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
- Test
- WIS +1
- Damage
- 1d6
- Damage type
- Holy
- Range
- 10 m
- Usage
- Two-handed
- Price
- 60 NX
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
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
MP recovery increases to 2d4 MP per round.
MP recovery lasts for 3 rounds.
MP recovery increases to 2d6 MP per round.
Light Spear
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
Damage increases to 2d4+2.
The Def MAG penalty for affected enemies decreases to -2.
Damage increases to 2d6+4, and the cost increases to 3 MP.
Purifying Light
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
Damage increases to 2d4+2.
The range increases to a 5-meter radius.
Damage increases to 2d6+4, and the cost increases to 3 MP.
Divine Protection
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
The bonus to Def PHY and Def MAG increases to +2.
The bonus to Def PHY and Def MAG increases to +3, and the cost increases to 4 MP.
The bonus to Def PHY and Def MAG increases to +4, and the cost increases to 5 MP.
Protective Purification
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
The shield lasts for 2 rounds.
The shield restores 1d4+1 HP per round, and the cost increases to 3 MP.
The shield restores 1d6+1 HP per round, and the cost increases to 4 MP.
Revitalization
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
Revitalization restores 2d4+1 HP.
Revitalization restores 2d4+3 HP, and the cost increases to 3 MP.
Revitalization restores 3d4+5 HP, and the cost increases to 4 MP.
Healing
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
Healing restores 2d4+2 HP.
Healing restores 2d4+2 HP.
Healing restores 3d4+8 HP for a cost of 3 MP.
Collective Healing
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
Collective Healing restores 2d4 HP.
Collective Healing restores 2d4+4 HP for a cost of 4 MP.
Collective Healing restores 3d4+6 HP for a cost of 5 MP.
Other Outfits · Priest