Acolyte: Difference between revisions
Created page with "{{ClassInfobox |name=Acolyte |image=https://roidle.com/regular/assets/images/classes/11.png |portrait=https://irowiki.org/w/images/1/14/Priest.png |maxLevel=40 |baseHp=5 |varHp=0.4 |baseMp=5 |unlocksFrom=Apprentice |unlocksTo=Priest |strBonus=1 |agiBonus=3 |vitBonus=3 |intBonus=3 |dexBonus=2 |wisBonus=6 }} ==The Gentle Aid== ''A practitioner of divine magic, that brings forth holy energies to aid their allies. Has stronger healing capabilities and ways to streng..." |
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''A practitioner of divine magic, that brings forth holy energies to aid their allies. Has stronger healing capabilities and ways to strengthen the party's defenses, as well as a rudimentary attack spell.'' | ''A practitioner of divine magic, that brings forth holy energies to aid their allies. Has stronger healing capabilities and ways to strengthen the party's defenses, as well as a rudimentary attack spell.'' | ||
Acolytes dedicate themselves to the sacred arts of healing and protection. While Mages and Sorcerers focus on destruction, Acolytes ensure their party survives the onslaught. Their powerful healing spells, defensive buffs, and even the ability to revive fallen allies make them indispensable | Acolytes dedicate themselves to the sacred arts of healing and protection. While Mages and Sorcerers focus on destruction, Acolytes ensure their party survives the onslaught. Their powerful healing spells, defensive buffs, and even the ability to revive fallen allies make them indispensable, specially when tackling challenging regions. | ||
==Unlock== | ==Unlock== | ||
The Acolyte is a tier 2 class that is unlocked by leveling the [[Apprentice]] class to level 25. As all T2 classes, it retains all of the previous T1 class' skills. | The Acolyte is a tier 2 class that is unlocked by leveling the [[Apprentice]] class to level 25. As all T2 classes, it retains all of the previous T1 class' skills. | ||
==Pros and Cons== | ==Pros and Cons== | ||
| Line 33: | Line 35: | ||
[[Acolyte#Enlightened Spirituality | Enlightened Spirituality]] enhances their healing and MP regeneration passively. | [[Acolyte#Enlightened Spirituality | Enlightened Spirituality]] enhances their healing and MP regeneration passively. | ||
As a traditional support class, Acolytes do not deal a lot of damage. | |||
*'''Strengths:''' | *'''Strengths:''' | ||
**Strongest healing in the | **Strongest healing in the T2 class range with [[Acolyte#Heal | Heal]] | ||
**Party-wide defensive buffs with [[Acolyte#Divine Protection | Divine Protection]] and [[Acolyte#Sacred Immunity | Sacred Immunity]] | **Party-wide defensive buffs with [[Acolyte#Divine Protection | Divine Protection]] and [[Acolyte#Sacred Immunity | Sacred Immunity]] | ||
**Can revive fallen allies with [[Acolyte#Reanimation | Reanimation]] | **Can revive fallen allies with [[Acolyte#Reanimation | Reanimation]] | ||
** | **Offensive option with [[Acolyte#Holy Light | Holy Light]] | ||
**Excellent MP regeneration through [[Acolyte#Enlightened Spirituality | Enlightened Spirituality]] | **Excellent MP regeneration through [[Acolyte#Enlightened Spirituality | Enlightened Spirituality]] | ||
| Line 44: | Line 48: | ||
**Low damage output compared to other casters | **Low damage output compared to other casters | ||
**Healing requires being in range of allies | **Healing requires being in range of allies | ||
** | **High MP costs, requires careful management | ||
==Stats== | ==Stats== | ||
Acolytes prioritize [[Stats & Attributes#Wisdom | WIS]] for healing power and MP regeneration, with [[Stats & Attributes#Intelligence | INT]] for their offensive spell. | Acolytes prioritize [[Stats & Attributes#Wisdom | WIS]] for healing power and MP regeneration, with [[Stats & Attributes#Intelligence | INT]] for their offensive spell. | ||
[[Stats & Attributes#Wisdom | WIS]] directly increases WISHealing, making heals more potent, and improves MP regeneration for sustained support. [[Stats & Attributes#Intelligence | INT]] powers Holy Light for when offense is needed. | [[Stats & Attributes#Wisdom | WIS]] directly increases WISHealing, making heals more potent, and improves MP regeneration for sustained support. It also increases their M.Def, so the Acolyte ends up being a durable magical off-tank. [[Stats & Attributes#Intelligence | INT]] powers [[Acolyte#Holy Light | Holy Light]] for when offense is needed. | ||
