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Cleric

Clerics are former apprentice clergymen who have completed their training. For thousands of years, the Clerics are a group that has devoted their lives to studying and worshipping the goddesses.
Clerics have various skills that can either heal or buff allies in battle. They are largely a support class but they can be developed into a profession that plays a larger role in the front-lines as well as behind the scenes as support.

SKILLS

  • CureMagic

    Cure allies with a Lv. 1 status ailment or inflict damage on enemies.

  • FadeNone

    Erases the threat of monsters making them stop any attacks on you.

  • HealMagic

    Restores the HP of a selected target. The amount of HP restored depends on the caster's Healing stat.

  • Guardian SaintNone

    Increases the caster's Healing ability.

  • SmiteStrike

    Strike down enemies with a powerful attack. Deals additional damage to Mutant- and Demon-type enemies.

ATTRIBUTES

  • Cure: Enhance

    * Increases the skill factor of [Cure] by 0.5% per attribute level
    * +10% added increase at maximum level

  • Heal: Enhance

    * Increases the heal factor of [Heal] by 0.5% per attribute level
    * +10% added increase at maximum level

  • Heal: Linger

    * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal
    * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat
    * Increases SP consumption by 30%

  • Guardian Saint: Enhance

    * Increases [Guardian Saint]'s healing increasing effects by 0.5% per attribute level
    * +10% added increase at maximum level

  • Cloth Mastery: Magic

    * Can equip [Cloth] armor
    * When equipped with 4 pieces of [Cloth] armor, reduces magic damage taken in proportion to equipment grade
    * Effect is dependent on your lowest equipment grade
     
     - [Normal]: Magic damage taken -5%
     - [Magic]: Magic damage taken -7.5%
     - [Rare]: Magic damage taken -10%
     - [Unique]: Magic damage taken -12.5%
     - [Legend]: Magic damage taken -15%

  • Plate Mastery: Defense

    * Can equip [Plate] armor
    * When equipped with 4 pieces of [Plate] armor, reduces physical damage taken in proportion to equipment grade
    * Effect is dependent on your lowest equipment grade
     
     - [Normal]: Physical damage taken -5%
     - [Magic]: Physical damage -7.5%
     - [Rare]: Physical damage -10%
     - [Unique]: Physical damage taken -12.5%
     - [Legend]: Physical damage taken -15%

  • Leather Mastery: Dexterity

    * Can equip [Leather] armor
    * When equipped with 4 pieces of [Leather] armor, increases the maximum critical rate in proportion to equipment grade
    * Maximum critical rate increased by 10% regardless of equipment grade
    * Effect is dependent on your lowest equipment grade
     
     - [Normal]: Critical rate +4%
     - [Magic]: Critical rate +8%
     - [Rare]: Critical rate +12%
     - [Unique]: Critical rate +16%
     - [Legend]: Critical rate +20%

  • Use Maces

    * Can equip [Mace] type weapons

  • Smite: Enhance

    * Increases the skill factor of [Smite] by 0.5% per attribute level
    * +10% added increase at maximum level

  • One-handed Blunt Mastery: Healing

    * Increases Healing by 2% per attribute level when equipping a one-handed blunt weapon.

  • Use Rods

    * Can equip [Rod] type weapons

  • Weapon Swap

    * Can change weapons

  • Use One-handed Swords

    * Can equip [One-handed Sword] type weapons

  • Use Two-handed Blunt Weapon

    * Can equip [Two-handed Blunt] type weapons

  • Two-handed Blunt Mastery: Strike

    * Strike damage +10% when equipping a [Two-handed Blunt] weapon