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Tareh

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Cleric Class: This class is made for healing and stat influences. They're average in fighting areas like a person with no Class skills. Their stats are most focused on health, stamina, energy, perception, luck, and charisma. Their skills and abilities are focused on both healing and stat boosting; they're a supporter class. They have no magic, (other than Angel Magic) and instead use herbs and spirit energy and items to do their work. They are like doctors.

When you reach Lv. 25 with the Cleric, they can either be upgraded to Priest Class or Healer Class. Skills and stats from the Cleric Class will be carried over to the new Class selected.

Upon selecting this class, you will gain the following:

  • Health: +3 (cap increase of 5 as well)
  • Stamina: +1
  • Strength: 0
  • Energy: +2
  • Speed: 0
  • Reflexes: -1
  • Perception: +1 (cap increase of 5 as well)
  • Charisma: +2
  • Mind: 0
  • Luck: +1
  • Hand to Hand Combat: 0
  • Melee Weapons: 0
  • Ranged Weapons: 0
  • Magik Offense: 0 (can reach full MO potiential)
  • Magik Defense: 0 (can reach full MD potiential)

You will gain 1 Special Attack Slot as well. The following skills are also automatically learned and if you've put any points into them already with your Character Level Points, they will be returned to your pool of Ch. Lv. Pool. The skills are:

Master Herbology, Herbologist Conserver, Surgical Helper

You can also have two sub-classes.

 

Cleric Skills:

Health Augmentation: With this skill, you can increase you Health cap by another 5 points. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 20

Perception Augmentation: With this skill, you can increase your Perception level cap by another 5 points. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 20

Permenant Health Boost: +10 health. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 30

Permenant Perception Boost: +10 perception. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 30

Permenant Stamina Boost: +10 stamina. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 30

Super Permenant Health Boost: +20 health. Note: this ability must be completely maxed out to go into effect. Prerequisite: Permenant Health Boost Maxed Out / Total Point Slots: 50

Super Permenant Perception Boost: +20 perception. Note: this ability must be completely maxed out to go into effect. Prerequisite: Permenant Perception Boost Maxed Out / Total Point Slots: 50

Permenant Stamina Boost: +20 stamina. Note: this ability must be completely maxed out to go into effect. Prerequisite: Permant Stamina Boost / Total Point Slots: 50

Biology: Scientific knowledge about the body. This does NOT make you a doctor; Biology is essentially the study of the body and it's fuctions. Prerequisite: None / Total Point Slots: 10

Botany: Scientific knowledge about plants. This allows you to know everything about plants in order to grow your own herbs. Note: this must be completely maxed out before this skill goes into effect. Prerequisite: None / Total Point Slots: 10

Herb-Growth Box: This is considered an item, but once you learn this skill, you can use the Herb-Growth Box to grow any type of herb you want. The various herbs are: healing herbs, ailment curing herbs, and stat influencing herbs. You can grow up to 20 herbs at a time with this box. Note: this must be completely maxed out before this skill goes into effect. Prerequisite: Botany Maxed Out / Total Point Slots: 15

Student Doctor: This allows you to know more about the body and require less herbs to use on them. It will cut the usage down by another half. (Keep in mind you have Herbologist Conserver already, too, so this stacks with it. ) Note: This must be completely maxed out before this ability goes into effect. Prerequisite: None / Total Point Slots: 10

Adept Surgeon: This allows you to perform complicated surgical procedures greater than that of a Surgical Helper. With this you can save a person's life that is nearly bled our or crushed to death by an attack. With your knowledge, this skill will provide you the necessary knowledge to do moderately complicated surgical procedures on a person. Note: this must be completely maxed out before this skill goes into effect. Prerequisite: Biology Maxed Out / Total Point Slots: 20

Master Surgeon: This allows you to perform complicated surgical procedures greater than that of a Surgical Helper. With this you can save a person's life that is nearly bled our or crushed to death by an attack. With your knowledge, this skill will provide you the necessary knowledge to do highly complicated surgical procedures on a person. Your hands are the hands of life. Note: this must be completely maxed out before this skill goes into effect. Prerequisite: Mind 15 and Adept Surgeon MaxeD Out / Total Point Slots: 30

Mad Doctor*: This allows you to perform surgery on yourself using tools to increase one of your stats by 50. By playing with your own body, you have managed to unlock your body's true potiential. Note: this must be completely maxed out before this skill goes into effect. Prerequisite: Master Surgeon Maxed Out / Total Point Slots: 30

