatures. The purpose of the spell is to make it so the creature can't cast.
(Silence - 210 - is an alternative way to prevent a creature from casting and
works immediately for less mana, though it now often has a very short duration.)

REMOVE CURSE (315): This spell removes a curse from items permanently. The spell
description hints that there is room for failure, but currently it appears to
work 100% of the time.
[Update Note: It has been talked about that the sorcerer Curse spell will be
undergoing some changes. It is likely when that happens Remove Curse will also
see some changes. But no cleric details have been given at this time.]

ATONEMENT (316): Not yet implemented at this writing. See the official docs for
the spell description.

ZEALOT (317): Very interesting spell that has to be used with great care. This
spell adds to AS and subtracts from DS, plus forces the recipient(s) into an
offensive stance. You cannot change stance again until the spell wears off. When
first learned the spell adds +15 to your AS, with an additional point being
added for every two additional cleric spells learned. It maxes at +30 to AS. It
does not matter what your AS bonus is with the spell, you will always get -30 to
your DS when using Zealot. It has a fixed mana cost of 17. This is a self-cast
group spell. What this means is, if you want the group to receive the spell, you
must be leading the group. Always ask if everyone wants the spell and explain
the drawbacks before casting. If you want to use it and others don't, have
someone else lead and cast the spell on yourself. (Singling the cleric list
maxes this spell at level 47.)

LIFE RESTORATION (318): This is the second spell for raising. It only takes 50%
of the cleric's spirit and returns 10% of the dead person's health to them.

DIVINE WRATH (319): Also an interesting spell that is often hotly debated among
clerics. It is an undead only spell that can target more than one creature at a
time. It is a warding based spell, and the targets get a warding chance at each
attempted strike. It is a very impressive spell as far as the special affects
go. It has waves of strikes, the number of waves you get is based on cleric
spells known. The power of the spell is based on the caster's mana share
training. The biggest drawback to Divine Wrath is that you must wait to cast it
again, how long you have to wait seems to depend on how much damage you caused
with your first cast. The wait seems to be anywhere from about 5 to 25 minutes.
There are some interesting quirks to the spell that I will let you discover for
yourself, but I will give two hints. Be in guarded stance before you cast and
don't look into the crimson mist unless there is an empath with you. (You don't
have to specify a target when casting.)

EXORCISM (320): Not yet implemented at this writing. It will most likely deal
with demon summoning when it's eventually implemented.

SANCTIFY (325): Not yet implemented at this writing.
I am pasting here Sage Jessine's post from the cleric message board where she is
quoting GM Ophion. "re: sanctify, a cleric will be permitted to create 1 weapon
per real-time year. The weapon will have multiple capabilities other than the
obvious physical attributes. The process to manufacture the weapon will be
painstaking based upon cleric spells known, race, alignment and various other
sundries. Alignment of cleric will affect the capability of the weapon. In the
hands of a cleric aligned to the same deity, the weapon will have its full
effect. In other folk's wield, the weapon will be simply a normal blessed weapon
whose bless will wear off until 'refreshed'. For some folks whose alignment are
diametrically opposed to the weapon, the consequences may be more lethal. This
weapon would be what I would classify as a potential 'artifact' weapon. Hence
the limitation in production.

PRAYER OF COMMUNE (330): This is an RP spell that allows a cleric to attempt to
contact their deity directly. This should not be attempted unless the cleric has
a good reason and is properly prepared with appropriate rituals and also ready
as a player to RP whatever may come their way. This spell depends on GM
interaction, so a lot of whether or not a cleric is successful depends on
whether or not any GM's have the time to respond. If they do have the time, they
will usually observe for a bit without you knowing it. So it's up to you to
dazzle them and make them think you are worth their effort to play along with
you.

The biggest tip I have for anyone wanting to Commune is to make sure that the
bulk of your prayer and ritual is done AFTER casting the spell. A GM will not
have seen whatever you did prior to casting, and often not for a while after
casting since they have to have time to peek in. Make sure during that time you
clearly state the purpose of the Commune and repeat it a few times so the GM
knows what you are up to.