[[Stats & Attributes#Vitality | VIT]] provides survivability - a dead healer heals no one. [[Stats & Attributes#Dexterity | DEX]] helps Holy Light's blind effect land and improves spell accuracy. | [[Stats & Attributes#Vitality | VIT]] provides survivability - a dead healer heals no one. [[Stats & Attributes#Dexterity | DEX]] helps Holy Light's blind effect land and improves spell accuracy. | ||
=== Class Bonuses=== | === Class Bonuses=== | ||
The Levels in which one receives a certain bonus | The Levels in which one receives a certain bonus | ||
| Line 77: | Line 80: | ||
|1||13||19||26||34||40|| | |1||13||19||26||34||40|| | ||
|} | |} | ||
===Recommended Builds=== | ===Recommended Builds=== | ||
*For a dedicated healer: | *For a dedicated healer: | ||
Maximize WIS for healing power and MP regeneration. VIT secondary for survivability. INT | Maximize WIS for healing power and MP regeneration. VIT secondary for survivability. Leave INT low if you don't need Holy Light damage. | ||
*For a balanced support: | *For a balanced support: | ||
Go 2/3 WIS and 1/3 INT with some VIT. Can contribute damage with Holy Light while maintaining strong heals. | |||
*For a tanky healer: | *For a tanky healer: | ||
WIS and VIT primary. This Acolyte can take hits while keeping the party alive. Useful when positioning is difficult. | WIS and VIT primary. This Acolyte can take hits while keeping the party alive. Useful when positioning is difficult or if an off-tank in the frontline is necessary. | ||
''Note: '' | ''Note: '' | ||
''Acolytes should prioritize keeping allies alive over dealing damage. A living party deals more damage than a dead one.'' | ''Acolytes should prioritize keeping allies alive over dealing damage. A living party deals more damage than a dead one.'' | ||
==Gear== | ==Gear== | ||
| Line 96: | Line 99: | ||
* Weapons | * Weapons | ||
**'''Wands:''' WISHealing bonuses directly improve healing output | **'''Wands:''' WISHealing and C.Chance bonuses directly improve healing output (yes, heals can crit) | ||
**'''Staves:''' M.Atk for Holy Light damage if needed | **'''Staves:''' M.Atk for Holy Light damage if needed | ||
**'''Tomes/Manuals:''' MP/MP Regen for sustained healing | **'''Tomes/Manuals:''' MP/MP Regen for sustained healing | ||
| Line 103: | Line 106: | ||
* Armor | * Armor | ||
**'''Light Armor:''' MP regeneration is crucial for sustained healing | **'''Light Armor:''' MP regeneration is crucial for sustained healing | ||
**'''Medium Armor:''' Balance of defense and MP if survivability is needed | **'''Medium Armor:''' Balance of defense and HP/MP if survivability is needed | ||
**'''Heavy Armor:''' Only 1-2 pieces if the Acolyte is frequently targeted | **'''Heavy Armor:''' Only 1-2 pieces if the Acolyte is frequently targeted or used in the frontline, but they will lose WISHealing from the negative bonus, | ||
* Accessories | * Accessories | ||
**WISHealing accessories directly boost heal amounts | **WIS and WISHealing accessories directly boost heal amounts | ||
**MP Regen accessories ensure you can always heal when needed | **MP Regen accessories ensure you can always heal when needed | ||
**Defensive accessories if survivability is an issue | **Defensive accessories if survivability is an issue | ||
==Scripts== | ==Scripts== | ||
| Line 127: | Line 131: | ||
<pre>{"script":[{"conditions":[{"key":"allyIsKnockedOut","not":null,"number":null},{"key":"allyCellFartherThan","not":false,"number":2}],"action":{"key":"stepToAlly","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyIsKnockedOut","not":null,"number":null}],"action":{"key":"skillReanimation","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyCellFartherThan","not":false,"number":3},{"key":"allyHpLowerThan","not":false,"number":40}],"action":{"key":"stepToAlly","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":40}],"action":{"key":"skillHeal","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillDivineProtection","itemIds":[18005]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillSacredImmunity","itemIds":[18005]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