Rolling up a Cleric
By Lady Shaynna 
Where to put those Die Rolls: 
Major Stats for Clerics:

The 2 majors for Clerics are Logic and Wisdom...whatever you roll you will have +10 added to each.

Spirit Levels: 
To rez effectively and to be able to rez people with 10 spirit levels you need a minimum of 8 spirit levels yourself. Spirit levels = Aura/10 rounded up, so minimum of 75 in Aura, 85 better, 95 best. I have 8 spirit levels and I do fine. Haven't had any problems.

Mana:

Mana level is important too. Both Wisdom and Aura determine Mana so the higher the better again.

Strength:

Strength is needed for dragging bodies as well as being used as a modifier in combat. 

Charisma:

Charisma seems to have no benefits, leave on the bottom of the list. Constitution:

Constitution is general health, resistance to injury, disease and poison. It also determines how high you can train in Physical Training which is what gives you increases in concussion/hit points.

Dexterity:

Dexterity important for how well you cast aimed spells. Not so important for a rezzing cleric but can be helpful when fighting.

Reflexes:

Applies to quickness and reaction time. Gives some defensive benefits.

Intelligence:

Intelligence - not a major factor. Leave at the bottom with Charisma

The skills to train in: 
As for Skills Training... 
1. Weapons-definitely! At least one if not 2 categories. (I trained in Edged, many clerics prefer blunt which I'm training in now or two handed) It's up to you. 
2. Armor-definitely! 
3. Shield-I don't really understand this one, but was told to do it so I did. Adds to defense and it's not expensive 
4. Spell Research-definitely. I trained 2 times each level. I've concentrated on Clerical and Major Spiritual. Early on I did take the first 3 of Minor Spiritual and now (level 25) I'm continuing with Minor but the first three is sufficient. 101 and 103 are good defensive spells and 102 Spirit Barrier (old Air Wall) is a definite necessity when rezzing in nasty areas and when rezzing in the field in general. In order to diagnose injuries you must have both hands free.. i.e., no weapon or shield! and to tend wounds the same so airwall is helpful when doing this out in the wilds. 
5. First Aid-definitely. I trained 2 times each level, 3 times on occasion. The more you train the less time you'll be in round time when tending wounds and the higher the level of wound you can tend. I could not tend a serious abdomen or chest til I got to about 140 bonus. I'm at 152 now and some abdomens and necks are still a problem. Of course some wounds are not tendable at all. 
6. Perception-definitely 
7. Physical Training-Absolutely!! Every training and 2 times if you can 
8. Mana Transfer-Top of the list along with spell research.. 102 is maximum, over that no benefits 
9. Climbing and Swimming-Get some basic training here. You'll need them in the higher level areas and climbing helps dragging in some areas. Rezzing in the moat at Swan Castle is always fun too. 
10. I recommend scroll training. As soon as a scroll/rune merchant comes to town I plan to get some with things like: Wiz Shield, Guarding III (Not sure of new name), Word of Return, Wall of Force, Call Familiar Locate Person for clerical duties/rescues; Lock Lore, Trap Lore, WOO Word of Opening, EBlade, Strength, Floating Disk for fun and fighting :) You need rune training to get into the Broken Lands also. 
Hope this helps!! See you in the game :)