Cleric Circle Requirements 03/16/2012 01:16 AM CDT
Clerics actually got off a little easy, I think. Here's the highlights:

* Your magic reqs went up (no surprise here). Overall it's about the same as it was before, but you need specific skills for it.
* You have a soft Augmentation req. This is to reflect the overall nature of Clerical magic and the way it's used.
* You now have a Theurgy req. Grejuva can speak more to that.
* Lore reqs went down - The combination of teaching and scholarship is a huge boon for you guys.
* You now have a second weapon req. This better reflects your nature as a weapons secondary guild.
* Your survivals got condensed and increased a little.
* Your primary armor req went up a bit. I imagine this will be a problem for zero clerics that regularly go out into the field.

Restricted Skills
Thievery
Sorcery


Req1-1011-3031-7071-100101-150
1st armor22334
Shield Use12234
1st Weapon33445
2nd Weapon00223
Parry23334
1st Magic44556
2nd Magic44456
3rd Magic33445
4th Magic03345
5th Magic00345
Theurgy34456
Augmentation22334
1st Survival12233
2nd Survival11223
3rd Survival11122
4th Survival11122
1st Lore23345
2nd Lore22334
3rd Lore12233
4th Lore00233


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"The ninety and nine are with dreams, content but the hope of the world made new, is the hundredth man who is grimly bent on making those dreams come true." -E.A.P.
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