Class Information

Cleric

Faith, healing and divine pressure in a dangerous world.

Cleric class portrait

What It Feels Like

Clerics are the strongest traditional support path. They heal, protect, mend disaster and punish enemies through faith rather than raw steel.

Choose Cleric if you enjoy keeping people alive and turning faith into practical power. You will read resource costs, timing and support value more than weapon damage.

Focus

  • healing and resurrection
  • faith
  • protective blessings
  • holy damage and penance

Good Race Matches

  • HumanReliable all-rounder for a class that uses several attributes.
  • Half-elfGood social and spiritual balance without becoming fragile.
  • NymphA strong thematic fit for restorative, charismatic play.
  • DwarfTough enough to keep praying when the fight turns messy.

Core Skill Shape

Top class skill strengths from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Healing10100
Faith5100
Bargaining095
Knife590
Magic defence090
Magic attack070
Blunt160
Melee150
Polearm140
Defence130

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
Bless 1 MP magical A small blessing that steadies the cleric's faith and magical defences.
Smite 1 SP physical A simple cleric battle-prayer delivered through staff, mace or fist.
Brace 2 SP physical A grounded guard stance, braced by prayer, that improves defence and close combat poise.
Mend 2 MP magical A quick personal mending prayer that heals the cleric but requires a moment of stillness.
Protect 3 MP magical Speak a simple prayer of protection over yourself, strengthening your ordinary and magical defences. The old named-limb version has been retired in favour of the shared spell framework.
Heal 4 MP healing Call a true cleric's prayer over yourself or another living creature, closing wounds through faith. This is the benchmark healing prayer: stronger than a witch's greenbalm hedge-cure.
Penance 4 SP physical A punishing cleric strike that bruises the target and shakes their will to press the attack.
Sanctuary 4 MP magical A warding sanctuary that makes the cleric harder to strike and strengthens defensive prayer.
Buffer 5 MP magical Build a strong personal buffer of divine protection, improving defence, magical defence and constitution for a short time.
Judgement 6 MP magical A focused divine judgement that burns the target and may briefly root them in awe.
Zeal 6 SP physical A battle hymn that fills the cleric with righteous momentum and sharper melee timing.
Replace 7 MP healing Regenerate a missing limb for a living target through clerical prayer. Syntax: replace <player> <limb>, for example 'replace mark left arm'. The rite also closes some wounds, but it is costly and demanding.
Resurrect 7 MP healing Call a dead player back from ghosthood. The quality of the resurrection is based on the cleric's Healing and Faith, and reduces the normal death punishment to experience, stats and skills. Clerics with both Healing and Faith above 100 will normally grant a very high resurrection, but never a guaranteed perfect one.
Crusade 8 SP physical A high-level martial prayer: one decisive crusading strike backed by divine fury.
Aegis 9 MP magical A high ritual of protection, briefly improving constitution, healing focus and defences.