~ Spells ~
[Defensive
Spells] [Offensive Spells]
[Curing
Spells] [Miscellaneous Spells]
[Home]
~ Guild
Information ~
~ Newbie
Information ~
Getting Started
Many players will help you,
either from your race or guild. Politeness goes a long way, especially
if you are the one asking for services and aid.
Rearrange
Welcome, newbie! To begin
your journey on becoming a priest, you will need to rearrange first.
You'd want to have the highest wisdom that you can get, high strength and
constitution, (wisdom is needed to have a high ability to learn and perform
your spells, strength to be able to carry heavy objects, and a high constitution
for better health, more hit points) 20 is the highest possible in the rearrange,
so you will want to shoot for 20 in wisdom, and as high as you can get
in strength and constitution.
Newbie Guild
Once you have successfully
rearranged, you will want to join the newbie guild. Depending on what race
you are, the newbie guild will be in different locations. Join the
newbie guild, and max out fighting and faith. Then leave the newbie guild.
Priests Guild Location
The Priests Guild (or Treeth
Cathedral) is located in Treeth (one west, south of Gods Way and
Main Street)
Head east from there, and
join at Maynard. After joining, go west, and two south, you'll be inside
the guild. Look around, the guild shop is south of you, and where you advance
at, Harold, is west, north from the Parlor.
Note:
*-Excluding-
'Outside of the Priest Cathedral' everything east of that is a safe room.
Meaning that no other players can cast any type of spells, and the priests
can only cast defensive spells on themselves and others. Repeated casting
of spells while walking into the Cathedral will result in you being tossed
for 3 real life days.
*South of 'Outside
of the Priests Cathedral' is also a safe room, the Flower Garden is used
mostly for wedding ceremonies. A priest can 'prepare' the room for a wedding,
(disables souls from other players in the room) and 'allow <name>'
(to grant certain players the ability to soul while at the Flower Garden
after you prepared the room)
Exping/Advancing
Exping, killing NPCs (non
player characters, monsters generated by the game) and getting experience
points, and then you use those experience points to advance at the guild,
to raise your skills so you will be able to learn more spells.
To make exping easier and
faster the following are a few tips:
1. Get a good weapon
and some armours. This will help you kill the monster quicker and protect
you against from their attacks more. Some of the most popular newbie weapons
are a Great Maul, Halberd, Claymore and a Rod of Chaos (RoC) The Great
Maul saves at level ~90, Halberd 200, Claymore saves at level 15, RoC is
random. All of these weapons can be found in Treeth, but it is advised
to just ask someone guild (guild <message>) to help you get one.
Armours, I would suggest get someone to help you get a Steel Breastplate
down in Eternia, or a Knight's Mail in the Treeth Stronghold. These are
the two basic armours, I would suggest on getting. (Keep in mind there
are plenty of other options available, and many other armour types that
you can wear) There is also the option of buying guild armours and weapons
and using those, here is some information about
the Priests Guild Shop. Also, before going out and exping, you can ask
for defensive spells from the guild. Holy Shield, Bless and Holy Armour
will help greatly for newbies and through the rest of your exping days.
Just ask on the guild channel, politely, for someone to assist you with
spells.
2. A exping place.
NPCs are scattered all around RoD, some popular areas to exp in are the
Encampment, Hylar, and the Goblin Caves. These areas generally are over
populated with players and npcs would be difficult to come by. Some more
other areas to exp is the Greywynd Castle, and Yikaria & the city of
Hirwaun. These places are designed for newbies to low levels. Middle
level priests should consider continuing in Hylar, or travel to Madagor,
an island northwest of Treeth. High level priests, can consider going to
Raven Island (need to be at least level 200) or Madagor. Both places requires
sailing, or taking a ferry.
Once you have gathered enough exp, (remember to keep watch of your exp cap. The cap means that you can only get up to that amount of exp before you need to advance, if you go over that cap, you will loose that exp when you advance at the guild) you will need to travel back to the guild and advance it. I have collected a good variety of advancement plans here, that you can use, here. As you advance and raise your skills you will learn more spells, here is a list of our spells and a brief description of what each does.
