Clerics are magic users whose capabilities tilt toward nature.
They can remove curses, detect poison, provide magical armor.
But they're not just healers.
They have offensive abilities including calling down lightning strikes,
causing earthquakes, and causing blindness.
In a group they're prized for their abilities to re-energize the tired,
heal the wounded, and confound enemies.
These are the Spells which Clerics can
at which they become available:
Armor; Cure Light
Create Water; Create Food
Cure Blindness; Detect Evil; Detect Alignment
Blindness; Detect Invisible
Protect From Evil; Poison
Cure Critical; Group Armor
Summon; Remove Poison
Earthquake; Word Of Recall
Detect Evil; Detect Good; Dispel Evil; Dispel Good
Call Lightning; Sanctuary
The Clerics' Guild, with its Spell Master,
is one move south and one east from the ATM at the Midgaard Temple.
All Clerics automatically Level at the same thresholds of
The table is