It should also be understood that just because you are praying to one god
doesn't mean another one won't show up. Oftentimes if you get a response it's
not the god him/herself but one of their spirit servants. A cleric usually has a
greater chance of success if they cast Commune at an appropriate symbol. Be
aware that frequent and repeated attempts are frowned upon and dismissed by the
gods and GM's alike. Also be aware that Communes during major storyline events
are rarely successful (beyond occasional mass destruction) as the GM's have
already decided how they want the storyline to proceed and are not interested in
giving "inside info" to an individual cleric or group. While it makes a lot of
RP sense for a cleric to want to contact their god during such a time, it has to
be given a back seat to the reality of how Commune works.

RESURRECT (350): The highest of the raising spells, it only takes 25% spirit,
meaning the cleric will lose 2 spirit at the most. It also returns half spirit
and health to the raised person.
(back to the top)

XXX. SPELL TRAINING

For most clerics, the very young levels have a set training path. Once you reach
level 15, decisions need to be made about which spells to target as priorities
since we have to choose among three lists. The type of cleric you play will
dictate which spells are most important to you.

I am going to give suggestions based on the different types of clerics, but
realize they are only suggestions. If you want to deviate from the suggested
paths based on your own interests and goals that is fine.

Level 3 all clerics should know spells 103, 202 and 303.

Level 10 all clerics should know 103, 209 and 310.

Level 11 double train the major list, giving you Bravery (+15 to AS) on time.

Level 12 double the cleric list giving you Raise Dead on time.

Level 15 clerics should know 103, 215 and 314.
(215 is Heroism, +25 to AS, plus added mana and health regeneration, it's
important even for magical clerics.)

Decision time. Most clerics will want to keep up in the cleric list for at least
a while longer to get more from the rank based spells and to keep up cleric CS.
The biggest decision is whether to continue on in the major list or to switch
back to the minor list.

A physical cleric should switch back to the minor list working towards getting
Lesser Shroud/Alkars (120). A rescuing cleric will usually want to keep on in
the majors to get Major Sanctuary (220). The magical cleric can go either way,
depending on personal taste.

I am not going to mention magical clerics from here on because the majority of
them will at least single the cleric list for life, targeting other spells as
their personal interests dictate. Dedicated singling/doubling of the cleric list
means getting spells from the other two lists at a slower rate than other
clerics. It's only physical and rescuing clerics who will spend significant
periods of time away from the cleric base list.

Level 18 physical clerics will have 105, 215 and 318.

Level 18 rescuing clerics will have 103, 217 and 318.

The reason I suggest going to 318 even for physical clerics is you will often
stumble over dead bodies while hunting who need your help. Using 318 takes less
of your spirit and gets you back out hunting sooner, plus it returns more health
to the dead person. Going to 318 even if you haven't trained to be able to raise
yet will max the bonus from Warding (303) and keeps your cleric CS in good shape
for using Blind, which is the mainstay hunting spell for younger weapon using
clerics.

Level 19 - physical clerics usually leave the cleric list and start doubling the
Minor list to get Lesser Shroud/Alkars (120). It's one of the best DS/TD spells
clerics learn.

Level 19 - rescuing clerics are still working towards 220 in the Major list.
They can also continue in the cleric list, or switch to the Minor list to start
working towards Locate (116). I suggest switching to the Minor list.

AFTER LEVEL 20

Many rescuing clerics tend to keep going to 225 after getting 220. I think this
is a mistake because fogging without being able to locate people is both
dangerous and frustrating. If you can't peek before fogging, you might be
landing in a wight cloud getting zapped and joining the stack of deaders. It's
also possible you could fog there only to find out the dead person doesn't want
or need your help because someone is already there. Also realize that if you can
locate, you can walk to where the dead person is lying all alone hoping for
someone to stumble across them, whereas with 225, you have no idea where they
are. If they are in a non-foggable area, you won't know where to go to offer
your help.

For rescuing clerics I suggest at level 21 doubling the Minor list up to at
least Locate (116), then decide again how to proceed.

