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Priest
Priest

Priests augment and replenish the health of their comrades to help them survive longer in combat. Though not particularly known for their battle prowess, priests fill a vital role in a dangerous world by sustaining the physical and spiritual needs of their party.


Cleric

Druid Shaman

Clerics use divine magic to tend to the physical and spiritual needs of their allies. These priests not only heal wounds and banish diseases but also magically augment the health of their comrades.

Druids are mighty priests whose powers are closely tied to nature. They heal and purge ailments from their party, blessing their companions with enhanced physical prowess.

Shamans call upon the ancient spirits of the land, using protective wards and healing to invigorate their comrades. They remove afflictions from their companions and turn the vile magic back upon the enemy.

Armor:
Medium
Weapons:
Flail, Hammer, Mace, Staff, Sling, Thrown Weapon
Armor:
Light
Weapons:
Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon
Armor:
Medium (Brigandine)
Weapons:
Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Primary Attributes:
Wisdom

Key Knowledges:
Theurgy
Umbrage

Primary Attributes:
Wisdom

Key Knowledges:
Archegenesis
Nature's Fury

Primary Attributes:
Wisdom

Key Knowledges:
Talismans
Malisons

Templar: Templars are faithful servants of the divine who use their benevolent powers to aid their fellow adventurers. They mend the wounded and purge illness and suffering from the afflicted.

Warden: Wardens are protectors of the woodlands and defenders of wildlife. They tap into the power of nature to mend wounds and purge ailments that afflict their allies.

Defiler: Defilers enslave the spirits of their ancestors, harvesting and corrupting their power to use against enemies. This stolen energy can also be used to heal and boost the capabilities of the defiler's allies.

Armor:
Heavy, Plate
Weapons:
Flail, Hammer, Mace, Staff, Sling, Thrown Weapon
Armor:
Light
Weapons:
Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon
Armor:
Medium (Brigandine)
Weapons:
Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Primary Attributes:
Wisdom

Key Knowledges:
Regimens
Sphere of Power

Primary Attributes:
Wisdom

Key Knowledges:
Nature's Refuge
Sphere of Power

Primary Attributes:
Wisdom

Key Knowledges:
Vehemence
Sphere of Power

Inquisiter: Inquisitors are twisted fanatics who relentlessly advance the doctrines of their religions and accept no compromise in their beliefs. Skilled healers, they minister to the body while seizing control of the soul.

Fury: Furies harness the power of storms and control the ferocity of nature. They command the feral spirits of the wilderness to strengthen and heal their companions.

Mystic: Mystics seek a symbiotic connection with the spirits of their ancestors, petitioning them to bestow the power to heal the injured, invigorate the weak, and enhance the capabilities of their allies when on the field of battle.

Armor:
Heavy, Plate
Weapons:
Flail, Hammer, Mace, Staff, Sling, Thrown Weapon
Armor:
Light
Weapons:
Sword (Scimitar), Flail, Hammer, Mace, Staff, Sling, Thrown Weapon
Armor:
Medium (Brigandine)
Weapons:
Spear, Flail, Hammer, Mace, Staff, Sling, Thrown Weapon

Primary Attributes:
Wisdom

Key Knowledges:
Interrogations
Sphere of Power

Primary Attributes:
Wisdom

Key Knowledges:
Nature's Reckoning
Sphere of Power

Primary Attributes:
Wisdom

Key Knowledges:
Fetishisms
Sphere of Power

Note: This information is from the official Everquest II Page.


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