Temple Rites of Being a Cleric 
by Lord Gillaume

So you want to be a cleric? We clerics are a special breed of magic users. The closest to our nature and disposition are the empaths. We are the epitome of perseverance, patience and all around good-natured folks. Why, you ask? Well, when you face a bunch of corpses in the field with all their souls screaming, "Help me! Help me!"; meanwhile the critter(s) that slew them are looking to put you into the dust, things can get a smidgen hectic. We are the calm in the storm. We exude an air of order and reserve (or at least put up some semblance) that overwhelms the chaos around us. We tend to be methodical and pensive. We do not sally forth where angels fear to tread (we usually leave that area of expertise to the fiturs.) People look to us for their inspiration and guidance when their needs are most dire. We offer, yet expect no payment for our services. We have an obligation to aid the souls of the departed, yet we are not bound to serve them at their whims. On the whole, our main offensive capability is by strength of arms mixed with a modicum of divine aid (spells). Our defensive spells are short-lived, and our offensive spells are far and few between. However, against the undead, we have few equals.
Our spells can destroy or paralyze them with a word, and there are 'sanctified' (blessed) weapons that permit us to strike the undead or we can make a weapon blessed to serve our purposes. If you still want to be a cleric... then read on.
Character Development
There are two things to keep in mind in developing your cleric. Look at the current training points available to you now, and form an idea of what you want your cleric to be at year 20, 50, 100, in terms of abilities and spells. Now, having established an overall goal, work to achieve that goal in your training regimen. By planning out your training goals, your cleric will make the most efficient utilization of your training points. Keep in mind when you lay out your training plans, that some hunting areas require certain secondary skills (climbing, swimming, perception, etc..) to traverse the obstacles out there. Make appropriate planning to accommodate such requirements. Also, as your attributes increase throughout your career, you will have more training points to use.
The best attributes for a cleric is to be a fitur with wisdom. A high strength to yield a high offensive capability, a high reflex to yield high defensive capabilities, wisdom and aura to round out the magic department, and a high discipline which increases the effectiveness of meditation. These attributes can facilitate the advancement of the character, but are by no means the absolute necessity of a successful character development. The attributes will rise as one advances. The rate of growth of the attributes is dependent upon the race and profession of the character. The aura and discipline attributes are counted in both physical and mental point determinations. Make sure that these 2 have the highest values in order to help maximize your training points.
The current spell training cost is 10 mp for the first training, 20 mp for the second training and 40 mp for the third training. Most folks will lack the mp's required to train more than twice per level. For clerics, skill of arms is a requisite, thus we cannot dedicate ourselves strictly to spell training all the time. Contrary to popular beliefs, clerics in Elanthia are not restricted like the crushing weapon wielding clerics of other genres. There are a variety of available weapons skills available (albeit at differing costs) for the cleric to learn. So feel free to pick any weapon you like. Remember to always train in your particular weapon skill at every advancement. A cleric may train in one handed edged weapon (6pp/1mp) or one handed crushing weapon skill (5pp/1mp) (pp=physical point/mp=mental point). These two skills are by far the most cost effective weapons skill available. Currently, 2-handed weapons mete the most damage. However, the cost for a cleric to learn such weapons is high (13pp/2mp). If you choose it, then you will be giving up some other skills to compensate and you will not be able to use a shield in conjunction with the 2 hander. Combined with combat maneuvers (+1AS/2 ranks) and shield use skill, the cleric can muster a decent AS/DS combo for physical combat. Skills such as mana sharing and first aid should be at the top of the list of secondary skills to learn when the primary combat and magic skills have been fulfilled. The leftover skills that are also important to the cleric are climbing/swimming, scroll reading, magic item use, first aid and physical training, and spell aiming.
There is a maximum limit to physical training, so training once every 2-3 levels will provide adequate concussion points.
Regardless of other misconceptions that magic will overcome all obstacles (it does not), a well-rounded training regimen consisting of arms, magic and secondary skills will best prepare the cleric for the unknown. For easy tracking, allocate your training point into primary, secondary and tertiary categories. Primary category require training every level, secondary category need training at least once every other level and tertiary category when extra points allow.
