Tree of Savior Forum

An in-depth inquiry into cleric skills

Sorry for the awkward placement, but I’m going to place my info right here as I fear this going to become a very lengthy topic.
Server name: [Europe] Fedimian.
Family name: Wurmheart.


I’ve been wanting to do a proper analysis and explanation of how cleric skills exactly function for a while now and given how much the descriptions have improved I figured this would be the best time to do so. As it isn’t as likely to drive me batshit insane.

As such, this is solely about how Cleric skills mechanically work. To the smallest tidbits of information, from damage types, faulty descriptions, unmentioned details, hidden synergies, unintended side-effects, quantifying values and generally trying to give the most information possible for everyone to get the best understanding of these skills.
I also don’t know enough about the other classes, so I’ll just focus on what I do know.

I will not be going into detail as for how you should spend your skill points here, what equipment would be ideal (though I will point which types of stats certain skills benefit from or ignore) or how to build a cleric. I’ve already largely tackled that in the cleric thread, and to leave some room open for detailed class guides from others as well.

But, this is a fairly lengthy topic, that still requires quite a bit of research from my side. So sadly, it won’t be complete for quite a while, and likely be incomplete as not all information is available to us.
And of course, I do make mistakes. So try to be critical, and don’t hesitate to ask questions.

Unfortunately, I can’t start just yet.
I need to go over specific broad mechanics and terms first to streamline it in such a fashion that I don’t constantly repeat myself or at least make it clearer what I’m describing.


The New party targeting mechanic:
New since Re:Build, the party targeting is a new way of directly buffing or healing a party member of your choosing.
And while it is fairly simple, let’s just re-iterate how it works:

  • Press the skill key twice to cast said effect on yourself.
  • Press the skill key + press and let go off the directional input to target party members. Up is the first member, Left is 2nd, 3rd is down and 4th is right.
  • But keep in mind that said numbering only counts the players in that map,
  • The targeting mechanic can be canceled by pressing spacebar (jump button) or Escape while the wheel is up.
  • Currently has infinite range.
  • Cleric skills which use this mechanic are Heal, Resurrection, Healing Factor and Ein Sof.

Critical chance in rebuild:
I highly advise you to simply read this Reddit thread from Habar414:
This explanation sheds some light on how important crit rate, crit res, and crit chance modifiers are from skills.

Elemental types:
Perhaps not the most necessary info for a guide like this, but I do want to remind people of the values of said bonuses and penalties. See @fabricio_polo’s excellent guide on it here:

And keep in mind that these post defense modifiers that typically act as multipliers to everything else. Some exceptions do exist like the Freeze, Petry, and Curse state bonus effects but those are currently disabled till IMC rework them. Assuming they don’t forget them.

Monster stat factors:
Chortasmata and Judgement are conversion skills, which mean they change the race of an enemy and thus also their relevant stat factors. (Or at least Judgement will do so when it gets its bugfix…)
As far as I know, this is still the most up to date list on said factors but I’m still missing the exact bonuses bosses get none the less.
Keep in mind that to calculate an altered stat, like say demon to plant crit res won’t just multiply the value by 2. (2 / 0.7 = x2.9, so it would be a 2.9 multiplier if rounded up)

Buff ranks:
Buffs still have ranks that determine how easy they are to remove.
As far as I’m aware, only r1 buffs can get removed by Gohei at the moment, but the other base class may still have other ways to remove buffs.

  • Rank 99 = Kagura, Mass Heal, Heal, Heal: Linger, Out of Body, Double Punch, Foretell, Sanctuary, Aukuras: debuff reduction, Indulgentia, and Daino.
  • Rank 3 = Omikuji, Lycanthropy, Seed bomb, Sterea Trofh*, Engkrateia, Gregorate, Koinonia, Beak Mask, Healing Factor, Fumigate, Methadone, Beady Eyes, Invulnerable, Fanatic Illusion, Blind Faith, Immolation, Tree of Sepiroth, Fanaticism, Merkabah, Ein Sof and Revenged Sevenfold.
  • Rank 2 = Discerning Evil, Guardian Saint, Fade, Counterspell, Arcane Energy, Omikuji, Carnivory, Chortasmata’ and Sterea Trofh*
  • Rank 1 = All the rest.

Debuff Ranks:
Debuff ranks are a more used mechanic however as debuff removal and prevention skills directly state on which rank they work.
Beak Mask prevents r3 and lower, methadone and Onamori charms prevent r2 and lower while Dispeller scrolls and Prophecy prevent r1 debuffs.
Fumigate removes r3 debuffs and lower, while Cure and Gohei remove r1 debuffs.

