Difference between revisions of "Priests of water"

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(Requirements)
 
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* At least at level 50.
 
* At least at level 50.
* Not member of guild:
+
* Not member of guild: '''Priests of Water'''
Priests of Water
 
 
* Element: water
 
* Element: water
  

Latest revision as of 16:55, 30 November 2021

Introduction

Priests of Water worship their god, Albila, lord of the depths. In the early times Albila was allied with the god of magic, Okka, and they fought against Zrammas, the goddess of fire. From this alliance followers of Albila learned many secrets of magic from the priests of magic, even some that are now long forgotten by the mages, successors of now gone priests of Okka. After the death of Okka the plane of existence was greatly changed. Previously only magic was from the elemental gods, given to their servants and some individiuals.

Now the death of magic god had spread the godly essence throughout the plane and allowed mages to relearn their lost art and become what they are today. Water priests on the other hand, not going mad from the Okka's death like priests of magic, still knew the old ways of using Okka's magical essence from the ancient alliance and were able to channel it almost like nothing had happened, thus having greater control over the world around them. Also Albila's success in the elemental warfare made their powers even stronger. Many old beings still hate water priests for this, stealing the powers of the dead god and bringing immense destruction to the Aegic.

The Priests of Water can be found in the Grand temple of Water in Cenedoiss.

Guild structure

               ,--------------------.
               |  Priests of Water  |
               `--------------------'
                        /   \
                       /     \
,-----------------------.   ,---------------------------.
|  Channelers of Water  |   |  Order of the blood magi  |
`-----------------------'   `---------------------------'
                        \   /
                         \ /
                          +
                          |
           ,------------------------------.
           |  Guidance of the blind seer  |
           `------------------------------'



Priests of Water

Priests of Water worship their god, Albila, lord of the depths. In the early times Albila was allied with the god of magic, Okka, and they fought against Zrammas, the goddess of fire. From this alliance followers of Albila learned many secrets of magic from the priests of magic, even some that are now long forgotten by the mages, successors of now gone priests of Okka. After the death of Okka the plane of existence was greatly changed. Previously only magic was from the elemental gods, given to their servants and some individiuals. Now the death of magic god had spread the godly essence throughout the plane and allowed mages to relearn their lost art and become what they are today. Water priests on the other hand, not going mad from the Okka's death like priests of magic, still knew the old ways of using Okka's magical essence from the ancient alliance and were able to channel it almost like nothing had happened, thus having greater control over the world around them. Also Albila's success in the elemental warfare made their powers even stronger. Many old beings still hate water priests for this, stealing the powers of the dead god and bringing immense destruction to the Aegic.

Maximum level: 20

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

regen: ep - - - - - 1 - - - - - 1 - - - - - - - 2
regen: hp - - 2 - - - - - 2 - - - - - - - - - 2 -
regen: sp 3 1 - 1 - 1 - 1 - 1 - 1 - 1 - - - 2 - -
stat: charisma - - - - - - - - - - - - - - - - 2 - - -
stat: intelligence - - - - - - - - - - 1 - - - - 1 - - - -
stat: wisdom 2 1 - - 1 - - 1 - - - - 1 - 1 - - - - -
stat: constitution 1 - - 2 - - 2 - - 1 - - - 2 - - - - - -
stat: strength - - - - - - - - 1 - - - - - - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

concentrated casting 3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
channeling 5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5
spellbinding - - - - - - - - - - - - - - 25 +3 +3 +3 +3 +3
essence of true ritual - - - - - 3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
water doctrine - - - - - - - - - - 5 +5 +5 +5 +5 +5 +5 +5 +5 +5
magical defences - - - - - - - - - - - - - - - 5 +5 +5 +5 +5
consider 3 +3 +3 +3 +3 +3 +3 +3 +3 +3 - - - - - - - - - 30
water lore 5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5
elemental warfare +5 - - - - - - - - - - - - - - - - - - -

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

arcane flux 20 +6 +6 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 100
thirst for knowledge - - - - - - - - - 25 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5
bless 20 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 - - 100
razor shards - - - - - 25 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 100
albila's blessing - - - - - - - - - - - - - - - 15 +5 +5 +5 +5


Channelers of Water

Channelers of Water are the masters of handling elemental mana flows coursing through the world of Aegic. Their goal is to stabilize the mana flows made erratic by the death of god of magic, Okka. Channelers are not only able to handle mana flows flowing around them but they are also able to affect their own mana flow with auramancy to cause constant effects that surround them. Also affecting the mana flows of other persons is not totally out of their grasp either. They are also masters of spellbinding and have great knowledge about different spellbinded spells and ways to spellbind them for maximal effectiness.

