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Martial Cleric

Martial clerics need channeling, intelligence and wisdom to manipulate their astral spells, and rely on their shields defensively.

Martial clerics can wear up to plate armor.

To resurrect a fallen character, type raise <person> to bring them back to life. Raising another player gives experience, including instantly-absorbed experience based on the target's level.


Available Abilities

Martial Clerics have a mix of spell circles and tags. They begin with 2 ability sets. An additional circle or tag is available at levels 15, 30, and 40.

Click on the column header to sort by that column, or click on the ability name to see details about that ability. For an explanation of magic and its use, see the About Magic page. For an explanation of tags and their use, see the Tags page.

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Name Type Info
Astral Prime Astral Magic

This circle is available to Channelers, Martial Clerics, Spiritual Clerics, Empaths, Qai Monks, Martial Wilders and Religious Wilders.

Basic Astral Prime spells may be learned from Ishne in the Lyceum. Intermediate Astral Prime spells may be learned from the Astral Prime tome sold in the Lyceum.

Shortname Name Cost Description
sp01 Astral Charge 1 Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
sp02 Spirit Strike 1 The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
sp03 Astral Lift 3 The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04 Becalm 3 The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05 Vigor 5 The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07 Astral Mastery 6 This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09 Astral Bound 11 This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11 Astral Shell 11 The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.

Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Wisdom and Channeling. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.
sp15 Spirit Sight 15 The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp17 Interdiction 15 essence, 2 willpower Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality is improved by focus item quality.
Via Fide Arm Astral Magic

This circle is available to Martial Clerics.

Via Fide Arm may be learned from Vigilante Branden in Kaezar.

Shortname Name Cost Description
vfa01 Instill Divinity 2 Blesses a weapon, allowing it to strike undead. If the weapon is an active relic, also adds additional bonuses to the relic's offense that scales with the relic's relic quality.
vfa04 Solemn Discipline 6 Provides a spiritual bonus to melee that scales with Channeling, Wisdom, and relic quality.
vfa07 Divine Shelter 5 Provides a spiritual bonus to defense against physical attacks that scales with Channeling, Wisdom, and relic quality.
vfa10 Smite 3 Unlocks smiting, a way for martial clerics to store spells on their person and then cast that spell on hitting with a weapon. More information can be found in the tags information for smite.

The smite spell deals holy damage based on the roundtime of the weapon used to smite. This damage is increased against undead and spirits. If this is the last spell in the smite queue, it will not be removed upon expenditure.
vfa13 Zeal 4 Causes smites to use five times the relic quality for the purposes of hitting the smite effect.
Via Arm Nivi Astral Magic

This circle is available to Martial Clerics.

This circle is mutually exclusive to Via Arm Onu.

Via Arm Nivi may be learned from Ramona in Kaezar.

Shortname Name Cost Description
van02 Blessed Vitality 8 Provides additional vitality regeneration.
van05 Flyne's Touch 5 Cures the corpse of all bleeding, maims, and mutilations, providing healing to the cleric based on the amount of healing done.
van08 Haggulum's Razor 8 Smite spell that causes a penalty to the target's armor resistances scaling with Channeling, Wisdom, and relic quality. This effect can cause the resistances to go into the negatives. The duration of the spell is modified by the roundtime of the weapon used to inflict it.
van12 Camadare's Blessing 4 Provides a bonus to an item's material bonus that scales with Channeling, Wisdom, and relic quality.
van14 Mortal Chaining 7 Smite spell that causes a spiritual penalty to the target's Conditioning and Endurance that scales with Channeling, Wisdom, and relic quality. Spirits are also forced into corporeality. The duration of the spell is modified by the roundtime of the weapon used to inflict it.
van17 Plydia's Scourge 7 Smite spell that causes a fire damage over time. The damage of the spell is modified by the roundtime of the weapon used to inflict it.
Via Fas Esut Astral Magic

This circle is available to Martial Clerics and Spiritual Clerics.