  • Rank 999 = Zombify
  • Rank 99 = Twist of Fate, Rubric’s movement speed debuff and Hole of Darkness.
  • Rank 10 = Scan, Shield Down(???), Raise and Gravity Pole.
  • Rank 3 = Kagura, Incinerate, BDS, Immolation (melt + dot), Judgement, Iron Maiden, Blind Faith crit boost, Malleus Maleficarum (both effects), Hamaya and Velcoffer Sumazinti debuff,
  • Rank 2 = Chortasmata’s Rash, Thorn, ABE dot, Growling, Hounding, Hexing and Blood Bath.
  • Rank 1 = Far too many to name tbh. See specific skill pages instead.

Summon mechanics:
Summons, and for us Carnivory and Carve Owl atm, have specific rules and mechanics that are not shared with other skills.

  • Summons do not use your additional property damage, additional property attack, bonus damage or +% damage buffs.
  • Summons, however, do benefit from +x% damage debuffs on enemies.
  • Summons are of course affected by Spr’s Minion dmg bonus. ((Spr / ( LvL 1 + 1 ))
  • Summons are usually considered allies, but not party members.
  • Summons generally inherit only a portion of your weapons matk only. But Carve Owl ignores that and just scales of all matk instead.

The new Crit attack, or Crit damage, no the other thing…:
Essentially +x% Crit attack buffs from Zalciai and Sterea Trofh are soon to be renamed into +x% Crit damage buffs.
But most confusingly these don’t solely improve your crit attack stat, nor did they multiply your total crit damage either.
They’re something new, something in-between. And I can’t quite yet figure out how exactly they work, or if zalciai and sterea trofh are just bugged.

  • It only seems to apply half of the stated damage.
  • It is however multiplicative with +x% damage and elemental types both.
  • It does not seem to be affected by enemy defenses.
  • But it does seem to scale off weapon attack at the very least as unequipping my weapon would lower the multiplier even more…

Target count mechanics:
There are at least four different ways skills dictate how many enemies or even allies will be hit by said effect.

  • Some skills simply hit everything in their respective area of effect, these are simply not mentioned ingame but I will try to list these as [ No target limit ]

  • "Target limit: x " which simply means a skill can only hit that many enemies or allies per cast, or per hit if it’s an ongoing effect. These are not always mentioned ingame, and I will also refer to them as [ Target limit: x ].

  • Other skills use the +AoE attack ratio mechanic, which means they inhererit the AoE attack ratio from the skill itself and your other sources of +AoE attack ratio. Ingame these tend to be simply shown as the total value in the skill toolbox, but I will refer to those as [ AoE attack ratio +x - y ]

  • Other skills also use the AoE attack ratio, but outright other sources of that stat. (Turn Undead for example) to make it quite confusing these also just show the AoE attack ration on their tooltip, but I will simply refer to these as [ AoE attack ratio x - y ]

Speaking of AoE attack ratio.
It’s essentially a priority system that favors the largest defense ratio first.
Every large enemy has 3 AoE defense, every medium has 2 and every small has 1. I’m not sure how bosses fit into this though.
On top of that, you only need 1 aoe ratio to hit a target, beyond that it’s solely to calculate whether you hit anything more.

Skill activation types:
There a few different types of skills in terms of how to use the asociated button. These are pretty generic and predictable but I might as well point them out.

  • Channeling [ Channel ] skills require you to hold down a button for a continous effect. Typically speaking these also prevent you from moving or doing anything else during it and may make you immune to knock backs and interrupts.

  • [ Charge ] skills literally just require you to charge for a unspecified amount of time depending on said skill. Often they will only have an effect when fully charged, but some may have charge levels and thus slowly build up their effect instead.
    But there also a few, like Iron Maiden, who do use the charge mechanic but can be used at any time.

  • [ Button Masher ]'s are even rarer, as they require you to repeatedly press it’s associated skill button for several strikes.
    Inquisitor’s Ripper falls into this category, even though it has the same effect when you hold the button down for some reason.

  • [ Targeting ] skills can be used just fine with a single button press, but allow the user to select the area where they’d want to place them if they hold down the button.
    This can occasionly be used alongside a Charge mechanic to boot.

  • [ Party targeting ] as I’ve already mentioned above since it’s a new feature. This requires a press and a release of the button that corresponds to your target partymember.

  • And the usual single press instant effect ofc.


These don’t quite fit in with actual game mechanics, but it can still be equally important to specify what certain phrasings from IMC or my own variant thereoff tends to mean.

IMC’s Terminology used in descriptions:

Basic attack(s):
Generally means auto attacks, but occasionally includes offhand attacks as well.
Sadly it’s not very consistent so I’ll try to be more specific myself.

