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Cleric

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A Cleric is a holy woman born with the power to heal, and, to a lesser extent, call upon the wrath of her deity to smite her foes.
Prayer is how the Cleric gains her ability. - EverQuest Manual

Description

C cleric.gif

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 with 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.

Class Titles

Level 1-50 Level 51-54 Level 55-59 Level 60
Cleric Vicar Templar High Priest

Creation Guide

Picking the Right Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath, so it is kind of important you pick one you like.

The major factors in race selection for clerics are the stats, racials, and itemization. With Clerics, itemization is far more varied between races than with most other classes, due to symbol quests and special Cleric only robes available.

Notable Racial Distinctions

Statistics

Below are the starting ability scores for each race.

RACE STR STA AGI DEX WIS INT CHA BONUS
Dark Elf 65 70 90 75 93 99 60 30
Dwarf 95 95 70 90 93 60 45 30
Erudite 65 75 70 70 93 107 70 30
Gnome 65 75 85 85 77 98 60 30
Halfling 75 80 95 90 90 67 50 30
High Elf 60 70 85 70 105 92 80 30
Human 80 80 75 75 85 75 75 30

Spending Your Bonus Points

Wisdom is the primary ability score for Clerics because it provides extra mana, and mana controls how many heals a Cleric can cast before needing to meditate. Charisma, Stamina, and Strength are also important to a much lesser degree: Strength helps Clerics carry their heavy plate armor, Stamina helps them survive by giving them extra hit points, and Charisma affects the success of their Lull spell line.

While Agility is not especially helpful for Clerics, any character with less than 75 Agility suffers penalties, so Dwarven and Erudite Clerics should spend 5 points on Agility to get up to 75.

Allocation Recommendations
Erudite/Dwarf: 25 Wisdom, 5 Agility
Other Races: 25 Wisdom, 5 Strength

Note: There is also a school of thought that, since Wisdom gear is cheap and easy to get, (and lots of it) that it is better to put 25 points in Charisma, instead of Wisdom, in order to lessen critical fails on the Lull line of spells, which tends to kill the group's healer/rezzer.

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.

The benefits of each religion are summarized above, and you may also want to consider looking at the deity-specific quests before picking a deity.

For a full list of all Deity items check out Deity Specific Items.

Spells

Classic Kunark Velious

Level 1

Spell Name Spell Description Era Class Location Mana
Courage Increases HP and AC Cla Abj. Vendor 12
Cure Poison Cures target of poison effects Cla Alt. Vendor. 20
Divine Aura Self-only 18-second invulnerability Cla Abj. Vendor. 10
Flash of Light Blinds target Cla Div. Vendor. 12
Lull Reduces target's aggression Cla Alt. Vendor. 10
Minor Healing Healing spell -Increase Hitpoints by 10 Cla Alt. Vendor. 10
Spook the Dead Undead fear spell Cla Alt. Vendor. 10
Strike Direct damage spell (6-8 damage; 0.5-0.667DPM) Cla Evo. Vendor. 12
True North Faces you to the north Cla Div. Vendor. 5
Yaulp Self-only combat buff spell Cla Abj. Vendor. 5

Level 5

Spell Name Spell Description Era Class Location Mana
Cure Blindness Cures target of blindness effects Cla Alt. Vendor. 20
Cure Disease Cures target of disease effects Cla Alt. Vendor. 20
Furor Direct damage spell (16-19 damage; 0.8-0.95DPM) Cla Evo. Vendor. 20
Gate Returns you to your bind point Cla Alt. Vendor. 70
Holy Armor Increases AC Cla Abj. Vendor. 20
Light Healing Healing spell - Increase Hitpoints by 26 (L5) to 33 (L18) Cla Alt. Vendor. 25
Reckless Strength Temporarily increases strength Cla Alt. Vendor. 30
Stun Stuns target (4.0 seconds) Cla Evo. Vendor. 35
Summon Drink Summons a water source Cla Con. Vendor. 10
Ward Undead Damage to undead creatures (35-41 damage; 1.167-1.367DPM) Cla Evo. Vendor. 30

Level 9

Spell Name Spell Description Era Class Location Mana
Center Increases HP and AC Cla Abj. Vendor. 40
Endure Fire Increases fire resistance Cla Abj. Vendor. 20
Endure Poison Increases poison resistance Cla Abj. Vendor. 20
Fear Causes target to flee Cla Alt. Vendor. 40
Hammer of Wrath Summons a Summoned: Hammer of Wrath Cla Con. Vendor. 50
Invigor Restores endurance Cla Alt. Vendor. 20
Root Root, stops target's movement Cla Alt. Vendor. 30
Sense the Dead Detects undead creatures Cla Div. Vendor. 5
Soothe Reduces target's aggression Cla Alt. Vendor. 30
Summon Food Summons a food source Cla Con. Vendor. 10
Word of Pain Point blank AE DD spell Cla Evo. Vendor. 47