Maximum level: 15

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

regen: hp - - 2 - - - 1 - - - 1 - - - 2
stat: constitution - - 2 - - - - - - 2 - - - - 2
stat: wisdom 1 - - 1 - 1 - - 1 - 1 - - 1 -
regen: sp 1 - - - 1 - - - - 1 - - - 1 -
stat: charisma - - - - - - 1 - - - - - 1 - -
stat: intelligence - 1 - - 1 - - 1 - - - 1 - - -
regen: ep - - - - - - - - 1 - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

thaumaturgic intuition - - - - - - - - - 20 +5 +5 +10 +10 +10
mana conservation - - - - 5 +5 - +5 +5 +5 +5 +5 +5 +10 +10
fake offensive rituals 5 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +8 +9
magical defences 30 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5
identify item 20 +5 +5 +5 +5 +5 - +5 +5 +5 +5 +5 +10 +10 +10
etiquette 3 +3 +3 +3 +3 +3 - +3 +3 +3 +3 +3 +3 +7 +7
auramancy - - - - - - - 25 +5 +5 +5 +5 +5 +10 +10
spellbinding 45 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 - - -
essence of true ritual 50 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 - - - -
water doctrine 55 +5 +5 +5 +5 +5 +5 +5 +5 +5 - - - - -
concentrated casting 65 +5 +5 +5 +5 +5 +5 +5 - - - - - - -

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

elemental funnel - - 30 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +10 +10
mana burn - - - 35 +5 +5 +5 +5 +5 +5 +5 +5 +5 +10 +10
harness elemental mana - - - - - 45 +5 +5 +5 +5 +5 +5 +5 +10 +10
energy restoration 25 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +10
spell surge - - - - - - - - - 40 +5 +5 +5 +10 +10
mana feed - 25 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +10 +10
spell breaker - - - - - - - - - - - 25 +10 +10 +10
glacial hailstorm - - - - 40 +5 +5 +5 +5 +5 +5 +5 +5 +10 +10
embrace of rimewind - - - - - - - 30 +5 +5 +5 +5 +5 +10 +10
restore glow 25 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +10
elemental flare - - - - - 10 +10 +10 +10 +10 +10 +10 +10 +10 +10
albila's blessing 40 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 - -
thirst for knowledge 80 +5 +5 +5 +5 - - - - - - - - - -


Order of the blood magi

The blood magi are water priests trained by templars in the defensive battle skills in order to protect followers of water and their allies. Their name comes from the ancient alliance with the followers of god of magic, nowadays known as mages. During ancient days water and magic followers fought side by side water priests being usually in defensive and supportive role for the stronger spell casting magic followers. This tradition has stayed in the priesthood but in loss of their main allies they have searched for new power. The solution was found in the blood of the living beings as elemental life force which blood magi are able to drain from their foes with channeling and use it for their own purposes. Because of this people have started calling them the blood magi and the priesthood hasn't denied this nickname as it gives them a certain sense of superiority and intimidation.

Maximum level: 15

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

regen: hp - 1 - 2 - 2 - - - - - 1 - - 2
stat: constitution 2 - - 1 - - 2 - 1 - 1 - 2 - 2
stat: wisdom - - 1 - - - - - - 1 - - - 1 -
stat: strength - 1 - - 1 - - 2 - - - 1 - - -
regen: sp 1 - - - - - - - 1 - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

