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CLERIC OF HEIRONEOUS BUILD, ToEE patch2


Cleric Build ToEE




The Cleric Build is a ToEE Build for Troika's cRPG of 2003, Temple of Elemental Evil. In ToEE, the combat roles in which Clerics excel are manifold. Not only can they turn themselves into melee juggernauts thanks to Divine Power and Righteous Might, but they can also buff, debuff, ward, summon, immobilize, disrupt undead and unleash damaging AoEs [see Cleric Spells ToEE]. 

In 3.x, and therefore in ToEE, Clerics have no weaknesses. Due to their high Wisdom, Clerics can also make good Listeners and Spotters. The most valuable non-combat role for Clerics is after-combat healing/restoration and crafting. In fact, Clerical healing/restoration is indispensable due to ToEE's rest restrictions, and ToEE crafting is indispensable due to its itemization limits.


ToEE Cleric Build Foundation


  • Male Human Cleric of Heironeous: Lord Carradine.
  • Mandatory: Must be Lawful Good and take Law & Good Domains!
  • Strength: as high as possible
  • Dexterity: try to crank it
  • Constitution: 14 will do
  • Intelligence: you can get by with 8
  • Wisdom: max to 18, pump every 4 lvls for +2
  • Charisma: max to 18

ToEE Cleric Build Progression



Cleric spell ranges, circles 1-5, are as follows: 7 (Orisons)/29/22/23/15/19 (+2 Domain per circle).

Cleric spell slots at 10th level with 20 Wis are as follows: 6 (Orisons)/6/5/4/4/(+1 Domain per circle). When loaded with healing/restoration spells, this gives the party the staying power they need in mega-dungeons.

Note that Flame Strike is perhaps the most useful AoE evocation available to this Cleric. 

Extend Spell is just to keep those buffs going longer.

Turn Undead ToEE


Dexterity should be cranked in order to get better initiative order which will allow you to Turn Undead earlier in the combat sequence. When facing off against undead, remember to reorder the party initiative to get the Cleric acting first (drag portraits in iniative order line). Disrupting undead outright is just so much more efficient than destroying them by other means. Turn Undead also flaunts a massive AoE. Note that you can only attempt disruption once per combat encounter. However, that is usually all you need.

Skills? Concentration, Spellcraft and Heal are bread-and-butter.

The Cleric is Lawful Good and has Law/Good as his Domains in order to gain Holy Smite and Order's Wrath which enables him to craft Holy/Axiomatic weapons.

Weapons crafted as such will annihilate the Evil and Chaotic enemies which are ubiquitous in the campaign [glaive, greataxe, bastard sword].

The Greater Magic Weapon (C.4) spell enables Clerics to exploit a bug that lets them craft from non-Masterwork weapons. Since MW items are unfairly itemized due to dev oversights, I don't see a problem with doing that if you need to (there are no magic/MW Dwarven Waraxes, for example).

This Cleric can craft the following most notable items:

  • Amulet of Health +6
  • Amulet of Wisdom +6
  • Cloak of Charisma +6
  • Gloves of Giant Strength +6
  • Cloak of Resistance +3
  • Bracers of Archery: Greater


Cleric of Pelor Build


In order to gain extra advantages over undead, you could sub-out Heironeous for Pelor. The Sun domain of Pelor opens up the following useful evocations:

  • Searing Light (max 10d6 against undead)
  • Holy Smite (5d8 vs. Evil + Blinds)
  • Flame Strike (max 10d6, half of which is fire, the other half divine)

Plus, you will get the Greater Turning feat at first level (outright destroys undead which would otherwise only be cowed). However, Clerics of Pelor cannot craft Axiomatics because they don't get the Order's Wrath spell.


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