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Overview | Suggested Statistics | Training Information | Level Information

Cleric Overview

The cleric has one useful skill and one semi-useful skill. They are also the best healers in the game. They vig for aprrox. 1-6pts plus whatever level they are...(exam. a level 4 cleric will vig from 5-10pts, a level 16 cleric will vig from 17-22pts!). This makes them very useful and a group of them, nearly unstoppable.

Their most useful skill is pray, which gives them an additional five points of piety allowing them to tick faster. Since most clerics tend to be casters, the extra piety helps make up for the lowly 5mp gained per tick.

Clerics also possess the ability to turn undead creatures. Turn works like touch-of-death but is not as useful. Since the majority of monsters (even those which say they are undead in their descriptions) do not have the undead flag, they cannot be turned. If successful, turn takes either half or all of the opponents hps. The one problem that clerics have who fight the undead alot so they can use their turn skill, is that most undead monsters are evil aligned, and unlike paladins, clerics suffer from being excessively good.

Suggested Statistics

str: 16 dex: 3 con: 6 int: 15 pie: 14
Pros:
On suggestion, these stats allow a cleric to take advantage of a strength bonus and after a few levels, the intelligence bonus as well (esp. with being an Elf or Half-Elf). Leaving you with a very well rounded character. Wombat uses they stats, if you have any doubts.
Cons:
You will start out with -10 HP than you would if you picked 8 con to start [using elf]. To gain a little more HP, try using Human 15 3 5 17 14. Plug them into the Stat Engine for yourself.

Training Information

Training to levels 2 through 5 is done in the Celduin facility. It is marked as "I" on the map of Celduin in the map section. In order to get into your training rooms, you must use the "purchase" command to buy keys from the Abbot. Each key costs in gold, half the experience needed for the next level. (to level 2 = $256, level 3 = $512, level 4 = $1024). Be sure you have enough gold to train once inside the door or you'll need to buy another key. It costs the same amount to train as it did to buy the key.

Training for levels 6-9 is done in the Finwe facility. It is marked as "H" on the map of Finwe in the map section. In order to get into you training rooms, you must use the "purchase" command to buy keys from the Abbot. Each key costs in gold, half the experience needed for the next level. (to level 5 = $2048, level 6 = $4096, level 7 = $8182, level 7 = $16364). Be sure you have enough gold to train once inside the door or you'll need to buy another key. It costs the same amount to train as it did to buy the key.

Training for level 10-12 is done in the Parth facility. It is marked as "H" on the map of Parth in the map section. Training now requires a few quests:

Level 10: For the first quest you must obtain a sailor's locket. The sailor's locket is dropped by drowned sailors in the celler exit at the "Lookout Tower" where pirates appear. Only one person should bait for sailors at a time, because the room has groupwander set, more people in the room will make more of the aggresive mobs will appear.

Level 11: For the second quest you must obtain the skeleton's blade. You must first kill the gelatinous cube (non circlable, non stunnable, dissolves items) in Underhill. He will drop an item that you trade to the skeleton near Elentari's Ghost. (I'm assuming here, that since I have no maps for the areas that by this time you or someone you know will have an idea of the area's I am speaking of). The room is a 3 person only room.

Level 12: For the third quest you must obtain the Cage of Luxen. You must first get a silver crucifix, the same ones that those wimpy paladins that show up on Finwe's streets drop. You trade the crucifix to Temar for the key (crystal of timelessness.) Note that Temar now blocks the only exit out of his room, so you must either kill him to get out, or hazy. Once you have the key you need to go to jungle near Thunder Cove. There is an invisible and hidden exit called portal or something similar which you need to go through. You will find the primordial evil there. Kill it to get the Cage.

Training for levels 13+ is done in Parth in the library's Golden Door. It is marked as "4" on the map of Parth in the map section. There are no items or keys required.

Level Information

Use the Isengard Stat Engine to create your character!

I just thought it might be interesting for people to find out what each specific class' hps/mps are at each level.

Level 1 2 3 4 5 6 7 8 9 10 11 12
HP 16 21 26 31 36 41 46 51 56 61 66 71
MP 4 8 12 16 20 24 28 32 36 40 44 48
Level
13 14 15 16 17 18 19 20 21 22 23 24
HP 76 81 86 91 96 101 106 111 116 121 126 131
MP 52 56 60 64 68 72 76 80 84 86 90 94

For those of you who want to know what statistic will go up at your next level, here is a table showing which stat raises at a given level.

Level 2 3 4 5 6 7 8 9 10 11 12 13
Stat str dex con pty int pty int dex con int str dex
Level
14 15 16 17 18 19 20 21 22 23 24 25
Stat con pty int pty int dex con int str dex con pty


© K. Welch