Overview of the Guild
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