I should also mention that spell 130 (Spirit Guide/Word of Return) is actually a
better spell to know than 225 (Transference). The problem is, 225 can be learned
much sooner and is too tempting for most clerics to pass up in favor of working
towards 130 first. I admit I wasn't able to pass up the temptation either. If I
had it to do over again though, I would seriously consider learning 130 first,
having experienced using both spells.

The key spells for rescuing clerics are 116, 130, 220, 225 and 350.

For Voln clerics your spell priorities may be different than those who are not
members. Being in Voln grants you many of the cleric abilities at younger levels
so that getting those spells isn't as important.

The key spells to keep in mind for physical clerics are 120 and 150 (Wall of
Force). For fun, safety and convenience, 220, 225 and 130 are also good spells
to target.

For physical clerics I highly recommend trying to learn Wall of Force (+100 to
DS) close to your 50th training, level 52 is a common one. It is extremely mana
intensive, but the protection is desperately needed for a very physical cleric.
I didn't learn it until 57 and was miserable during my 50's because I took the
advice of other clerics and put it off.

It's impossible for me to list which spells each cleric should have at any given
level. It will depend so much on your goals and priorities. The best way to
figure out what you want to do is write out several lists. Each list should have
each level listed and then the possible spells known in all three spell circles
for that level. Highlight your target spells and what level you would gain it.
Then pick which list most closely fits your interests and use that list each
time you train so that you know which spell circles to choose during training.

Rescuing and physical clerics will most likely leave the cleric list for several
levels at a time, doubling another list to get a target spell. It has to be done
this way to get spells at a time that you really need them for DS or could
really use them for safety in the field or for getting yourself or others out of
danger. But it should also be realized that leaving the cleric list drawbacks.
Your cleric CS will suffer a bit and your bonuses from rank based spells will
grow more slowly. So it's best to also spend a series of levels doubling the
cleric list in between gaining your Minor/Major target spells.

ADVANCED TRAINING

What about after you know all your spells? For a strictly doubled physical or
rescuing cleric you will usually know the highest implemented spells in all
three circles at level 62. For highly magical clerics who single in the cleric
list every training it will be level 74.

For a physical cleric, going beyond 225 in the Major list helps with Bind CS,
which becomes an issue around level 70 or so. The creatures begin having a very
high DS and the aid of Bind becomes very important while the TD's become
increasingly harder to beat. But it can be very difficult to increase your Major
Spirit CS without falling too far behind in the cleric list. I'm mostly
mentioning all this because it shows that even after you learn all the
implemented spells, there is a lot to think about in regards to your hunting
style and your spell training choices.

Rescuing clerics might also want to keep in mind that Transference (225) has not
yet been changed like 130 was. It has been stated that it too will eventually be
changed to be less predictable and possibly have some sort of failure rate. When
and if it is changed, it's probably a good bet that Major list spell ranks known
will have some effect on how well the caster can use the spell. In which case,
training up to at least 230 or 250 sooner rather than later might not be a bad
idea.

Magical clerics will mostly concentrate on the cleric circle for their CS, but
will also want to eventually go up to at least 230, 250 is better, in the Major
list.
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============================================================================

CONCLUSION

I hope this guide will be some help to you as you start out as a cleric. It is a
difficult path at times, but do not lose faith. The levels between 7-11 can be
especially hard. When you are there, just remember that other clerics have gone
through the same thing and made it to the other side. Many of them are ready and
willing to give you a word of encouragement or to share a story from their own
hard times. The important thing is to have fun with your character and try to be
true to him or her. Our clerics are precious. May Imaera bless you and Leya give
you strength.
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ACKNOWLEDGMENTS

Thank you to Lord Tavarion for his original guide that helped me get started as
a cleric.

Thank you to Lady Falya and Lord Tavarion for their help and feedback on my
first guide edition. (1997)

Thank you to Lady Falya, Lady Krakii and Lord Celtar for educating me about game
mechanics over the years.

Thank you to Lord Damangherik, Lady Chrisalys, Lirit and Lady Lorel for their
inspiration and help when I was a young and ignorant cleric.

