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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


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.

Notable Racial Distinctions

Dark Elf tie for second-best wisdom and can hide, which is useful since Clerics can't cast Invisibility. However, because all good races start out hating them they can only use evil-aligned vendors until they improve their faction with each good city they visit. Can only worship Innoruuk, and can get Regent Symbol of Innoruuk.

Dwarf are tied for second-best wisdom and have a unique "barrel roll" animation (with no in-game benefit), but also have armor restrictions at lower levels can only worship Brell Serilis, and can get the Disciple Symbol of Brell Serilis.

Erudite are tied for second-best wisdom and have poor night vision.

Cazic-Thule Worshipers can get the Disciple Symbol of Cazic Thule. Prexus Worshipers do not get a symbol quest but can wear a few worshiping Cleric items. Quellious Worshipers can get the Regent Symbol of Quellious and other Quellious-worshiping Cleric items

Gnomes have the lowest wisdom and has armor restrictions at lower levels, but because of their small size they are often able to see through walls in dungeons. Also Gnome Clerics can wear Robes, while most other Cleric races can't, and they can learn Tinkering, allowing them to make (Cleric-wearable) Clockwork Watchman Armor.

Brell Serilis-worshipers can get the Disciple Symbol of Brell Serilis and other Brell Serilis-worshiping Cleric items. Bertoxxulous-worshipers can get the Initiate Symbol of Bertoxxulous and other Bertoxxulous-worshiping Cleric items. Halfling can both hide and sneak (very useful since Clerics can't cast Invisibility), but consume food faster and has armor restrictions at lower levels Halflings can only worship Bristlebane and don't get a symbol quest

High Elf have the highest wisdom can only woship Tunare, and can get the Warden Symbol of Tunare, Symbol of Tunarian Worship.

Humans have lower wisdom and poor night vision. Innoruuk-worshippers can obtain the Fright Forged Helm which grants infravision. Also Human Clerics can wear Robes, while most other Cleric races can not.

Bertoxxulous-worshipers can get the Initiate Symbol of Bertoxxulous Innoruuk-worshipers can get the Regent Symbol of Innoruuk Also their faction lets them complete quests for Dread Forged Shield, [[[Fright Forged Helm]] and Terror Forged Mask, which are difficult for other religions. Humans can also worship Karana, Erollisi Marr, Mithaniel Marr, and Rodcet Nife, but none of them have symbol quests, just different cultural armor.


Below are the starting ability scores for each race.

Dark Elf 65 75 90 70 99 93 60 30
Dwarf 95 90 70 95 60 93 45 30
Erudite 65 70 70 75 107 93 70 30
Froglok 75 100 100 85 75 85 50 30
Gnome 65 85 85 75 98 77 60 30
Halfling 75 90 95 80 67 90 50 30
High Elf 60 70 85 70 92 105 80 30
Troll 108 75 80 100 55 75 45 30
Half Elf 75 85 90 80 75 75 75 30


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 before picking a deity.