Clerics
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Cleric's include but are not limited to:
  1. Healers
  2. Priest(ess)
  3. Druids
  4. Doctor
  5. Shaman
**In order to become a priest or priestess, one must be a healer/cleric first. By 12th level and above, state then that you will become a priest or priestess, however, if you do not by 12th level, then you will not follow the priest or priestess hood.

Experience Level

Clerics have many abilities. Most Clerics try to sway those not of their ethos to believe in there God or Goddess. However there are those few who believe in neither and can still heal. Each level from 1st to 20th Clerics start with a roll of 1d6 to heal two times a day. This accumilates to 20d6 and no more than 21 times a day.

Level
  1. 0-249
  2. 250-499
  3. 500-899
  4. 900-1099
  5. 1100-2199
  6. 2200-3999
  7. 4000-8999
  8. 9000-17,999
  9. 18,000-45,999
  10. 46,000-79,999
  11. 80,000-159,999
  12. 160,000-199,999
  13. 200,000-249,999
  14. 250,000-349,999
  15. 350,000-424,999
  16. 425,000-574,999
  17. 575,000-699,999
  18. 700,000-799,999
  19. 800,000-899,999
  20. 900,000+

Life Point Progression

Life point progression stats are as follows. The base at first level is 10 and 2 every level after...plus the 3d10 at level 1. then for every level there after you will roll a d12 or what ever it specifies and add the total of that roll to the +2 and then add that to your previous total hp((Of course the overseers will do this for you, but it helps too know what you have.If you send in the logs daily then every Fourth day you will get your new stats) Example: Loris rolls 3d10 and comes up with 6,9,5 which = 20 then adds 10 he starts with 30 hp. Then at second level he rolls 1d12 and gets 6. He now adds 6+2 equaling 8 plus his normal LP and comes up with his new LP of 30+8=38 for second level.

Life Points
  1. 3d10
  2. 1d8
  3. 1d8
  4. 1d8
  5. 1d8
  6. 1d8
  7. 1d8
  8. 1d8
  9. 1d8
  10. 1d8
  11. 1d8
  12. 1d8
  13. 1d8
  14. 1d8
  15. 1d8
  16. +8
  17. +8
  18. +8
  19. +8
  20. +8


    Knowledge Points or for short KP's are what make the magic happen this progression chart shows added to the base of 10 what a mage gains per level added to the 10 base. Also adding per the Intelligence attribute the Pluses for KP's(We hope for anyone using this class that this will not be too confusing, if for some reason it does tell us and we can try to either help you figure it out or change it too suit everyone's taste. However all spells will be based on the amount of KPs you have so the more you have the better)

    (1st)+5
    (2nd)+5
    (3rd)+5
    (4th)+5
    (5th)+5
    (6th)+5
    (7th)+5
    (8th)+5
    (9th)+5
    (10t)+5
    (11t)+5
    (12t)+5
    (13t)+5
    (14t)+6
    (15t)+6
    (16t)+6
    (17t)+6
    (18t)+6
    (19t)+7
    (20t)+8

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