Prayers

Each cleric class has a 'class skill' associated with it that affects how well a member of that class can use his or her prayers. These skills include Holiness (Priests), Healing (Healers), Witchery (Witches), and Nature (Druids).

Any character, regardless of class, can train in these class skills. However, there are adjustments to the cost in training points necessary to earn a new level in a given skill based on the character's class and Empathy as follows:


Criterion Adjustment
Character is the same class as the class skill None
Character is a different cleric class, and the level in his own class skill is equal to or greater than the level of the class skill to be trained None
Character is not a cleric and/or the level in his own class skill is less than the level of the skill to be trained Double
Character's Empathy is less than 18 Doubled for each point less than 181
Character's Empathy is greater than 18 Halved for each point over 182

1 x2 for 17, x4 for 16, etc.

2 1/2 for 19, 1/4 for 20, etc.

To summarize: any character, including those that are not clerics, can learn any class skill. However, your class and Empathy score make a big difference as to how much it will cost you to learn that class skill and thus how effective that class skill will be to you.

When first starting it is only necessary to learn the difference between class skills and recitation skills, how to recite your prayers, how to use holy items, and get a basic understanding of the capabilities of the prayers at your disposal. You can then come back later to learn how to use scrolls, etc.


Recitation Skills

While class skills give one an overall understanding of the prayers available to a given cleric class, one must train in the recitation skills for that class if they wish to recite the prayers of that class unaided by items.

A most significant aspect of class skills is that you must be at a given level in your class skill before you can learn any recitation skills in that class at that level. In other words, if your 'Bless' skill is at level 6 and you wish to learn it at level 7, you cannot do so unless your 'Holiness' skill is already at level 7 or higher. Most recitation skills have a requirement in another stat (Strength, Constitution, etc.) as well.

When you learn a given recitation skill, you get the ability to recite the prayers requiring that skill. In some cases this may be just one prayer, but in most cases multiple prayers are gained (for example, learning the Bless recitation skill grants Bless as well as ProtSoul and ProtUndead). The complete list of recitation skills is included below.


Holy Items

Holy items are somewhat different than other enchanted clerical items in that they do not pertain to any skill. There is a different holy item for each class; they increase the effective level of all prayers that are recited by the appropriate class.

When worn, all prayers recited normally (e.g., not from items) pertaining to that class are increased by the item's level of enchantment. In other words, if a +1 Healer holy item is worn, then all prayers pertaining to Healers are increased in level by 1 when recited. For this bonus to be gained, the character must be able to recite the prayer unaided by items, including the holy item. If the holy item is held in the right hand, an additional +1 is gained. Thus, even an unenchanted holy item will bring a bonus if held in the right hand.


Reciting Prayers and Using Items

  1. Prayers that are available to you (i.e., the ones you are at least level 1 in), as well as any other special abilities you might have, are listed in the 'C' (Character commands) pulldown menu. To recite a prayer, enter the name of the prayer followed by a) the name of the target, or b) no parameters. The difference between these choices depends on the particular prayer. You can type the prayer and any parameters in, get it from the pulldown menu by clicking on that menu and then moving the mouse down to that prayer and releasing, or by using a macro. For targets, just click on the rectangle for that target and the name will be placed on the command line. For prayers that you use a lot in combat, it is usually a good idea to set up macros so you will be able to get these off as fast as possible when the time comes.
  2. The Witch and Druid classes are restricted to some extent as to what armor they can wear and effectively recite their prayers. If these conditions are not met, the prayer simply will not work. These restrictions do not apply to prayers that are recited on oneself, or those cast via use of a scroll or other clerical item.
  3. If you recite a prayer with no parameters, its effects depend on the particular prayer. For some prayers, this means attacking all critters attacking you, or all hostile critters in sight. Otherwise, if the prayer is offensive, then it affects the last critter that you attacked or the last critter that attacked you. If the prayer is defensive, then it affects you only.
  4. If you have a scroll or item in your primary hand and recite a prayer that is contained on that scroll or in the item, then you are considered to be reciting the prayer from that scroll or item. Otherwise, you are considered to be reciting the prayer from those you know. Rings or other items worn but not contained in the primary hand (Sense rings, etc.) are only checked if you attempt to recite a prayer that you otherwise do not know.
  5. If you recite a prayer that has a duration and the target is already under the effect of that prayer, then the effect is cumulative - the prayer takes over as soon as the other effect wears off. However, this assumes that the level of the prayer recited is at the same level as the prayer already affecting the target. If the level of the new prayer LESS, then nothing happens. If the level of the new prayer is GREATER, then it replaces the other effect immediately.
  6. When a prayer is recited, there is a loss in Karma fatigue. The amount depends on the prayer and the level at which it is cast, and this is shown on the Karma bar as dark brown. Prayers are always recited at maximum level by default; if you do not have enough Karma, you will recite it at a lesser level depending on how much unfatigued Karma you currently have. Karma fatigue is recovered at the rate of one-eighth of your total Karma per turn. As this occurs just after the start of a turn, you will typically have a bit more Karma to work with to recite a prayer than is shown on your Karma bar graph.
  7. In most cases, when a hostile prayer (i.e., a prayer from an enemy) is recited, the target gets a saving throw. This is resolved by the comparing the level of the attacking prayer plus a random number from 0 to 9 to the target's character level plus its Empathy minus 10 (So, prayer level + (0-9) vs. character level + Empathy - 10). If the target's number is greater than or equal to the attacker's, then the target is said to have made its saving throw and suffers a dimished effect as indicated in the discussion for the particular prayer. In some cases, a stat other than Empathy is used - see Prayers, below, for more details.
  8. Sometimes a situation will arise where two prayers conflict with each other (Dispel vs. another prayer, e.g.). In this case, the level of 'attacking' effect is compared to the level of the 'defending' effect; whichever is higher "wins" (defending effects always win ties).


