Cleric Skill Guide
II. Stats
III. Magician Skills
IV. More Mp ( Magician)
V. Faster Leveling ( Magician)
VI. Advancing to Cleric
VII. Cleric Skills
VIII. Party Cleric
IX. Solo Cleric
X. Hybrid Cleric
XI. Blood Cleric
XII. Meso Cleric
XIII. Buff Cleric
XIV. Luckless Cleric
XV. Luck Cleric
XVI. Scrolling
XVII. Pets
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I.Introduction
Welcome to my Cleric guide, it's my first but that doesn't matter,
this guide focuses on what skills you should put, but its all your choice
in the end, diversity is what makes the game
interesting you know. Well lets get this started.
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II.Stats
Well when you roll your stats its recommended you get
4 or 5 - str
4 or 5 - dex
I recommend you aim for 4/4 though because you would be slighty stronger.
Also upon lvl up its best suggested to put points into INT first and then
add the needed LCK when you need actually need it, in order to gain more mp.
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III.Magician Skills
When you reach lvl 8 you can officially become a magician, you have 64
skill points to use until you advance to Cleric, there are two builds you
can take from here. And if you choose to become a Party Cleric it is
recommended you scroll down to read the Party Cleric Skills section first.
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IV.More Mp (Magician)
If you would like more mp over faster leveling then you should also
follow this build, you should also follow this build if there is someone
who's going to train you all the way until you get energy bolt
8 - Improving MP Recovery +1 - 1
9 - Improving MP Recovery +3 - 4
10- Improving MP Recovery +1 - 5 / Improving Max MP Increase + 2 - 2
11- Improving Max MP Increase +3 - 5
12- Improving Max MP Increase +3 - 8
13- Improving Max MP Increase +2 - 10 (Complete) / Energy Bolt +1 - 1
14- Improving MP Recovery +3 - 8
15- Improving MP Recovery +3 - 11
16- Improving MP Recovery +3 - 14
17- Improving MP Recovery +2 - 16 (Complete) - Magic Claw +1 - 1
18- Magic Claw - +3 - 4
19- Magic Claw - +3 - 7
20- Magic Claw - +3 - 10
21- Magic Claw - +3 - 13
22- Magic Claw - +3 - 16
23- Magic Claw - +3 - 19
24- Magic Claw - +1 - 20 (Complete) / Magic Guard - +2 - 2
25- Magic Guard - +3 - 5
26- Magic Guard - +3 - 8
27- Magic Guard - +3 - 11
28- Magic Guard - +3 - 14
29- Magic Guard - +3 - 17
30- Magic Guard - +3 - 20 (Complete)
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V.Faster Leveling (Magician)
If you choose to level faster or you have no one to train you until
you get bolt, or maybe this is just your first character then this
will be simpler for you.
8 - Energy Bolt +1 - 1
9 - Improving MP Recovery +3 - 3
10- Improving MP Recovery +2 - 5 / Improving Max MP Increase + 1 - 1
11- Improving Max MP Increase +3 - 4
12- Improving Max MP Increase +3 - 7
13- Improving Max MP Increase +3 - 10 (Complete)
14- Improving MP Recovery +3 - 8
15- Improving MP Recovery +3 - 11
16- Improving MP Recovery +3 - 14
17- Improving MP Recovery +2 - 16 (Complete) - Magic Claw +1 - 1
18- Magic Claw - +3 - 4
19- Magic Claw - +3 - 7
20- Magic Claw - +3 - 10
21- Magic Claw - +3 - 13
22- Magic Claw - +3 - 16
23- Magic Claw - +3 - 19
24- Magic Claw - +1 - 20 (Complete) / Magic Guard - +2 - 2
25- Magic Guard - +3 - 5
26- Magic Guard - +3 - 8
27- Magic Guard - +3 - 11
28- Magic Guard - +3 - 14
29- Magic Guard - +3 - 17
30- Magic Guard - +3 - 20 (Complete)
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VI.Advancing to Cleric
Go see Grendal the Really Old and he will give you a letter to take to
the 2nd job instructer in Victoria Road: Forest North of Ellinia. Once
you give him the letter, you will enter a map full of monsters,
defeat these monsters for "Dark Marbles" and you gain no exp for killing
these monsters. You must collect 30 when you are finished collecting these
marbles go talk to the Npc ( Non-player character) on the map and talk to
the 2nd job instructor and you shall recieve a "Proof of Hero" which you
give to Grendel the Really Old and you then choose what you wish to advance
to,
since you are reading this I am assuming you want to become a Cleric.
