Desler's Cleric Guide 
by Desler

As a cleric, you will find that there are many thing you can and can't do, it will be challenging, it will be fun, it will be disgusting, and it will be dangerous. Just remember, so long as you do enjoy it, then it was worth it.
In order to complete either of these paths, a cleric must choose where to place his rolls, or numbers that you roll when first starting, and place them where he or she deems neccesary. The first two are essential to any cleric. The rest are up to you, but I put them in the order in which I feel are most neccesary. Remember when rolling numbers, take the time to use a calculator to add the numbers up and see if they equal 630 or above. 620 would be the absolute minimum, and I wouldn't reccomend it or anything below it.
•	Aura: Essential to Spirit Points, Mana, and Casting Strength. Also determines the amount of training points (TP's) you will begin with. 
•	Wisdom: Essential to Mana. 
•	Strength: Determining factor in your Attack Strength, and how well you can drag a dead body. Disipline rises faster then this stat, so I chose to put it after this stat. Remember, if you're looking to decrease RT, agility counts too, see Reflex stat. 
•	Disipline: Determines the amount of TP's you have. An interesting thing I have found, that if you have a low Disipline stat, you can talk while meditating. Trust me though, that is not worth the many benifits you will gain with a high disipline stat. 
•	Reflex: This rises slowly for a cleric, and it will determine your Defenses. However, I do not see this as that neccesary of a stat, since clerics have alot of defensive spells. If you want a lower RT when ambushing or using two-handers, I'd put this above strength, though it's not reccomended, since you, most of the time, won't be using those skills when you are young anyways (By young, I mean below 40). 
•	Dexterity: Affects how well you skin, but more importantly, affects how you will dodge certain attacks that require "Manuever Rolls." If you're looking for a long run character, this skill is important, as most creatures will have manuever attacks when you get older. 
•	Intelligence: Determines the amount of expirience you can hold. Remember, once you read "Your mind can't take much more of this! You must rest!", it is time for a break. 
•	Logic: Some clerics say logic is important so you can gain expirience fast, but I couldn't disagree with them more. Logic rises really fast for a cleric, so you won't need a high number on a stat we get +10 in anyways. Trust me, you'll absorb it, and while you do, it'll be a good opportunity to roleplay. And don't forget, if you do need to absorb it fast for some reason, you can always MEDITATE. 
•	Constitution: This stat basicly determines HP as far as I know. Not much use for it otherwise. Definitly a low number. Might wanna put it below charm, it's really your choice. 
•	Charisma: The most useless stat to a cleric. Surprisingly, it rises fast for some reason. Supposobly it helps get you better prices at merchants, but there is no real use for this stat. 
These are the two main 'paths' a cleric will choose. Sure, there are diffrent variations, but these are the main ones. Choose the one you like most, or make up your own.
Path 1: The Ressurecting Cleric
The ressurecting cleric, by the age of 12, focuses his or her abilitys on raising the dead. Most clerics of these type stay in the local nodes and wait for dead bodys to be dragged in. Or some may venture off to explore the lands and search for bodys. This cleric necessarily doesn't hunt, but usually not as often as he or she ressurects. If this is the path you wish to follow: 
•	Train in weapons (edged or blunt) once a year till year 40 
•	Train in armor till you get +20 to wear full leather 
•	Train in shields once a year every year 
•	Train in Mana Share Twice a year, till year 12 
•	Train in First Aid Twice a year (Or once, reccomended) 
•	Train in Physical Training once a year, till 102 in it (It'll max it out) 
•	Train in spells twice a year, maybe 3 times if you get the points 
•	By year 25, you should have 25 in major spirit, 20 in clerical, and 
•	5 in Minor spiritual. By year 40 you should have 35 in clerical, 
•	30 in Minor Spiritual, and 25 in Major Spiritual From here you basicly work to getting to the 50th clerical spell. 
Most likely, if you choose not to have a third spell every 4th year or so, you'll have alot of extra points. I've seen cleric's use those points for picking locks, train in trading, spell aiming, and other non-traditional skills.