Level 14

Spell Name Spell Description Era Class Location Mana
Bind Affinity Sets bind point Cla Alt. Vendor. 100
Cancel Magic Removes a magical effect Cla Abj. Vendor. 30
Endure Cold Increases cold resistance Cla Abj. Vendor. 20
Endure Disease Increases disease resistance Cla Abj. Vendor. 20
Expulse Undead Damage to undead creatures (88-94 damage; 1.467-1.567DPM) Cla Evo. Vendor. 60
Halo of Light Summons a Summoned: Halo of Light Cla Con. Vendor. 40
Healing Healing spell - Increase Hitpoints by 84 (L14) to 100 (L30) Cla Alt. Vendor. 60
Invisibility versus Undead Invisibility to undead creatures Cla Div. Vendor. 40
Sense Summoned Targets nearest summoned creature Cla Div. Vendor. 5
Smite Direct damage spell (74-83 damage; 1.057-1.186DPM) Cla Evo. Vendor. 70
Symbol of Transal Increases Max HP and Heals for 34 (L14) to 73 (L21). Requires a Cat's Eye Agate to cast. Cla Abj. Vendor. 55

Level 19

Spell Name Spell Description Era Class Location Mana
Calm Reduces target's aggression Cla Alt. Vendor. 50
Daring Increases HP and AC Cla Abj. Vendor. 60
Endure Magic Increases magic resistance Cla Abj. Vendor. 40
Extinguish Fatigue Restores endurance Cla Alt. Vendor. 35
Holy Might Stun (6.0 seconds) and DD spell (29-60 damage; 0.48-1.0DPM) Cla Evo. Vendor. 60
Spirit Armor Increases AC Cla Abj. Vendor. 75
Ward Summoned DD to summoned creatures Cla Evo. Vendor. 30
Word of Shadow Point blank AE DD spell Cla Evo. Vendor. 85
Yaulp II Self-only combat spell Cla Abj. Vendor. 15

Level 24

Spell Name Spell Description Era Class Location Mana
Bravery Heals for and Increases HP by 114 (L24) to 140 (L50) and AC by 9 (L24) to 10 (L30). Cla Abj. Vendor. 70
Counteract Poison Cures target of poison effects Cla Alt. Vendor. 50
Dismiss Undead Damage to undead creatures (140-162 damage; 1.556-1.8DPM) Cla Evo. Vendor. 90
Greater Healing Healing spell - Increase Hitpoints by 288 (L24, 1.92 HPM) to 300 (L30, 2.00 HPM) Cla Alt. Vendor. 150
Hammer of Striking Summons a Summoned: Hammer of Striking Cla Con. Vendor. 100
Inspire Fear Causes target to flee Cla Alt. Vendor. 80
Symbol of Ryltan Increases Max HP and Heals for 94 (L24) to 158 (L31). Requires a Bloodstone to cast. Cla Abj. Vendor. 111
Wave of Fear Point blank AE fear spell Cla Alt. Vendor. 90

Level 29

Spell Name Spell Description Era Class Location Mana
Abundant Drink Summons 4 water sources Cla Con. Vendor. 25
Counteract Disease Cures target of disease effects Cla Alt. Vendor. 50
Divine Barrier Self-only 18-second invulnerability and HP regen Cla Abj. Vendor. 100
Enstill Root. Stops target's movement Cla Alt. Vendor. 60
Expulse Summoned DD to summoned creatures Cla Evo. Vendor. 60
Guard Increases AC (19 AC) Cla Abj. Vendor. 80
Imbue Amber Creates an Imbued Amber Kun Alt. Paineel, Cabilis. 200
Imbue Black Pearl Creates an Imbued Black Pearl Kun Alt. Erudin. 200
Imbue Black Sapphire Creates an Imbued Black Sapphire Kun Alt. Q.Cats. 200
Imbue Diamond Creates an Imbued Diamond Kun Alt. Freeport. 200
Imbue Emerald Creates an Imbued Emerald Kun Alt. Felwithe. 200
Imbue Opal Creates an Imbued Opal Kun Alt. Qeynos. 200
Imbue Peridot Creates an Imbued Peridot Kun Alt. Vendor. 200
Imbue Plains Pebble Creates an Imbued Plains Pebble Kun Alt. N.Karana. 200
Imbue Rose Quartz Creates an Imbued Star Rose Quartz Kun Alt. Freeport. 200
Imbue Ruby Creates an Imbued Ruby Kun Alt. Vendor. 200
Imbue Sapphire Creates an Imbued Sapphire Kun Alt. Neriak. 200
Imbue Topaz Creates an Imbued Topaz Kun Alt. Erudin. 200
Panic the Dead Undead fear spell Cla Alt. Vendor. 50
Revive Resurrects a player (restores 0% experience) Cla Alt. Vendor. 300
Word of Spirit Point blank AE DD spell Cla Evo. Vendor. 133
Wrath Direct damage spell (198-218 damage; 1.366-1.503 DPM) Cla Evo. Vendor. 145

