Cleric level information:
Minimum ability scores to be a cleric: Wisdom 9. Note that clerics with a Wisdom from 9 to 11 have a chance for spells to fail; see the Wisdom table on this page.
A cleric with 15 or greater Wisdom gains 10% bonus experience points.
Clerics can use all armor and shields. They can use the following weapons: sling, club, flail, warhammer, mace, quarterstaff.
Clerics have the following special abilities:
Clerics can cast spells. They gain a certain number of spells each level, and they may cast each spell they know once per day. If a spell is used, in order to regain its power the next day, the cleric must get at least 6 hours of sleep, then pray for 15 minutes per spell level. Spells that are not used on a given day are carried over to the following day and are useable without further prayer, but the once-per-day limit still applies.
A cleric need not openly wear or brandish a holy symbol in order to cast spells: this is ludicrous, and would prevent the cleric from concealing their faith from enemies. Ordinary spellcasting requirements (speaking aloud and having a hand free) still apply, of course.
Note that clerics also gain bonus spells from a high Wisdom, and that certain minimum Wisdom scores are required to cast 6th- and 7th-level cleric spells. See Wisdom, on this page.
Clerics can turn the undead.
At 8th level, a cleric who has constructed a place of worship of not less than 2,000 square feet will attract followers: 3d10 men at arms to serve the cleric personally. In addition, 10d6 worshippers will begin to attend weekly services, as long as the cleric or another priest is present to hold them.
At 9th level, a cleric whose place of worship covers not less than 2,500 square feet will attract an additional 6d10 men at arms. The congregation of worshippers will also increase, by 20d6.