Additional Property attack:
Typically reserved for skills or items that create an extra hit for auto attacks (or offhand attacks) which deal almost exactly the damage stated. However, they are still affected by elemental types.
Example: Sacrament.

Additional Property damage:
An amount of elemental damage that is added to each hit, they are still affected by Elemental types and Resistances. (And currently, practically all types of it get reduced by 50% due to resistance.)
Example: Aukurass.

Bonus Damage or Additional Damage:
Flat damage added onto every hit, cannot be increased and can only be decreased to 1 or negated.
Example: Blessing.

IMC is far too inconsistent with this description, it can include or exclude any of the following: Party members, non-party members, Objects and summons.

Personal Terminology used in this guide:

Means a certain bonus stacks additively with others of its kind.
For example, a +30% prophecy dmg bonus and a +88% Death Sentence dmg bonus combine into a +118% dmg bonus when both are active. ( 30 + 88 = 118)

Means a certain value gets multiplied with another value, typically resulting in a higher value than expected.
For example, a +30% Prophecy dmg bonus and a +50% holy element advantage vs dark enemies ends up as a +95% dmg bonus combined. ( 1.3 x 1.5 = 1.95)

IMC doesn’t clarify a lot of the ranges for each skill, so I’d want to clarify what terminology I’m using to give a rough estimate.

  • Screen-wide: Can hit the sides and top of your screen, but generally doesn’t hit anything in the corners. Like Blessing.
  • Medium-size: Has roughly half the range of screen-wide, but is quite respectable. Like Mass Heal.
  • Short-range: Anything that’s slightly above melee range. Example: Like Zaibas.
  • Melee: Anything that literally hits stuff next to you.

I’ll try to get a picture up eventually for better visualization of what I’m trying to convey here.

Ha, Made you look.

Specific Class and Subclass sections:

I’ll try and cram cleric in this post still, but I will need to make additional posts for the other cleric sections and ideally link to them for an easier navigation.



General Attributes:
One-handed Blunt Mastery: Healing:
Increases Healing stat multiplicatively by 2 - 10% when wielding a one-handed blunt weapon.
Two-handed Blunt Mastery: Strike:
Increases damage additively by 10% while dealing strike damage and while a wielding a two-handed blunt weapon.

[ Party targeting ] [ Buff rank 99 ]
Target and heal a chosen partymember based on your healing stat.

A default enhance that increases its heal factor by 0.5 - 60%.
Adds a Heal over time buff to Heal and Mass Heal that grants 5% of the amount healed per second over 10s (9 ticks total).



  • Is affected by +x% healing buffs like Guardian Saint, One-handed Blunt Mastery: Healing and Ein Sof: Stacked Healing. All of which are all multiplicative to each other.
  • Heal:Linger affects both Mass Heal and Heal, but since it doesn’t stack you can overwrite existing Heal over time buffs from them if you’re not careful.


  • Pretty straightforward really, heals and adds a 10s HoT to boot.
  • Both its normal heal and heal over time are considered buffs by the game.

Skill Analysis:
It does achieve what it sets out to do, as in it’s a effective long-range single target heal.
Still, the party targeting mechanic isn’t as quick nor as practical as I’d like it to be. But it’s still a better direct heal than the old version was.

Though I still find a major disappointment that it went from a good party healing / optional damage / preventative healing skill into a generic single target heal. It feels incredibly dumbed down.

[ Magic - Holy ] [ AoE attack ratio +6 ]
Removes one rank 1 debuff from each party member and deals 3 hits of magic holy damage to nearby enemies in a medium sized point blanc effect around you.

A default enhance that increases its skill factor by 0.5 - 60%.



  • Despite the description stating “or” it will always have both effects.
  • Cure’s AoE attack ratio +6 is completely unmentioned in its description.

Skill Analysis:
Its damage is currently to low to care about, but its debuff removal can be quite useful at least.

[ Physical - Strike ] [ AoE Ratio +4 ] [ Atk speed ]
Smash your weapon into the ground in front of you, dealing damage to enemies caught in the blast. Deals 150% additional damage versus demons and mutants.

A default enhance that increases its skill factor by 0.5 - 60%.


  • Inquisitor’s Judgement debuff will also count for its +150% damage bonus.
  • Paladin’s Conviction debuff increases the dmg from Smite by 80% and turns into a fake 3 hit.
  • Druid’s Chortasmata will prevent this bonus from applying for 10s after enemies are hit by its grass.


  • Despite showing a yellow “+200% smite” pop up when dealing damage to demons or mutants it’s actual increase is only +150%.
  • Smite’s +150% damage stacks additively with all other +x% dmg type buffs.
  • It’s AoE ratio in the tooltip shows the total AoE attack ratio, ergo it already includes your own AoE attack ratio.