To advance, go to Harold, and type 'say what spells' this will give you a list of the spells that you can learn, 'say spell list' this will list all the spells that you can learn right now, and 'say teach me <spell name>' will teach you that spell. Continuing exping and advancing, and soon you will be done and maxxed (takes about 350 million exp, to fully max this guild. It's not -that- much *grins*)
~ Guild
Policy ~
Priests Articles of
Conduct
It is upon your own discretion
to provide others with the healing powers and miracles of our Gods. We
consider all life to be sacred, especially a Priest's life. Bloodshed by
a Priest upon another will not be tolerated and it will be dealt with accordingly.
We provide sanctuary for all in the Cathedral, excluding our own sacred
prayer grounds . All Priests lives in harmony with each other, any conflicts
should be brought to the elders.
~ Armour
Description: This
is a minor spell that will help augment your armour. This spell effect
will last longer the more experienced you are.
Spell Level: 4
Skill Usage: faith.spells.defense.target/self
GP Cost: 20
Special Note: Weak
defense spell.
~ Holy Armour
Description: This
spell infuses the target's body with a divine radiance, adding a considerable
amount of protection against all physical and elemental damage. The
strength of the casating is based both on your defensive skill and on the
purity of your heart.
Spell Level: 50
Skill Usage: faith.spells.defense.target/self
GP Cost: 300
Special Note: A
good defense spell for yourself and others. Alignment restricted.
~ Holy Shield
Description: A
major protective spell that helps augment your current armour. The spell
lasts longer the higher level you are. The spell will also protect
the target from a percentage of damage which is dependant upon the caster's
skill in f.s.d.(s or t)
Spell Level: 150
Skill Usage: faith.spells.defense.target/self
GP Cost: 350
Special Note: The
best good aligned shield for the realms, it protects against 65% of the
damage.
~ Sanctuary
Description: This
shimmering barrier of energy will protect you from all physical attacks,
however, you may not attack or turn any creature while this spell is protecting
you. Doing so will cause it to disappear. There is a
short delay after the barrier dispels where it cannot be recast.
If you enter a racial homeland protected by another deity, the barrier
will also lose its power. You may only cast this spell upon
yourself.
Spell Level: 200
Skill Usage: faith.spells.defense
GP Cost: 100
Special Note: This
spell protects you against -all- offense spells that take direct damage
to you. Things such as soultrap, silence, ice, mug, etc., will -not- be
protected against. Only spells and acts that will cause harm to you, hp
wise. Restrictions: movement, time limit on recasting, and any offensive
action (casting of offense spell, kill command, and misc spells) that the
priest takes against their target, will cause sanctuary to dispel.
Cannot be casted in any homelands, other than your own.
~ Bless
Description: This
spell is used by priests to call upon their Deity to temporarily increase
the target's ability in combat.
Spell Level: 201
Skill Usage: faith.spells.misc.target/self
GP Cost: 500
Special Note: Bless
is a lot weaker now, than compared to what it was a few years ago. I find
no dramatic change when I have bless or not, although I did not advance
(nor did I even touch faith.spells.misc). Bless effects combat and parry,
and is alignment restricted.
~ Serendipity
Description: Serendipity
is the most powerful prayer known to the Priests of the Light. The
prayer focuses the your energies and life force on becoming one with Severan.
Miraculous things tend to happen regularly to priests who have mastered
this ability.
Spell Level: 300
Skill Usage: faith.spells.defense.self
GP Cost: 400
Special Note: Requires
an overall level of 200 to learn the spell. Meditation Focus is needed
to cast the spell, and is a priest only spell.
~ Harm
Description: This
spell calls down a potentially major destructive force from your deity
and channels it through your body into your target, causing grievous bodily
harm.
Spell Level: 10
Skill Usage: faith.spells.offensive.target
GP Cost: variable
Special Note: Weak
offense spell,
~ Channel Essence
Description: By
casting this spell, you draw upon your faith your deity to bestow a Spiritual
weapon upon you. The strength of this weapon is based mostly off
of your faith.spells.offensive skill; however, the amount of the enchantment
is based upon faith.items. You may only possess one such weapon at any
given time. If you no longer have a need for your summoned weapon,
you may "dismiss" it.