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VII.Cleric Skills
Now that you are a Cleric you have 3 builds to take - Party, Solo, or Hybrid
If you decide to be a Party Cleric, then you strictly train at undead
monster
or in a party, If you are a Solo Cleric then you train by yourself, and if
your a Hybrid then your half a Party Cleric and Half a Solo Cleric.Also
Cleric
are unique because they have the ability to heal they're hp unlike other
classes.
You also have 121 Skill points to use during 2nd job.
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VIII.Party Cleric
If you choose to become a Party Cleric, then you have the option of getting
Str or add hp
using ap it should have the same effect which should make you a Blood
Cleric.Along with
raising Int and Lck. Since your a Party Cleric and your attack damage
doesn't really apply to you,
the choice to get Str and gain more hp is open to you. The benefit to more
hp is, your
heal damage will increase slightly, not much but slighty, and that you'll
have more hp
and will last longer and be able to support your party more. If you do
choose to get str
then you should just get the minimum Str needed to equip the mace of your
level. I suggest
you get some Str before you become a Cleric so that hp increased will stack.
At level 40 you have the choice to go with Parties more by getting Bless or
to go train on
undead monsters more by getting Mp Eater. I chose to do Bless but it doesn't
matter
whether you choose Bless or Mp eater. Just how you train will vary. Since
you are a Party
Cleric you don't need to get invincible early because you'll be heal killing
and undead monsters
don't really do much. Also Magic Armour at lvl 11 doesn't do much, it should
be left at 11 and
maxed later. I chose to take Magic Armour, because it gives +40 def at maxed
and will be
used unlike the lvl 8 Holy Arrow.
If you are a Party Cleric these should be your skills-
30- Teleport +1 - 1
31- Heal +3 - 3
32- Heal +3 - 6
33- Heal +3 - 9
34- Heal +3 - 12
35- Heal +3 - 15
36- Heal +3 - 18
37- Heal +3 - 21
38- Heal +3 - 24
39- Heal +3 - 27
40- Heal +3 - 30 (Complete)
41- Invincible +3 - 3
42- Invincible +2 - 5 / Bless +1 - 1
43- Bless +3 - 4
44- Bless +3 - 7
45- Bless +3 - 10
46- Bless +3 - 13
47- Bless +3 - 16
48- Bless +3 - 19
49- Bless +1 - 20 (Complete) / Mp Eater +2 - 2
50- Mp Eater +3 - 5
51- Mp Eater +3 - 8
52- Mp Eater +3 - 11
53- Mp Eater +3 - 14
54- Mp Eater +3 - 17
55- Mp Eater +3 - 20 (Complete)
56- Invincible +3 - 8
57- Invincible +3 - 11
58- Invincible +3 - 14
59- Invincible +3 - 17
60- Invincible +3 - 20 (Complete)
61- Teleport +3 - 4
62- Teleport +3 - 7
63- Teleport +3 - 10
64- Teleport +3 - 13
65- Teleport +3 - 16
66- Teleport +3 - 19
67- Teleport +1 - 20 (Complete)/Magic Armour +2 - 2
68- Magic Armour- +3 - 5
69- Magic Armour- +3 - 8
70- Magic Armour- +3 - 11
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IX.Solo Cleric
Being a Solo Cleric means you do not have the option to get Str, as it will
hinder you more than
help you. Being a Solo Cleric means an easier time during your 3rd job
Advancement as you
have Holy Arrow and the ability to fight things that a Party Cleric
can't.Also at the end you
should have 1 extra skill point left, the only skills left you can put
points into are either
magic armour or bless at this point, either one is fine as its lvl 1 and its
better than
getting a lvl 2 magic bolt.It is your choice to max it or not later.