Path 2: The War Priest (Paladin)
The war priest concentrates more on combative skills. Most war priest tend to be Giantmen or Half-elfs, not to say that a halfling wouldn't do either, but I haven't seen one. A war priest is a very effective hunter, more effective then most ARMS based professions by year 15, and can usually hunt way over his or her head (Though I don't reccomend doing that). This path I tend to agree with the most. It's an easier path in my opinion then being a 'cleric' and it will be of major help if you train in either hiding and ambushing, or two-handers. Many creatures on Teras today are not easy for a normal cleric to hunt, in order to hunt, you'd need a skill besides swinging a blade. Hiding and ambushing might be the best choice, but Ambushing is 12/12 to train in, not to mention the cost of hiding, but Twohanders is only 12/2 to train in I belive. Plus you'd be surprised the number of people who say 'A cleric swinging a two-hander?' or 'Wow, you hide better then me, and I'm a rogue!' If this is the path you wish to follow:
•	Train in weapons (edged or blunt) every year 
•	Train in armor till +20 if you wanna wear full leather, some war priest I've seen wear double leather or even chain mail, in which case you'd need more training, see one of the many armor guides available. 
•	Train in shields every year 
•	Train in combat manuevers every year 
•	Train in mana share twice a year, till year 12 
•	Train in First Aid once a year 
•	Train in Physical Training once a year 
•	Train in spells Twice and ocassionally once if you need the extra points for two-handed weapons, or hiding and ambushing. 
•	By year 25, you should have 25 in major spiit, 18 in clerical, and 7 in minor spiritual. By year 40, you should have 30 in Major Spiritual, 30 in clerical, and 25-30 in minor spiritual. 
Optional for every cleric:
•	Scroll Reading 
•	Perception 
•	Climbing 
•	Swimming 
•	Magic Item Use 
Note that these skills are not top priority, but should be developed whenever possible.
Being the cleric:
Years 1-4
•	Run Messages in Moot/Town Hall. Trust me, it's boring, but when the hunting areas are crowded, especially on weekends, it's a real life-saver. Should you decide to hunt, try rats and cave gnomes out. 
Years 5-8
•	Weild "Ora" as your weapon. Try to fight Thyrils, Lesser orcs, and Leapers. These years are kind of depressing for a cleric, the time where you may want to quit most. Trust me, DON'T QUIT! You'll miss out on a whole lot of fun! 
Year 9-11
•	From here on, move to Thraks and Manticores, Thraks and Manticores, and more Thraks and Manticores. Easy game, lots of em, just spell up a little. When ten, take the time and buy some vultite gear. If you have trouble getting money, hunt spectral fisherman, maybe run people to and from Icemule and Wehnimers for extra cash. Even rescuing, although you cannot ressurect, can be profitable, should you need money. 
Year 12-15
•	Needless to say, at 12 you can ressurect (Assuming you have 102 mana share). So if hunting areas are crowded, ressurect! Wraiths are very good during these years, we have spell 306 to bind them. You can also hunt titans, boars, bears, cave trolls. Just be sure you're spelled up correctly for all of them. 
Years 16-19
•	You can now move on to Krolvin, if you have the strength, tree spirits in partys, zombies, and nedum vereri, repelling them with spell 316. 
Year 20-25
•	It get's really fun at this point. Hunt lichs, spectral monks, tree spirits, pookas, shadow mares, anything that your blade can touch which isn't too dangerous for your skills. If you're a two-hander user, I had a fun time killing arachne priest off with one rub of a blue crystal (Guidance). If you chose ambushing, you might wanna start expiriementing with your skills in the spider temple, just be sure you're spelled up very well. 
Years 26-30
•	By this time, you will know alot about the lands. My suggestions though from what I've seen at this point is to hunt Spectral Miners. Check inside Darkstone, Mein Golems are good game. Also, you'll have the ability to fog, so if weather is real bad one day, just watch the screen for a deader, pop in the fog spell, and poof, you're there. 
Years 30 and on.....
•	Teras Isle, Darkstone Castle, they all make great hunting spots. From here on out, you're on your own. Just remember you're a cleric, you have great spells as your ally, and many companions. 
Clerical Spell Circle:
•	301 Prayer of Holding I
Casting this spell on an undead creature of the 5th level or below will cause it to shudder and cease movement until you attack it. It's Defense Strength will be lowered substantionally for 10 seconds per level of the caster. 
•	302 Repel Undead I
Repeling has 3 total diffrent results. If the creature (undead) wards the spell, all mana of the spell will lost. If the creature runs when it fails a spirit warding, no mana will be gone. If the creature disintigrates, which requires a roll of 150+, the creature will die, with the loss of only one mana point. This spell works on undead from levels 1-6. 
•	303 Warding I
This spell adds +10 for your Defense Strength for 15 seconds per level of the ecaster. Not to effective at early age, but more useful in older situations. 
•	304 Holy Blade
When cast upon a person (Or yourself), the sword (mace, flail, etc) in their right hand will be surrounded by light, causing an effect which will enable the weapon to be used against the undead. It is effective 3 x (Caster Level) swings. Note: Blessed weapons cannot be "Reblessed." Nor does this spell work on edged, e-bladed, mithril, ora, imflass, mein, vultite, etc weapons. This will only work on a weapon of no added bonus or magical power, such as Crit Weighting or Damage Weighting. 
