Cleric skills
Grand Totals
- Cleric active skills: 137 726 SP and 1 854 600 000 gold needed to max out.
- Cleric passive skills: 33 120 SP and 378 000 000 gold needed to max out.
- Total Cleric skills: 170 846 SP and 2 232 600 000 gold needed to max out.
- Cleric + Healer skills: 174 036 SP and 2 272 600 000 gold needed to max out.
Cleric active skills
Fast-casting heal. Has a +50% faster cast speed than Heal.
Requirements:
Range: 20 meters Cool time: 2.1 seconds |
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Increases target player's physical attack. Works with Titans, Knights, Rogues, EX-Rogues and Archers.
Requirements:
Range: 20 meters Cool time: 3.5 seconds |
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Increases EXP and SP gain of each party member for the duration of the skill.
Range: 30 meters Cool time: 10 minutes |
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Recovers huge amount of target ally's hit points.
Requirements:
Range: 20 meters Cool time: 2.5 seconds |
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Increases target player's magical attack. Works with Clerics, Mages, Archmages, Sorcerers and Night Shadows.
Requirements:
Range: 20 meters Cool time: 3.5 seconds |
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Removes all harmful effects (stun, stone, poison, bleed and debuffs) from the target. Requires a weapon for casting.
Requirements:
Range: 20 meters Cool time: 1.5 seconds |
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Increases target's magical defense.
Range: 20 meters Cool time: 4 seconds |
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Shoots a strong magic arrow to the target.
Range: 20 meters Cool time: 7 seconds |
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Recovers appointed target's MP.
Range: 20 meters Cool time: 4 seconds |
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Heals all party members within range.
Range: 20 meters Cool time: 10 seconds |
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A sphere from the heavens dealing strong damage to enemies. Requires Light Crystals to cast.
Range: 20 meters Cool time: 10 seconds Elemental Attack: Light Level 2 |
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Sacred aura from the spirit of fallen enemy that can stun multiple enemies. Requires Light Crystals to cast.
Range: 20 meters Cool time: 28.5 seconds Elemental Attack: Light Level 2 |
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Puts the target in a state of dismay. The next time the target is attacked, the damage they receive from the attack will be increased. This skill's duration is how long the skill will "wait" for the monster to be hit so it can give its effect.
Requirements:
Range: 20 meters Cool time: 20 seconds |
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Removes a poison effect from target ally.
Range: 20 meters Cool time: 4 seconds |
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A party buff that increases stats of all party members within range of the 'Soul' spawned after casting this skill.
Requirements:
Range: 2 meters Cool time: 10 minutes |
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Casts a strong lightning bolt from the sky and attacks the target.
Requirements:
Range: 20 meters Cool time: 10 seconds Elemental Attack: Light Level 2 |
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Reduces damage received by target.
Requirements:
Range: 15 meters Cool time: 60 seconds |
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Cures the Witch skill Epidemic.
Requirements:
Range: 20 meters Cool time: 10 seconds |
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Cures the Witch skill Seed of Agony.
Requirements:
Range: 20 meters Cool time: 10 seconds |
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Heals a percentage of the target character's HP.
Requirements:
Range: 20 meters Cool time: 60 seconds |
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Recovers certain percentage of all party members HP.
Requirements:
Range: 15 meters Cool time: 60 seconds |
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A buff that increases the magic defense of all party members using the power of water. Need an item called "Stone of Wise" to cast this. Cannot use magic defense minerals while this skill is in effect.
Requirements:
Range: 20 meters Cool time: 6 seconds |
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Fast-casting heal.
Requirements:
Range: 20 meters Cool time: 2 seconds |
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Recover huge amount of target ally's hit points.
Requirements:
Range: 20 meters Cool time: 2.5 seconds |
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Strong magic attack by power of storm.
Requirements:
Range: 20 meters Cool time: 8 seconds Elemental Attack: Wind Level 2 |
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Instantly recovers 7500 HP of the caster and 6 allies in range and continues to recover 500 HP per second. This skill is not affected by Skill Cool Down Reduction.
Range: 15 meters Cool time: 30 minutes |
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Cleric Passive skills
Permanently increases magical defense when a scepter is equipped.
Requirements:
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Permanently increases physical defense.
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Permanently increases close range evasion.
Requirements:
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Permanently increases your mana regeneration rate. Note that the +12/second increase given by this skill is not added on top of the +10/second increase given by the Healer passive skill Rise Mana. It is simply an upgrade to it.
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Permanently increases magical attack and physical defense.
Requirements:
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Permanently increases maximum health and mana.
Requirements:
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Permanently increases Intelligence.
Requirements:
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