Spell Level: 50
Skill Usage: faith.spells.offensive
[for strenght, the power of the weapon]
faith.items [for the enchant on the weapon]
GP Cost: ~450
Special Note: The
weapon that is summoned is based off of what you advance in fighting.combat.melee
[blunt, sharp, or unharmed] the weapon will be of that type. Spiritual
Hammer, Spiritual Blade, Spiritual Gauntlets.
~ Flamestrike
Description: Casting
Flamestrike calls down a pillar of purifying flame upon your target, searing
it a number of times based on your overall level.
Spell Level: 80
Skill Usage: damage:
faith.spells.offense.target
number of hits: faith.spells.special divided by 100
GP Cost:
75 + 50(per additional hit)
Special Note: This
is the only decent offense spell that is not based on alignment of the
target.
~ Holy Word
Description: With
this powerful prayer, you utter the name of your deity to strike down your
foe.
Spell Level: 150
Skill Usage: faith.spells.offense.target
GP Cost: 450
Special Note: This
spell is designed to take 50% of your target's total hps. This spell will
fail on targets that have a natural low hp. Alignment based, (cannot cast
against a good target)
~ Wrath of the Heavens
Description: This
powerful prayer calls down the fury of your deity to consume multiple foes
in a mass of swirling destructive energy.
Spell Level: 200
Skill Usage: faith.spells.offense.area
GP Cost: 200 +
25(per target)
Special Note: Wrath
of the Heavens is able to hit multiple targets, with the same spell. It
does one blunt, fire, and electric hit per cast.
~ Exorcism
Description: This
spell calls upon the divine power of your deity to exorcise the evil from
the affected creature. The shock of this holy energy entering a vessel
of evil upsets the body's balance, doing considerable damage.
Spell Level: 300
Skill Usage: faith.spells.offense.target
GP Cost: 500
Special Note: Requires
an overall level of 200 to cast. Note that this spell has no effect on
creatures that are not evil.
~ Heal
Description: This
is your primary with which to further your cause of healing. It may be
cast on yourself or on another individual. The power (and likewise
the cost) of spell grows with your skill.
Spell Level: 15
Skill Usage: faith.spells.curing.target/self
GP Cost: varies
Special Note: Cannot
heal npcs, or your opponent during combat.
~ Goodberry
Description: This
spell creates 2-5 goodberries. Each goodberry, when consumed, will
heal a moderate number of hit points.
Spell Level: 25
Skill Usage: faith.spells.curing
GP Cost: 300
Special Note: Portable
heals, that do about 100-200 hps per berry. Syntax is 'eat goodberry' and
'consume goodberry'
~ Raise Dead
Description: This
spell raises others from the dead. Take note however, the target
must pray and grant permission to be raised, or this spell will have no
effect.
Spell Level: 40
Skill Usage: faith.spells.curing
GP Cost: 200
Special Note:This
spell will cause loss of levels to the ghost in all skill categories.
The levels lost are from 0 to 16. The higher the level, the higher
the loss. Raise dead will bring your target to about 10 hps, and no gps.
Restoration is also needed to restore their stats.
~ Restoration
Description: This
spell invokes the grace of your deity to restore all ailments affecting
the target's stats. This spell does not heal potions or curses. Use
the Full Heal spell for those purposes.
Spell Level: 110
Skill Usage: faith.spells.curing
GP Cost: 100
Special Note: Restoration
only restores stats, effects like being drunk, poisoned will be cured with
full heal.
~ Extra Life
Description: This
spells gives the target an extra life. It needs to be cast in a place
of power, and requires 100 platinum coins to cast. This is one of the more
powerful priest spells.
Spell Level: 140
Skill Usage: faith.spells.curing
GP Cost: 600
Special Note:This
spell does not effect ghosts. Also, the target may not have more
than 25 lives at any time. Carrying a holy symbol with you makes
any place a place of power. The 100 platinum coins will vanish after casting
this spell.
~ Full Heal
Description: Full
Heal cures the target of diseases, curses, poisons, and nearly all damage.
Spell Level: 200
Skill Usage: faith.spells.curing
GP Cost: 350
~ Resurrect
Description: This
spell will bring the target back to life. Unlike Raise Dead, however,
the victim will return to life in full health. Take note that the target
must pray and grant permission to be raised, or this spell will have no
effect.
