Now that we have a general shroud guide and a caster guide, I figured I'd add my 2 cents in for the struggling clerics out there. Here's how to save some money on those heal scrolls and elixirs while bringing the most to the group.
Important Spells:
Resist Energy (Acid, Fire, Sonic)
Protection From Energy (Fire)
True Seeing
Poison Immunity
Prayer
Recitation
Divine Power
Divine Favor
Destruction
Remove Curse
Deathward, Mass
Freedom of Movement
What to Bring:
Heal Scrolls, 50 on normal, 100 on hard, 200 on elite
Elixir of Major Mnemonic, just a few... for emergency use only
Portal Beater weapon: High damage True Chaos, Pure Good, Good Burst, Maiming, Greater Construct Bane. It doesn't matter if you aren't proficient, you will only miss on a 1
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Part 1: Portal Bashing!
Buffing
Split up buffing duties between clerics and cast true seeing, resist energies and poison immunities on everyone in the group. Make sure Prayer is active throughout the entire part 1. The extra damage will help. For yourself, keep divine favor and divine power up constantly and help beat down the portals. Even if you're only doing 2-5 damage per hit, everything counts to make it go faster. There shouldn't be much healing to do here anyway.
Strategy
At the start, enemies will be pulled from both sides of the arena. If you have maximize and empower, you may choose to drop a couple blade barriers in the middle to quickly kill everything that comes down. Just be aware that everything will aggro you so be prepared to heal yourself if you do this. After the initial wave of enemies are dead, pull out your portal beater weapon, cast divine favor and divine power and beat on the portals! I don't care if you're a halfling cleric with 6 strength and a masterwork club, with buffs you will do damage! While running to portals, you can snipe a few troglodytes with Destruction for fun too.
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Part 2: The Lieutenants of Shavarath
Buffing
Again, split up buffing duties between clerics and cast resist energy (fire, acid and sonic,) mass deathward and poison immunity. Recitation will add +2 to your tanks' vorpal confirmation rolls so that is also very handy. Make sure to prepare freedom of movement also, you will need to cast it if you get the Earth Elemental as one of the four lieutenants.
Strategy
Once you're inside, you will be at one of the 4 corners of a square maze. Wait for a tank to lead the way before moving out so you don't get the attention of devils, orthons or bezekiras. If you have quicken spell and maximize spell, feel free to turn both of those on while the group fights all the enemies together to avoid failed concentration checks. You will able to use the trees to get your SP back before fighting the 4 named enemies, so don't worry about saving your mana too much. After your group has cleared all the enemies, head to an open tree at one of the 4 entrance corners and get your SP back. Try to find the corner or edge of the SP regen area and run back and forth across it so that you gain SP when your run forward, then again when you back up effectively doubling the rate in which you regain SP.
Now it's time to kill the four lieutenants. If you have the Kobold, be sure everyone has deathward on as he uses a Vorpal weapon. If you have the Earth Elemental, make sure whoever is assigned to fight it has freedom of movement to protect from Earth Grab. If you have the Devil, be prepared to cast remove curse on people who get cursed by the Devil's attacks. The Devil's curse will make them immune to all healing. While fighting the named enemies at the corner, try to use the tree while healing to keep your SP up to prevent having to use scrolls.
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Part 3: Lights Out Puzzles
Buffing
Do not buff for Part 3. There are no enemies to fight and you get dispelled while running through the hallways.
Strategy
If you do not know how to solve your puzzle, let the group know and stand by the purple barrier while you wait to be let out. When you get out, head to the south center room and heal others that come in so they can run waters to purify the fountains.
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Part 4: Meet Big Red Ugly
Buffing
Ok, now we get to fight the pit fiend. Make sure everyone has resist energy: fire, and protection from energy: fire. Everyone will also need poison immunity. Also, prepare Destruction, Prayer, and Recitation. If you have a decent UMD score, using Fire Shield scrolls will help you survive the fireballs. Fire Shield: Cold will negate 50% of fire damage.
Strategy
When you first go in, use Recitation and Prayer to help the melees. After the inital wave of Devils and Orthons, the pit fiend will drop in the middle. One thing to keep in mind here is to make sure you conserve as much mana as possible. Keep an eye on the blades that rotate around the arena as well, they do a good amount of damage. Use cure light mass on the melees over and over as soon as it's available. Use cure moderate mass only when needed, and use the Heal spell or scroll to spot heal a tank that's going low. I've seen many clerics say "I'll die before my tanks die," and, while very noble of you, it's counterproductive. Make sure your HP is always full, and make sure you always have a full 120 points of fire protection. If you die, you cannot be resurrected so it's better for the group if you have to let a tank die in order to keep yourself alive in this case.
When the blades close in on the Pit Fiend, he will disappear. Take this opportunity to gather the group together and top off their HP. Recast Recitation and Prayer and double check your fire protection. 4 Devils will spawn from the portals, after those die, the Pit Fiend will drop back down in the middle and the tanks will go back in to fight him. 8 Gnolls will spawn from the portals to heal the Pit fiend, use Destruction to kill them as soon as possible, the other clerics and casters will help with the rest, just pick a side and kill the two that spawn there. Repeat this until the Pit Fiend dies, usually 2-3 rounds with the average good group.
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Part 5: What the heck? Who killed us... and why are these guys back?
Buffing
Do not buff at the rest shrine in Part 4. You will die in transit to the next Plane. After the Pit Fiend's rant about his failure, he will command his Lieutenants to kill you. You will be revived with a death penalty but full HP and SP. If you had the Kobold in Part 2, immediately cast Mass Deathward to prevent your group members from being vorpal'd. If you have the Earth Elemental, cast a freedom of movement on the caster or tank assigned to baby sitting him.
Strategy
After respawning, you will have to kill all four lieutenants again. While fighting the lieutenants, you can go ahead and start buffing everyone with poison immunities and resist and protect fires. When three lieutenants are killed, the last one will be kept alive to allow time for SP users to regain their SP. There are 4 pools at the corners of the arena. Run back and forth across the corner of the pool to regen your SP quickly.
When everyone is fully buffed and SP bars are filled, gather the group together and cast a Recitation and Prayer. When the last lieutenant is killed, the Pit Fiend will drop down on the Altar and the fight begins. Pick one of the two southern pools near the Pit Fiend and run in and out of the pools while using mass heals on the melees. Again, make sure your fire protection stays up.
Additionally, I really encourage clerics to practice using the corner of the pools to regain SP as fast as possible while casting heals so that your SP bar never really goes down. I've got it down to the point where people have asked me "how is your SP still full??" after the fight because I never left the corner of the pool while casting my heals. This is the reason why my clerics rarely ever have to even equip heal scrolls or touch mnemonic enhancers. What I do is pick a melee that's in sight and in range then change my camera to birds eye view, directly on top of my character looking down on him. Then I use one hand to go back and forth on the corner of the pool while using the other hand to heal.
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Hope this little guide helps clerics new to the shroud raid out! Good luck with the loot!