":10}],"action":{"key":"useItem","itemIds":[18005,18006]},"target":{"key":"self"},"cooldown":5},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":70}],"action":{"key":"skillHeal","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":40}],"action":{"key":"skillHolyLight","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":80}],"action":{"key":"skipNextScript","itemId":0},"target":{"key":"self","characterId":0},"cooldown":0},{"conditions":[{"key":"foeNearest","not":null,"number":null},{"key":"foeCellFartherAwayThan","not":false,"number":4}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpHigherThan","not":false,"number":80}],"action":{"key":"skillHolyLight","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"midline"}</pre> | <pre>{"script":[{"conditions":[{"key":"allyIsKnockedOut","not":null,"number":null},{"key":"allyCellFartherThan","not":false,"number":2}],"action":{"key":"stepToAlly","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyIsKnockedOut","not":null,"number":null}],"action":{"key":"skillReanimation","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyCellFartherThan","not":false,"number":3},{"key":"allyHpLowerThan","not":false,"number":40}],"action":{"key":"stepToAlly","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":40}],"action":{"key":"skillHeal","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillDivineProtection","itemIds":[18005]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillSacredImmunity","itemIds":[18005]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":10}],"action":{"key":"useItem","itemIds":[18005,18006]},"target":{"key":"self"},"cooldown":5},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":70}],"action":{"key":"skillHeal","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":40}],"action":{"key":"skillHolyLight","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":80}],"action":{"key":"skipNextScript","itemId":0},"target":{"key":"self","characterId":0},"cooldown":0},{"conditions":[{"key":"foeNearest","not":null,"number":null},{"key":"foeCellFartherAwayThan","not":false,"number":4}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpHigherThan","not":false,"number":80}],"action":{"key":"skillHolyLight","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"midline"}</pre> | ||
===Ideas and suggestions=== | ===Ideas and suggestions=== | ||
''These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle'' | ''These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle'' | ||
*[[Acolyte#Reanimation | Reanimation]] is expensive - save MP for emergencies by not spamming Holy Light. | *[[Acolyte#Reanimation | Reanimation]] is expensive - take care to save MP for emergencies by not spamming Holy Light. | ||
*Keep [[Acolyte#Divine Protection | Divine Protection]] and [[Acolyte#Sacred Immunity | Sacred Immunity]] active for party-wide defense. | *Keep [[Acolyte#Divine Protection | Divine Protection]] and [[Acolyte#Sacred Immunity | Sacred Immunity]] active for party-wide defense. | ||
*Position in the midline to reach both frontline and backline allies with [[Acolyte#Heal | Heal]]. | *Position in the midline to reach both frontline and backline allies with [[Acolyte#Heal | Heal]]. | ||
| Line 137: | Line 140: | ||
*Idle when MP is low to regenerate - this also levels up [[Acolyte#Enlightened Spirituality | Enlightened Spirituality]]. | *Idle when MP is low to regenerate - this also levels up [[Acolyte#Enlightened Spirituality | Enlightened Spirituality]]. | ||
*Adjust HP thresholds based on how much damage your party takes. | *Adjust HP thresholds based on how much damage your party takes. | ||
==Skills== | ==Skills== | ||
| Line 143: | Line 147: | ||
*Max level: 80 | *Max level: 80 | ||
*Range: 2 | *Range: 2 | ||
*Available on: [[Acolyte]], [[ | *Available on: [[Acolyte]], [[Priest]] | ||
*Enhanced by: [[Apprentice#Healing Touch | Healing Touch]] | *Enhanced by: [[Apprentice#Healing Touch | Healing Touch]] | ||
| Line 173: | Line 177: | ||
|} | |} | ||
<br> | <br> | ||
===Enlightened Spirituality=== | ===Enlightened Spirituality=== | ||
''passive'' | ''passive'' | ||
*Max level: 80 | *Max level: 80 | ||
*Available on: [[Acolyte]], [[ | *Available on: [[Acolyte]], [[Priest]] | ||
