Cleric Creation
Creation | Skills | AA's | Spells | Epic 1.0 | Epic 1.5 | Epic 2.0
The Cleric is one of the most fundamental classes in Everquest.
Looked at under the pain light of reality, Clerics keep people alive.
But there is a lot more to this class than just healing powers.
Clerics have the best health increasing buffs in the game. With both
their Symbol line of spells and their Courage line, they can at later
levels give well over 1500 extra hit-points to people. Clerics also get
an excellent line of AC increasing spells, and resistance buffs for all
kinds of magical attacks.
On the offensive side Clerics get a powerful series of magic based
stun spells. These can inflict a decent amount of damage whilst also
serving as an effective stun to help other party members in crowd
control, or to simply reduce the amount of attacks the enemy gets.
Clerics also get a series of Hammer Summon spells which enable them to
summon weapons with special attacking abilities.
Clerics have the best resurrection spells in the game. These serve
to restore lost experience to people who have died, and to bring them
back to their corpse if they were bound in a different zone. This is
perhaps the greatest asset of the class. Clerics can
complete a quest as they become more experienced to obtain a special
item for this purpose.
Despite the fact that Clerics are one of only two pure caster classes
which can wear plate, they are not suited to prolonged tanking which
makes soloing difficult. Whilst having some melee skills, at later
levels they rely much more heavily on their magical abilities in
combat. Their high armor class does however afford them some extra
protection from the mobs which are angered when they heal party members.
The cleric is an ideal group class, always sought after for both
their buffs and heals. The downside to this is that Clerics are often
struggling for money due to the expensive cost of casting many of their
most popular spells. At later levels buffing can get expensive in
component costs, and many groups forget to reimburse them.
Clerics are almost always trying to recover mana, because of this
Clerics can often be found with a Bard or Enchanter to help keep their
mana flow constant.
Overall the Cleric is an interesting class to play. They have
sufficient HP, AC and offensive capability (both magic and melee) to be
able to jump into the fray if you are in the mood. Alternatively, they
have enough magical power to simply hang back and heal, buff and stun if
you want a more relaxed gameplay. Finding a group is never difficult
for Clerics, and it is rewarding knowing you save people from death
every day of your life in Norrath.
Statistics
Strength: Strength determines how much you can carry. It
influences maximum and average damage and how quickly you learn many
offensive skills. For Clerics their are two main factors to consider in
relation to this stat. Firstly, Clerics wear plate armour which is
quite heavy, and if wielding a weapon are heavier still. This can
greatly reduce the amount of space left for carrying things. However,
the second factor somewhat displaces this first one. Clerics get a
number of spells which increase their strength. This somewhat lowers
the need to not put bonus points into this statistic, but Strength will
help in both your melee and general life in EQ, so some extra points
here won't go astray.
Stamina: Stamina affects how many hit points you have, and how
long you can hold your breath. Stamina is a very important
statistic since its one of the hardest stats to raise in game through
the use of items. While Clerics do get good hitpoint buffs,
Stamina is considered one of the most important statistics in EverQuest
currently.
Agility: Agility affects how quickly you can learn some
defensive skills, how difficult it is to hit you as well as how much
damage you take when you are hit. The true effect of Agility is often
debated. Since clerics get hit a lot in combat, there is sound argument
for putting points into this statistic. However, it doesn't seem to
make a noticeable difference, and there are quite a few Agility
increasing items in the game.
Dexterity: Dexterity affects how quickly you learn weapon
skills, and how often weapons will do their special. This is important
only in terms of the melee capacity of a Cleric. Whilst at lower levels
one will melee a lot, it will diminish as you raise higher. It is not
recommended to put bonus points into this statistic, but rather to focus
on some extra dex items early in the game which you can later trade for
other modifiers once you reduce the amount you melee.
Wisdom: Wisdom affects the amount of mana the priest classes
have, also rangers and paladins. It also affects how quickly you can
learn many skills if your wisdom is higher than your Intelligence. It
is the core statistic for Clerics and a good amount of your bonus points
should be allocated here. Whilst some people may say it is easy to
reach the soft cap of 200 wisdom through the many bonus items in the
game, this is one stat which you can never have enough of. Once you
reach 200 you can then free up slots for other stat enchancers such as
for hit-points, direct mana, or AC.
Intelligence: Intelligence directly affects how quickly you
can learn most skills. It affects the amount of mana for bards and all
pure casters, as well as shadow knights. Since a Cleric always has a
higher wisdom, skill raising is based off that statistic. Do not put
bonus points into intelligence.
Charisma: This affects amount you will be paid for goods by
NPC merchants, and how much they will pay you. This is not a stat to
worry about at creation. Although vendor prices do add up for
purchasing spell components, you can easily raise your charisma with in
game items.
Choosing A Race
The first thing you have to pick then is your race. Which race you
pick will determine the foundation of your character for the rest of
your life in Norrath so it is kind of important you pick one you like.
In terms of Faction, only the Dark Elf Clerics generally have
problems. They will have difficulty trading in some areas and forced to
seek out evil aligned vendors.
Experience wise halfling clerics level a little faster than the other
races. You should also be aware that the smaller races (Gnomes,
Dwarves, Halflings) have restrictions on the size armours they can
wear. At later levels this is not so important however. Dark Elves and
Halflings get the ability to hide. Halflings also get sneak. This is a
valuable asset to the Cleric since they get no standard invisibility
spell, only able to cloak themselves from eyes of the undead.
Humans and Erudites have no form of night-vision. This can make life
difficult if you are not familiar with the geography of Norrath.
Gnomes have a very low wisdom, and because of this are rarely chosen
as a cleric race.
Frogloks are the newest race option for Clerics introduced with the
Legacy of Ykesha expansion. Frogloks have excellent night vision
and start out with strong swimming skills.
Base Statistics
| Race |
STR |
STA |
AGI |
DEX |
WIZ |
INT |
CHA |
Bonus |
| Dark Elf |
65 |
70 |
90 |
75 |
93 |
99 |
60 |
30 |
| Erudite |
65 |
75 |
70 |
70 |
93 |
107 |
70 |
30 |
| Gnome |
65 |
75 |
85 |
85 |
77 |
98 |
60 |
30 |
| Human |
80 |
80 |
75 |
75 |
85 |
75 |
75 |
30 |
| Halfling |
75 |
80 |
95 |
90 |
90 |
67 |
50 |
30 |
| High Elf |
60 |
70 |
85 |
70 |
105 |
92 |
80 |
30 |
| Dwarf |
95 |
95 |
70 |
90 |
93 |
60 |
45 |
30 |
| Froglok |
75 |
85 |
100 |
100 |
85 |
75 |
50 |
39 |
Spending Your Bonus Points
In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in wisdom.
Religion
Clerics cannot be agnostic and are forced to choose a religion. This
does not create too many difficulties, except for Dark Elves. The
worship of evil gods can lead to some problems in some zones, but these
can easily be avoided. Choose a god which you think will tie in well
with the nature of your character.
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