Friar is a profession that can perform exorcisms & resurrections of characters. They cannot use a cross or other real religious symbology, but they can use some small props to represent the Gods in the game that Elders approve of. Of all the professions, the Friar is likely the most controversial so ask your Elders how they prefer this type of profession to be acted out (since it is so strongly tied to religion).
A Friar can also fill you with hope which can aid you in questing and battles. Their tools are small relics and such. Also do not make idols and such... make it light roleplay so you do not do anything that would get you in trouble with your community. Bringing a Friar into battle can help keep spirits high and the gods are on your side! A Friar in town can be pretty vital. They talk to everyone and help their communities, so they know more than most. They can be a big help in figuring out rumours, quests and may know the history of the characters they commonly hang around.
All Friars must have their prayer books. These are their religious tomes which hold their sermons. This could be in large book or on several parchment scrolls in scroll cases. Regardless of how the Friar carries their religious text this is their most valuable item in their possession.
You can play this profession how it would best fit your character, lore etc. A word to the wise... this profession is powerful in many ways but if you take your acting, costume or ideals too far it can cost you your game. If you have a great idea for a character in this profession please talk with your Elders so they can help you be a fun part of the game, plot and more!
Lvl 3: Bless, +1 Shield buff (non-stackable)
What it does: Grants the target one point of "Faith Armour" temporarily. Roleplayed by touching target and saying an incantation for 2 minutes. Lasts until attacked. Does not stack (meaning you cannot use this buff with other party buffs). Friar must wait 3 mins before they can reapply this ability.
Lvl 6: Exorcism, Removes effect of possession, crazy, other mind effecting afflictions. What it does: Removes the effects of Possession, Crazy, or Soul Trap from the target player. Friar must touch the target while performing an incantation to perform this, and the process should take at least 5 minutes. The affected player should roleplay being in severe pain while the exorcism is being done, then become unconscious for 1 minute afterwards. Friar must rest for one minute before they can use this ability again.
Lvl 9: Sermon, +2 Shield buff (nonstackable)
What it does: A Friar can give “Faith Aura” to up to 8 characters at a time. After Friar incants their deity’s protection on them for 1 min per character, targets then can say "Faith" for their first two armour attacks. Does not stack (meaning you cannot use this buff with other party buffs). Friar must wait 10 mins before they reapply this ability on such a large group.
Lvl 12: Resurrection,
What it does: Restores all health to target character and brings the spirit of the deceased back into the body. This Incantation should take about 10 minutes and is painful for the target character. Friar is to also struggle as this ability takes major concentration and is taxing on the body. The Friar will be unable to fight for 5 minutes after a resurrection but can stagger around / walk. The target being who was resurrected cannot engage in battle / run for at least 10 minutes as during this time they do not have enough energy to do so (commonly referred to as “sickness of the light”). A Friar can only perform Resurrection once per hour. If your character has learned the class skill of Resurrection, you can reduce the time it takes to perform a resurrection by 50% if you have both Resurrection skill achievements.
Lvl 15: Gods of War, +3 Shield buff within area of constant prayer.
What it does: A Friar can be chanting incantations for a war party of up to 20 characters granting "War Armour" to each character. This adds 3 additional points of armour to his party while the Friar is performing incantation. If the Friar is killed or stops their incantation for more than 5 seconds at a time, the party loses the armour points. Friar must be incanting for 5 minutes before the party buff takes effect (and must redo the 5 minutes warm up if the incantation is broken). Each party member may use War Armour only once per life. Friar must not fight but instead must roleplay the powers of the gods being channelled through them at all times during this act. It is a tough roleplay act, however, has major rewards to a war party. Can only be used once per half-day.
A Friar can also fill you with hope which can aid you in questing and battles. Their tools are small relics and such. Also do not make idols and such... make it light roleplay so you do not do anything that would get you in trouble with your community. Bringing a Friar into battle can help keep spirits high and the gods are on your side! A Friar in town can be pretty vital. They talk to everyone and help their communities, so they know more than most. They can be a big help in figuring out rumours, quests and may know the history of the characters they commonly hang around.
All Friars must have their prayer books. These are their religious tomes which hold their sermons. This could be in large book or on several parchment scrolls in scroll cases. Regardless of how the Friar carries their religious text this is their most valuable item in their possession.
You can play this profession how it would best fit your character, lore etc. A word to the wise... this profession is powerful in many ways but if you take your acting, costume or ideals too far it can cost you your game. If you have a great idea for a character in this profession please talk with your Elders so they can help you be a fun part of the game, plot and more!
Lvl 3: Bless, +1 Shield buff (non-stackable)
What it does: Grants the target one point of "Faith Armour" temporarily. Roleplayed by touching target and saying an incantation for 2 minutes. Lasts until attacked. Does not stack (meaning you cannot use this buff with other party buffs). Friar must wait 3 mins before they can reapply this ability.
Lvl 6: Exorcism, Removes effect of possession, crazy, other mind effecting afflictions. What it does: Removes the effects of Possession, Crazy, or Soul Trap from the target player. Friar must touch the target while performing an incantation to perform this, and the process should take at least 5 minutes. The affected player should roleplay being in severe pain while the exorcism is being done, then become unconscious for 1 minute afterwards. Friar must rest for one minute before they can use this ability again.
Lvl 9: Sermon, +2 Shield buff (nonstackable)
What it does: A Friar can give “Faith Aura” to up to 8 characters at a time. After Friar incants their deity’s protection on them for 1 min per character, targets then can say "Faith" for their first two armour attacks. Does not stack (meaning you cannot use this buff with other party buffs). Friar must wait 10 mins before they reapply this ability on such a large group.
Lvl 12: Resurrection,
What it does: Restores all health to target character and brings the spirit of the deceased back into the body. This Incantation should take about 10 minutes and is painful for the target character. Friar is to also struggle as this ability takes major concentration and is taxing on the body. The Friar will be unable to fight for 5 minutes after a resurrection but can stagger around / walk. The target being who was resurrected cannot engage in battle / run for at least 10 minutes as during this time they do not have enough energy to do so (commonly referred to as “sickness of the light”). A Friar can only perform Resurrection once per hour. If your character has learned the class skill of Resurrection, you can reduce the time it takes to perform a resurrection by 50% if you have both Resurrection skill achievements.
Lvl 15: Gods of War, +3 Shield buff within area of constant prayer.
What it does: A Friar can be chanting incantations for a war party of up to 20 characters granting "War Armour" to each character. This adds 3 additional points of armour to his party while the Friar is performing incantation. If the Friar is killed or stops their incantation for more than 5 seconds at a time, the party loses the armour points. Friar must be incanting for 5 minutes before the party buff takes effect (and must redo the 5 minutes warm up if the incantation is broken). Each party member may use War Armour only once per life. Friar must not fight but instead must roleplay the powers of the gods being channelled through them at all times during this act. It is a tough roleplay act, however, has major rewards to a war party. Can only be used once per half-day.