*Enhanced by: [[Apprentice#Deep Spirituality | Deep Spirituality]] | *Enhanced by: [[Apprentice#Deep Spirituality | Deep Spirituality]] | ||
| Line 207: | Line 210: | ||
|} | |} | ||
<br> | <br> | ||
===Divine Protection=== | ===Divine Protection=== | ||
''active | buff | all allies'' | ''active | buff | all allies'' | ||
*Max level: 80 | *Max level: 80 | ||
*Available on: [[Acolyte]], [[ | *Available on: [[Acolyte]], [[Priest]] | ||
Defensive party buff. Increases the physical and magical defenses of each party member. The increase ranges from 5~10 P.Def and 4~8 M.Def and the duration 4~9 rounds. | Defensive party buff. Increases the physical and magical defenses of each party member. The increase ranges from 5~10 P.Def and 4~8 M.Def and the duration 4~9 rounds. | ||
| Line 245: | Line 247: | ||
|} | |} | ||
<br> | <br> | ||
===Sacred Immunity=== | ===Sacred Immunity=== | ||
''active | buff | all allies'' | ''active | buff | all allies'' | ||
*Max level: 80 | *Max level: 80 | ||
*Available on: [[Acolyte]], [[ | *Available on: [[Acolyte]], [[Priest]] | ||
Defensive party buff. Increases the status defense of each party member. The increase ranges from 7~15 S.Def and the duration 4~9 rounds. | Defensive party buff. Increases the status defense of each party member. The increase ranges from 7~15 S.Def and the duration 4~9 rounds. | ||
| Line 283: | Line 284: | ||
|} | |} | ||
<br> | <br> | ||
===Holy Light=== | ===Holy Light=== | ||
''active | attack | single target | blind'' | ''active | attack | single target | blind'' | ||
*Max level: 80 | *Max level: 80 | ||
*Range: 3 | *Range: 3 | ||
*Available on: [[Acolyte]], [[ | *Available on: [[Acolyte]], [[Priest]] | ||
A shiny burst of holy energy with a chance to blind its target. The chance to apply Blind depends on S.Atk. Damage ranges from 120~160% M.Atk plus 0~50% Wis Healing bonus damage, has 10~20 additional HIT, 0~10 bonus S.Atk and 2~5 rounds of Blind. | A shiny burst of holy energy with a chance to blind its target. The chance to apply Blind depends on S.Atk. Damage ranges from 120~160% M.Atk plus 0~50% Wis Healing bonus damage, has 10~20 additional HIT, 0~10 bonus S.Atk and 2~5 rounds of Blind. | ||
| Line 323: | Line 323: | ||
|} | |} | ||
<br> | <br> | ||
===Reanimation=== | ===Reanimation=== | ||
''active | revive | single target'' | ''active | revive | single target'' | ||
*Max level: 80 | *Max level: 80 | ||
*Range: 1 | *Range: 1 | ||
*Available on: [[Acolyte]], [[ | *Available on: [[Acolyte]], [[Priest]] | ||
*Enhanced by: [[Apprentice#Healing Touch | Healing Touch]] | *Enhanced by: [[Apprentice#Healing Touch | Healing Touch]] | ||
| Line 358: | Line 357: | ||
|} | |} | ||
<br> | <br> | ||
==Titles== | ==Titles== | ||
Latest revision as of 13:59, 8 January 2026
Acolyte
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|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||
| Max Level: | 40 | ||||||||||||
| Base HP/Level: Variable HP/Level: Base MP/Level: |
5 0.4 5 | ||||||||||||
| Unlocks from: Apprentice | |||||||||||||
| Unlocks: Priest | |||||||||||||
|
Class Bonuses
| |||||||||||||
The Gentle Aid
A practitioner of divine magic, that brings forth holy energies to aid their allies. Has stronger healing capabilities and ways to strengthen the party's defenses, as well as a rudimentary attack spell.
Acolytes dedicate themselves to the sacred arts of healing and protection. While Mages and Sorcerers focus on destruction, Acolytes ensure their party survives the onslaught. Their powerful healing spells, defensive buffs, and even the ability to revive fallen allies make them indispensable, specially when tackling challenging regions.
Unlock
The Acolyte is a tier 2 class that is unlocked by leveling the Apprentice class to level 25. As all T2 classes, it retains all of the previous T1 class' skills.
Pros and Cons
Comparisons are made considering classes from the same tier
Acolytes are the premier support class. Heal provides substantial single-target healing with extended range compared to Healing Touch. Divine Protection and Sacred Immunity buff the entire party's defenses.
Their most unique ability is Reanimation, which can bring knocked out allies back into the fight. Holy Light gives them offensive capability with a chance to blind enemies.
Enlightened Spirituality enhances their healing and MP regeneration passively.
