Their Primary Attribute is Wisdom.
Add 1 point to their Experience Modification number for every 3 points of their Strength above 9.
Add 1 point to their Experience Modification number for every 2 points of their Intelligence above 9.
xp_mod = wis + max (0, floor((int - 8) / 2) + floor((str - 8) / 3));
Clerics can cast Divine Spells. See the Magic And Spells section.
Clerics can use magic armour
Clerics can use magic weapons that do not have a sharp edge. This means they cannot use Magic Swords or simailar, and cannot use magic Arrows.
Clerics can perform Magical Research.
If a Cleric reaches 7th level (Lama) and their Alignment is Neutral, then they must change their Alignment to either Law or Chaos.
Cleric Level | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|
1 to 4 | 17+ | 16+ | 15+ | 14+ | 13+ | 12+ | 11+ | 10+ |
5 to 8 | 15+ | 14+ | 13+ | 12+ | 11+ | 10+ | 9+ | 8+ |
Cleric Level | Death Ray or Poison | Wands | Being Turned to Stone | Dragon Breath | Staves & Spells |
---|---|---|---|---|---|
1 to 4 | 11 | 12 | 14 | 16 | 15 |
5 to 8 | 9 | 10 | 12 | 14 | 12 |
Level | Title | Experience Required | Hit Point | Level 1 Spells | Level 2 Spells | Level 3 Spells | Level 4 Spells | Level 5 Spells |
---|---|---|---|---|---|---|---|---|
1 | Acolyte | 0 | 1d6 | - | - | - | - | - |
2 | Adept | 1,500 | 2d6 | 1 | - | - | - | - |
3 | Village Priest | 3,000 | 3d6 | 2 | - | - | - | - |
4 | Vicar | 6,000 | 4d6 | 2 | 1 | - | - | - |
5 | Curate | 12,000 | 4d6+1 | 2 | 2 | - | - | - |
6 | Bishop | 25,000 | 5d6 | 2 | 2 | 1 | 1 | - |
7 | Lama | 50,000 | 6d6 | 2 | 2 | 2 | 1 | 1 |
8 | Patriarch | 100,000 | 7d6+1 | 2 | 2 | 2 | 2 | 2 |
Clerics have the ability to turn away or destroy Undead Creatures.
To do so, look up the Creature vs. the Cleric’s level on the following table.
Creature | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 |
---|---|---|---|---|---|---|---|---|
Skeleton | 7 | T | T | D | D | D | D | D |
Zombie | 9 | 7 | T | T | D | D | D | D |
Ghoul | 11 | 9 | 7 | T | T | D | D | D |
Wight | N | 11 | 9 | 7 | T | T | D | D |
Wraith | N | N | 11 | 9 | 7 | T | T | D |
Mummy | N | N | N | 11 | 9 | 7 | T | T |
Spectre | N | N | N | N | 11 | 9 | 7 | T |
Vampire | N | N | N | N | N | 11 | 9 | 7 |
Numbers are the score to match or exceed with 2d6 in order to turn away the Creature.
T = 2d6 of these Creatures are turned away automatically.
D = 2d6 of these Creatures are dispelled/dissolved.
N = Clerics of this level have no effect on these Creatures.
A level 8 Cleric (Patriarch) can build their own Fortification.
If they spend 100,000 Gold Pieces in constructing their Fortification, they may build one worth 200,000. Their deity provides the extra Gold in this case.
The following religious Humans will come to inhabit a Patriarch’s Fortification, and they will serve for free.
A Patriarch will receive tithes of 20 Gold Pieces per inhabitant per year.
If a Patriarch changes sides between Law and Chaos, the tithes will stop, and the religious Humans who server them will leave.
*Reversed by Evil Clerics. See spell descriptions.
Evil Clerics are the same as normal Clerics except in the ways described below.
Evil Clerics do not have the Clerics Versus Undead Creatures ability.
Level | Title |
---|---|
1 | Evil Acolyte |
2 | Evil Adept |
3 | Shaman |
4 | Evil Priest |
5 | Evil Curate |
6 | Evil Bishop |
7 | Evil Lama |
8 | Evil High Priest |
Clerical spells indicated on the lists of Cleric Spells above have the reverse of the effect in the Spell’s description. All other Spells function as stated.
The Raise Dead Spell is replaced by The Finger of Death Spell.