Your skills should look like this-
30- Teleport +1 - 1
31- Heal +3 - 3
32- Heal +3 - 6
33- Heal +3 - 9
34- Heal +3 - 12
35- Heal +3 - 15
36- Heal +3 - 18
37- Heal +3 - 21
38- Heal +3 - 24
39- Heal +3 - 27
40- Heal +3 - 30 (Complete)
41- Holy Arrow +3 - 3
42- Holy Arrow +3 - 6
43- Holy Arrow +3 - 9
44- Holy Arrow +3 - 12
45- Holy Arrow +3 - 15
46- Holy Arrow +3 - 18
47- Holy Arrow +3 - 21
48- Holy Arrow +3 - 24
49- Holy Arrow +3 - 27
50- Holy Arrow +3 - 30 (Complete)
51- Invincible +3 - 3
52- Invincible +3 - 6
53- Invincible +3 - 9
54- Invincible +3 - 12
55- Invincible +3 - 15
56- Invincible +3 - 18
57- Invincible +2 - 20 (Complete) / Mp Eater +1 - 1
58- Mp Eater +3 - 4
59- Mp Eater +3 - 7
60- Mp Eater +3 - 10
61- Mp Eater +3 - 13
62- Mp Eater +3 - 16
63- Mp Eater +3 - 19
64- Mp Eater +1 - 20 (Complete) / Teleport +2 - 3
65- Teleport +3 - 6
66- Teleport +3 - 9
67- Teleport +3 - 12
68- Teleport +3 - 15
69- Teleport +3 - 18
70- Teleport +2 - 20 (Complete) / Bless + 1 - 1 / Magic Armour + 1 - 1
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X.Hybrid Cleric
If you are a Hybrid Cleric you take the helpful skills of Party Clerics and
Solo Clerics
and you don't either really focus on partying or going solo more of an
inbetween.
You also have the choice to take Str but its not highly recommended as you
get Holy
Arrow. At the end you have a choice to take Magic Armour or Teleport, if you
chose
Magic Armour you'll up with 19 which you will max later, and if you chose
Teleport
you'll end up with 20 (Max), I suggest Teleport. The benefit to Teleport is
more distant and
less mp cost, the benefit to Magic Armour is more def.
Your Skills should look like this-
30- Teleport +1 - 1
31- Heal +3 - 3
32- Heal +3 - 6
33- Heal +3 - 9
34- Heal +3 - 12
35- Heal +3 - 15
36- Heal +3 - 18
37- Heal +3 - 21
38- Heal +3 - 24
39- Heal +3 - 27
40- Heal +3 - 30 (Complete)
41- Holy Arrow +3 - 3
42- Holy Arrow +3 - 6
43- Holy Arrow +3 - 9
44- Holy Arrow +3 - 12
45- Holy Arrow +3 - 15
46- Holy Arrow +3 - 18
47- Holy Arrow +3 - 21
48- Holy Arrow +3 - 24
49- Holy Arrow +3 - 27
50- Holy Arrow +3 - 30 (Complete)
51- Invincible +3 - 3
52- Invincible +3 - 6
53- Invincible +3 - 9
54- Invincible +3 - 12
55- Invincible +3 - 15
56- Invincible +3 - 18
57- Invincible +2 - 20 (Complete) / Mp Eater +1 - 1
58- Bless +3 - 3
59- Bless +3 - 6
60- Bless +3 - 9
61- Bless +3 - 12
62- Bless +3 - 15
63- Bless +3 - 18
64- Bless +2 - 20 (Complete) / Teleport +1 - 2 ~ Magic Armour +1 - 1
65- Teleport +3 - 5 ~ Magic Armour +3 - 4
66- Teleport +3 - 8 ~ Magic Armour +3 - 7
67- Teleport +3 - 11 ~ Magic Armour +3 - 10
68- Teleport +3 - 14 ~ Magic Armour +3 - 13
69- Teleport +3 - 17 ~ Magic Armour +3 - 16
70- Teleport +3 - 20 (Complete) ~ Magic Armour +3 - 19
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XI.Blood Cleric
Blood clerics are party/solo/hybrid clerics that choose to raise they're hp
using ap points along with LCK and INT they have less magic atk,magic def,
and mp
as they're exta points used in int would be used in hp but they can survive
high level
monsters without magic guard which becomes useful later on.
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XII.Meso Cleric
Are clerics that want to make many mesos so they tend to put skills that
would reduce
they're cost on pots.Note all cleric skills reduce the use of pots so they
all
can be considered Meso Cleric skills, the skills listed below should be the
most
beneficial in saving mesos.And in Holy arrows case it saves meso by reducing
the hits
needed to kill a monster.And Magic Armour is used beacuse if you chose not
to get
holy arrow it is then useless at that point.Also this builds saves mesos
which can be used
to fund other characters if that is what you are making a cleric for.
