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Priest Guild

Priests are one of the older guilds on Three Kingdoms. We are excellent in parties with other guilds and are usually in demand due to our extensive healing abilities. Guild members tend to be friendly, talkative, and willing to help out anyone in need. No other guild has a line dedicated to griping, a guild box so chatty, or as many hot mudders. (woohoo!) Feel free to ask any priest if you need more information about our beloved guild.

Devoted followers of the gods are granted extraordinary powers by their deities. The powers vary from god to god, and include healing of wounds, inflicting damage on others, and control over weather, the elements, and nature itself.



The main offense of the priest guild is its spells. The spells do various types of damage, including fire, cold, mind, and acid. There are also spells that increase melee damage.


The guild's primary defenses also come from its spells, although our tanking ability is augmented greatly by our healing abilities. Magic armour can be summoned, and protection spells cast. After monsters pound on a priest for many rounds, a well-timed healing spell will lessen the damage considerably.


Mends -- healing hp and sp from a distance.


Some of the many miscellaneous powers granted to the priests include enchanting weapons, changing people's alignments, lightening the weight of items, and temporarily boosting a player's stats. Priests can also create fireseeds and goodberries for newbies, as well as growth the summons/guild followers of other players.


There are twelve gods that a priest can choose to worship, 4 good, 4 neutral, and 4 evil. The followers of each god have certain spheres of influence that are stronger or weaker, but overall things are fairly balanced. A new priest starts with the rank of acolyte and works his way up to immortal and beyond.


Each of the gods has their own set of restrictions. Common ones include keeping alignment on the correct path (good/neutral/evil), not wielding bladed weapons, and minor armour restrictions. Also, reagents from the guild are required to cast many of the spells.


Guild experience is gained through casting spells. The guild levels are known as 'steps ascended'. There are 80+ steps to ascend, with each one bringing a bit more power.

Player GMs

 The following people are available to help with any guild issues
 or questions you have.  If you are having a problem, talk to any 
 of these people.

 Pope: Dalandra, Maryjayne, Morinda
 Cardinals: Blink, Wierdnwild
 Archbishops: Nofx, Reality
 Bishop: Squirrel

 Pontiffs - head GMs, go to them with any major issue. 
 Cardinals - active staff, go to them with day to day stuff, or
 a major issue if no Pontiff is around.  
 Archbishops - semi-active staff, go to them as you would a Cardinal.
 Bishops - Cardinals in training

 For wizardly issues, please contact: 

 Head WGM:       Thyros 
 Assistant WGM:  Muzicchik
 WIZ flaps:      Vraal
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