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Tier: 2
Alignment: Good
Wiki Information
Exits:
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Shepherds are angelkind. They are individuals who have chosen the path of Good and righteousness. Shepherds are spell casters and their innate skills involve healing and helping others. They are not geared towards offense in the way that the Paladin is: if the Paladin is the Divine soldier, the Shepherd is his medic. However, the most powerful tool in the Shepherd's toolbox is that of Prayer: sometimes, the gods answer.
Shepherds are a Good-aligned character class. They believe in fostering goodwill and the value of the group over the individual. Choosing this class means that the character will forever be locked into the path of Good.
In order to qualify for this class, the character's alignment must be "Good." If the Shepherd ever drifts from the just path, many of his or her innate powers will cease to function until righteousness once again is the master of the Shepherd's soul.
This class is automatically granted the skill Cast Spell.
| | | Absolve Suffering (20 CP)  You are able to tap into the Word in order to heal poisons and lift curses. This ability allows the character to remove any and all debuff effects plaguing another character (including but not limited to the Defiler's poison and the Agony Curse). |
| | | Alchemy (20 CP)  You are able to craft potions using various components. This ability allows the character to perform alchemical experimentation, provided that he or she has access to an alchemical workbench. When the required components are provided in the correct amounts, the character's efforts will produce a potion. The character need not know beforehand how to create a specific potion: alchemical recipes may be found or discovered. However, caution is warranted: incorrect components can sometimes lead to unforseen, negative consequences. |
| | | Cast Spell (Free)  You are capable of learning and casting spells. This skill allows you to learn spells. Learning spells costs additional Character Points. Casting spells costs Magic Points. |
| | | Energize (20 CP)  You have the ability to bend the cosmic forces to your will, granting some of your own Magic Points to other characters. You may transfer a number of Magic Points from your own pool to another character. You may transfer up to 30 points at a time. The rate of transfer is one-for-one: if you choose to transfer 20 Magic Points, your target will gain 20 Magic Points. |
| | | Heal (20 CP)  You are able to use your association with the Holy forces to heal injuries to other beings. This ability allows you to heal other characters. The number of points healed is dependant upon the number of Magic Points you spend. |
| | | Prayer (20 CP)  Your prayers to the Elder Powers of Justice and Good are sometimes answered. This ability allows the character to pray for aid. The prayer will not always be answered. The chance of a prayer being answered increases with each level the Shepherd gains. The result of the prayer is random but powerful. |
| | | Purify (20 CP)  You are capable of binding locations to your faction. Binding a location will increase your overall power. The more locations you bind, the stronger your faction becomes. This ability allows you to infuse a location with Magic Points. The more Magic Points spent, the stronger the binding; however, a location that is bound at +10 grants no more power than a location bound at +1. The more Magic Points spent binding a location, the harder it will be for an opposing faction to bind the location to them. You may only infuse 1 Magic Point at a time. |
| | | Flag Warden (40 CP)  You are capable of re-energizing the flag shield for your faction. This ability grants you the ability to "heal" damage done to your faction's flag shield. You must be in a faction to use this ability, and your faction must have a stronghold, and you must be within the stronghold to use it. This ability will not grant the flag shield Hit Points above its maximum total. |
| | | Spell Combat (20 CP)  You are better capable at aiming your ranged combat spells. This ability increases the character's chance to hit with ranged spells by 20%. |
| | | Battle Magic (40 CP)  Your skill with ranged spells has improved, further increasing your ability to hit. This skill improves the character's ranged spell ability by a further 10%. |
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