Overview

Cleric class illustration

"A journey of a thousand miles begins with a single step." - Confucius

Clerics are deity-bound casters and warriors whose identity is defined by service, doctrine, and temple order. Every cleric is expected to uphold their deity's code through action, teaching, and visible roleplay in the world. The class is split into three distinct paths: Heart (high-support healing), Sword (front-line battle rites), and Hand (discipline-driven martial and spiritual control). Across all orders, clerics combine channeling, spellcasting, and anti-undead utility, but each order emphasizes a different balance of offense, durability, and restoration.

Clerical Orders

Order of the Heart

Focused on healing, channeling, and support rune-magick.

View Heart Cleric

Order of the Sword

Paladins and holy knights dedicated to battle magick and combat.

View Sword Cleric

Order of the Hand

Temple monks trained in unarmed combat and disciplined faith.

View Hand Cleric

Signature Spells

Heart Cleric

  • Healer's Touch
  • Touch of Vigor
  • Touch of Harm
  • Light Globe
  • Dart of Darkness
  • Light Dart

Sword Cleric

  • Holy Mist
  • Healer's Touch
  • Vigor Touch
  • Holy Blessing
  • Holy Light Globe

Hand Cleric

  • Chi Strike
  • Spirit Vigor
  • Blending Chi
  • Spirit Strength
  • Holy Water

Playstyle Tips

Heart Cleric

  • Hold safe positioning to triage allies quickly.
  • Rotate channeling with spell heals to manage fatigue.
  • Focus on cleansing, support, and quick saves.

Sword Cleric

  • Anchor the front line with a strong primary weapon.
  • Use lay hands between fights to keep pace.
  • Pair battle rites with defensive gear.

Hand Cleric

  • Open with control before committing to heavy strikes.
  • Keep mobility high and avoid overextending.
  • Reserve spellwork for pivots and clutch moments.

Order Comparison

Order Primary Focus Combat Role Healing Depth Signature Theme Best Suited Races
Heart Restoration, support Backline anchor Highest Healing touch and recovery Secian, Psycian, Human, Fir Elf, Usil Elf
Sword Battle rites, frontline Tank striker Moderate Holy offense and defense Anthian, Human, San Elf, Arachnian, Hithual, Drag-al
Hand Discipline, martial arts Mobile controller Limited Chi-based strikes and focus Leuian, Flerian, San Elf, Human

Guild Locations

Spur In the Temples.

Special Abilities

Channeling Channeling the god-given ability to heal wounds and damage. Turning Turning is a clerical ability to immobilize, fear, or dust (kill) undead.

Characteristic Focus

- Wisdom: Very useful in both the use of healing as well as the use of magickal spells. - Dexterity/Agility: Useful in combat. - Constitution: Useful for combat survival as fatigue and hit points are modified by this score. - Strength: Very useful as this class is very good at combat - Willpower: Helpful in turning the undead. - Alignment: Dependent upon the specific deity.

Important Skills

  • Channeling
  • Spellcasting
  • Primary Weapon
  • Turning

Key Stats

  • Strength
  • Wisdom
  • Constitution

Especially Suited Races

  • Order of the Heart: Secian, Psycian, Human, Fir Elf, Usil Elf.
  • Order of the Sword: Anthian, Human, San Elf, Arachnian, Hithual, Drag-al.
  • Order of the Hand: Leuian, Flerian, San Elf, Human.

Elder RP Note

Clerics are strongest in roleplay when faith choices drive gameplay choices. Pick a consistent code for mercy, judgment, or doctrine, and let that code shape your spell use, allies, enemies, and temple conduct.