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Official Outfit

Healer

Priest

The Healer's Outfit is designed for priests dedicated to healing wounds and protecting their allies. It grants them powerful healing skills and the ability to enhance the resilience of their group.

Phys. Def.

+1

Mag. Def.

+1

Dur.

6

Resistances

Wind Dark

Weaknesses

None listed.

Official Codex

Starting arsenal

The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.

Main hand

Divine Scepter

WIS +1 · 1d6 · 10 m · Holy
Test
WIS +1
Damage
1d6
Damage type
Holy
Range
10 m
Usage
Two-handed
Price
60 NX
Requirements WIS 2

Official Codex

Abilities

Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.

Divine Fervor

Combat Movement Support

The character deeply connects to their faith and draws upon divine power to regenerate their spiritual energy. For 2 rounds, they recover 1d4 MP at the end of each round.

Limitation 1× per encounter

Evolutions

LVL 3

MP recovery increases to 2d4 MP per round.

LVL 5

MP recovery lasts for 3 rounds.

LVL 7

MP recovery increases to 2d6 MP per round.

Light Spear

Mixed Double Magic · WIS MP 2 → 3 Range 20 m

The character creates a spear of light and hurls it at a distant enemy, dealing 1d4+1 piercing and sacred damage for a cost of 2 MP. Additionally, the targeted enemy has its DEF MAG reduced by -1 for 1 round.

Cooldown 1 turn

Evolutions

LVL 3

Damage increases to 2d4+2.

LVL 5

The Def MAG penalty for affected enemies decreases to -2.

LVL 7

Damage increases to 2d6+4, and the cost increases to 3 MP.

Purifying Light

Mixed Double Magic · WIS MP 2 → 3

The character releases an intense sacred light around them, dealing 1d4+1 sacred damage to enemies within a 2-meter radius for a cost of 2 MP. Additionally, this light dazzles the affected enemies, preventing them from acting for 1 round.

Cooldown 1 turn

Evolutions

LVL 2

Damage increases to 2d4+2.

LVL 4

The range increases to a 5-meter radius.

LVL 6

Damage increases to 2d6+4, and the cost increases to 3 MP.

Divine Protection

Mixed Double Support MP 3 → 5

The character invokes divine protection to strengthen the resistance of their allies for a cost of 3 MP. For 2 rounds, all allies gain a +1 bonus to their Def PHY and Def MAG.

Cooldown 2 turns

Evolutions

LVL 2

The bonus to Def PHY and Def MAG increases to +2.

LVL 4

The bonus to Def PHY and Def MAG increases to +3, and the cost increases to 4 MP.

LVL 6

The bonus to Def PHY and Def MAG increases to +4, and the cost increases to 5 MP.

Protective Purification

Mixed Double Support MP 2 → 4

The character instantly heals all status ailments (poisoning, burning, confusion, etc.) affecting a targeted ally for a cost of 2 MP. Additionally, the character bestows a temporary magical shield on the target, protecting them from new status ailments for 1 round.

Cooldown 2 turns

Evolutions

LVL 3

The shield lasts for 2 rounds.

LVL 5

The shield restores 1d4+1 HP per round, and the cost increases to 3 MP.

LVL 7

The shield restores 1d6+1 HP per round, and the cost increases to 4 MP.

Revitalization

Mixed Attack Support MP 2 → 4

The character channels their healing power to revive an unconscious character they are in contact with, at a cost of 2 MP. It immediately stops the deterioration of the unconscious character's hit points (without making a stabilization test) and restores 1d4+1 HP.

Evolutions

LVL 2

Revitalization restores 2d4+1 HP.

LVL 4

Revitalization restores 2d4+3 HP, and the cost increases to 3 MP.

LVL 6

Revitalization restores 3d4+5 HP, and the cost increases to 4 MP.

Healing

Mixed Attack Support MP 1 → 3 Range 10 m

The character heals their wounds or those of an ally. By spending 1 MP, they restore 1d4+2 HP. This ability can be used at a distance of up to 10 meters.

Evolutions

LVL 2

Healing restores 2d4+2 HP.

LVL 4

Healing restores 2d4+2 HP.

LVL 6

Healing restores 3d4+8 HP for a cost of 3 MP.

Collective Healing

Mixed Double Support MP 3 → 5 Range 10 m

The character heals their wounds and those of their allies. By spending 3 MP, they restore 1d4 HP to all player characters within a radius of 10 meters.

Cooldown 1 turn

Evolutions

LVL 3

Collective Healing restores 2d4 HP.

LVL 5

Collective Healing restores 2d4+4 HP for a cost of 4 MP.

LVL 7

Collective Healing restores 3d4+6 HP for a cost of 5 MP.