Level 34

Spell Name Spell Description Era Class Location Mana
Abundant Food Summons 4 food sources Cla Con. Vendor. 25
Armor of Protection Increases own HP and AC Vel Abj. Vendor. 110
Atone Wipes target's hate list Cla Alt. Vendor. 60
Blinding Luminance Blinds target Cla Div. Vendor. 50
Expel Undead Damage to Undead spell (261-273 damage; 2-2.1DPM) Cla Evo. Vendor. 130
Force Stun (6.0 seconds) and DD spell Cla Evo. Vendor. 90
Frenzied Strength Temporarily increases strength Cla Alt. Vendor. 90
Resist Fire Increases fire resistance Cla Abj. Vendor. 50
Resist Poison Increases poison resistance Cla Abj. Vendor. 50
Superior Healing Healing spell - Increase Hitpoints by 565 (L34, 2.26 HPM) to 583 (L40, 2.33 HPM) Cla Alt. Vendor. 250
Symbol of Pinzarn Increases Current and Max HP by 224 (L34) to 307 (L41) Cla Abj. Vendor. 200
Tremor AE DD spell Cla Evo. Vendor. 200
Valor Increases HP and AC Cla Abj. Vendor. 90
Word of Health AE healing spell Cla Alt. Vendor. 180

Level 39

Spell Name Spell Description Era Class Location Mana
Armor of Faith Increases AC Cla Abj. Vendor. 150
Complete Healing Completely restores HP Cla Alt. Vendor. 400
Dismiss Summoned DD to summoned creatures (1.8 DPM) Cla Evo. Vendor. 90
Invoke Fear Causes target to flee Cla Alt. Vendor. 100
Nullify Magic Removes magical effects Cla Abj. Vendor. 50
Pacify Reduces target's aggression Cla Alt. Vendor. 100
Resist Cold Increases cold resistance Cla Abj. Vendor. 50
Resist Disease Increases disease resistance Cla Abj. Vendor. 50
Resuscitate Resurrects a player (restores 50% experience) Cla Alt. Vendor. 500
Turning of the Unnatural Damage over time to undead creatures (400 HP over 1.6 minutes; 2.5 DPM) Vel Evo. NPC Drop. 160
Word of Souls Point blank AE DD spell Dealing 138-155 damage (0.8-0.91 DPM per mob) Cla Evo. Vendor. 171

Level 44

Spell Name Spell Description Era Class Location Mana
Banish Undead Undead DD spell (585 damage; 2.6 DPM) Cla Evo. Vendor. 225
Celestial Healing Heal over time (720 HP over 24 seconds; 3.2 HPM; 30 HPS) Vel Alt. NPC Drop. 225
Earthquake AE DD spell Dealing 214-246 damage (0.570-0.656 DPM per mob) Cla Evo. Vendor. 375
Hammer of Requital Summons a
Summoned: Hammer of Requital
Summoned: Hammer of Requital
Item 567.png

MAGIC ITEM NO DROP TEMPORARY
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 29
DMG: 7
WT: 5.0 Size: MEDIUM
Class: CLR PAL SHM
Race: ALL

Cla Con. Vendor. 150
Resist Magic Increases magic resistance Cla Abj. Vendor. 95
Resolution Increases HP and AC Cla Abj. Vendor. 110
Retribution Direct damage spell (496-516 damage; 2.067-2.15 DPM) Cla Evo. Vendor. 240
Symbol of Naltron Increases HP, 406 to 525hp Cla Abj. Vendor. 315
Yaulp III Self-only combat buff Cla Abj. Vendor. 25