If you are a Meso Cleric these should be your skills-
30- Heal +1 - 1
31- Heal +3 - 4
32- Heal +3 - 7
33- Heal +3 - 10
34- Heal +3 - 13
35- Heal +3 - 16
36- Heal +3 - 19
37- Heal +3 - 22
38- Heal +3 - 25
39- Heal +3 - 28
40- Heal +2 - 30 (Complete) / Mp Eater +1 - 1
41- Mp Eater + 3 - 4
42- Mp Eater + 3 - 7
43- Mp Eater + 3 - 10
44- Mp Eater + 3 - 13
45- Mp Eater + 3 - 16
46- Mp Eater + 3 - 19
47- Mp Eater + 1 - 20 (Complete) / Invincible + 2 - 2
48- Invincible + 3 - 5
49- Invincible + 3 - 8
50- Invincible + 3 - 11
51- Invincible + 3 - 14
52- Invincible + 3 - 17
53- Invincible + 3 - 20 (Complete)
54- Teleport + 3 - 3
55- Teleport + 3 - 6
56- Teleport + 3 - 9
57- Teleport + 3 - 12
58- Teleport + 3 - 15
59- Teleport + 3 - 18
60- Teleport + 2 - 20 (Complete) / Bless + 1 - 1 / Holy Arrow +1 - 1
61- Bless + 3 - 4 / Holy Arrow +3 - 4
62- Bless + 3 - 7 / Holy Arrow +3 - 7
63- Bless + 3 - 10 / Holy Arrow +3 - 10
64- Bless + 3 - 13 / Holy Arrow +3 - 13
65- Bless + 3 - 16 / Holy Arrow +3 - 16
66- Bless + 3 - 19 / Holy Arrow +3 - 19
67- Bless + 1 - 20 (Complete) / Magic Armour + 2 - 2 / Holy Arrow +3 - 22
68- Magic Armour + 3 - 5 / Holy Arrow +3 - 25
69- Magic Armour + 3 - 8 / Holy Arrow +3 - 28
70- Magic Armour + 3 - 11 / Holy Arrow +2 - 30 (Complete) / Bless +1 - 1
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XIII.Buff Cleric
Buff Clerics are clerics that choose to raise more support skills to help
them survive
like magic armour,bless and later on 3rd job skills.Magic Armour isn't as
helpful as teleport
or mp eater but it does give a little more defense. They're more known for
using many support skills
at once to increase they're stats and to reduce damage. In short they're
people who prefer to take
less damage by increasing they're equipments with defense/magic defense
augments and such.Note
Buff Clerics do not need holy arrow as it is not required to become one.
If you are a Buff Cleric this should be your skills
30- Teleport +1 - 1
31- Heal +3 - 3
32- Heal +3 - 6
33- Heal +3 - 9
34- Heal +3 - 12
35- Heal +3 - 15
36- Heal +3 - 18
37- Heal +3 - 21
38- Heal +3 - 24
39- Heal +3 - 27
40- Heal +3 - 30 (Complete)
41- Invincible +3 - 3
42- Invincible +3 - 6
43- Invincible +3 - 9
44- Invincible +3 - 12
45- Invincible +3 - 15
46- Invincible +3 - 18
47- Invincible +2 - 20 (Complete) / Bless +1 - 1
48- Bless +3 - 4
49- Bless +3 - 7
50- Bless +3 - 10
51- Bless +3 - 13
52- Bless +3 - 16
53- Bless +3 - 19
54- Bless +1 - 20 (Complete) / Teleport + 2 - 3
55- Mp Eater +1 - 1 / Teleport + 2 - 5
56- Teleport +3 - 8
57- Teleport +3 - 11
58- Teleport +3 - 14
59- Teleport +3 - 17
60- Teleport +3 - 20 (Complete)
61- Mp Eater +3 - 4
62- Mp Eater +3 - 7
63- Mp Eater +3 - 10
64- Mp Eater +1 - 11 / Magic Armour - +2 - 2
65- Magic Armour - +3 - 5
66- Magic Armour - +3 - 8
67- Magic Armour - +3 - 11
68- Magic Armour - +3 - 14
69- Magic Armour - +3 - 17
70- Magic Armour - +3 - 20 (Complete)
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XIV.Luckless Cleric
A Luckless Cleric caps his LCK at a certain lvl or does not raise it, in
exchange
for more INT or to raise hp making it a Blood Luckless Cleric.They have more
magic atk and mp due to the extra INT but lack def and mdef, due to the fact
that they cannot wear many high level armour, also the extra INT gives more
magic defense but the magic defense from the armour that other clerics get
is lost
so they generally have less magic defense.Though they usually scroll they're
overalls
with LCK so they can wear high level armours.
