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You are the Cleric. You have dedicated your life to a great and worthy cause. Even though you have magical powers, they are different from those of the Wizard and Elf. You have the ability to heal those who have been injured and have powers over undead creatures magically kept alive through foul means. You can choose to heal a friend for 2 hit points or do up to 2 points of damage to an undead creature (Death Knights and Teraptus). However, there are limits to your powers. You are only allowed 3 uses of your magic per adventure. The decision to use them to heal a friend or to harm the undead are up to you each time you choose to cast it. Casting your healing magic requires your Holy Symbol that you always carry with you. If you should somehow lose it over the course of an adventure, your magic will be useless. Even though you aren't the most powerful hero in a battle, your fellow adventurers will be more than happy to have you around after they receive a few wounds.

 

 

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