medium armours 36 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +8 +8
warding - - - - - - - - - - - 7 +11 +12 +12
concentrated defence 36 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +8 +8
block - - - - - - 5 +5 +5 +5 +5 +5 +5 +10 +10
defensive - 10 20 +5 +5 +5 +5 +5 +5 +5 +5 +10 +10 +10 +10
elemental warfare - - - - +11 +7 +7 +7 +7 +7 +7 +7 +11 +12 +12
blood infusion - - - - - - - - - - 20 +15 +15 +15 +15
contact reflexes - - - - - 8 +8 +8 +8 +8 +12 +12 +12 +12 +12
combat sense - - - - - - - - - 5 +5 +5 +5 +10 +10
heavy armours 36 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +8 +8
combat analysis - - - - - - - - - 5 +5 +5 +5 +10 +10
defensive battle strategy - - - - - - - - - - - 7 +11 +12 +12
shield parry - - - - 5 +5 +5 +5 +5 +5 +5 +5 +5 +10 +10
dodge 36 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +8 +8
determination - - - - - 8 +8 +8 +8 +8 +12 +12 +12 +12 +12
avoid hits 36 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +8 +8

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

karmic justice - - - - - - - - - - - - - 40 +20
blood sacrifice - - - - - - - 28 +8 +8 +8 +12 +12 +12 +12
soul phthisis - - - - - - - - - - 40 +15 +15 +15 +15
unseen manacles - - - - 28 +6 +6 +6 +6 +6 +6 +6 +10 +10 +10
siphon vitae 20 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +10 +10


Guidance of the blind seer

Only the most revered and learned priests of Water seek the guidance of the blind seer. Being the voice of god of Water, Albila, she has taught the order many secrets of untold power that have allowed the order to survive through the even hardest of hardship they have endured, like the destruction of their old city and temple. After mastering the arts of channeling, blood and defensive skills of war they turn to her guidance to hone their skills and to learn the very essence of Water. Noemitrax very rarely speaks or even seems to be aware of this world herself so her assistances and lorekeepers serve as the teachers and guides for the priests seeking her guidance. Only few are able to master these talents but those who do not only serve as vessels for Albila's divinity but they also have almost limitless control over the elemental flows of the world.

Maximum level: 10

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10

regen: hp - - - - - - - - - 2
stat: constitution - 1 - 1 - - 1 - - 1
stat: wisdom 1 - 1 - - 1 - - 1 -
regen: sp 1 - - - - - - 2 - -
regen: ep - - - - 1 - - - - -
stat: strength - - - - 1 - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10

water rituals 12 +8 +8 +8 +8 +8 +12 +12 +12 +12
block 60 +5 +5 +5 +5 +4 +4 +4 +4 +4
warding 50 +6 +5 +6 +5 +6 +5 +6 +5 +6
combat sense 46 +6 +6 +6 +6 +6 +6 +6 +6 +6
combat analysis 46 +6 +6 +6 +6 +6 +6 +6 +6 +6
controlled retreat 8 16 24 32 40 48 56 64 72 80
defensive battle strategy 48 +5 +5 +5 +5 +5 +5 +5 +6 +6
shield parry 68 +3 +3 +3 +3 +4 +4 +4 +4 +4
thaumaturgic intuition 65 +5 +5 +5 +5 +5 +5 +5 - -
mana conservation 65 +5 +5 +5 +5 +5 +5 +5 - -
auramancy 75 +5 +5 +5 +5 +5 - - - -
blood infusion 85 +5 +5 +5 - - - - - -

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10

vessel of divinity - - - - - - 46 +18 +18 +18
ripple in reality - - - - - - - - 50 100
spell warding - - - - 30 +10 +15 +15 +15 +15
absolute grace 20 +10 +10 +10 +10 +10 +10 +10 +10 -
spell breaker 60 +5 +5 +5 +5 +5 +5 +5 +5 -
karmic justice 65 +5 +5 +5 +5 +5 +5 +5 - -
spell surge 80 +5 +5 +5 +5 - - - - -
embrace of rimewind 80 +5 +5 +5 +5 - - - - -

Masteries

Arcane puppetry

Masters of arcane puppetry are able to control and handle arcane energy lot more efficiently than normal common priests. They are masters of counter magic and ways of disturbing other spell users. They are also able to puppet the energy going into their and their companion's spells.

