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Cleric

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Cleric is a dedicated follower of a deity, drawing power from faith and prayer to heal their companions and smite their enemies. Clerics follow a number of deities, varying in beliefs and ideals. In order to draw power from their God all Clerics need a great deal of faith and rarely question the teachings of their temple; the majority are aligned with the forces of good but it is not uncommon for Clerics to worship evil deities. While it is Paladins and Shadow Knights who are trained in the more offensive powers of their deity it is considered unwise to deal with a Cleric who has opposite beliefs to your own, as they can be very dangerous opponents when angered.

The healing power of a Cleric is unrivalled, with other professions never coming close to their ability to keep others alive and resurrect them when they fall. Clerics are usually wise and greatly experienced, having accumulated more knowledge and skills than their companions while in the service of their deity. When a party ventures into an unexplored or hazardous area a Cleric is almost always among them as they don't only heal and protect with spells, their faith and experience provide a reliable and steadying presence when resolves might otherwise weaken.

The abilities of a Cleric aren't just limited to healing, they are capable of increasing overall health and toughness of any who are open to their enchantments. In addition they can summon food and drink, cast powerful offensive spells on single or multiple targets, increase a groups magical resistance and even cast shields which damage an enemy every time it harms the Cleric. They also have specific spells for fighting the undead, which are capable of causing very severe magical damage or forcing them to flee in terror. Except for healing, none of a Clerics complementary abilities are as effective as a class dedicated to their casting but all are a useful and welcome addition to their powers, that in some circumstances allow them to adventure alone where they otherwise could not.

Cleric Races Dark Elf, Drakkin, Dwarf, Erudite, Froglok, Gnome, Halfling, High Elf, Human

Stats Clerics rely on their mana pool to sustain them when they are the only healer in prolonged combat and its size is directly determined by their wisdom, making obtaining items that increase this statistic a sound first priority with the 'combat' stats a minor consideration later on.

Clerics don't tend to engage in melee combat intentionally but frequently find themselves on the end of an angry lunge as even the stupidest monsters is capable of realising the threat a Cleric poses to their survival. A high stamina allows a Cleric to sustain more blows and agility to avoid them.