Lady Danay Mayfern
Priestess of Leya
Member of The Amazon Tribe of Leya
Member of House Brigatta

FEEDBACK

If you would like to contact me about this guide, feel free (no IM's please). My
game name is Lady Danay Mayfern. My Email address is OBSESSION@play.net.
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REPRODUCTION:

This guide may be freely distributed as long as it is published in its entirety.
(back to the top)

VERSION HISTORY

First edition published Fall 1997.
Second edition published Fall 1998.
Third edition published Fall 1999.
Fourth edition published Winter 2002.
(back to the top)

DISCLAIMER

This is not an official Simutronics document. Everything expressed herein
(except where noted) is my own opinion.

=================================================

APPENDIX A - Excerpts from the Statistical Cleric's Guide by Lord Tavarion
Wintersdream

Due to significant changes in character generation and other aspects of the
game, The Statistical Cleric's Guide by Tavarion has become too outdated to use
as a sole reference any longer. He updated his original guide in 1999, at the
same time that I was also updating my own, but he left the game soon after. He
gave me permission to incorporate as much of his guide as I wished into mine. At
the time though his guide was much better preserved intact and so I had it
published separately on the Lorekeeper's website.

Because of the significant changes to the game, I am now taking the second
option and incorporating parts of his guide into this appendix in order to
preserve and make available the important information that still holds true and
which is valuable to anyone rolling up a cleric. For those unfamiliar with
Tavarion's work, he was the one who did the original research on cleric
statistic growth intervals, among other things.

All of the following information was lifted directly from Tavarion's guide and
has not been altered.

---------------------

Stat Order

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:

Dark Elf AUR STR DIS WIS REF* DEX* CHA LOG INT CON
Dwarf AUR REF DIS WIS DEX STR CHA LOG INT CON
Elf AUR STR DIS WIS DEX* REF* CHA LOG INT CON
Giantman AUR REF DIS WIS DEX STR CHA LOG INT CON
Half-Elf AUR REF* DIS WIS DEX STR* CHA LOG INT CON
Halfling AUR STR DIS WIS DEX REF CHA LOG INT CON
Human AUR REF DIS WIS DEX STR CHA LOG INT CON
Sylvankind AUR STR DIS WIS DEX REF INT CHA LOG CON

* These stats can be safely switched, if so desired.

Stat Growth

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:

CON DEX DIS LOG INT STR REF CHA WIS AUR
Dark Elf 18 15 30 25 18 20 20 15 30 15
Dwarf 25 5 35 25 20 25 10 13 33 15
Elf 15 15 25 30 22 20 17 10 32 20
Giantman 25 8 30 25 20 25 13 15 30 15
Half-Elf 20 12 28 25 20 22 17 17 30 15
Halfling 25 15 25 23 20 15 20 18 30 15
Human 22 10 30 25 22 22 15 15 30 15
Sylvankind 18 15 25 25 20 15 20 20 30 18

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).


The racial bonuses are as follows:

CON DEX DIS LOG INT STR REF CHA WIS AUR
Dark Elf -5 +10 -10 0 +5 0 +5 -5 +5 +10
Dwarf +15 0 +10 +5 0 +10 -5 -10 0 -10
Elf 0 +5 -20 0 0 -5 +15 +15 0 +5
Giantman +10 -5 0 0 -5 +15 -5 +5 0 -5
Half-Elf 0 +5 -5 0 0 0 +10 +5 0 0
Halfling +10 +15 -5 +5 +10 -20 +10 -15 0 -5
Human 0 0 0 +5 +5 +5 0 0 0 0
Sylvankind 0 +5 -5 0 0 0 +5 +5 0 +5

HPF Max HPS
Dark Elf 5 120
Dwarf 6 140
Elf 5 130
Giantman 7 200
Half-Elf 5 135
Halfling 4 100
Human 6 150
Sylvankind 5 130

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.

SKILLS

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

Spirit Regeneration

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.

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.

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.

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.

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.

Casting Spells

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

[Note from Danay: I removed the CS calculation from this section as the formula
changed in the spring of 2001. The exact formula was not released to players by
Simutronics, though players have managed to determine a formula that is fairly
close. For information on calculating Casting Strength, please post on the
Cleric message board in the Cleric Spells category or visit a player website
that has the generally used formula.]

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.

Magical Items

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.

------------------

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.

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