Level 49

Spell Name Spell Description Era Class Location Mana
Abolish Poison Removes poison effects Cla Alt. Vendor. 100
Expel Summoned DD to summoned creatures (2.96 DPM) Cla Evo. Vendor. 130
Immobilize Root. Stops target's movement Cla Alt. Vendor. 80
Resurrection Resurrects a player (restores 90% experience) Cla Alt. Vendor. 700
Shield of Words Increases AC Cla Abj. Vendor. 300
Sound of Force 220 DD + 8 second stun Cla Evo. Vendor. 120
Word Divine Point blank AE DD spell (339 Damage) Cla Evo. Vendor. 304
Word of Healing AE healing spell Cla Alt. Vendor. 600

Level 50

Spell Name Spell Description Era Class Location Mana
Improved Invis to Undead Self-only invisibility to undead (fixed duration) Vel Abj. NPC Drop. 75

Level 51

Spell Name Spell Description Era Class Location Mana
Death Pact Costs a Pearl, for 6 min gives recipient chance to be healed if they would die Kun Abj. NPC Drop. 100
Dread of Night Undead fear spell Kun Alt. Vendor. 100
Remedy Healing spell (433-438; 3s; 2.5 HPM; 146 HPS). Double the casting range of most heals. Kun Alt. Vendor. 175
Sunskin Group invisibility to undead Kun Div. Quest. 120

Level 52

Spell Name Spell Description Era Class Location Mana
Heroic Bond Increases group's HP and AC Kun Abj. Quest. 420
Heroism Increases HP and AC Kun Abj. Vendor. 140
Upheaval AE DD spell Kun Evo. NPC Drop. 625
Word of Vigor Group healing spell (537-620; 4.25s), (per person = 0.83HPM; 146HPS), (full group = 5HPM; 875HPS) Kun Alt. Quest. 750

Level 53

Spell Name Spell Description Era Class Location Mana
Annul Magic Removes magical effects Kun Abj. Vendor. 75
Divine Light Healing spell (880-910; 4.5s; 2.6 HPM; 202 HPS) Kun Alt. Vendor. 350
Yaulp IV Self-only combat buff Kun Abj. NPC Drop. 1

Level 54

Spell Name Spell Description Era Class Location Mana
Reckoning Direct damage spell (675 damage; 2.25 DPM) Kun Evo. NPC Drop. 250
Symbol of Marzin Increase Max Hitpoints by 640 (L54) to 700 (L60) Kun Abj. Vendor. 350
Unswerving Hammer Summons an animated hammer. Unswerving Hammer of Faith once scribed. Kun Con. Quest. 600

Level 55

Spell Name Spell Description Era Class Location Mana
Exile Undead DD to undead creatures (2.9 DPM) Kun Evo. Vendor. 250
Fortitude Increases HP and AC Kun Abj. NPC Drop. 175
Stun Command AE stun spell Vel Evo. NPC Drop. 150
Wake of Tranquility Reduces target's aggression Kun Alt. Quest. 300

Level 56

Spell Name Spell Description Era Class Location Mana
Banish Summoned DD to summoned creatures Kun Evo. Vendor. 225
Mark of Karn Healing damage shield (restores 6 HP per hit) Kun Abj. NPC Drop. 125
Paralyzing Earth Root, stops target's movement Kun Alt. Vendor. 100
Reviviscence Resurrects a player (restores 96% experience) Kun Alt. Vendor. 600

Level 57

Spell Name Spell Description Era Class Location Mana
Aegis Increases AC (long duration) Kun Abj. NPC Drop. 450
Bulwark of Faith Increases AC Kun Abj. Vendor. 350
Trepidation Causes target to flee Kun Alt. Vendor. 200
Word of Restoration Group heal and cure spell (720-750; 9 counters; 4.5s), (per person = 0.83HPM; 166HPS), (full group = 5HPM; 1000HPS) Kun Alt. NPC Drop. 900

Level 58

Spell Name Spell Description Era Class Location Mana
Antidote Removes poison effects Kun Alt. Vendor. 100
Enforced Reverence Stun and DD spell Kun Evo. NPC Drop. 200
Naltron's Mark Increases group's HP Kun Abj. NPC Drop. 500

Level 59

Spell Name Spell Description Era Class Location Mana
Celestial Elixir Heal over time (1200 HP over 24 seconds; 4 HPM; 50 HPS) Kun Alt. Vendor. 300
The Unspoken Word Point blank AE DD spell Kun Evo. NPC Drop. 427

Level 60

Spell Name Spell Description Era Class Location Mana
Aegolism Increases HP and AC (long duration) Vel Abj. NPC Drop. 750
Banishment of Shadows DD to undead creatures Kun Evo. NPC Drop. 750
Divine Intervention Completely heals a player upon death Kun Abj. NPC Drop. 500
Word of Redemption Group complete healing spell Kun Alt. NPC Drop. 1100