As a traditional support class, Acolytes do not deal a lot of damage.
- Strengths:
- Strongest healing in the T2 class range with Heal
- Party-wide defensive buffs with Divine Protection and Sacred Immunity
- Can revive fallen allies with Reanimation
- Offensive option with Holy Light
- Excellent MP regeneration through Enlightened Spirituality
- Weaknesses:
- Low damage output compared to other casters
- Healing requires being in range of allies
- High MP costs, requires careful management
Stats
Acolytes prioritize WIS for healing power and MP regeneration, with INT for their offensive spell.
WIS directly increases WISHealing, making heals more potent, and improves MP regeneration for sustained support. It also increases their M.Def, so the Acolyte ends up being a durable magical off-tank. INT powers Holy Light for when offense is needed.
VIT provides survivability - a dead healer heals no one. DEX helps Holy Light's blind effect land and improves spell accuracy.
Class Bonuses
The Levels in which one receives a certain bonus
| Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 |
|---|---|---|---|---|---|---|---|
| STR | 32 | ||||||
| AGI | 7 | 24 | 36 | ||||
| VIT | 4 | 22 | 30 | ||||
| INT | 10 | 28 | 38 | ||||
| DEX | 16 | 39 | |||||
| WIS | 1 | 13 | 19 | 26 | 34 | 40 |
Recommended Builds
- For a dedicated healer:
Maximize WIS for healing power and MP regeneration. VIT secondary for survivability. Leave INT low if you don't need Holy Light damage.
- For a balanced support:
Go 2/3 WIS and 1/3 INT with some VIT. Can contribute damage with Holy Light while maintaining strong heals.
- For a tanky healer:
WIS and VIT primary. This Acolyte can take hits while keeping the party alive. Useful when positioning is difficult or if an off-tank in the frontline is necessary.
Note:
Acolytes should prioritize keeping allies alive over dealing damage. A living party deals more damage than a dead one.
Gear
Recommended gear for Acolytes
- Weapons
- Wands: WISHealing and C.Chance bonuses directly improve healing output (yes, heals can crit)
- Staves: M.Atk for Holy Light damage if needed
- Tomes/Manuals: MP/MP Regen for sustained healing
- Bucklers: P.Def for survivability
- Armor
- Light Armor: MP regeneration is crucial for sustained healing
- Medium Armor: Balance of defense and HP/MP if survivability is needed
- Heavy Armor: Only 1-2 pieces if the Acolyte is frequently targeted or used in the frontline, but they will lose WISHealing from the negative bonus,
- Accessories
- WIS and WISHealing accessories directly boost heal amounts
- MP Regen accessories ensure you can always heal when needed
- Defensive accessories if survivability is an issue
Scripts
Default
The default script prioritizes keeping allies alive:
- Steps toward knocked out allies
- Uses Reanimation on knocked out allies
- Steps toward low HP allies out of range
- Heals allies below 40% HP
- Maintains Divine Protection buff
- Maintains Sacred Immunity buff
- Uses MP potions when low
- Heals allies below 70% HP
- Uses Holy Light when MP is high
- Steps forward if no enemies in range
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Ideas and suggestions
These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle
- Reanimation is expensive - take care to save MP for emergencies by not spamming Holy Light.
- Keep Divine Protection and Sacred Immunity active for party-wide defense.
- Position in the midline to reach both frontline and backline allies with Heal.
- Holy Light's blind effect can save allies by reducing enemy accuracy.
- Idle when MP is low to regenerate - this also levels up Enlightened Spirituality.
- Adjust HP thresholds based on how much damage your party takes.
Skills
Heal
active | heal | single target
- Max level: 80
- Range: 2
- Available on: Acolyte, Priest
- Enhanced by: Healing Touch
A short range stronger single target healing spell that can heal bad wounds. Enhanced by Healing Touch. Healing amount formula is the following: Healing Touch Healing + (0~4 depending on skill level) * (1.0 WIShealing).
| Skill level | MP Cost | Healing |
|---|---|---|
| 0 | 12 MP | Healing Touch + 0 * WIShealing |
| 20 | 17 MP | Healing Touch + 1 * WIShealing |
| 40 | 22 MP | Healing Touch + 2 * WIShealing |
| 60 | 27 MP | Healing Touch + 3 * WIShealing |
| 80 | 32 MP | Healing Touch + 4 * WIShealing |
Enlightened Spirituality
passive
- Max level: 80
- Available on: Acolyte, Priest
- Enhanced by: Deep Spirituality
Further increases WIS Healing by +0.1 and MP regeneration by +0.1 per level, for a total of 8 WIS Healing and 8 MP Regen at max level. Levels up on idle action in battle.
