
Clerics are dedicated people who have chosed to walk a complicated path towards salvation. They live to help others, but are quite able to both defend themselves and remove from existence those who would thwart their spreading of the holy light. They do not learn to do all this at once, the path is slow and torturous.
Unique Skills and Benefits: Clerics are the 'healing' class of RO. They receive among the highest dice rolls for mana. Skills unique to this class are Full Heal, Haven and Resurrection. They may choose to follow a diety and accept the bonuses/penalties there imposed.
Difficulty Rating: Easy The Cleric is an easy class to play. You just need to really know 3 spells: Heal, Sanctuary, and Full Heal. These spells are all cast on your tank, and a cleric will normally have no duties other than keeping the tank alive.
Read Magic - This skill allows a character to read magical scrolls. Level:1 - Primary Attribute: INT
Armor - This spell creates a layer of energy around the target that reinforces the strength of the armor they are wearing. How many AC points depends on the level of the caster. Level: 1
Bless - The target's ability to hit is temporarily increased. Level: 1
Cause Light - The target of this spell will receive a small amount of damage. Level: 1
Detect Evil - The caster will see a red aura around all Evil things. Level: 1
Turn - This spell delivers damage to the undead target. The power of this spell grows as the Cleric gains levels. Level: 1
Create Light - The caster creates a ball of light that can be used to light dark rooms. The ball will last forever. Level: 2
Succor - The caster creates a scroll of recall. Level: 2
Refresh - This spell relieves exhaustion. It grows in power as the caster grows in power. Level: 3
Detect Magic - This spell gives the Cleric the ability to detect if someone or something has magical properties. Level: 4
Cure Blindness - This spell gives the Cleric the ability to cure the blind. Level: 7
Remove Paralysis - The target of this spell is freed of paralysis. Level: 8
Aid - The target of this spell will temporarily receive 20% of the caster's hitpoints. Level: 9
Detect Invisibility - The target of the spell is now able to see invisible things. Level: 10
Cure Poison - The target of the spell is cured of poison. Level: 11
Blindness - The target is blinded. He can't hit you if he can't see you if you flee and comeback; if he kills you, he can't see your items to take them. Level: 12
Protection from Evil - The target of the spell gains protection from Evil attackers. Level: 14
Protection from Good - The target of the spell gains protection from Good attackers. Level: 14
Wound - The target of this spell is magically wounded. This spell gains in power as the Cleric gains levels. Level: 15
Heal - The target of this spell is healed. This spell gains in power as the Cleric gains levels. Level: 15
Remove Curse - The Cleric is able to remove any curses on the target, whether player or item. Level: 18
Sense Life - The target of this spell will be able to sense hiding life forms that are nearby. Level: 20
Earthquake - The Cleric starts an earthquake that inflicts moderate damage to everyone not in their group. Level: 22
Poison - The target of this spell is poisoned. Level: 25
Faerie Fog - Anyone or anything hiding or sneaking is revealed by the mists. Level: 28
Locate Object - The caster is able to locate where an object is in the world. Level: 30
Word of Recall - The caster is taken back to where he entered the game. Level: 30
Calm - This spell will calm the target, stopping his attack. This will only work if the target is not normally aggressive. Level: 30
Curse - The target of this spell has hit ability to hit decreased temporarily. Level: 30
Dispel Magic - The target loses any magical benefit. Level: 31
Fly - The target is able to fly. Level: 31
Sanctuary - The target is surrounded by a bright white light that protects him from 33% of all damage. Level: 31
Summon - The target is summoned to the caster's presence. Level: 32
Identify - The caster gains information about the target. Level:34
Astral Walk - The caster is able to walk short distances in the astral plane to a distance far away in the world. He needs a target creature to astral to. Level: 35
Group Armor - The caster's group receives improved armor class. Level: 35
Group Fly - The caster's group can fly. Level: 35
True Sight - The target can see invisible at a far greater distance now. Level: 36
Haven - The caster's group goes to a safe haven where they can rest without interruption. Level: 40
Knowledge - The caster creates a scroll of identify. Level: 40
Group Recall - The caster's group returns to where the caster entered the game. Level: 45
Animate Dead - The Cleric is able to raise the dead to serve him as a follower. Level: 15
Full Heal - The Cleric can heal the target 800 HPs for every 200 Mana spent, not including surges. Level: 50
Destroy Undead - This spell inflicts varying damage to all undead not in the caster's group. Level: 50
Destroy Living - This spell inflicts high levels of damage to all living things not in the caster's group. Level: 50