Prayer List



Assault

Class Skill: Witchery

Requirements: Empathy 18, Charisma 17

Prayers: Assault, ProtMind, Restore

The prayers of this skill encompass the primary attack and defensive capabilities of Witches and Warlocks outside their mind attack prayers.

Assault is a direct attack against the target. A saving throw is granted, but if unsuccessful the target's Mana is reduced; and if this goes to zero or below, the target is killed. ProtMind protects against the affects of Assault.

The Restore prayer restores the mental state (dazed, stunned, etc.) of the target, regardless of whether it was caused by prayers or combat effects. To be successful, it must be recited at the target's level or higher. If less than the target's level, there is a 50% reduction of the chance of success for each level less.



Beings

Class Skill: Nature

Requirements: Empathy 18, Agility 17

Prayers: Hero, Lightning

These prayers represent a Druid's primary attack ability.

Hero is just like the potion of the same name - when entered along with a stat, it provides a boost to that stat depending on the caster level.

Lightning calls down bolts of lightning on all enemies in range. The higher a caster's level in this skill, the more targets he can hit and the more damage he can do to each.



Bless

Class Skill: Holiness

Requirements: Empathy 18, Strength 17

Prayers: Bless, ProtEvil, ProtUndead

These prayers constitute the primary defensive capabilities of priests and priestesses. Bless increases the target's general combat skill by 1 if the prayer's level is equal to the target's level. If the prayer's level is less, then no benefit is gained. If the prayer's level is greater, then the general combat skill is increased as follows:


Prayer Level Bonus
1 higher +1
2-3 higher +2
4-7 higher +3
8-15 higher +4

There is no upper limit to the bonus granted here.

ProtEvil protects against the effects of Curse, Damn and Turn, while ProtUndead provides a defensive bonus against undead.



Cure

Class Skill: Healing

Requirements: Empathy 18, Constitution 17

Prayers: CureP, CureD, CureB


These prayers provide significant healing ability to Healers and others that know them. CureP removes the effects of Poison, CureD removes the effects of disease, and CureB removes the effects of blindness. For the prayer to guarantee success, it must be at the level of the effect or (in the case of blindness) the level of the target. If the prayer is less than the level of the effect or target, the chance of success decreases by 50% for each level less.



Curse

Class Skill: Holiness

Requirements: Empathy 18, Strength 17

Prayers: Curse, Damn, Turn

These prayers represent a primary means of attack for priests and priestesses. Curse, if successful, decreases the general combat skill of the target. A saving throw is granted; if it fails, the target's general combat skill is reduced by the amount by which the save failed for the duration of the prayer.

Damn has a more direct effect, reducing the target's Empathy (and killing the target if Empathy is reduced to zero or less).

Turn is similar to Damn, but works only against the undead. If successful, instead of inflicting damage, the target is 'turned' out of the world of the living, and thus destroyed.



