A Cleric is the most powerful healer in the game, and for the first few years of EverQuest the only class capable of resurrection with experience regained, and the only class with the spell Complete Heal. As the game has changed, Complete Heal has become less effective compared to the cleric's many different lines of more powerful and quicker (albeit more mana-intensive) heals. Primarily healers, the cleric also have some "death save" spells, such as "Divine Intervention" and can increase spell casting haste with "Blessing of Loyalty". Clerics can wear the heaviest plate-mail type armors.
Clerics' limited soloability comes from the "Vow of Valor" line of spells, which provides the cleric with increased melee damage and a high rate of self regeneration, at the cost of halving their direct heals' power. Despite this benefit, Clerics are one of the worst soloing classes in the game.
Clerics' most important stat at creation is wisdom; new players are encouraged to choose a race with high wisdom and to put as many points into wisdom as possible. All Clerics must worship a deity, generally the creator or patron of their race. Clerics from neutral races that choose an evil deity may experience faction problems, even in their hometowns.
In-Game Description[]
Clerics dedicate their lives to the gods of Norrath, gaining magical powers in exchange for their faith and service. Clerics are primarily a magic-using class, with the ability to wear plate armor and wield blunt weapons.
Clerics gain powerful healing and enhancement spells, greatly increasing the health and defenses of their group, while keeping them healed in the most dangerous battles. While other priest classes have healing spells, no one can match up to the power and efficiency of clerical healing.
Clerics are potent enemies of the undead, able to channel their holy fervor into highly destructive banishment spells. Resurrection is also the domain of the cleric, allowing them to bring their fallen companions back from the dead without the normal penalties for death.
With a few exceptions, clerics are dependent on being part of a group. But they are highly desirable group members. An experienced cleric is a great benefit to any group and is an excellent choice for the social player.
Combat Skills[]
LEVEL | TRAINED | SKILL | PRE-50 CAP | POST-50 CAP | |
---|---|---|---|---|---|
1 | No | 1 Hand Blunt | 175 | 190 | |
1 | No | 2 Hand Blunt | 175 | 190 | |
1 | No | Bind Wound | 200 | 210 | |
1 | No | Defense | 200 | 215 | |
1 | No | Hand to Hand | 75 | 80 | |
1 | No | Offense | 200 | 215 | |
15 | Yes | Dodge | 75 | 80 | |
25 | Yes | Bash | 175 | 175 |
Magic Skills[]
LEVEL | TRAINED | SKILL | PRE-50 CAP | POST-50 CAP | |
---|---|---|---|---|---|
1 | No | Abjuration | 235 | 235 | |
1 | No | Alteration | 235 | 235 | |
1 | No | Conjuration | 235 | 235 | |
1 | No | Divination | 235 | 235 | |
1 | No | Evocation | 235 | 235 | |
4 | No | Channeling | 200 | 220 | |
8 | Yes | Meditate | 235 | 252 | |
30 | Yes | Specialization | 200 | 200 |
Tradeskills[]
LEVEL | TRAINED | SKILL | PRE-50 CAP | POST-50 CAP | |
---|---|---|---|---|---|
1 | No | Baking | 250 | 300 | |
1 | No | Brewing | 250 | 300 | |
1 | Yes | Fletching | 250 | 300 | |
1 | No | Jewel Crafting | 250 | 300 | |
1 | No | Pottery | 250 | 300 | |
1 | No | Smithing | 250 | 300 | |
1 | No | Tailoring | 250 | 300 | |
1 | No | Tinkering *Gnome Only* | 250 | 300 |
Language Skills[]
LEVEL | TRAINED | SKILL | PRE-50 CAP | POST-50 CAP | |
---|---|---|---|---|---|
1 | Yes | Barbarian | 100 | 100 | |
1 | Yes | Combine | 100 | 100 | |
1 | No | Common Tongue | 100 | 100 | |
1 | Yes | Dark Speech | 100 | 100 | |
1 | Yes | Dark Tongue | 100 | 100 | |
1 | Yes | Dwarven | 100 | 100 | |
1 | Yes | Elder Dragon | 100 | 100 | |
1 | Yes | Elder Erudian | 100 | 100 | |
1 | Yes | Elder Tier'Dal | 100 | 100 | |
1 | Yes | Elven | 100 | 100 | |
1 | Yes | Erudian | 100 | 100 | |
1 | Yes | Faerie | 100 | 100 | |
1 | Yes | Froglok | 100 | 100 | |
1 | Yes | Giant | 100 | 100 | |
1 | Yes | Gnoll | 100 | 100 | |
1 | Yes | Gnomish | 100 | 100 | |
1 | Yes | Goblin | 100 | 100 | |
1 | Yes | Halfling | 100 | 100 | |
1 | Yes | High Elf | 100 | 100 | |
1 | Yes | Kobold | 100 | 100 | |
1 | Yes | Lizardman | 100 | 100 | |
1 | Yes | Ogre | 100 | 100 | |
1 | Yes | Orcish | 100 | 100 | |
1 | Yes | Thieves Cant | 100 | 100 | |
1 | Yes | Tier'Dal | 100 | 100 | |
1 | Yes | Troll | 100 | 100 |
Other Skills[]
LEVEL | TRAINED | SKILL | PRE-50 CAP | POST-50 CAP | |
---|---|---|---|---|---|
1 | No | Alcohol Tolerance | 200 | 200 | |
1 | No | Beg | 200 | 200 | |
1 | No | Fishing | 200 | 200 | |
1 | No | Sense Heading | 200 | 200 | |
1 | No | Swimming | 200 | 200 |
See Also[]
Cleric Spells, Disciplines, and Abilities List
Revised by: Adam
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