Zealot:
Invulnerable:
[ Buff rank 3 ]
Become immune to knock-back and knockdown.
{Warning: I usually don’t take this skill so I forgot to put to skill points in it for testing…}
Notes:
- Most misleading name with ease for obvious reasons.
Skill analysis:
Not a priority for PvE as gazing golem cards work well there, but quite useable in PvP.
Immolation:
[ Physical - Fire ] [ Buff rank 3 ] [ Debuff rank 3 ] [ Health Loss ] [ Target limit: 10 ]
Sets yourself and nearby enemies on fire, you lose 1% health per 0.5s for 5 seconds while enemies simply take damage per 0.5s for 5 seconds.Attributes:
Immolation:Enhance:
A default enhance that increases its by 0.5 - 60%.
Immolation:Fire Property Resistance:
Increases Fire property resistance by 300 - 1500 for 20s upon using Immolation.
Immolation: Fire Property Attack:
Increases Additional Fire Damage by 100 - 1000 for 20s upon using Immolation.
Immolation: Melt Armor:
Reduces the physical defense on your armor and that of an enemy’s armor by 10 - 50% for 5 seconds. Versus monsters it reduces their base physical defense for 5s instead.
Interactions:
- It’s +1k fire property damage (read: 500), is quite decent on anything with a lot of hits in a short time frame. Like for Auto / offhand attacks that stack Aspergillum / Last Rites or Sacrament / Enchant Fire and other similar effects.
Notes:
- Can get an additive +50% skill factor via an Agny Necklace, which is a respectable damage boost for immolation.
- Immolation: Melt Armor doesn’t lower your magical defense, not sure if that’s intentional or not though.
- Since it deals damage via a debuff it can be resisted, though it is fairly rare.
Skill analysis:
Still not that strong, since it only lasts 5 seconds. But it has gotten fairly better with its new sfr.
But it sees plenty use of use due to its tick rate and and its attributes all the same though.
Beady Eyed:
[ Buff rank 3 ] [ Debuff rank 3 ] [ Teleport ]
Teleport behind target enemy within range, after which you receive a 5s critical rate buff.Attributes:
Beady Eyed:Sudden Attack:
If Beady Eyed was successful it will also debuff your target so that all your hits against it will be critical hits for 1.5 seconds.

Notes:
- Works for all hits that deal damage which can crit, so it excludes bonus damage and additional property effects.
- The forced crit is one of the few effects that bypasses the critical cap entirely.
Skill analysis:
Quite nice for a bit of burst dmg via its attribute, but otherwise not that important.
Fanaticism:
[ Buff rank 3 ] [ SP drain ]
Receive a damage buff for 15s in exchange for not being able to heal.Attributes:
Fanaticism:Martyr:
If you would die during Fanaticsm, your skills will be reset and you’ll instead receive the martyr buff which prevents your deaht for 2 - 10 seconds. However, you’ll die the second this buff ends and nothing can prevent that.

Interactions:
- Fanaticism:Martyr will kill you regardless of whether Revive or Engkrateia were active.
Notes:
- All forms of healing are completely negated while it is active.
- I recommend you don’t use its attribute unless you PvP, since it will stop a priest’s revive from saving you and that is a relatively common buff.
Skill analysis:
A simple but effective damage buff with a strong downside.
I’d say that the downside is a bit more annoying due to our heal rework, but it’s still manageable.
Fanatic Illusion:
[ Buff rank 3 ] [ Physical - Lightning ] [ No target limit ]
Coat yourself in lightning to deal damage to medium-ranged enemies once per second. Fanatic Illusion drains x sp per second while in effect and will end if you run out of sp.Attributes:
Fanatic Illusion:Enhance:
A default enhance that increases its by 0.5 - 60%.
Fanatic Illusion:Increase Accuracy:
Increases your accuracy by +10% while Fanatic Illusion is in effect.