Heal

Class Skill: Healing

Requirements: Empathy 18, Constitution 17

Prayers: Heal, Refresh, Harm, ProtHarm

The prayers of this skill represent a primary means of healing as well as attack.

Heal removes Stamina stress on the target based on the level of the prayer and the level of the target. If the target's level is less than the prayer's level, then the target is healed by an amount based on the prayer's level. If the target's level is greater than the prayer's level, then the amount healed is reduced by 50% for each level the target is greater than the prayer.

Refresh works just like Heal, except it removes fatigue; twice the amount per the level of the prayer is removed compared to Heal.

Harm works just like Heal, except that Stamina stress is added to the target instead of removed. If the remaining stamina is reduced to zero or less, the target is killed. A saving throw is always granted to the target and, if successful, no damage is incurred. ProtHarm protects against the affects of Harm.



Mass Attack

Class Skill: Witchery

Requirements: Empathy 18, Charisma 17

Prayers: Daze, Stun, Doze, Trance

These prayers constitute the primary mind attack capabilities of Witches and Warlocks against multiple targets. Skill level is used for these prayers; if no target is indicated, all hostile critters in sight are attacked. If an individual target is chosen, the prayer uses the Mind Attack skill level instead. When used for mass attack, the prayers here work exactly as described under the Mind Attack skill, except all hostile critters in sight are attacked, and all gain an additional +2 to their saving throws.



Mind Attack

Class Skill: Witchery

Requirements: Empathy 18, Charisma 17

Prayers: Daze, Stun, Doze, Trance


These prayers constitute the primary mind attack capabilities of Witches and Warlocks against individual targets. Skill level is used for these prayers; if no target is indicated, all hostile critters in sight are attacked and the prayer uses the Mass Attack skill level instead.

Daze causes the target to be dazed. A saving throw is granted; if unsuccessful, the target is dazed for a number of rounds equal to the amount by which the save failed.

Stun works like Daze, except the target is granted a +2 to the save and a failure means it is stunned.

Doze grants a +4 to the target's save and a failure means it is put to sleep.

Trance grants +6 to the target's save and a failure means it is knocked unconscious.

Unlike the combat effects, a target under the effect of Doze or Trance remains standing.



Mend

Class Skill: Healing

Requirements: Empathy 18, Constitution 17

Prayers: Mend, Bind

These prayers constitute a primary means of healing for the Healer or other class character using them. Mend eliminates wounds. Bind stops bleeding.

The prayer must be at or greater than the target's level to ensure success. Otherwise, the chances of the prayer failing increase by 50% for each level lower than required.



Mute

Class Skill: Holiness, Healing, Nature, or Witchery

Requirements: Empathy 18

Prayers: Mute, Cleanse

These prayers constitute the primary means of prayer vs. prayer (and prayer vs. spell) combat.

Mute silences the target, inhibiting the recitation of prayers or the casting of spells.

Cleanse removes all effects on the target that are less than 2 levels higher than the level of the Cleanse prayer, and has a 50% chance of removing those that are 2 levels higher. All negative effects are automatically removed from the caster or friendly targets, while all protection and other positive affects are removed from enemy targets. Cleanse is also the only prayer that can be recited while muted or silenced.



Plant Life

Class Skill: Nature

Requirements: Empathy 18, Agility 17

Prayers: Barkskin, ProtNature, ProtNEss


These prayers are a Druid's primary defense.

Barkskin makes the target's skin as hard as wood, granting a bonus to defense.

ProtNature grants a bonus against lightning (natural or magical), while ProtNEss defends against nature enchantments in weapons.



Raise

Class Skill: Holiness

Requirements: Empathy 18, Strength 17

Prayers: Karma, Mana, Raise (Emp 19), Refresh

The prayers of this skill represent the primary replenishment capabilities of priests and priestesses.

The Raise prayer raises the dead. The target must be within the sight of the caster and is raised if the level of the prayer is equal to or greater than the level of the target. If the level of the prayer is less, the chance of success is reduced by 50% for each level lower. If raised, the target is brought back to life in the square they are in, but has only 1 point each in Stamina, Karma, and Mana. Thus, the Refresh, Karma and Mana prayers (or other means like sleeping on one's bed) must be used to restore the target to full life force.

These prayers remove stress from the respective endurance stat. For these prayers to work, the target must be at rest (i.e., not involved in combat).

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