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Character Creation (cont.)

Cleric
The cleric is the paramount healer of your party and is the best in the self schools of magic. Every party should have one, or you'll find yourself suddenly lacking the staying power to clear out expansive dungeons. The cleric can heal your wounds; cure status afflictions such as stoned, paralysis, poison, and disease; and offer powerful enhancement and attack spells. The cleric is also the best of the spellcasters in fighting, with a good command of the mace and armor. While the cleric simply cannot stand toe-to-toe with the pure fighters or dual-classed characters in terms of physical attacks, it has a good number of hit points for a spellcaster, thanks to the body building skill.

The cleric is also a great addition to your party because her alone of all character classes can take the merchant skill to grandmaster level. At this level, merchant skill lets you sell and buy items at true value. The cleric can also take repair item to master level, in case you can't afford to add a paladin or knight to your party.

The cleric requires good personality, as this fuels her spell points. Clerics can also use high endurance for hit points. They don't need intellect and can skimp on might, accuracy, and speed. Humans make the best clerics.

Starting skills: Mace, body
Starting choices: Leather, shield, mind, spirit, alchemy, learning, meditation, merchant, repair item
Disallowed skills: Axe, dagger, spear, sword, unarmed, dodging, plate
Normal-level skills: Staff, body building
Expert-level skills: Bow, chain, leather, alchemy, identify monster, perception
Master-level skills: Mace, shield, learning, meditation, repair item
Grandmaster-level skills: Body, mind, spirit, dark (evil), light (good), merchant

Starting hit points: 25
Starting spell points: 10
Additional hit points per level: 2/3/4
Additional spell points per level: 3/4/5

Next: Cleric (cont.)
 


 

 
 
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