Notes:
- Does not actually provide lightning property resistance despite its description stating so.
- It’s buff description states: “When attacked, surrounding enemies also receive damage” which is also wrong.
- It’s Increase accuracy description is also wrong, it’s not just for Fanatic Illusion alone.
- Will receive an additive +50% skill factor from wearing an Electra Necklace.
Skill analysis:
A rather potent AoE that’s easy to use as well.
It’s one downside is its rather hefty sp drain, however, which makes oracle’s arcane energy and sp potions far more important.
Blind Faith:
[ Additional property attack - Holy ] [ Buff rank 3 ]
Sacrifice 50% of your current sp to gain a 40s buff that grants an additional holy hit based on the sp sacrificed for the next 20 attacks.Attributes:
Blind Faith: Holy Impact:
Causes a 10 seconds long debuff that manipulatively increases critical damage by 10 - 50% whenever Blind Faith deals damage.

Interactions:
- Oracle’s Arcane Energy will refund the 50% sp drain after its use, which makes it far easier for repetitive use.
Notes:
- Will not proc of extra hits from any effects.
- Its debuff will refresh whenever its re-applied, which allows for a rather decent upkeep on that debuff.
- Its debuff is one of our rare multiplicative damage bonuses, so don’t underestimate it.
Skill analysis:
Really low damage at the moment and almost no meaningful ways to scale it either.
Though it’s debuff is actually quite darn good, but it only needs 1 skill level for that.
Oracles can consider maxing it for a bit of bonus dmg since Arcane Energy will mitigate the sp cost anyway.
Empathetic Trust:
[ Physical - Holy ] [ Debuff rank 3 ] [ Target Limit: 10 ]
Applies a 17 - 25 second long debuff to medium-ranged enemies around. Said debuff causes them to be dealt Physical Holy damage for each of the next 10 attacks they receive while it is active.Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Notes:
- Like all other similar effects, it will not proc off extra hits.
- Despite what it’s description states it’s a simple Physical Holy damage skill.
Skill analysis:
Damage is a tad on the low side but gets barely saved by its holy element.
And it looks fancy to boot.
General analysis:
Frankly, Zealot has merely average damage despite its many downsides, with arguably Fanatic Illusion being the only outstanding option by a small degree.
But it also has one of the better damage boosts and a fairly potent debuff that shines against bosses so it remains a rather good option to build around.
…
Exorcist:
Rubric:
[ Magic - Holy ] [ Channel ] [ Target limit: 5 base, 10 with attribute ] [ Debuff rank 99 ]
Channel a deadly ray of light in target direction, enemies hit by said ray will repeatedly take damage and have their movement slowed by somewhere around 50-75%. On top of that Rubric also hits demons twice.Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Rubric:Propagate:
Increases Rubric’s target limit by 1 - 5.
Rubric:Speed Reading:
Increases Rubric’s tick rate from once every 0.5s to once every 0.25s, but also lowers its maximum duration from 6 to 4 seconds.

Interactions:
- Inquisitor’s Judgement will convert enemies into demon race for its duration, allowing rubric to get that damage and slow bonus on them.
- Druid’s plant conversion from Chortasmata on the other hand prevents said bonuses while it is in effect, even if Judgement was used.
Notes:
- Rubric will only slow enemies it hits them, and said slow will only be active as long they’re inside the ray of light and you’re channeling.
- The percentage of the slow is merely a rough estimate, but it is fairly noticeable.
- Said slow doesn’t affect bosses from what I can tell, even if they still get the debuff.
- I don’t see any difference in movement speed between demons and other enemies hit by this either, so I’m leaving that out as well.
- Keep in mind that its attributes have a level 220 and 350 requirement respectively, meaning that exorcist is not as powerful of a leveling option.
Skill analysis:
A simple yet highly effective damage skill that comes in an ever so useful holy element and deals twice as many hits versus demons. Yeah, that’s close to triple overkill.
I don’t quite like it when a skill is in the “probably should get nerfed to make it balanced” category, given how IMC’s nerfs can be overkill. But that may never happen for all I know.
Entity:
[ Magic - Holy ] [ Debuff rank 1 ]
Debuffs all enemies within range with a 3s long detecting debuff that cancels out stealth. Enemies that lost stealth in this way take damage.Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Interactions:
- Casting Entity causes existing Hamaya’s (Miko’s AoE skill) to split up in smaller beams of light with their own duration. {Warning: Didn’t personally test this combo yet.}
Notes:
- Is actually quite good for agro-ing mobs due to its large range and quick cast time.
- There is 1 insignificant monster with invisibility that I can think off, making its damage/de-stealth useless for PvE.
Skill analysis:
Somewhat ok for de-stealthing an enemy in PvP, but even at that it’s not amazing given its mere 3s duration and rank 1 debuff status.
But somewhat decent as a 1 point skill to agro enemies with in PvE or for its hamaya synergy.
Aqua Benedicta:
[ Magic - Holy ] [ Magic Circle ] [ Target limit: 8 ]
Toss a bottle of holy water on the ground to create a small magic circle for 8 seconds in the targeted location, non-flying enemies standing in it will take holy damage over time. Costs 1 Holy water to use.Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Notes:
- No longer applies the debuff it had prior to Re:Build via an attribute either, it’s now just pure dmg.
Skill analysis:
It’s a pure dmg skill with neglible damage, at best put 1 point in it.
Engkrateia:
[ Buff rank 3 ]
Grants a self buff that for 3 seconds causes you to receive less damage and become immune to knockback and knockdown. And demons deal even less damage.Attributes:
Engkrateia:Patience:
Extends the duration fo Engkrateia by 1 - 3 seconds. [ lvl 300+ required ]
Engkrateia:The Goddess’ Reply:
Prevents your HP from going below 1 when Engkrateia is active. [ lvl 350+ required ]
{ I forgot my exo is only lvl 342 atm, so testing Goddess Reply will be a bit postponed. }

