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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 less useful in this game, early on you will need a lot of it. Clerics heal best and are similar to a mage when facing Undead since heal spells damage them. They are one of the few classes able to cast Exorcism, making them essential until you have better options. Clerics do not have access to the Meditate skill but can compensate by using a Magic Leaf at the start of a battle. The Expand Mind and Channeling skills serve as an alternative MP supply as well. Later, there are classes and items which offer alternative exorcism methods that render this class completely obsolete, such as the craftable Staff of Purification which has three castings of Exorcism. Many players choose to abandon the Cleric class altogether and get by with casting from Exorcism scrolls instead. However, the Banish scrolls sold from the Palace of the Dead shops are 300 goth cheaper in fact.

Can be Used by: Human & Winged.

How to Unlock: Classmarks are sold by general Shops from Chapter 1 onward.

Notable Characters

Equipment

Basic Ability

Move Jump RT Melee Ranged
3 Slow 1/2 24 Punch Cast Stones

Core Stats

Attribute Level 1 Growth Rate Level 50
HP 20 250
MP 160
STR 9 111
VIT 9 116
DEX 12 114
AGI 8 110
AVD 13 115
INT 17 119
MND 25 132
RES 27 129
ATK 3 7
DEF 3 7

SkillsEdit

Skill Lvl SP Cost TP Use Notes/Use
Divine Magic 1 50 MP {Exorcism, Utility, Heal & Major Heal}
Recruit 5 220 40 Attempt to recruit Human and Winged units
Seraph's Pact 10 220 40 Attempt to recruit Divine units
Mother's Blessing 12 330 50 Doubles power of next healing spell
Mother's Mercy 25 560 50 Removes all debuffs from the caster

AbilitiesEdit

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

TransferableEdit

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

[1]

ReferencesEdit