Cleric

"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

Clerics dedicate their entire lives to their respective god from Norrath, gaining magical powers for their faith and service to them. Clerics primarily are a magic-using class, with the ability to wear plate armor and use blunt weaponry.

Clerics gain more powerful healing and enhancement spells, greatly assisting their group with health and defenses, while keeping them healed in the most dangerous of bottles. While other priest type classes have some healing spells, no one has the ability to match the power and efficiency of a cleric's healing.

Clerics are a direct threat to the undead, able to channel their holy fervor into banishment spells causing massive damage. Resurrection is also the domain of all clerics, allow them to bring fallen companions back from death and without the normal penalties from dying.

With only a few exceptions, clerics are generally dependent on being part of a group. However, they are usually highly desirable group members. An experience cleric is always a benefit to any group and is an excellent choice for any social player.

Suggested Starting Statistics
It is typical that clerics focus on having as much wisdom as possible, to expand their mana pool allowing them to be last longer for healing in the midst of battle. Agility is not the most useful for a cleric, but in the case of a few races, having below the 75 soft cap, it can be a minor penalty to starting armor value. Strength is slightly more useful in cases due to the heavier armor that clerics can wear and the armor's weight but shouldn't be the main focus. The following is a suggestion on what to put the bonus points into:


 * Dark Elf: Add 25 to Wisdom, 5 to Strength
 * Erudite: Add 25 to Wisdom, 5 to Agility
 * Gnome: Add 25 to Wisdom, 5 to Strength
 * Human: Add 25 to Wisdom, 5 to Strength
 * Halfling: Add 25 to Wisdom, 5 to Strength
 * High Elf: Add 25 to Wisdom, 5 to Strength
 * Dwarf: Add 25 to Wisdom, 5 to Agility

Religion
It is entirely impossible for clerics to be agnostic, as their power comes from their god and without a god, they would be powerless. This doesn't create many problems however, as there are plenty of gods to pick from, and with the exception of Dark Elves, it is easy to pick a good God that will allow the other races to enter into most other towns and cities to buy their spells, trade, and get around without worry of being killed.