•	305 Preservation
This spell is cast upon a person to keep their soul from departing when they have died. It last 30 seconds per level of the caster. Always cast on a person before ressurecting, or waiting for a higher cleric to ressurect. Every second counts when a person is dead. 
•	306 Prayer of Holding II
Same effects as spell 301, except it works on the undead from levels 6-15. 
•	307 Repel Undead II
Same effect as 302, except it works on the undead from levels 7-15. Note that the same rule applies, if warded, all 7 mana points lost, if it runs, none is lost, and if it disintigrates, 1 mana point is lost. 
•	308 Well of Life
Very nice for transfering spirit points from one person to the next. Whether it be to another cleric or a recently ressurected individual. This spell will transfer all neccesary spirit points to the target. You cannot die from this spell, but watch out, your spirit point count will get low, causing your defenses to be weakened. 
•	309 Neutralize Curse
Will neutralize one curse from the target, making the object be relived of it's curse for 10 seconds per level of the caster. This spell will also neutralize the curse on the graveyard gate, causing it to blow open. This will not last as long though 
•	310 Warding Sphere I
This spell causes +10 to be granted to you and anyone joined to you. Can also be casted at others, and will affect their group. The duration is 15 seconds per level of the caster. 
•	311 Blinding
This spell will cause the target to go blind, stunning it for 5 seconds per level of the caster, very effective at older levels, especially since this spell is not like other stuns, where it only last according to how high you rolled. 
•	312 Raise Dead I
The cleric's main purpose in his life is to grant the life to those of others by transfering his spirit so that they may live again. Using the Appraise Command, appraise the deader to find out how many spirit points he or she may have. Calculate 75 percent of that, and the number you come out, add 1 to that, and it will give you the number of spirit points you need to safely ressurect an individual. Should you not have the available spirit points, you will disintigrate instantly, and be taken to the local temple altar (Or in you don't have deeds, be taken away from Elanthia forever). This spell requires 102 in mana share to succesfully raise the target. 
•	313 Warding II
Will impart +20 to your DS for 10 seconds per level. Not stackable with 303. 
•	314 Prayer of Holding III
Same effect as spell 301 except works on undead from level 16-19. 
•	315 Remove Curse
This spell will remove 1 curse from the target forever, except in exceptionally rare cases. 
•	316 Repel Undead III
Same effects as 302 except works on undead from level 16-25. 
•	317 Warding Sphere II
Same effects as spell 310 except the bonus is +25 for 20 seconds per level. Effective when Defense Strength is needed quickly for a group. 
•	318 Raise Dead II
The same concepts apply as in spell 312, except will only use 50% of the spirit points needed to ressurect an individual. In other words, the most you will ever need with this spell is 6 spirit points to ressurect safely. 
•	319 Major Prayer of Holding
The most powerful holding spell, which will work on all undead above 18th level. 
•	320 Prayer of Commune
When cast, this will cause you to begin a prayer to summon a deity to come forth and answer your questions. Not all questions may be answered, and sometimes summoning a deity can cause catastrophic results, so I hear. Should not be used unless deemed absolutly neccesary. 
•	325 Repel Undead True
Repels all undead above 25, same effects as in spell 302. 
•	330 Major Warding Sphere
Same effects as 310 except the bonus is +40 for 20 seconds per level. 
•	350 Ressurect
This spell comes at a cost of no spirit points to the caster, and will restore the target to 50 percent health and spirit points. Mana costly, but very effective when constant ressurections are needed, and time is not available to regain spirit points. 
Important spells from other circles.
•	211 Heroism
This spell imparts +15 to your AS to 1 minute per training of the caster. 
•	214 Bind
This spell will render a target unable to move, and lower it's Defense Strength. This will be your weapon for beyond your 25th and above year, use it well. 
•	215 Bravery
This spell imparts +25 to your AS for 1 minute per training of the caster. This can be used with spell 211. 
•	119 Lesser Shroud
+25 to your DS, a stackable spell. 
•	130 Word of Return
Allows you and your group (Anyone joined to you, or people you hold hands with) to return to a specific Node in the area. For Icemule this would be the Hall Of Gods, in Rivers Rest the Sanctuary, in Wehnimer, North Gate, and on Teras, a Tower. This spell is useful if you are injured as well, and may need a quick escape, even if you die when you return, the local node will have people who can help you back on your feet. Better then dying in the hunting area. 
Desler Gamilon