Shortname Name Cost Description
vfe01 Astral Gauntlets 5 Astral gauntlets causes the creation of spiritual hand armor that lend to one's ability to do dexterous activities. The spiritual bonus scales with channeling skill.
vfe04 Astral Boots 5 Astral boots causes the creation of spiritual footwear that lend to one's reflexes. The spiritual bonus scales with channeling skill.
vfe06 Astral Helm 4 Astral helm causes the creation of spiritual head armor that lend to one's magical defense. The spiritual bonus scales with channeling skill.
vfe10 Astral Bracers 5 Astral bracers causes the creation of spiritual arm protection that lend to one's strength. The spiritual bonus scales with channeling skill.
vfe13 Astral Greaves 4 Astral Greaves causes the creation of spiritual leg armor that lend to one's ability to defend oneself. The spiritual bonus scales with channeling skill.
Via Arm Onu Astral Magic

This circle is available to Martial Clerics.

This circle is mutually exclusive to Via Arm Nivi.

Via Arm Onu may be learned from Captain Morden in Kaezar.

Shortname Name Cost Description
vao02 Mourning Essence 8 Provides additional essence regeneration after killing an enemy.
vao05 Careon's Balance 5 Cures a corpse of all bleeding, maims, and mutilations, providing the ability to execute enemies after a successful attack that scales with the amount of healing done to the corpse.
vao08 Mark of Vos'Siddix 8 Smite spell that causes a penalty to the target's armor resistances scaling with Channeling, Wisdom, and relic quality. This effect can cause the resistances to go into the negatives. The duration of the spell is modified by the roundtime of the weapon used to inflict it.
vao12 Rallona's Spurning 7 Smite spell that causes a spiritual penalty defense scaling with Channeling, Wisdom, and relic quality. The duration of the spell is modified by the roundtime of the weapon used to inflict it.
vao14 Ogriyth's Kiss 7 Smite spell that causes the target to suffer from poison. The strength of the poison is modified by the roundtime of the weapon used to inflict it.
vao17 Xillvim's Balance 5 Smite spell that deals cold damage to the target and heals the cleric based on the amount dealt. The damage dealt is modified by the roundtime of the weapon used to inflict it.
Cleric Martial Tag

These tags are available to Martial Clerics.

Cleric Martial tags may be learned from Frezel in Kaezar.

Name Requirements Cost Description
Smite Martial Cleric None Allows the martial cleric to channel its spells through a weapon. The martial cleric can store a number of spells in smite's queue that scales with Channeling, Wisdom, and relic quality. Using the ability purges spells from the queue.
Divine Guardian 10 Shields Passive Passively allows the cleric to guard a target in roundtime and to ignore the chance to fail to guard.
Shield Buffet 27 Shields 6 stamina Clips the target with the martial cleric's shield, applying a mental defensive penalty that scales with Shields and Strength.
Shield Strike 54 Shields 5 stamina The martial cleric strikes the target with its shield, knocking it prone and stunning it. Larger shields result in greater damage and stun.
Bastion of Faith 81 Shields Passive Passively grants the cleric damage reduction based on the class of shield it is using.
Righteous Offense 108 Channeling Passive Passively increases the cleric's chance to hit with smite spells with every failed attack. This effect decreases rapidly over time.
Divine Might 135 Channeling Passive Passively allows the cleric to swing two-handed weapons as though it were one-handed in its dominant hand and grants a spiritual bonus to attacking with weapons that scales with Channeling and Wisdom.

Relics

A martial cleric can pray over a weapon, answering yes or no questions to turn it into a religious relic that grants bonuses to its spells that scale with Wisdom and Channeling and is gated by the maximum quality unlocked with items, the value of oils infused into the relic, and the number of days the cleric has been attuned to the relic. Praying over the relic again will rescale its quality based on your ability.

A cleric may only have one relic active at a time, and will slowly attune to that relic over time. If a cleric is not attuned to a relic, it may pray over the relic to begin the attunement process.

A cleric may further enhance its relic by anointing it with oils, increasing its effective value.


Skills

Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.

Skill Value
Alchemy Very Bad
Animal Handling Good
Archery Normal
Armor Very Good
Channeling Good
Conditioning Very Good
Enchanting Good
Evasion and Dodging Normal
First Aid Very Good
Fishing Normal
Focus Bad
Foraging Normal
Gnosis Very Good
Kinesis Bad
Larceny Very Bad
Lockpicking Very Bad
Lore Normal
Mechanisms Very Bad
Melee Weapons Good
Metallurgy Normal
Observation Normal
Outdoorsman Bad
Parry Good
Shields Good
Skinning Normal
Sorcery Bad
Stealth Very Bad
Tactics Good
Thrown Weapons Good
Unarmed Combat Good