You Have Entered Kufir's Realm
The Priests Guild
Priest Information
Priests are blessed with a vast array of spells and abilities, empowered from their absolute faith in their god. Such is their devotion that masters of their craft can actually bring fallen allies back from the dead. Their holy devotion also allows them to perform blessings and enhancements to themselves, those around them and even onto items. Devout in every way, master priests can call upon the wrath of the heavens to smite their enemies, while in the next breath call upon the protection of the heavens to surround them in near impenetrable defenses. Priests can train in their devotion to their holy god though a myriad of paths, thus making master priests as diverse as the holy gods they worship. To walk the path of a master priest, one must be willing to focus their faith.

Alignment: Good
Deities allowed: Barbizon, Eliatha, Mahar, Severan, Yavanna or Yondalla

Location of Guild: From Lirath West Gate go w, 6nw, 2n, 3w, 4n, 3e, s, 3e, 2s

Priest Skill Trees:
Faith - 350
Fighting - 90
Fighting.Defensive.Parry - 300

Guild Changes:
- Thu Jan 10, 2008 - Sabreur - Priests, Shamans, and Clerics who raise at the shrine of their deity will no longer lose any levels. To restate, only those three guilds, and only at the shrine of their own deity will get a perfect raise from the shrine. The raise remains unchanged for the rest.
- Fri Jan 25, 2008 - Leonidad - Unholy Enchant and Sanctify changed to allow for the maximum bonus available to several races rather than just one, allowing for more races to enchant weapons at peak levels. Attack power is capped, ala Blaze.
Priest Advancements

My deepest thanks to Sarkkan and Pontius for their assistance in providing both plans and insights into the inner workings of the priest guild and its multitude of variations. While their are many paths for a priest to take, i have provided the paths that these two priests have taken.