Channeler's guile

Channeler's guile represents water priest's ability to control his channeled spells. Just channeling energy is easy task for even the lowest ranking water priests but true masters of channeling are able to suppress the mana drain from channeling to non-existent and some times even double the effectiness of their channeling, this naturally helps them also build spellbindings and other effects much faster.

Elemental guidance

Certain water priests have honed their skills as an archer in addition to their religious studies in the temple of Water and have integrated their channeling talents into the archery. By focusing the elemental energy into the arrow they are able to infuse it with energy of water and also able to channel energy along the trailing energy left by the arrow.

Sanguinary dogmata

The Blood magi are water priests who are especially trained for combat and handling of life energy that they siphon from their foes. Few of them have turned this handling into a real form of art and have found new ways of using the energy such as healing people around them and to almost surpass the death itself.

Secrets of water

Knowing the secrets of water helps a water priest to channel the powers given by Albila to him, making his casted spells a lot easier to cast and almost complete them themselves, while also lessening their mana costs.

Sorcery annexation

Skilled water priests are able to build up elemental energy along with their channeling and release it for additional spell effects. The true masters of annexing this sorcery are able to build up immense amounts of this energy along with their channeling and complete the spell in mere seconds.

Tidal dominion

Water priests are, naturally, supreme rulers of the powers related to water. Their godly dominion over the water allows them to, for example, create such coldness with their spells that it surpasses anything that occures in nature.

Secondary Guild

Laymen of Water

Ranks of the priest in the priesthood of Water are small and their tasks are ever increasing as their blood mages scout the lands and contact the people in distress. Water's might is still well acknowledged from the times of coming of the ice and near destruction of every sentient race. As the priesthood's influence washes over the lands like a tidal wave and shows its new found dominion over magic many commoners sway from their previous beliefs and lay their lives in the hands of Albila. In return the priesthood teaches its laymen to defend themself and their community against wild magical phenomenoms.

Maximum level: 15

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

stat: wisdom 1 - - - 1 - - - 1 - - - - - 1
regen: sp - 1 - 1 - - - 1 - 1 - - - 1 -
stat: intelligence - - - - - - - - - - - - 1 - -
regen: hp - - - - - 1 - - - - - 1 - - -
stat: strength - - - - - - - - - - 1 - - - -
stat: constitution - - 1 - - - 1 - - - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

water rituals - - - - - 4 8 12 16 20 24 28 40 50 60
concentrated casting +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4
medium armours +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
thaumaturgic intuition - - - - - - - - - - 10 20 30 40 50
identify item - - - - - - - - - - 10 20 30 40 40
spellbinding - - - - - - - - 10 15 20 30 45 55 60
water doctrine 4 8 12 16 20 24 28 32 36 40 44 48 60 70 80
water lore - - - - - - - - - - 3 6 12 15 30
concentrated defence +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2
defensive - - - - - 10 20 30 40 50 50 50 50 50 50
elemental warfare - - - - - - - - - - - - - 10 20
magical defences - - - - - - - - - - - - 10 25 40
blood infusion - - - - - - - - - - 10 15 20 35 50
auramancy - - - - - - - - - - - - 10 30 50
combat sense +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2
channeling 18 21 24 27 30 33 36 39 42 45 51 57 63 69 75
heavy armours +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
defensive battle strategy +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
shield parry +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

bless 10 20 30 40 50 50 50 50 50 50 50 50 50 50 50
razor shards - - - - - - 5 10 15 30 35 40 50 60 70
siphon vitae - - - - - - - - - - 10 20 30 40 50
harness elemental mana - - - - - - - - 5 10 20 30 40 50 60
energy restoration - - - - - - - - - - 10 20 30 40 50
spell surge - - - - - - - - - 10 20 30 40 50 60
absolute grace - - - - - - - - - - 10 20 30 40 60
thirst for knowledge 5 10 15 20 25 30 35 40 45 50 55 60 65 70 70
arcane flux 18 20 23 26 29 32 35 38 41 44 51 57 64 70 75
embrace of rimewind - - - - - - - - - - 10 20 30 40 50
restore glow - - - - - - - - - - 10 20 30 40 50


Requirements

  • At least at level 50.
  • Not member of guild: Priests of Water
  • Element: water

Location

Inside the main guild.