Skill Analysis:
Quite decent versus demons, mutants or enemies under the conviction debuff. As such it’s especially effective for Paladin and/or Inquisitor builds in PvE.
But versus anything else it tends to be lackluster and not really worth your time.

[ Buff rank 2 ]
Causes all party members in a medium range to lose aggro and prevents monsters from targeting them during its effect.
Fade ends prematurely when for said party member when they deal damage.



  • It no longer provides immunity to AoE effects while in use. Just in case anyone thinks it might still do so.
  • Specific skill effects can still hit you if they have homing properties or if you stand in their Area of Effect.

Skill Analysis:
Extremely useful for questing and select raids. But useless for PvP…

Guardian Saint:
[ Buff rank 2 ]
Increases your healing stat by 5 - 25% for 60 seconds.

Guardian Saint:Enhance:
A default enhance that increases its healing stat bonus by 0.5 - 60%.



  • One-handed Blunt Mastery: Healing and Guardian Saint are multiplicative. so you can get a total of +54%.
  • Guardian Saint increases healing from Restoration and Indulgentia by 10%. Which is multiplicative with other healing increases.
  • Tree of Sephiroth does not use the healing stat, and as such is not affected by Guardian Saint.

Skill Analysis:
While this is fairly useful as it boosts either your team or self-healing, it’s also a rather poorly designed skill.
This simply would have been better off as an attribute, specialization factor or just left out entirely in favor of higher heal factors.

General analysis:

As a base class cleric is rather uninspiring, to be honest.
Heal does allow for decent single target healing, but won’t be enough to keep a party alive and risks being redundant on any build that does grab strong AoE heals.
Damage wise only smite stands out, but only under rather specific circumstances.
Fade and Cure’s r1 debuff removal are fairly decent though, but also quite niche.
And Guardian Saint isn’t technically bad, but it does take up a spot that could have been put to far better use.

Special thanks to:

  • @kaizaxl: for pointing out that the party targeting needs a press + release/unpress.
  • @Umineko: for pm’ing me several finds already.
  • @greyhiem: for helping me test ofc.
  • @Nokia3310: for his in-depth look at specific combo’s/effects.


General Attributes:
Increased Maximum Weight:
Increases character’s maximum inventory weight by 20? - 200.

[ Buff rank 1 ]
Sprinkle some holy water around which grants an an additive increase of physical defenses to party members in a medium point blank range.
Consumes one holy water on use.

A default enhance that increases its physical defense bonus by 0.5 - 60%.

Spr scaling:
(skill lvl value * ( Spr / (Spr + player level) * 2) + 0.15 )


  • Aspersion is no longer overridden by pardoner’s spell shop buffs, instead, they stack additively.
  • I don’t know the specific skill lvl value for this skill since spr always affects the shown value in-game.
  • The in-game Holy tag is also irrelevant to this skill as it doesn’t deal dmg anymore.

Skill Analysis:
A simple, but effective party-wide buff that nicely scales with Spr.

[ Debuff rank 1 ]
Debuffs enemies in front of you with a 30s long evasion lowering debuff.

A default enhance that increases its evasion reduction by 0.5 - 60%.



  • It’s Area of Effect seems identical to Zaibas/Zalciai but without any visual cues.
  • Monstrance is one of the few skills that can aggro mobs without dealing damage.
  • Its delivery method is rather lousy due to its incredibly poor range and lack of visual cue.

Skill Analysis:
While it’s a rather niche debuff, it is one that’s potentially quite useful in PvP.
But even there it is hindered far too much by its short range and rank 1 debuff status.

[ Buff rank 1 ]
Applies a screen-wide buff to 2 ( 7 with attribute) party members and allies that adds bonus damage to every hit.

A default enhance that increases its bonus damage by 0.5 - 60%.
Blessing: Additional Buff:
Increases the number of targets for blessing by 1 - 5.


(180 + ( skill.Level - 1) * ((player level / 7) + 10)) * ((Spr / (Spr + player level) * 2) + 0.15))


  • Blessing affects each hit, so effects like Sacrament, Last rites, and Grace: additional holy hits that add an extra hit per auto attack scale very well with it.
  • [Exclusion] Blessing does not affect your own minions.


  • Blessing prioritizes yourself, party members and then allies in that order.
  • Blessing may still be able to buff summons as long as they’re not yours, I didn’t have a chance to test this post re:build yet.
  • The exact amount of damage added will be shown in yellow text very briefly when the buff is applied.

Skill Analysis:
A fairly interesting mechanic as it adds a damage type hard to find elsewhere with unique benefits.
But its current value is rather low and thus not that effective sadly.

