Thanks everyone for the info. It's helped alot.
Think I'm a little confused on people's references to races at early and later levels. I assume you can change race here?
Yes, however it costs like 1500 fame points. Fame points are given out so sparingly that as I mentioned attempting to save them up for such a thing is not a realistic goal, and one would have better luck just rerolling completely.
Here however is a basic rundown of your racial bonuses for cleric, and what they mean.
Dark elf
+ Has ultravision
+ +20% Mesmerize Resistance
+20% Charm Resistance
- The charm and mes resistances are both next to worthless, as most of the times when it matters, mezzes and charms are unresistable, thus even immunity would be bypassed.
Can hide (50) (skill will not increase, not very worthwhile honestly, can't move, etc)
Dwarf
+Infravision (sucks compared to ultravision)
+35% Fear Resistance (used less than charm and mez, if you want it without this race, drink)
+ 50 mining (Takes like 2 hours to get that. No it does not take you over the current mining cap. Pretty worthless)
Erudite
+5% to all specializations (fucking amazing, really really good. Eventually this would end up making you better at pretty much everything including hitting, avoiding being hit, resisting spells, not getting resisted, and healing)
+2.5% xp gain (makes you faster at leveling too)
+10% skill learning rate (negligible really, pretty crap since it doesn't affect tradeskills)
- Blind as a bat, can't see in the dark worth a damm.
Froglok
Has ultravision!
+10 poison resist
+5 magic resist
+10% skill learning rate (see above entry under erudites, also pretty useless)
Start with 100 swimming (now pretty worthless, as you can increase swimming by swimming, before it was pretty awesome as you had to pay to increase swimming)
Gnome
Has infravision
+10% haste item effect (Example: I have a 10% haste item, it is effectively 11% haste. Take this to its logical conclusion 50% haste? No, it's 55%, etc)
+10 Focus item effect (at lower levels, not much of an effect, scales with items. For instance once you break into increment 3-4 focus effects. Healing 3=> +9% to heals, on a gnome +9.9% Healing IV=> +12% to heals, on a gnome +13.2%. When one finally hits the 8 focus effects => 24%, on a gnome +26.4%. Considering there is often an entire raid tier if not more between different ranks, it should be easy to see why this is ludicrously powerful).
-25% Fear Resistance
-25% Mesmerize Resistance (both of the -'s sound bad, but considering sparing use, and the aforementioned unresistable nature of when these things actually matter, hardly a penalty at all)
Halfling
Has infravision
+5 Poison Resist
+5 Disease Resist
+10% Taunt Chance
+15% Death Save Spell Effect
-10% Weapon Proc Rate
Not terrible, but on a class without taunt, you really aren't getting much out of it at all. On a cleric it's a poor choice because of the proc rate -.
High Elf
Has infravision
+20% v mez
Immunity to charm (hilariously worthless. In any case where it ends up mattering, you are not immune because the spell is unresistable.)
Human
Blind
+5% xp gain (not terrible, but not as great as you'd think really)
+10% skill learning rate (doesn't affect tradeskills, mostly worthless)
There, those are the bonuses for the various races for the class you have selected, and a bit of explanation about them.