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Overview of the Guild |
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THEME:
As devoted followers of the gods, Priests are granted
extraordinary powers by their deities. The powers vary from god
to god. The powers include healing wounds; inflicting damage on
others; and controlling weather, the elements, and nature itself.
OFFENSE:
The main offense of the Priest Guild is its spells. The spells do
various types of damage, including fire, cold, mental, and
physical damage.
DEFENSE:
The guild's main defense also comes from its spells. Magic armour
can be summoned, and protection spells can be cast. The main
defense comes from the healing abilites. After monsters pound on
a priest for many rounds, a few well-timed healing spells will
lessen the damage considerably.
MISCELLANY:
Some of the many miscellaneous powers granted to the priests
include enchanting weapons, changing people's alignments,
lightening the weight of items, and temporarily boosting a
player's stats.
SUPERPOWER:
Mends -- healing hp and sp from a distance.
SPECIAL:
There are twelve gods that a priest can choose to worship, 4
good, 4 neutral, and 4 evil. The followers of each god have
certain spheres of influence that are stronger or weaker, but
overall things are fairly balanced. A new priest starts with the
rank of acolyte and works his or her way up to avatar and beyond.
RESTRICTIONS:
Each of the gods has his or her own set of restrictions. Common
ones include keeping alignment on the correct path (good/neutral/evil),
not wielding bladed weapons, and minor armour restrictions. Also,
reagents from the guild are required to cast many of the spells.
GEXP:
Guild experience is gained through casting spells. The guild
levels are known as 'steps ascended'. There are 50 steps to
ascend, with each one bringing a bit more power.
Inscribed by: Gilad -- March 8, 1997