[ Party Targeting ]
Resurrects target party member with 10 - 50% health, limited to 1 use per round in Team Battle League.


  • You can use resurrection on living party members, but it will simply have no effect.
  • Its PvP limit is currently not working.
  • Its visual effects are leftovers from its prior to re:build version and no longer correlates to its actual range.

Skill Analysis:
Always a useful skill to have, but oddly limiting for clerics to have it on a subclass only.
This is one of the reasons why priests are such good healers, as even if they somehow let someone die they can just bring them back to life without any worries.

Turn Undead:
[ Magic - Holy ] [ AoE Ratio 9 - 22 ]
Casts a medium cone-shaped holy AoE that deals holy magic damage to enemies and has a chance to instantly kill any demons or mutants hit by this skill.

Turn Undead:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.


  • Inquisitor’s Judgement’s debuff will turn enemies into demons, and as such give TU a chance to 1hhitko them.
  • Demons and Mutants affected by the Malleus Maleficarum are stunned for 3s if they survive the hit.
  • Exorcist’s Engkrateia increases the AoE attack ratio bonus from the skill itself by 50%.


  • Turn Undead’s chance to 1hitko may still scale off Spr.
  • It cannot affect bosses with its 1hit ko mechanic of course.
  • Turn Undead’s listed AoE attack ratio is solely what it gets from the skill itself, as Turn Undead outright ignores other sources of AoE attack ratio!

Skill Analysis:
I’m not terribly fond of the sheer rng nature of this skill, but it does have an interesting niche to it.
But given its incredibly low damage there’s no real point in using it something that isn’t a demon or mutant.

[ Buff rank 1 ] [ Additional Property attack : Magic holy ]
Adds a buff to all party members that causes all auto attacks or off-hand attacks to deal an additional hit of x magic holy dmg only.

A default enhance that increases its additional holy attack by 0.5 - 60%.
Sacrament:Dark Property Resistance:
Increases dark resistances by 5 - 25 when sacrament is active.


  • Additional line effects also benefit from bonus damage and additional property damage effects onto their hits. As such it works well with Blessing, Sanctuary (from other clerics), Malleus Maleficarum and other similar effects.


  • Additional line effects like sacrament cannot crit.
  • Additional line effects only proc if your auto attack actually hits.

Skill Analysis:
Sacrament’s additional line effect is still quite strong, but its non-stacking nature with Last Rites is rather awkward and unnecessary.
It’s damage values are also very lackluster and don’t inspire much reason to use it.

[ Buff rank 1 ]
Gives a screen-wide buff to all party members, objects and summons that prevents them from dying once. When revive does so it also heals that target for 10 - 50% health and gives a 1-5 invuln before it ends.

Revive: Duration:
Adds 7 - 35 seconds to the duration of Revive’s main buff effect. Does not work in TBL or GvG.

Skill Analysis:
An incredibly powerful buff that can nullify 1-5 deaths per 2 minutes, arguably even to strong as with its permanent uptime for PvE it won’t have any downsides there what so ever.
And it only costs 5 points to max atm, so get it.

Mass Heal:
[ Buff rank 99 ]
Heals all allies in a medium sized point-blank circle around you.

Mass Heal:Enhance:
A default enhance that increases its heal factor by 0.5 - 60%.

Visual identifier:
Displays as a growing white circle that quickly expands from the position of the user.


  • Is affected by Guardian Saint, One-handed blunt:Healing and Ein Sof:Stacked healing, all which act as multiplicative bonuses.
  • Heal:Linger also affects Mass Heal and gives it a stronger HoT effect than heal does.


  • Mass Heal is one of the few healing skills that will also heal minions and objects. (and even area transition arrows)
  • Like heal this also technically a buff, despite acting like an instant effect.

Skill Analysis:
I’m quite fond of there being a solid burst heal option like Mass Heal. And it is a very good heal at that.
But its huge numerical advantage and ability to use Heal: Linger on a mere 15s cd makes it far better than any other heal skill. Which isn’t healthy for build diversity in my opinion.

Overall analysis:

Priest is the undisputed king of healing at the moment, and it’s easy to see why since it has a strong AoE heal on a 15s cd with a 10s HoT buff effect added to it.
But it gets even more protective as Aspersion further improves physical defenses while it also Resurrection to ensure nobody stays dead and Revive to prevent up to 5 deaths per 2 minutes.
Its offensive capacities are quite underwhelming, but even those enjoy a small niche for Auto attack focus builds and anything with plenty of hits.

And it gets a bonus 1hitko skill for select enemies.


General Attributes:
Krivis:Fire Property Resistance
Increases Fire property resistance by 5 - 25 and decreases dark property resistance by 3 - 15.