| Skill level | WIS Healing Bonus | MP Regen Bonus |
|---|---|---|
| 0 | +0 WIS Healing | +0 MP Regen |
| 20 | +2 WIS Healing | +2 MP Regen |
| 40 | +4 WIS Healing | +4 MP Regen |
| 60 | +6 WIS Healing | +6 MP Regen |
| 80 | +8 WIS Healing | +8 MP Regen |
Divine Protection
active | buff | all allies
Defensive party buff. Increases the physical and magical defenses of each party member. The increase ranges from 5~10 P.Def and 4~8 M.Def and the duration 4~9 rounds.
| Skill level | MP Cost | Duration | Defensive Bonus |
|---|---|---|---|
| 0 | 14 MP | 4 rounds | +5 P.Def, +4 M.Def |
| 20 | 18 MP | 5 rounds | +6.25 P.Def, +5 M.Def |
| 40 | 22 MP | 6 rounds | +7.5 P.Def, +6 M.Def |
| 60 | 26 MP | 8 rounds | +8.75 P.Def, +7 M.Def |
| 80 | 30 MP | 9 rounds | +10 P.Def, +8 M.Def |
Sacred Immunity
active | buff | all allies
Defensive party buff. Increases the status defense of each party member. The increase ranges from 7~15 S.Def and the duration 4~9 rounds.
| Skill level | MP Cost | Duration | S.Def Bonus |
|---|---|---|---|
| 0 | 10 MP | 4 rounds | +7 S.Def |
| 20 | 14 MP | 5 rounds | +9 S.Def |
| 40 | 18 MP | 6 rounds | +11 S.Def |
| 60 | 22 MP | 8 rounds | +13 S.Def |
| 80 | 26 MP | 9 rounds | +15 S.Def |
Holy Light
active | attack | single target | blind
A shiny burst of holy energy with a chance to blind its target. The chance to apply Blind depends on S.Atk. Damage ranges from 120~160% M.Atk plus 0~50% Wis Healing bonus damage, has 10~20 additional HIT, 0~10 bonus S.Atk and 2~5 rounds of Blind.
Element: Holy | AoE: No
| Skill level | MP Cost | Damage | Other Effects |
|---|---|---|---|
| 0 | 8 MP | 120% M.ATK + 0% WISHealing | +10 HIT, +0 S.Atk, Blind 2 rounds |
| 20 | 10.5 MP | 130% M.ATK + 12.5% WISHealing | +12.5 HIT, +2.5 S.Atk, Blind 2 rounds |
| 40 | 13 MP | 140% M.ATK + 25% WISHealing | +15 HIT, +5 S.Atk, Blind 3 rounds |
| 60 | 15.5 MP | 150% M.ATK + 37.5% WISHealing | +17.5 HIT, +7.5 S.Atk, Blind 4 rounds |
| 80 | 18 MP | 160% M.ATK + 50% WISHealing | +20 HIT, +10 S.Atk, Blind 5 rounds |
Reanimation
active | revive | single target
- Max level: 80
- Range: 1
- Available on: Acolyte, Priest
- Enhanced by: Healing Touch
Begs for the mercy of the Light, and brings a character back to life, barely clinging to it. Enhanced by Healing Touch. Takes an ally out of KO'd state and heals them for 5~10% of their max HP, plus the equivalent of a Healing Touch worth of healing. Can be used on a living ally and will only heal their HP.
| Skill level | MP Cost | Revival Healing |
|---|---|---|
| 0 | 25 MP | 5% Max HP + Healing Touch |
| 20 | 31.25 MP | 6.25% Max HP + Healing Touch |
| 40 | 37.5 MP | 7.5% Max HP + Healing Touch |
| 60 | 43.75 MP | 8.75% Max HP + Healing Touch |
| 80 | 50 MP | 10% Max HP + Healing Touch |
Titles
Acolyte titles are earned by leveling up the Acolyte class:
| Class level | Title |
|---|---|
| Level 0 | N/A |
| Level 20 | Devoted Healer |
| Level 40 | High Acolyte |