To protect the cleric can wear heavy armor or chain mail and brandishing weapons or large to keep things simple by stigmatizing a totem or staff depending on what the owner decides. Despite their heady trends a cleric can wield a sword in battle when needed, or attack from afar using their divine capabilities. Mana is the fuel of genius to cast spells mystical, it is not an unlimited source of energy so that the clerks of the most successful will manage their resources and avoid running out in the worst moments.
Mages on the surface appears similar to Clerics if their devotion is not. Directed to an entity, but the power itself that they can draw to create wonderful effects. Thanks to their efforts to research and experimentation of their Mage increases step by step magic abilities and rift gold in the game. The world is full of Telera Resource Magi from esoteric schools such as Quicksilver College and the bastion of Meridian. Such a wealth of knowledge is necessary for the Mage to prosper.
They can also heal and support their countrymen while in battle, but be weary of their household energy, lest they weaken and become overrun. Like clerics, mana is the power source for mages they draw on to create their powerful effects. In the fight Magus may exercise its power over long distances through the toughest armor of their opponents. This makes them a formidable force on the battlefield as long as the enemy is at a distance.
Choose where you will depend on your own instincts and play skills to match discover which character is best for you. Accordingly, Mages tend to wear little or no armor or carry weapons beyond the sticks or rods which run their magical energies and rift plat in the game. Rift these classes represent a wide range of characters that can be played by those who enter the world of Telara.