[ Buff rank 99 & 1 ] [ Object ]
Places a torch that reduces duration of debuffs by 10% when in melee range of the bonfire and which adds additional fire attack to hit in a nearly screen-wide range around the bonfire.

A default enhance that increases its additional fire property damage by 0.5 - 60%.

Visual tell:
A torch at the location you’re at.


  • [Unknown] Somehow adds its full damage to magic circle hits now, I got no idea why though. Credit goes to Umineko for this one.
  • [Unknown] Also now works for both physical and magical dmg hits, but again no idea if that’s intentional or not…
  • The debuff reduction is a mere -10% and is buff rank 99.
  • Additional fire attack is itself affected by elemental types and property defenses (which cap at -50% dmg often) and is buff rank 1.
  • The fire property damage effect only takes place if you’re affected by it, even if you were to cast AoE’s outside of its effect radius.

Skill Analysis:
There’s no point using this skill as is.
The damage is far too low, and the debuff reduction is only a mere 10% on a tiny AoE size.
If anything it’s old heal over time or even debuff nature were far far more desirable.

[ Buff rank 1 ] [ Debuff rank 1 ] [ Magic Circle ]
Creates a small magic circle in front of you that lowers enemy critical resistances for 30s and increases critical damage for allies for 30s when they come into contact with it.

A default enhance that increases its critical attack by 0.5 - 60%.
Zalciai: Criticial:
Increases your critical chance by 5% for physical attacks wile under the Zalciai buff.
Zalciai: Amplify:
Increases your critical chance by 5% for magical attacks while under the Zalciai buff.



  • The circle itself lasts only 5 seconds while the debuff and buff lasts 30s.
  • Zalciai is using that weird new crit attack / crit damage value I mentioned in the first post.
  • The +5% crit chance attributes seem to be mutually exclusive, although I’ve also had times where I was able to use both initially.

Skill Analysis:
Zalciai is a nicely designed skill, but it’s low values are rather questionable.
Though it is definitely useful vs plants and bosses due to their high crit res.

[ Magic - Lightning ] [ Magic Circle ] [ No target limit ]
Places a small electric circle in front of you which for 5 seconds will perform up to x strikes in that area, each strike hits all enemies inside its circle.

A default enhance that increases its skill factor by 0.5 - 60%.



  • It delivers its hits at an insanely fast rate, so count on it needing around 3s to land all its hits.
  • Due to its current low sfr all krivis builds should use an Electra necklace to improve zaibas dmg.
  • Seems to have limitless AoE as it can even hit 7 large enemies at once in its tiny circle.

Skill Analysis:
Actually quite powerful with an Electra Necklace, but far too weak without one.
For PvE it’s delivery method is quite enjoyable and effective, but it’s far to easily avoided in PvP and 5 second duration is far to short for that mode as well.

[ Buff rank 99 ]
Grant a buff that increases your accuracy for its duration.


  • No visual tell, no attributes, only affects yourself as described, nothing really to point out…

Skill Analysis:
A mediocre stat stick that could easily have been an attribute that only sees real use in PvP.
This feels very random and doesn’t fit the Krivis skill set very well either given its lack of PvP prowess.

Divine Stigma:
[ Magic - Fire ] [ Debuff rank 1 ] [ Buff rank 1 ]
Shoots a homing projectile at target enemy, that aims in on the nearest enemy near its path and debuffs up to 5 enemies in that area.
Enemies under said debuff take damage once per second and take increased damage from all sources.
If an enemy dies while under said debuff then party members will receive a +x% Int & Str buff.

Divine Stigma: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Divine Stigma: Duration:
Increases the buff duration by 6 - 30 seconds.
Divine Stigma: Defeat Devil.
[Bugged, currently doesn’t work] Increases Divine Stigma damage vs devils by 10 - 50%.



  • Its enhance does not affect the bonus dmg or buff values.
  • Its anti-devil attribute currently doesn’t work at all.

Skill Analysis:
While it’s buff is somewhat lackluster, everything else about this skill performs very well.
Though it’s targeting mechanic takes some getting used to I suppose, but that’s easily adjusted to.
And its 5 target limit ensures it’s not too overpowered either.

Extends your buffs by 20 - 100% of their current duration, but said extension is limited to +20 seconds max.
Does not extend invulnerability effects.



  • Uses the duration of a buff at the exact time that Melstis is cast.

Skill Analysis:
This used to be a great skill, and frankly fairly overpowered due to it working on invulnerability effects.
But it’s repeated nerfs have left it in such a sad state that only a few skills are left on which it’s worth using on.