Spell Level: 202
Skill Usage: faith.spells.curing
faith.spells.misc (bonus)
GP Cost:
400
Special Note:
Being resurrected causes the loss of some levels in all skill categories.
Unlike Raise Dead, this loss is dependant upon your level in faith.spells.misc.
The Resurrect spell doesn't take as many levels as the Raise Dead spell.
The loss is automatically half, but the loss in levels is reduced further
if the caster has shown high skill in faith.spells.misc. +6 guarantees
no lost in levels for your target, the resurrect bonus is based off of
faith.spells.misc.
The other bonus levels
are as follows: 251: +1, 276: +2, 301: +3, 327: +4 , 376: +5
~ Summon Player Ghost
Description: This
spell summons a player ghost to your location. A skill of 300
in faith.spells.special will allow the summoning of the corpse as well,
if it is in the area. The player will need to "pray" first.
Spell Level: 250
Skill Usage: faith.spells.misc
GP Cost: 400
~ Light
Description: This
spell, when cast upon a target, will cause it to exude light. This
will help illuminate dark areas.
Spell Level: 1
Skill Usage: faith.spells.misc
(duration)
GP Cost: 30
Special Note: Simple
spell that lights up dark rooms.
~ Detect Alignment
Description: This
spell allows you to call upon your deity to reveal the targets alignment.
This spell works both on NPC's (non-player character, computer generated
monsters) and PC's (player character).
Spell Level: 5
Skill Usage: faith
GP Cost: 20
Special Note: Alignment
ranges from: (most good) Epitome of Goodness, Divine, Angelic, Saintly,
Heroic, Virtuous. Valorous, Upright, Honorable, Righteous, Beneficent,
Benevolent, Worthy, Unsullied, -Neutral-, Tainted. Corrupt,
Twisted, Malicious, Pernicious, Nefarious, Villainous, Fiendish, Malevolent,
Black Hearted, Diabolic, Demonic, Infernal, Evil Incarnate (most evil)
~ Detect Magic
Description: This
spell detects an item for the presence of magic with in it. If the
spell detects magical power within the item, it will cause the item to
glow. The color of the glow determines the power of the magic
within it.
Spell Level: 10
Skill Usage: faith.spells.misc
GP Cost: 50
Special Note: This
spell detects the degree of enchant that is bond to an item. In order,
the highest enchant is: Rainbow, Golden, Silver, Azure, Emerald, Crimson,
Yellow, Aquamarine, Octarine, White.
~ Detect Undead
Description: This
spell will detect whether a creature is undead or not.
Spell Level: 15
Skill Usage: faith.spells.misc
GP Cost: 50
Special Note: Useless
spell. Undead creatures are things like ghouls, ghosts, phantoms,
skeletons, etc.
~ Summon Dust Devil
Description: This
spell summons a small Dust Devil from the Elemental Plane of Air to attack
your foes. It will only last a short time.
Spell Level: 10
Skill Usage: faith.spells.misc.target/self
GP Cost: 50
Special Note: Weak
summon spell.
~ Summon Archon
Description: This
spell brings forth a divine being to aid and protect you. The creature
will follow you and aid you in combat. The power of the spirit you
can summon is based on your skill in faith.spells.misc. There are
four classes of Archons - Glowing, Shining, Shimmering and Radiant.
It has been rumored that extraordinary Radiant Archons exist, and may be
call forth by those of considerable skill. Archons have a wealth
of hit points and are able to follow you even across diminsions.
You may only call upon one Archon to serve you at any given time.
Archons are completely faithful to those of pure heart, and may be dismissed
with a word.
Spell Level: 90
Skill Usage: faith.spells.misc
GP Cost: ~1900
Special Note: This
spell summons a creature that will follow and protect you against harm.
The archon will leave on your command (dismiss archon) or when it dies.
~ Enchant
Description: This
spell allows you to enchant any object of your choosing. This will increase
the weapons effectiveness during combat.
Spell Level: 110
Skill Usage: faith.spells.misc
GP Cost: 250
Special Note: The
enchant value is: faith.items divided by 50