Interactions:
- Its Engkrateia:The Goddess’ Reply will not prevent a death due to Fanaticism:Martyr’s effect.
- Need to test revive interaction.
Notes:
- It seems to have around a 99% damage reduction cap.
- Its additional demon damage reduction is at least an additive +25%. But I need a reset to test lower values.
Skill analysis:
Arguably, it’s in a very good position now with rebuild.
For just 1 point you get a 6s death prevention and kd/kb immunity.
And at higher levels, you can get a drastic dmg reduction out of it too, especially versus demons.
Gregorate:
[ Magic - Holy ] [ Target limit: 8 ]
Creates a holy explosion that damages enemies in a short point-blank AoE. Gregorate will deal 1 additional hit for each ally nearby.Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Notes:
- It still has it’s old animation, which shows a far larger Area of Effect and is thus visually misleading.
- I don’t know if there’s a cap on its additional hits yet.
- I’ve only tested it on players and minions so far, I still need to test objects as well.
Skill analysis:
Won’t see much use in PvP due to its small AoE and need for allies nearby.
For PvE purposes without allies, it’s quite lackluster. But with minions or players around it’s worth using at least. Not sure on object builds yet.
Koinonia:
[ Magic - Holy ] [ Buff rank 3 ]
Creates a holy bond between 3 or more party members, enemies caught between them will receive damage over time. Deals additional damage when 3 or more partymembers are clerics.Attributes:
Koinonia:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Koinonia:Sacred Knight:
Templars within the range of Koinonia also qualify for the bonus damage as if they were clerics.
{Warning: I haven’t done any tests on this with multiple clerics, only used it in random parties so far.}
Notes:
- No idea on the cleric dmg boost.
- No idea on whether there’s an effect if multiple clerics use it.
- When a single party member walks too far away from other party members it will end this effect entirely.
Skill analysis:
Flat out requires a coordinated party to get use out of, but it’s damage is well worth it.
Katadikazo:
[ Magic - Holy ] [ Charge ]
Impales a spear of light in target location, hitting enemies 3 times in a medium sized AoE. Enemies that are Dark element or Demon race will be hit 6 times instead.Attributes:
Katadikazo:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Interactions:
- Inquisitor’s Judgement ensures Katadikazo will get the doubled hit effect.
Notes:
- You need to finish charging Katadikazo for it to have any effect, and you can’t move while charging it. Ergo it’s a generic charge skill.
Skill analysis:
Decent enough versus demons and dark element enemies, but lacking damage wise against everything else.
Though it at least hits flying unlike AB.
General analysis:
Exorcist is still a very strong damage class, almost solely due to Rubric and Koinonia, but that’s nearly the sole reason why it is taken in builds.
At least Engkrateia offers it a tiny bit of survivability, but Entity is far to niche.
Aqua Benedicta and Katadikazo are also the odd ducklings out as they struggle to deal decent damage most of the time. Gregorate is at least situationally more useful when near allies.








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