Cleric
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Valuable in parties, Clerics are masters of healing magic. Clerics have a limited selection of attack spells and may also equip decent weapons. Clerics are well-rounded, much like Rangers. Clerics err slightly on the side of magic though, which is reflected by superior natural Intelligence and MP growth when compared to a Ranger. In spite of being limited to cloth armors, Clerics have the best natural physical defense of the four mage classes (Conjurer, Wizard and Warlock being the other three). They can be a fair shot with their weapon too if built for physical battle via appropriate equipment and skill point investment, although they will never be the equal of a similarly designed Ranger, Ninja, Merchant or Soldier.
Contents
Equipment
Clerics can equip weapons ranging from Staves to Daggers and Kris. They are limited to cloth armor. In their offhand slot Clerics can equip Bracelets and Necklaces.
Skill Trees
Skill Trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with available skill points. There are two ways to gain additional points:
- Gain an experience level, which grants one point.
- Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.
As of v1.68 this allows for a maximum of 30 points to spend.
Support Tree |
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Branch | Level | Description | Image |
Placeholder branch | ?? | Placeholder description text. |
Support Tree Overview
"Overview information goes here."
Wrath Tree |
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Branch | Level | Description | Image |
Placeholder branch | ?? | Placeholder description text. |
Wrath Tree Overview
"Overview information goes here"
Abilities
Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.
Ability | MP Cost | Level | Description |
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Heal | 5 | 1 | Heals a single target for a low amount of HP. |
Smite | 5 | 3 | Inflicts direct damage on a single target: 10% base chance to instant kill. |
Detox | 7 | 5 | Removes the poison status from one ally. |
HealMore | 12 | 7 | Heals an ally for a moderate amount of HP. |
Poison | 5 | 8 | Chance to poison a single target. |
Sleep | 4 | 9 | 50% base chance to put one enemy to sleep. |
Sight | 5 | 11 | Dispels Blind |
Harden | 10 | 12 | Increases physical defense of one ally. |
HealWave | 25 | 14 | Heals all allies for a small amount of HP. |
Redeem | 21 | 15 | 40% base chance to revive one ally from death. |
Soften | 6 | 18 | Lowers the defense of a single target. |
Dream | 3 | 21 | Awakens a sleeping ally and heals all allies. Has no effect if no ally is asleep. |
Sanity | 14 | 25 | Dispels the confuse status from all allies. |
Ability | MP Cost | Level | Description |
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HealMost | 25 | 25 | Heals an ally for a large amount of HP. |
Goodnight | 17 | 15 | 30% base chance to sleep all enemies. |
Nightmare | 12 | 25 | Inflicts major damage on a sleeping target. |
Ability | MP Cost | Level | Description |
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Judgment | 20 | 10 | 10% base chance to instant kill an enemy group. |
Toxify | 9 | 10 | 40% base chance to poison an enemy group. |
Classes |
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Ranger • Soldier • Cleric • Wizard • Merchant • Conjurer • Ninja • Warlock |