Mad Doctor Returns!*: This allows you to perform surgery on another using tools to increase one of their stats by 50. By playing with their body, you have managed to unlock their body's true potiential. Note: this must be completely maxed out before this skill goes into effect. Prerequisite: Mad Doctor Maxed Out / Total Point Slots: 30

Stat Influencer: With your herb knowledge, you can raise any particular stat on a person temporarily by 10 points for a short period of time. This will allow you to use the herbs to increase any stat (other than range, hand to hand, and melee), including magik offense and magik defense. The more points you place into this skill, the longer the boost duration will last. Prerequisite: None / Total Point Slots: 15

Overall Stat Influencer: With your herb knowledge, you can raise two particular stats on a person temporarily by 10 points for a short period of time. This will allow you to use the herbs to increase any stat (other than range, hand to hand, and melee), including magik offense and magik defense. The more points you place into this skill, the longer the boost duration will last. Prerequisite: Stat Influencer Maxed Out / Total Point Slots: 20

Multi-Stat Influencer: With your herb knowledge, you can raise three particular stats on a person temporarily by 10 points for a short period of time. This will allow you to use the herbs to increase any stat (other than range, hand to hand, and melee), including magik offense and magik defense. The more points you place into this skill, the longer the boost duration will last. Prerequisite: Overall Stat Influencer Maxed Out / Total Point Slots: 25

Five Star Stat Influencer: With your herb knowledge, you can raise five particular stats on a person temporarily by 10 points for a short period of time. This will allow you to use the herbs to increase any stat (other than range, hand to hand, and melee), including magik offense and magik defense. The more points you place into this skill, the longer the boost duration will last. Prerequisite: Multi-Stat Influencer Maxed Out / Total Point Slots: 30

God of Stats*: With this skill, your herbs will boost every single stat on a person by 10 points for a short period of time. This is a Special Attack and can only be used occassionally, but this will allow you to use your herbs to make one person near godly. Depending on how many times you can use this skill, depends on how many people you can give this superized herb to. Note: this must be completely maxed out to go into effect. Prerequisite: Five Star Stat Influencer Maxed Out / Total Point Slots: 20

Disease Resistance: Your time as a doctor has given you access to various vaccines to make your immune system more effective at fighting disease - so that you can be around more patients that are ill without risk to yourself. The more points placed into this skill, the higher your resistance becomes over time. Prerequisite: None / Total Point Slots: 25

Disease Immunity: Your time as a doctor has given you access to various vaccines to make your immune system so effective at fighting disease that you can be around more patients that are ill without ANY risk to yourself. Note: this ability must be completely maxed out to go into effect. Prerequisite: Disease Resistance Maxed Out / Total Point Slots: 30

Epiphany: In the presence of peers, even unrelated conversation may hold the key to a cure. As long as people are actively conversing at a level beyond simple greetings/banter you may have a strike of genius. The more points placed into this skill, the more likely it will happen. Prerequisite: None / Total Point Slots: 15

Healing Tools: Having spent time in ruins and around relics, you are capable, if you happen to find one, of using ancient healing tools. With these ancient healing tools, you are able to heal wounds that wound normally leave one dead or maimed in some manner. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 15

Cure: This magic spell rids the body of toxins and poisons that might have been inflicted or disgested by the person. With this skill, you will purge your body of the ailments and be able to return to a normal status. The more points you put into this skill, the more this skill will be able to remove the toxin depending on it's potency. Prerequisite: None / Total Point Slots: 10

Heal Lv. 1: This is a magic spell that allows you to heal damage to yourself. It does minimal curative powers and will stop bleeding and allow you to move a bit easier with the pain. The more points you place into this skill, the more effective it will become. Prerequisite: None / Total Point Slots: 10

Heal Lv. 2: This is a magic spell that allows you to heal damage to yourself and others. It does minimal curative powers and will stop bleeding and allow you to move a bit easier with the pain. The more points you place into this skill, the more effective it will become. Prerequisite: Heal Lv. 1 Maxed Out / Total Point Slots: 10

Team Aura*: The Cleric is able to tap into magikal healing aura and unleash a cleansing spell that not only heals the entire team of all ailments, but also heals their body completely. It can only be cast once per session and requires a great deal of concentration from the Cleric to tap into. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 20

More skills will be added as the RPG progresses.

 
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