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Clerics
"A wielder of divine magic who mends wounds and cures various ailments. Keep one in every battle."

OverviewEdit

While healing is quite weak in this game, early on you will need a lot of it. Clerics heal best, and are like mages against Undead, since healing damages them. They are the first class able to cast Exorcise, making them essential until you have better options. They have no access to Meditate skill, so compensate by using a Magic Leaf at the start of battle. Expand Mind and Channelling serve as a good alternative MP supply. Later on there are classes and items which offer alternative exorcism methods which render this class completely obsolete, like the craftable Staff of Purification which has 3 castings of Exorcise. Many players choose to abandon Cleric even earlier, getting by with casting from Exorcise scrolls instead. Banish scrolls from Palace of the Dead shops are 300 goth cheaper, in fact.

Can be Used by: Human, Winged

How to Unlock: Cleric Classmarks are available from any shop from Chapter 1 onwards

Notable Characters:

Equipment

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
3 Slow 1/2 24 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 250
MP 160
STR +111
VIT +116
DEX +114
AGI +110
AVD +115
INT +119
MND +132
RES +129
ATK 7
DEF 7

SkillsEdit

Skill Lvl Cost Notes/Use
Divine Magic 1 50 {Exorcism, Utility, Healing and Major Healing}
Recruit 5 220 Attempt to recruit Human and Winged Units
Seraph's Pact 10 220 Attempt to recruit Divine Units
Mother's Blessing 12 330 Doubles power of next healing spell
Mother's Mercy 25 560 Removes all debuffs from Unit

AbilitiesEdit

Skill Lvl Cost Notes/Use
Fortify I-II 8/18 120/370 Increases DEF stat by 10/20%
Spellcraft I-IV 7/20/32/45 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 8/20/32/44 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-III 6/18/30 90/370/580 Increases melee accuracy by 10/20/30%
Trueflight I-III 9/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I-IV 5/16/27/38 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-III 9/19/31 120/390/600 Increases melee avoidance by 10/20/30%
Sidestep I-III 4/16/28 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 6/18/30/42 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 10/21/33 200/420/610 Increases HP stat by 10/20/30%
Insight I-IV 7/19/31/43 170/420/610/790 Increases MP stat by 10/20/30/40%
Expand Mind I-IV 10/20/30/40 220/420/600/760 Increases MP restoration by 10/20/30/40%
Channelling I-IV 8/19/30/41 200/420/610/790 Reduces MP costs by 5/10/15/20%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I 23 460/790 Increases Move by 1
Jump I 23 500/820 Increases Jump by 1
Wade I 11 220/420 Allows movement through water at cost of 2 Move while in water.
Reflect Damage I-II 16/33 350/650 Reflects 10/20% of damage taken by physical attacks back at the attacker
Sanctuary I-II 10/35 240/690 Undead units cannot (I) stop next to equipped unit, (II) move past equipped unit.

TransferableEdit

Skill Notes/Use
Trajectory Highlights path of ranged attacks.
Absorb MP I-II Absorb 20/40% of MP spent by enemies on equipped unit
Tactician I-II Increases TP accumulation by 20/40%
Max TP I-IV Increases max TP by 25/50/75/100
Treasure Hunt I-II Improves quality of found hidden items

[1]

ReferencesEdit

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