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XV.Luck Cleric
Luck Clerics are the opposite of Luckless Clerics as they put all they're
extra
points into LCK and wear equipments that increase LCK over INT.They have
more
avoidability than clerics that raise int, and they tend to do less
damage,have less
mp and magic def.It is unconfirmed if the extra luck causes Luck Clerics to
lose less
exp than other clerics.
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XVI.Scrolling
-Overall
Party - Scroll overalls with overall for def 10% as they give defense,
magic defense,and hp or overall for int for INT resulting in more magic def,
mp,and heal damage.
Solo - Its suggested that only overall for int is used to increase magic
damage.
Hybrid - Should also use overall for def 10% or overall int as they both
benefit them.
Blood - Should use overall for def 10% as it gives defense,magic defense,and
most
importantly hp.The extra defense and magic defense reduces damage which is
great for Blood
Clerics.
Buff - overall for def 10%,overall for int are useful as they both increase
defensive stats
though overall dex can be used to though it isn't highly recommended as it
will mostly just
raise avoidability, but overall for lck is better for that as then more
points can be used in
int to raise magic def and the lck provides more avoid.
Luckless - Overall for int to increase the damage done or overall for lck in
order to wear high
lvl equipments and the lck increases avoidability than the dex from overall
dex would.
Luck - Overall for Lck mainly to just increase the amount of LCK you have.
-Gloves
There are no beneficial scrolls for magician gloves so they are usually
bought clean
though scrolling mage gloves with glove for dex 10% may add a little more
avoidablity
and as most mage gloves are usually sold without anything gloves with dex
should be sold
generally the same price so there is no loss.
-Shoes
Shoes should be scrolled with either shoe for jump or shoe for speed for
traveling purposes
,shoe for jump benefits clerics by allowing them to jump over enemies
unharmed and then attacking
them and the +3 dex from shoe for jump 10% gives a slight bit of avoid,
while shoe for speed merely
speeds along traveling when used with teleport.Shoe for dex can be used to
though these shoes don't
tend to sell as much,shoe for dex gives more avoidability than shoe for
jump.
-Helm
Helm for def can be used for Buff Clerics but it is also recommended that
all types of clerics use helm
for hp as they are very helpful, since helms have 7 slots it allows more
chances to make helms give much
hp.
-Cape
Buff- can either use cape for def 10% as it gives def and 10 hp or cape for
magic def 10% which
gives 10 mp though magic defense is more useful sometimes the hp given from
cape for def 10% is more
helpful in my opinion.
Blood- should use cape for hp to increase they're hp even further.A cape
with str may also be switched
upon to be worn during lvl up to increase amount of hp slightly.
Party- cape for int for more magic defense,mp, and heal damage, cape for hp
for the extra hp or
cape for def/magic def for the extra defensive boost.A cape with str can
also be made during lvl up
to increase total of str to gain a slight bit of more hp.
Solo- cape for int to increase damage or cape for hp to gain more hp to
survive at monsters while training
alone.
Luckless- cape for lck to help wear high lvl equipments or cape for int to
increase damage.
Lck- cape for lck to gain more lck
-Shield
shields should be scrolled with shield for def 10% as it gives hp which is
helpful to all clerics
also the extra def from all shield def scrolls help reduce damage taken
which is useful too
as there are few magician shields so mesos used to get a good shield will
only be used
a few number of times unlike scrolling overalls and such.
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XVII.Pets
Regarding pets, all classes find them useful in picking up items or for
attracting
attention.They are however more helpful for clerics that train using heal as
they tend to group kill monsters and rarely loot they're drops as they move
onto the
next group.So the pet would merely run through and pick up the items leaving
the time
that would've been used to pick up items to be used on killing monsters.
