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Cleric

Cleric

Role: Sustain / Healer
HP: 9 | MP: 7

"A bearer of sacred preservation who keeps allies from being lost to the dark. Clerics sustain the party through healing, protection, and light-bound resolve."

Starting Dice: Holy Bonk (Staff Bonk), Heal (x2), Meditate (x2), Miss

Base Abilities

AbilityLevel 1Level 2 (+)Level 3 (++)
Holy Bonk1 dmg + Grace scaling (Melee)2 dmg + Grace scaling (Melee)3 dmg + Grace scaling (Melee)
HealRestore 3 HP to ally -1 MPRestore 5 HP -1 MPRestore 7 HP -1 MP
Meditate+2 MP. Gain Grace 2+4 MP. Gain Grace 2+6 MP. Gain Grace 3

Learnable Abilities

AbilityLevel 1Level 2 (+)Level 3 (++)
RejuvenateCantrip: Grace 1. Active: heal 3 HP -2 MPCantrip: Grace 1. Active: heal 4 HP -2 MPCantrip: Grace 1. Active: heal 5 HP -2 MP
Divine RadianceHeal all allies 5 HP -2 MP. ExhaustHeal all allies 7 HP -2 MP. ExhaustHeal all allies 9 HP -2 MP. Exhaust
Gift of ZenAlly: Zen 3 (bonus dmg at full HP) -2 MPAlly: Zen 4 -2 MPAlly: Zen 6 -2 MP