Overall analysis:

Krivis sadly doesn’t offer much, but what it does offer in Divine Stigma and Zaibas is actually fairly decent to good.
And Zalciai is situationally useful, mostly vs enemies that hard to crit and offers a tiny bit more crit dmg.
On the other hand, Aukuras is just absolutely worthless due to it getting both a 50% penalty and not having much dmg, to begin with.
Daino is alright but excels in PvP where Krivis is generally a bad option.
Melstis can work well for a very few buffs we possess, but its 90s cd limits it to almost only being good for oracle and zealot.



General Attributes:
Druid: Transformation Specialty.
Adds +10% crit rate, hp recovery and evasion while using shapeshift, transform, or Lycanthropy.

[ Buff rank 2 ] [ Summon - Physical damage ]
Grant yourself a buff that summons a corpse flower for 20 seconds when an enemy is killed while under the effects of Chortasmata’s plant conversion, for a maximum of 2 - 9 corpse flowers at a time.

Very rough estimated formula:
(corpse flower atk inheritance + weapon matk inheritance) * (Spr minion dmg bonus + Skill level dmg bonus)


  • [Requirement] Needs Chortasmata for it to even have any effect.
  • Corpse flowers count as allies for the skills Revenged Sevenfold and Seed Bomb, given those skills a larger potential dmg output when they are up.


  • You can only spawn corpse flowers from enemies who die inside Chortasmata and those that die within 10s of getting the Rash debuff. (Since the conversion is now an invisible 10s buff.)
  • Corpse flowers attack with a short ranged linear wave attack, which can hit once or twice.
  • Corpse Flowers can’t spawn from flying enemies unless you bypass chortasmata’s inability to hit them. (Like with Heavy Gravity).
  • Corpse Flowers do benefit from Spr’s minion damage bonus but seem to get a lesser damage increase from it, hence my assumption that its skill level and minion bonus are additive to each other.
  • Corpse Flowers damage is either hidden or shown as red numbers for some reason.
  • Corpse Flowers are considered to be wearing cloth armor.
  • Corpse Flowers can crit.
  • Corpse Flowers deal non-elemental physical damage, despite how they scale.
  • Corpse Flowers innate skill dmg bonus likely stacks additively with Spr’s minion dmg bonus.

Skill Analysis:
Due to their short range, short duration and kill requirement to spawn it will only work well in fights vs a stream of enemies in a small area, like say Challenge Mode.
They also need a considerably Spr Investment for them to be worthwhile on their own, though they do aggro and absorb damage quite nicely.

[ Buff rank 2 ] [ Debuff rank 2 ] [ Magic - Poison ] [ No target limit ]
Creates a patch of Grass at target location that heals allies standing inside it and which debuffs non-flying enemies with a poison DoT and converts them into plant race.

Chortasmata: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.


  • Dievdirby: Plant-type damage ensures non-elemental will deal +20% damage vs enemies affected by chortasmata’s conversion.
  • Iltiswort Cards allows for an easy +30% damage boost vs enemies hit by chortasmata.
  • Velnia Monkey Cards trigger off the Rash debuff, allowing for an easy +30% dmg boost vs nonflying enemies.
  • [Stated Synergy] Chortasmata heals for 10% more if also under Dievdirby’s Statue off Goddess Zemyna buff.
  • Attack vs plant stats also benefit from said plant conversion.
  • Skills that ground flying enemies enable Chortasmata to hit flying enemies, like Heavy Gravity.
  • Whereas skills like Raise that turn enemies flying prevent chortasmata from affecting them.
  • Chortasmata’s plant conversion also disables Judgement from working, regardless of whether it was cast prior or after chortasmata.


  • The rash debuff will only be applied if an enemy touches the grass and doesn’t already have said debuff.
  • While the race conversion is in effect enemies are no longer considered to be any other race than plant.
  • The race conversion will change mobs stats according to the plant stat factors.
  • The race conversion is technically a rank 2 10s hidden buff, but it shouldn’t affect players anyhow.
  • Since plants have a very high crit resistance using chortasmata currently lowers crit chances for the entire group by a very large degree.
  • But we will get an attribute to remove the plant conversion effect in one of the next patches.
  • Chortasmata’s Enhance does not affect its healing factor!

Skill Analysis:
A very potent skill for both healing and damage, though its inability to hit flying enemies is a minor blemish.
Currently, plant stat conversion is a loss of DPS for your party, however, but that’s being fixed in an upcoming patch anyway.

[ unknown buff/debuff rank ] [ Max skill level 1 ]
Transform into an plant, beast or insect type monster standing in front of you for 60 seconds.
When transformed you gain new skills based on your transformation.



