Cleric Build — Ruins of Myth Drannor
Cleric build guide for Pool of Radiance: Ruins of Myth Drannor—point buy, divine spells, Turn Undead, and party healing in the 2026 remaster.
FAQ
What Wisdom score does a Cleric need at level 1?
Do I choose which Cleric spells to learn?
How does Turn Undead work in RoMD?
Is Cleric mandatory in the 2026 starter party?
Why bring a Cleric in Ruins of Myth Drannor?
Clerics cover the divine half of the “holy quartet” recommended for both the 2001 manual and the 2026 GameTruth party article: healing, buffs, and anti-undead tools while the Fighter holds the line and the Sorcerer spends arcane slots (Remaster guide 2026 / Original manual p.48 via AIssil).
At level 1 you already cast divine spells. The spell window adds every spell your level qualifies for—unlike a Sorcerer’s pick-one progression (Original 2001 manual). Early levels include Cure Light Wounds, Bless, Shield of Faith, and Protection from Evil, with higher rings bringing Dispel Magic, Prayer, Searing Light, and Divine Power (manual spell annex, OCR 2026-11-07).
Turn Undead is not a spell slot; it lives under Combat Options with martial toggles (Original 2001). Charisma adjusts turning checks per the manual, while Wisdom sets your spell DCs and highest castable level.

Race and point buy (editorial examples)
Use 25-point buy from 8 in all stats (GameTruth 2026). Spell levels demand Wisdom ≥ 10 + spell level.
Example — Human Cleric (single-class focus):
| Ability | Score | Points |
|---|---|---|
| Wisdom | 15 | 8 |
| Constitution | 14 | 6 |
| Strength | 12 | 4 |
| Dexterity | 10 | 2 |
| Intelligence | 8 | 0 |
| Charisma | 8 | 0 |
| Total | 20 |
Five points remain—common editorial spends: Wisdom 16 (+2 cost → 22 total), Dexterity 12 (+2 → 24), or Charisma 10 (+2) if you want slightly better turning.
Dwarf Cleric trades Charisma for durability. Racial +2 Con / −2 Cha applies after you finish the 25-point buy (same order as /guides/character-creation/; GameTruth 2026-11-06).
| Ability | Pre-racial | Cost (8→score) | Post-racial (Dwarf) |
|---|---|---|---|
| Wisdom | 16 | 10 | 16 |
| Constitution | 14 | 6 | 16 |
| Strength | 12 | 4 | 12 |
| Dexterity | 12 | 4 | 12 |
| Intelligence | 9 | 1 | 9 |
| Charisma | 8 | 0 | 6 |
| Total | 25 |
Point math: Wis 8→16 = 10; Con 8→14 = 6; Str 12 = 4; Dex 12 = 4; Int 9 = 1; Cha 8 = 0.
GameTruth’s sample party even pairs Dwarf Fighter + Human Cleric—your Cleric does not need to mirror that race, but Human avoids racial Wisdom penalties.

Class abilities you can rely on
| Topic | In-game behaviour | Tag |
|---|---|---|
| Armor & weapons | Simple weapons, any armor, shields | Original (2001) |
| Hit Die | d8 | Original (2001) |
| Alignment | Any alignment allowed | Original (2001) |
| Spell acquisition | Automatic full list per level | Original (2001) |
| Turn Undead | Combat Options; weak undead may be destroyed | Original (2001) + AIssil |
Turn Undead limits (Original 2001): The manual puts it on Combat Options with martial toggles. Turning checks use Charisma (manual; GameTruth 2026). Line of sight is required—AIssil hints warn that Shadow, Wraith, Spectre, and similar undead often ignore attempts even when you have the icon (Original 2002 walkthrough). Remaster (2026): success rates and UI placement are Unverified in the remaster.
Spellbook rule: Clerics automatically learn every divine spell they can cast at each new level—no Sorcerer-style pick list (Manualzz Spells window, Original 2001). Your build emphasis stays on Wisdom for access and Constitution to stand in casting range.
Not verified: Full 3E turning tables versus Player’s Handbook, or whether Turn merely stuns instead of making enemies flee (RPG Classics notes PoR differed from tabletop—cite as Original community, not remaster fact).
Clerics cannot natively use martial weapons unless you dip Fighter—forum builds use Fighter 1 / Cleric x for that reason (Original community).
Progression when feats are automatic
Steam Demo players report automatic feats and skills on level-up (Unverified in the remaster); see /classes/fighter-build/ for how that affects every martial class, or /guides/character-creation/ for the creation order.
For Cleric-specific leveling: prioritize Wisdom, then Constitution; keep Cleric within one level of other starting classes to dodge −20% XP (Original 2001); GameTruth still recommends a straight Cleric track early (2026-11-06). Spend total-level +1 ability bumps at 4/8/12/16 on Wisdom when possible (manual Ch.4).
Party pairs and multiclass routes
- Fighter front + Cleric back is the tutorial encounter pattern; see /classes/fighter-build/ for stat detail.
- Paladin 2 / Cleric x shows up in GameFAQs threads for martial weapons, Charisma-based saves, and bonus turning tricks—Paladin must stay Lawful Good, which constrains your whole party’s alignment plan (/classes/paladin-build/).
- Cleric / Barbarian appears in wild-cleric posts but conflicts with Paladin routes and requires non-lawful barbarians (Original community).
Monks can dip for Evasion in advanced spreadsheets, yet that drags alignment and XP math—see /classes/monk-build/ before committing.
Compare all roles in /classes/best-class/ and six-member composition in /guides/best-party/. Multiclass timing lives in /classes/multiclass-guide/.

Mistakes that waste a Cleric slot
- Treat Wisdom as optional because heals land anyway—higher rings gate combat healing and buffs.
- Turning every undead pack without checking line of sight; shadows and wraiths often ignore attempts (Original 2002 hints).
- Multiclassing early and starving spell levels while chasing Fighter BAB.
- Assuming you pick spells like a Sorcerer—double-check the spellbook auto-fill behaviour.
- Equipping two identical save-bonus cloaks; duplicate enchantments do not stack (Original 2001, AIssil).
Sources and what we haven’t verified
Sources: Manualzz OCR manual (Cleric lists, Turn Undead); GameTruth party guide (2026-11-06); AIssil walkthrough hints; Steam store feature list; Steam discussion on auto feats.
Unverified: Remaster-specific Turn Undead success rates; Paladin + Cleric turning level stacking beyond forum claims; whether Legacy Mode re-enables manual feat picks; any stealth nerf/buff to Cure spells in 2026.
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