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Classes & Builds

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.

11/7/2026 2026 remaster RoMD Wiki Editors Last updated: 11/7/2026 6 min read

FAQ

What Wisdom score does a Cleric need at level 1?
You need Wisdom 10 + spell level to cast a given ring. Level 1 cleric spells therefore require Wisdom 11; planning for Wisdom 14 opens level 4 spells later without respec (3E casting rule echoed in GameTruth 2026).
Do I choose which Cleric spells to learn?
The manual states Clerics automatically receive every spell they can cast for their current level—no pick-one progression like a Sorcerer (Original 2001 manual).
How does Turn Undead work in RoMD?
Use Combat Options (C). Community notes say weak undead can be destroyed outright; stronger spectres may resist line-of-sight attempts (Original 2001 manual + AIssil hints).
Is Cleric mandatory in the 2026 starter party?
GameTruth still lists Cleric in the four-character core alongside Fighter, Rogue, and Sorcerer for healing and divine utility (2026-11-06).

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.

Forest combat with a purple magic projectile aimed at red-ringed undead near a stone treehouse structure.

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.

Fireball spell selected with an on-screen tooltip showing level and range in a dungeon.

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/.

Red-robed caster stands inside a blue protective sphere in a cavern with allies nearby.

Mistakes that waste a Cleric slot

  1. Treat Wisdom as optional because heals land anyway—higher rings gate combat healing and buffs.
  2. Turning every undead pack without checking line of sight; shadows and wraiths often ignore attempts (Original 2002 hints).
  3. Multiclassing early and starving spell levels while chasing Fighter BAB.
  4. Assuming you pick spells like a Sorcerer—double-check the spellbook auto-fill behaviour.
  5. 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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