Weapons and Combat
There are two categories of weapons the cleric should know about, blessed and not blessed. Against the undead, only a blessed weapon may inflict damage. Against some higher level undead, the weapon must be both blessed and magical in nature to inflict damage. There exist weapons that are blessed only in the hands of a cleric. These weapons are considered 'sanctified'. The cleric shop carries a bountiful supply of such sanctified weapons and some visiting merchants will also bring such stock to sell in town. The weapons in the cleric shop main menu list are normal weapons save that they are sanctified and will strike undead without the cleric having to bless them. These normal weapons may take additional magical enhancements such as magic edge (+15) and elemental blade (+20 and elemental critical) to give them extra hitting power. Such magic will remain on the blade for a duration proportional to the level of the caster. If no such sanctified weapons can be found, then a cleric may bless a weapon (#304 cleric base list) that will last for a number of swings equal to 3x the level of the cleric. In the backroom of the cleric shops are weapons made of white ora. This material is innately blessed as well as magical. Weapons forged of this material will be sanctified and offer a +10 magical bonus. Another similarly blessed material is eonake. Weapons of this nature offer a +20 magical bonus in addition to being sanctified. Eonake can only be bought from other players who possess such rare weapons and who are willing to relinquish them or from visiting merchants.
Against normal living creatures, the cleric can use any weapon at his/her disposal to affect the quarry. The best weapon for a starting cleric will be the white blade. It's the equivalent of a falchion and is always blessed in the hands of a cleric (i.e., sanctified weapon). This is with proviso that the cleric has decided to learn one handed edged skill. There are pure maces for those who favor crushing weapons.
Hunting Grounds
At the start of a cleric's career, hunting with the blade is the most effective method of advancement. As is with any starting character, rats are the most promising quarries. In addition, running messages for the town clerk will yield relatively significant rewards and experience. A cleric should know the Lands.. For the first 3-4 levels of advancement, stick close to the town and explore the catacombs beneath. These areas are expansive and will yield bountiful prey. Some creatures that are suitable for the young cleric are gnomes, beneath the well, fire salamanders in the sewers and the shades under the altar. There are many hidden passages leading in and out of the catacombs to various areas of town. Search them out. The town of Wehnimers has a cleric shop. It's located south of the constabulary and west of the temple on the corner of Cheridin St. and Erebor St. It's the only place in town that has a constant supply of sanctified weapons. The backroom has additional sanctified weapons made of white ora (magical +10), the Pure Potion which grants the imbued with Bravery (#211 major spirit list)/(Heroism if a cleric drinks it) or can be poured on plain magical weapons to make them blessed (1 swing/lvl if poured by non-clerics, 3 swings/lvl if poured by a cleric) or poured into a deceased player to Preserve (#307, cleric base list) their souls, and the Ebony Staff of Lorminstra that will preserve the soul when waved at the deceased. 
The hunting area of choice for the rising cleric will be the Grave Yard. The entrance is blocked by a cursed gate that keep the undead sealed within its magical confines lest they spill out and scour the Lands. If you know neutralize curse, then the entrance will give way easily, otherwise, you'll have to put your weight upon the gates and push it open (for entry and egress). The lesser mummies offer little resistance and lots of learning. The crypt area where they reside is fairly small, so be aware that there might be crowding problems. Tempers can get out of hand sometimes, so it's best to observe proper hunting etiquette’s and join in groups. (Remember: as long as you do an even share of damage to the critter, each member of the group will gain full credit for the kill.) If the cleric binds the critters with his holding spells, then he will get a share of the experience from the kill. The goblins, phantoms and skeletons offer an alternative when the crypt becomes too crowded. In the trail to the north of the crypt area is where the revenants and hobgoblins reside. Beware of the revenants' blade, as many have had their nice magical mein shields shattered by a passing revenant. As of this writing, shield and weapon breakage is turned off; though, it will be restored in the future. To the NW of the crypt beyond the hobgoblins is a dam where slithering cobras and water moccasins can be found. To the NE corner of the crypt is a gully where the ghoul masters frequent. Avoid them until you are of a sufficient skill to hunt there. There is a portal in the east room of the lesser mummy area. Speak the words to relinquish yourself to the darkness, and thou shall know fear eternal. This portion under the crypt is the happy hunting grounds of the tomb wights and arch wights. Both are formidable undead. Be prepared.. or be prepared to die. There is a crevice in the SE corner of the Arch Wights area that leads into the Shadow Valley. The way is guarded by night hounds that breathe clouds of poison gas. If one should make it past, then the moaning spirits await in the Hidden Valley. On the western end of the Hidden Valley lies the grave of a foolish boy. Jaron Galarn is his name. To speak aloud his name is to know wherein his path led to such an ignominious end.
