-------------- --- Cleric --- -------------- ********************* *** Clergy Levels *** ********************* 0g Clergy Level 0 - gain 1 action per turn; 6 MP; 2 Faith 10g Clergy Level 1 - gain 2 actions per turn; 11 MP; 3 Faith 18g Clergy Level 2 - gain 2 actions per turn; 15 MP; 4 Faith 30g Clergy Level 3 - gain 3 actions per turn; 20 MP; 5 Faith 45g Clergy Level 4 - gain 3 actions per turn; 30 MP; 6 Faith *************** *** Weapons *** *************** 0g Dagger - uses 1 hand; pay 1 action: 1 damage, 1 range, melee type 3g Mace - uses 1 hand; pay 1 action: 2 damage, 1 range, melee type 6g Staff - uses 2 hands; pay 1 action: 3 damage, 2 range LOS, melee type 8g Hammer - uses 2 hands; pay 1 action: 5 damage, 1 range (up to 1 diagonal), melee type 11g Sling - uses 1 hand; pay 1 action: 3 damage, infinity range, ranged 15g Warhammer - uses 2 hands; pay 1 action: 8 damage, 1 range, melee type 22g Staff of Wind - uses 2 hands; pay 1 action: 3 damage, 2 range LOS, melee type; you may move 1 additional space during each of your turns 21g Gremlin Hammer - uses 2 hands; pay 1 action: 15 damage, 2 range, melee type; lose 1 action per turn 19g Heal Mace - uses 1 hand; pay 1 action: 2 damage, 1 range, melee type; reduce the cost of heal by 3 MP; reduce the cost of cure by 1 MP; reduce the cost of ressurection by 1 faith 23g Pope's Scepter - uses 1 hand; pay 1 action: 1 damage, 1 range, melee type; this comes with the keys to the Popemobile and the funky lookin' hat; reduce the cost of justice by 1 action; reduce the cost of strike by 1 MP; reduce the cost of protect by 2 MP ************* *** Armor *** ************* you may only use one type of armor at a time; each time you are attacked the armor blocks once if it has any HP left and the damage from the attack is reduced by the armor's magical number if it is magical, the armor's ballistic number if it is not magical but is ballistic, and the armor's other number if it is neither magical nor ballistic and the armor's HP is reduced by 1; if the armor blocks again it loses another HP and the damage is reduced again; if a piece of armor has no HP all other effects of that armor no longer take effect 4g Chain Mail - 4 HP, 2 magical, 2 magical, 0 ballistic, 1 other, 4 HP 10g Plate Armor - 7 HP, 2 magical, 1 ballistic, 2 other, 7 HP; may block each attack once or twice 30g Ceremonial Robes - 5 HP, 3 magical, 0 ballistic, 0 other, 5 HP; gain 4 max and starting MP and 3 max and starting Faith; prerequisite: Clergy Level 2 45g Cardinal's Battle Armor - 11 HP, 5 magical, 2 ballistic, 3 other; you may spend 1 MP to block an attack an additional time; gain 2 starting and max. MP and 1 max. and starting Faith; prerequisite: Clergy Level 4 ************** *** Spells *** ************** 4g Heal - pay 1 action, X MP: 8 range LOS, target character gains X+3 HP up to their max. HP + X/2 (round down) 10g Cure - pay 1 action, 4 MP: 6 range LOS, target character's HP is now equal to their max. HP, prerequisite: Clergy Level 1; pay 2 actions, 5 MP: 4 range LOS, target downed character's HP is now equal to their max. HP, prerequisite: Clergy Level 2; 22g Ressurection - pay 3 actions, 6 MP, 1 Faith: choose a voluntary character that has been killed during this level, that character is alive again at a random space on the board with max HP equal to half of its old max HP and its HP equal to its new max HP, re-roll if respawn on top of a character if respawn on a wall, barrier, or gold, destroy it 14g Protect - pay 3 MP: counter an attack targetting target character, this may target yourself, any time 15g Deflection - pay 5 MP: return an attack targetting you to the attacker through the same path that it attacked you, any time, the attack doesn't impact you 4g Strike - pay 1 action, 2 MP: max Faith damage, infinity range 18g Crusade - pay 2 actions, 6 MP: 2 Faith, you may only use this ability once per level, choose a character that is a Chaos Elementals currently using Void, Rogue, Demon, Wyvern, or Vampire or has more than the average gold for this level, for the rest of the current board: target character takes 1 damage at the beginnings of each of their turns when downed and loses 2 max. HP, all of target character's attacks deal 1 less damage, all attacks on target character deal 2 additional damage, all holy weapons deal 2 additional damage to target character, all your attacks on target character deal 1 additional damage 30g Incarnate - pay 3 actions: you may not gain gold from this level, gain 2 actions per turn, 20 MP, 20 max. MP, 8 Faith, and 8 max. Faith, reduce all of