Cleric

Tier 2, the path of faith

Your calling as a Neophyte grows up: alongside the same heals and wards, you can now give a friend back their stamina and cure poison outright.

The Cleric, as the game draws it
Comes from
Neophyte
How to become one
Neophyte, at level 25 with Cure Wounds
Leads to

From the original game

“As their skills improve, neophytes advance to the status of a Cleric. Clerics have learnt more about the healing and protective powers and can use them to a greater extent.”

What sets it apart

  1. Revitalize gives stamina back over a few minutes to you or one friend a few steps away, so your front line keeps swinging at full strength.
  2. Cure Poison ends every poison on you or a friend a few steps away, and each gem you set in it makes it cheaper to cast: 70 mana at one gem, 5 at ten. An Antidote Potion from a shop does the same job.
  3. Everything you could do as a Neophyte is still yours: the same heals, wards, blessed weapons and skill caps.

Skill caps

A cap is the highest level this class can train a skill to. The table lists the skills it caps lower; every other skill it can learn can reach level 10. It can't learn 4 skills at all: Toughness, Lightning, Entangle, Flare.

SkillHighest level
Fighting6
Weapon Mastery5
Dodge5
Axes4
Swords4
Shield Use7
Daggers5
Spears6
Spear Mastery4
Ranged Weapons4
Every skill (45)
SkillHighest level
Fighting6
Weapon Mastery5
Dodge5
Axes4
Swords4
Shield Use7
Venom Resistance10
Curse Resistance10
Heat Resistance10
Cold Resistance10
Illusion Resistance10
Daggers5
Spears6
Tend Wounds10
Cure Wounds10
Magic Use10
ToughnessCan't learn
Focus10
LightningCan't learn
Protection from White10
Protection from Red10
Protection from Green10
Protection from Blue10
Protection from Yellow10
Spear Mastery4
EntangleCan't learn
Revitalize10
Cure Poison10
FlareCan't learn
Ranged Weapons4
Mining10
Logging10
Fishing10
Foraging10
Farming10
Husbandry10
Smelting10
Smithing10
Carpentry10
Fletching10
Tailoring10
Cooking10
Alchemy10
Skinning10
Jewelcrafting10