"The Seven Gods may be almighty, but they hardly expect to fight their own wars. Thus an order of ascetics devoted to the Seven Gods and practiced in the arts of war and healing carries out the will of the divine.
These men and women are trained to transform a spartan diet of crickets and snow into the raw strength necessary to turn the tide in any holy war. They restore and regenerate their allies as thoroughly as they annihilate their foes.
Enemies of Source and all unrighteous magic, Clerics are the cleansing hand of the gods made manifest. For centuries, Clerics have worked alongside the Order of the Source Hunters to purify the land of evil magic."
- Holy Hand Grenade
- Leather Armor
- Mace and Shield
- Clerics are best used in a support role, and shouldn't be the first line of attack in any fight. In fact, a Cleric's melee weapon should be the last resort.
- Clerics are generally pretty low on defense, and should stay protected.
- Do not have more than 1 Cleric in your party. You can have two healers, but only one should be specialized purely in healing (i.e., a Cleric); the other should only have a healing Skill as a secondary.
Every time you hit or get hit, your gear has a 50% chance of not losing durability.
Increases your damage by crushing weapons by 10%.
Increase both the damage of your melee attacks and your movement speed at the cost of your precision. (Toggle Stance.)
Heal X Vitality on a target for 3 turns.