your MP costs by 1 MP, all of your attacks deal 2 additional damage, if you are killed this level you lose 2 Clergy Levels 13g Hallowed Ground - pay 1 action, 4 MP, 1 Faith: choose a 2 X 2 square of spaces including the square you are on, all damage from attacks to and from these spaces are reduced to 1 per attack, while on these spaces any cleric may spend 1 turn to gain 2 MP 15g Justice - pay 1 action, 1 MP: choose a character that you have not attacked in the last 9 turns, if they attack you during the next 3 turns, they take 3 X max. Faith damage + 2 X max Faith damage if they down you + 3 X max Faith if they kill you 10g Bless - pay 1 actions, 3 MP, 1 Faith: 4 range LOS, target character may move an additional space during each of their turns, and deals 1 additional damage per attack, and has evasion 1/6 until the end of the level, this ability may only target yourself if you have clergy level 2 and you spend an additional faith 8g Wizardry Repitition - 1 MP, any time, choose a spell that is being cast and cast the same spell directly after for no cost with a target of your choice 13g Truth - pay 2 actions, 5 MP, 2 Faith: until the end of the level characters may not hide or be invisible, and they may not break verbal agreements made from now until then, and they must declare all effects, secondary resources, and weapons in hand; pay 3 actions, 4 MP, 1 Faith: until the end of the level all characters must show their inventories 10g Holy Weapon - pay 2 actions, 7 MP, 2 Faith, lose 1 max Faith permanently: choose a weapon owned by a voluntary other character, target weapon is now holy until the end of the game (incl. future boards), the other character may pay 10 gold from out-of-level and spend 4 turns to eliminate this effect permanently whether you agree or not, this effect may be eliminated at any time if you and the other character agree to, you may spend 2 turns, 10 MP, and 2 Faith to eliminate this effect permanently whether the other character agrees or not; holy weapons deal 2 additional damage per attack, gain 1 range, deal 2 additional damage to Chaos Elementals currently using Void, Vampires, Demons, Undead, Rogues, Ninjas, and Wyverns, holy wepaons may not target or deal damage to clerics 7g Exorcism - pay 1 action, 3 MP, choose a Chaos Elementals currently using Void, Demon, Vampire, or Undead, that character takes 6 damage, this effect is not blockable or reducible *************** *** Deities *** *************** you may only use one deity at a time, but may purchase multiple 50g Mercury - you may move an additional space each turn; you gain the 2 abilities below: Flight - pay 2 MP: you are flying until the beginning of your next turn Invisibility - pay 1 action, 4 MP: gain invisibility 76g Zeus - all damage from melee type attacks from you is doubled you gain the 2 abilities below: Lightning Bolt - pay 1 action, 1 MP: choose a space, that space takes max Faith damage Quickness - pay 1 MP: gain 1 action 57g Satan - all your attacks deal an additional 2 X burn 3 you gain the 2 abilities below: Possess - pay 1 action, 6 MP, 3 Faith: choose a character, that character's in-level gold is destroyed, gain control of that character until the end of the board, if that character exits under your control their gold goes to you, remove yourself from the board, during your turns you may use your abilities and primary and secondary resources as if they originated from that character; at the beginnings of each of that character's turns they have a 1 in 10 chance of returning to their original controller and if this happens before they exit you are killed, you may only use this ability once per level Hell - 3 turns, 20 MP, 5 Faith: you take 10 fire damage, all other characters take 8 X burn max Faith, none of this damage may be reduced or prevented 65g Jehova - all damage to you is reduced to 1 per attack you gain the 2 abilities below: Peace - pay 3 actions, 10 MP, 4 Faith, all damage is reduced to zero until the end of the level Angel - pay 3 actions, 5 MP, 2 Faith; summons an angel with the abilities below: 16 HP; gain 3 actions per turn; pay 0 actions: you are now flying; pay 0 actions: you are no longer flying, use this ability only if you are flying; pay 1 action: move up to 2 spaces; pay 1 action, 4g range LOS, all damage to target character is reduced to zero until the beginning of your next turn, this may not target your controller; pay 1 action, 8 range LOS, target character heals 6 HP, this may not target your controller; pay 2 actions, 1 range, target character loses their next turn