Cleric
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Cleric is one of the twelve final classes that can be selected for a player character upon their second promotion. Only Acolytes can advance to this magic-oriented class.
Description
Clerics are the ultimate adherents of the magics of self. In this final stage of their career, they learn the top spells of spirit, mind and body, which are out of reach for everybody else. The price to pay is the inability to learn any spells in other schools of magic. In combat, a Cleric will see to the healing and curing of their friends, a task that should not be underestimated, and land an occasional blow themselves from behind a shield.
Skills
Clerics can learn many skills, particularly self-magic, but not all. In their field of excellence, they are the only class that can reach full potential.
- Grandmaster: Spirit Magic, Mind Magic, Body Magic
- Master: Spellcasting, Mace, Shield, Merchant, Learning, Meditation
- Expert: Staff, Bow, Music, Leather, Chain, Disarm Trap, Perception, Bodybuilding, Identify Item, Repair, Identify Monster, Stealing, Alchemy, Pathfinding
- Normal:
Hit- and spellpoints
The class of Cleric gives the character:
- hitpoints = 0 + 3 * level
- spellpoints = 0 + 4 * level
Race provides hit- and spellpoints as well.
Reputation
Clerics are liked in Murlank, giving the party a reputation bonus if they have one in their midst (+5), and disliked by Centaurs (-5).
Promotion
Duke Ethelbert of Ascalon (Semiramis) takes care of the promotion to Cleric. Candidates are challenged to investigate the validity of The Therapy for all conditions, which will make them check Dr. Who's Well, as well as the Cognizant Temple of Meh in Murlank.