Dark Cleric

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Classes

Class Summary

As the Cleric of Light is the harbinger of all that is good and holy, you are the harbinger of chaos and destruction. Pain and suffering are your trademarks, as is a small arsenal of curses. You revel in the pain of others. Armed with Unholy powers and also a medium of ability to protect yourself from physical harm, you have the ability to hold your own against most foes. However, you are not above using others to do your dirty work. If they suffer or fall so be it, as long as the deed is done in the end. These special abilities come at a cost however, you can never master any weapon style nor can you wield anything other than mace weapons. Given the benefits of your powers, the price is worth bearing so long as you keep a sharp wit about you...

Starting Items

5d4 x 20 Gold

Iron Mace

Leather Armor

Plain shirt

Long pants

Boots

Lantern

Journal

Feats

Alchemy Science

[Passive] Prerequisites: Intelligence of 60+

This feat will grant the character knowledge of the art of Alchemy, and it's use. You will receive 30 points in Alchemy skill, and an Alchemist's Kit.


Advanced Healing (usage: automatic)

[Active] Prerequisites: Healing skill 60+

You have learned the ability to go into a deep meditative trance, thus allowing your body to heal itself much faster than otherwise possible. But, entering and leaving this deep trance takes a lot of concentration, and taxes the body. Once leaving a trance, you lose mana in return for your health, and must give your body time to rest before attempting to enter another trance.


Healer's Oath

[Passive] Prerequisites: Healing skill 60+

By dedicating themselves to the preservation of life, the cleric casts off the mantle of zealous warrior and gains a profound talent for the preservation of life. This feat will prohibit the usage of weapons, in favor of empowering your holy or unholy spells.


Rebuke Undead (usage: double-click your unholy symbol)

[Active] Prerequisites: None

Through the cleric, the deity manifests a portion of it's power, taking control of undead creatures. However, since the power must be channeled through a mortal vessel, success is not always insured. No action can be taken while the cleric is attempting to rebuke undead. As the skill of the feat increases (in this case, based on character level), stronger forms of undead can be controlled.


Dark Aura (usage: ]darkaura)

[Active] Prerequisites: Level 10+

Your training and deeds to your deity have granted you the ability to protect yourself from good-aligned characters. As you continue to follow your Path and gain experience, so too will the potency of the aura increase when it is used.


Bestow Dark Blessing (usage: double-click your unholy symbol)

[Active] Prerequisites: None

You have been gifted with the ability to place blessings upon specially prepared items. This feat is a requirement in creating unholy items, such as unholy water (which is beneficial to undead) and more. The types of items that can be blessed is based on the cleric's character level.


Unholy Might (usage: double-click your unholy symbol)

[Active] Prerequisites: None

Using your unholy symbol, you are able to call upon the Divine energies and grant yourself a damage boon in combat. For a limited time, you are able to deal additional damage to most lawful creatures. Using this feat will require you to expend a portion of your mana pool.


Crafting Feats

[Passive]

Please follow the link to learn more about Crafting Feats

Skills

(note: All other skills default to 0.0 each)

Combat

Aim - 15.0

Resist Spells - 100.0

Prayer - 100.0

Anatomy - 100.0

Tactics - 100.0

Healing - 100.0

Magery - 100.0

Macefighting - 80.0

Wrestling - 80.0

Evaluate Int - 75.0

Block - 60.0

Dodge - 60.0

Crafting

Blacksmithing - 40.0

Carpentry - 40.0

Cooking - 80.0

Fletching - 40.0

Tailoring - 40.0

Tinkering - 40.0

Other

Alchemy - 100.0

Camping - 100.0

Detect Hidden - 100.0

Fishing - 100.0

Inscription - 30.0

Lumberjacking - 100.0

Mining - 100.0

Musicianship - 100.0

Taste ID - 80.0

Inscription - 30.0

Bonuses / Restrictions

Class Feats & Items

Healing Skills

Divine Spells only

Spells

Clerics Spell Book
Circle Spell
First Circle Heal Night Sight
Second Circle Agility Cunning Harm Cure Protection Strength
Third Circle Bless
Forth Circle Arch Protection Arch Cure Greater Heal Lightning
Sixth Circle Dispel Mass Curse
Seventh Circle Mass Dispel
Eight Circle Resurrection


Races

The following races can become Dark Clerics:

Human

Drow

Orc

Goblin

Alignments

Sinister in nature, the Dark Cleric can be any of the following alignments:

Lawful Evil

Neutral Evil

Chaotic Evil


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