Skills

Specialization

Skill Specialization

Casting Skills

Level Trained Skill Cap Until 50 Cap Above 50
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
1 No Channeling 200 200
8 Yes Meditate 235 252
30 No Specialization 200 200

Combat Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No 1 Hand Blunt 175 175
1 No 2 Hand Blunt 175 175
1 No Bind Wound 200 210
1 No Defense 200 200
1 No Hand to Hand 75 75
1 No Offense 200 200
15 Yes Dodge 75 75

Miscellaneous Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No Alcohol Tolerance 200 200
1 No Beg 200 200
1 No Fishing 200 200
1 Yes Sense Heading 200 200
1 No Swimming 200 200

Cleric-Specific Quests

Class Race Quest List

Gearing

Class specific gear suggestions are cross listed on the Gear Reference page.

Check Cleric Equipment for the full list of gear usable by clerics.

Pre-Planar

Players:Pre Planar Gear

Planar

Players:Planar Gear

Kunark

Players:Kunark Gear

Velious Pre-Raid/Group

Players:Velious Pre-Raid Gear

Velious Raiding

Players:Velious Raiding Gear

FAQ

Q: Upon reaching a pre-designated level caster classes gain the research ability. What do clerics use for research to create their spells?

A: The cleric although a caster is consider a priest class. That being stated, no priest classes (Druid, Cleric, Shaman) are required to research components for higher level spells. All priest spells are availabe at vendors or 50+ as a dropped spell from a monster.

Q: What do you specialize in if you are a Cleric?

A: Depends greatly on the cleric, however the cleric is generally the primary healer in groups and since healing uses the alteration skill, this is the most common specialization.

Q: What are the timelimits for a corpse to stay online before it disappears, and is there a differant time length between whether you are logged on or off?

A: Corpses will last one week, regardless of if the player is online or not. Resurrections cannot be performed after 3 hours online gameplay.

Q: When does a cleric get to meditate?

A: Clerics can begin meditating at level eight. The character needs to put a practice point in at their guild for it to go into effect.

Q: I just memmed my Level 1 Divine Aura spell but it's still greyed out. What gives? Am I doing something wrong?

A: Divine Aura can only be used once every fifteen minutes. Once you have memmed the spell you must wait 15 minutes before you can use it. When the gem appears normally it can be cast.

Q: Do the symbol buffs increase in effect when levels are gained and does level effect duration?

A: Yes, on both questions.

Q: Why does a cleric who is a priest to a deity/god not get any special 'ability' or even looks depending on thier deity/God?

A: Religion serves only a few small purposes in EverQuest. For Clerics it can effect if they are like or dislike by other temple factions. It can also affect which imbue spells they can use.

Q: If the cleric is considered "The Primary Healer" why don't they get the summon bandages spell. They can summon water, food, and hammers, why not bandages.

A: Good Question. Their God's must only believe in pure healing as opposed to rudimentary measures like band-aids.

Q: Why are Clerics robbed of any type of an invisibility spell? We seem to be the only caster type, whether pure or hybrid, that lack this ability.

A: Your priestly abilities only allows you to cloak yourselves from the undead. It's simply the way it is.

Q: Why is it when I cast divine barrier I can still be stunned? Apparently my god is powerful enough to protect my from any amount of damage. Yet isn't quite strong enough to keep me from being knocked loopy. Is there a actual reason for this or just an oversight in the programing?

A: Being stunned is just something which is not protected by the divine barrier. There is no other explanation except that it is just the way things are. (Divine Barrier also does not protect you from DoT's)

Q: What are the imbued line of spells used for? What trade skill are they used for?

A: The imbued line of spells is for enchanting items made through tradeskills. Only one spell can be used for each deity however. Currently Blacksmithing, Jewelcrafting, and Pottery Idols utilize the imbued stones created with the spells.

Q: I heard something about clerics getting more efficient heals or +% to the amount they heal compared to other classes, is this true or are all heals equivalent whether cast by a cleric/druid/shaman/etc?

A: Clerics gain additional healing spells that are more efficient for the dmg healed to mana spent ratio. Also, a cleric's specialization will help cut down on the amount of mana used for various healing spells. Finally, Clerics appear to have more powerful versions of heals that they share with other classes - a Greater Healing spell cast by a Druid or Shaman, for example, will max out at 270 HP, but cast by a Cleric this same spell will heal up to 300 HP.

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