Another eligible groups of undead are the ghost wolves and bone golems. Past the trail marker at the junction to Danjirland, make your way NW to the trail near the ladder. These two creatures are good for the growing 8th-12th level cleric. At the Hanging Inn, the wraiths offer good hunting
opportunities. Watch out for their fear spell and their lightning. You can tell when they are about to cast, as they go to full defensive and draw inward. If they go defensive, then you should too. The marmots that also frequent the same area are easy pickings.
When you learn the holding true spell/bind, give the monks and monastic liches a try. The quickest way to get to them is via a teleport ring to the Misty Chamber. There is a stone door that allows entry if you decide to travel to the area. Repel undead 3 works on monks, but the liches require repel undead true. If you manage to wound a lich really bad, there is a chance that it will summon a ki-lin to its aid. The ki-lin horn is a prized trophy if you manage to skin one.
Spells and incantations..
"Indubitably, Magick is one of the subtlest and most
difficult of the sciences and arts. There is more opportunity
for errors of comprehension, judgment and practice than
in any other branch of physics."
(Aleister Crowley)
There are 2 types of offensive combat spells; directed and non-directed. Directed spells rely on your spell aiming skill+dexterity, bonus+magic bonus to determine the magic AS that it will strike the foe. Non-directed based spells require the target to make a saving throw vs. your skill. Your effective casting strength (CS) is determined by the following formula:
Casting Strength
CS = (3 * Caster level) + (special_1) + (discipline bonus) + (spell enhancers)
Target Defense
TD = (3 * Caster level) + (discipline bonus) + (magic protection)
(Special_1) is the number of spells you know. For each known spell in the cleric circle, you get +1CS; for each known spell in the minor and major spirit circle you gain +.5CS. The bonuses of all known spells on all three spell lists are applied when casting the cleric circle spells. When casting either minor/major circle spells, only the bonus from the known spell of that list and the cleric circle list are applied.
The only directed spell clerics know is fire spirit (#111 minor spirit). Most of our spells are non-directed based spells. Holding/bind/blind/word of stun/web have duration’s based upon the degree of failure. Repel undead normally requires a failure of over >50 to cause total disintegration of the targeted undead. Failure lowers than 50 almost always causes the creature to flee. As long as the repel spell is successful, whether causing the creature to flee from the room or outright disintegrate, the caster will only lose 1 mana point instead of the full mana cost. If the repel spell fails, then the full cost of mana points is expended.
The 20th spell of the cleric circle is the prayer of commune. This spell allows the cleric to directly contact his god/goddess. There is a small chance that the deity will take notice and answer the call. This is not to be taken lightly. The cleric who summons a god/goddess must show a token of his devotion and supplicate himself before the deity. Failure to show adequate dedication will likely anger the deity (an angry god is not a good thing). Also, abusing the spell by contacting the god for no apparent reason is another way to make them really mad.
Of death and dying..
"It's not that I'm afraid to die, I just don't want to be there when it happens."
(Woody Allen)
When folks die they have a certain amount of time (depending on race, avg 15 minutes) in the Lands before their souls must depart and seek to do penance before Lorminstra, goddess of death and keeper of the Gate of Souls. This time can be extended by the use of Preservation (formerly known as Lifekeep). This spell, whether known or from items, will extend the duration that the soul may stay with the corpse. A cleric can keep a soul (cleric base #304) for a duration equal to 30seconds/level of the cleric. If the corpse decomposes and departs, then he/she will stand before Lorminstra and be judged whether his/her soul should be given a second chance and returned to the Lands (at altar in town temple), or be sent across the Gate of Souls, never to return (back into the Character Manager). If one does not have deeds (favors of Lorminstra) then the Gate is their only resolution unless a cleric can raise them from the dead. Deeds can be acquired at the town temple by offering gems and silvers to the goddess for her favor. If one departs, then 2 deeds are required to be safely returned to the Lands. If a cleric raises the deceased, only 1 deed is given up to the goddess for her generosity and compassion.
Resurrections, or the art of stuffing souls into corpses..
"‘Tis all a Chequer-board of Nights and Days
Where Destiny with Men for Pieces plays:
Hither and thither moves, and mates and slays,
And one by one back in the Closet lays."
(Omar Khayyam)
For the first 12 trainings of the cleric's life, he/she is limited to attaining experience by hunting. On the 12th training, the cleric is able to learn the spell of life restoration (provided the cleric has diligently trained up the cleric spell circle). This spell allows the cleric to give life to the dead, at a cost in spirit points (aka, life force) equal to 75% of the target's maximum spirit points. The chance of successfully raising the deceased is equal to the cleric's mana sharing skill. Also, the Aura attribute is important since it is used in determining the maximum spirit point you have as well as mental and physical development points. The maximum spirit level anyone can have is 10. If you are drained in any manner so as to drop to 0 spirit points, you WILL DIE AND DEPART! Many clerics have found themselves disoriented and sitting naked at the altar wondering what happened when they don't keep track of their spirit points. You can determine the target's spirit points by APPRAISE <target> command and your own spirit point via the HEALTH command. The spell will leave the cleric and the target very drained of spirit points (remember, low spirit points causes a proportional decrease in ability to defend and attack).
Later in life, the cleric may learn the 18th cleric spell, raise dead, which only requires the cleric to sacrifice spirit points equal to 50% of the target's maximum spirit points. The target is restored to 10% of his/her total spirit points and concussion points (CP). At his 50th training, the cleric can master the ultimate spell on the cleric circle, Resurrection. This spell only requires a sacrifice of spirit points equal to 20% of the target's maximum spirit points. It also restores the deceased to 50% of his/her total spirit points and CP. For all this sacrifice and effort, the cleric is rewarded with experience and a little fame. The experience ranges from 100-700 and is proportional to the level of the deceased and the level of the cleric.
It is also very important to be skilled in first aid. Many corpses will have bleeding wounds that must be bound and wrapped BEFORE any attempts at resurrection are made. You TEND <person> <body part> to patch up the wounds. Always be sure that all the bleeders are plugged up by DIAG <person> FULL. This will give you a full description of the condition of the body (Appraise also shows the bleeding wounds). Remember, you can tend a wound and, if you do not have enough skill, it could STILL be bleeding, so CHECK and DOUBLE-CHECK. If you raise a body that is still bleeding, the person will likely DIE immediately from blood loss.
The most difficult time the cleric has while attempting to raise the deceased is trying to reach the corpse and establishing a safe haven to carry out the process. If the deceased is alone, then help will be far and few, unless there is one who knows the Locate spell (#116 minor spirit list) and can tell the rescuers where the corpse resides. Most of the time, there will be other adventurers in the vicinity who stumble across the corpse or who accompanied the deceased and will be able to lend aid in pointing out the location. If a safe haven cannot be found and the corpse is unable to be extricated from the combat area, then the cleric has the alternative to use the minor sanctuary spell (#213 major spirit list) to create an area of peace and calm that will prevent creatures from entering and inhibiting all players from using combat skills/spells. Note that creatures that generate at the sanctuary will not recognize the sanctuary's effects and WILL attack with impunity. There are other spells that will facilitate the process of getting to the recently deceased and evacuating them to town. Transference (#225 major spirit list) allows the cleric to travel from wherever he/she is to the target named at the point of casting. Now this has a few drawbacks, if the target died in the middle of storm clouds or big mean critters, then the cleric transferring will likely encounter the same demise.
"Once upon a time in the Lands, there was an invasion of very high level undead in an area of relative minor creatures. When one cleric heard that a lord had fallen, he immediately transferred to the spot of the deceased only to be cut down by the undead. Another transferring cleric popped in to aid the prior fallen cleric and was herself smitten and killed. This repeated twice more until there was only one single cleric left alive in all the Lands..."
The moral is, it's best to be prepared with any death situation and previewing the location of the deceased via the Locate spell helps to expect the unexpected. Note that there are some places that the cleric will be prohibited from transferring into. Such known places exude certain magical barriers that prevent magic from penetrating from a distance. Thus it is prudent for the cleric to know the lay of the Lands and what creatures inhabit therein. Another very useful spell for getting out of danger is the Word of Return (#130 minor spirit list). This spell will teleport the caster and his entire party to a designated safe node (earth nodes are areas where magic is prevalent and focused so as to double your recovery of mana points and spirit points, and is usually a safe haven).
Before we part company hear to these last words of wisdom from your ever-geezin' monk: 
'Thy friends are thy greatest treasures. Guard them well, they shall repay in kind.'
His Eminence, Lord Gillaume d'Clans