  • Transform will simply use the last form you shapeshifted into.
  • Is affected by Druid: Transformation specialty ofc.
  • Chortasmata’s Plant conversion enables you to turn into any non-flying enemy regardless of race.
  • [Exclusion] You can only have 1 transformation active at a time, so Transform or Lycanthropy will overwrite this buff.


  • Only works on normal rank enemies, so no bosses, special or elite mobs.
  • You gain that monsters skills, but only those which are unique to monsters.
  • These skills will overwrite will overwrite execute quickslot 1 - 6.
  • The last skill will always end the transformation.
  • You cannot auto attack while transformed, but offhand attacks are possible.
  • Most transformations lack animations for casting and attacks.
  • A few transformations prevent jumping.
  • I will try to post interesting transformations elsewhere after I’m done writing the rest of the guide. Not sure where yet.

Skill Analysis:
Shapeshift remains nearly useless since the vast majority of enemies do not have interesting skills to offer.
It is however mandatory for Transform, so its worth is tied to transform at all times.

Seed Bomb:
[ Buff rank 3 ][ Magic - Poison ] [ Target limit: 5 ]
Grants a buff to up to 5 allies in medium range that explodes when they are hit or after 5 seconds pass.

Seed Bomb:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.


Visual tell:
Shows a striped seed above one’s head while the buff is active, which turns ends in an explosion when it triggers.


  • Any minion (Carve Owl / Carnivory) or object will be able to be buffed by this skill enabling it to deal full damage with greater ease.
  • Inquisitor’s Pears of Agony, Dievdirby’s statues and Druid Carnivory all work extremely well for example.


  • [Faulty Description] The tooltip lists Seed Bomb as merely magic dmg, but it is actually magic poison dmg.
  • Seed bomb doesn’t affect all allies, it only affects party members, summons, pets, and objects. (and maybe guild members?)
  • Ranged attacks can also cause seed bomb to explode, even if its explosion won’t reach any enemies.
  • [Bug] If you are attacked while casting Seed Bomb there’s a chance the buff will persist for 5s even though it won’t deal damage twice.

Skill Analysis:
Generally only worthwhile if you can ensure 5 explosions hitting enemies per cast.
But druid has plenty of decent skills already that are less niche or more niche but stronger so I don’t think it sees much use in its current state.

Sterea Trofh:
[ Buff rank 2 ]
Buffs your critical damage for 15 seconds.

Sterea Trofh:Enhance:
A default enhance that increases its crit damage by 0.5 - 60%.


  • [Exclusion] Does not affect summon damage.


  • Like Zalciai uses the new crit attack/dmg stat that’s technically something new, see the mechanics section.
  • Crit attack should be renamed into Crit damage in one of the next patches.

Skill Analysis:
With a 35+% crit increase, it’s still worthwhile to invest in, even if you take the crit cap into account.
But it’s poor performance while leveling seems outright unnecessary, and its inability to effect summons also diminishes it a fair bit.

[ unknown buff/debuff rank ] [Max skill level 1]
Change into the latest form you selected with Shapeshift for 60 seconds.
When transformed you gain new skills based on your transformation.



  • [Required] Cannot be used without selecting an enemy via Shapeshift.
  • Is affected by Druid: Transformation specialty as well.
  • [Exclusion] You can only have 1 transformation active at a time, so Shapeshift or Lycanthropy will override this buff.


  • Only works on normal rank enemies, so no bosses, special or elite mobs.
  • You gain said monsters skills, but only those which are unique to monsters.
  • These skills will overwrite will overwrite execute quickslot 1 - 6.
  • The last skill will always end the transformation.
  • You cannot auto attack while transformed, but offhand attacks are possible.
  • Most transformations lack animations for casting and attacks.
  • A few transformations prevent jumping.
  • I will try to post interesting transformations at the end of this post but be warned that I won’t get that done for a long while.

Skill Analysis:
There are some potentially interesting AoE skills (Talo Wizard, Blom & Ahklass Bishop) but far more testing is required.
For those planning to use regular Lycanthropy, this is well worth investing in to have something extra for when its down.

[ Debuff rank 2 ] [ Magic - Poison ] [ Target limit: 8 ]
Throw vines in a rectangular AoE where you’re aiming. Enemies hit by said vines are dealt continous poison damage for 6 seconds and held in place for 3 seconds.

A default enhance that increases its skill factor by 0.5 - 60%.
Adds a 10 - 50% chance to inflict a 10s bleed on each enemy.

Delivery Method:
A directional rectangular AoE applies a 6s Thorn DoT debuff, a 3s hold debuff and potentially a 10s bleed.


  • Its bleed enables the dmg boost from Prisoncutter cards.
  • Pardoner’s Discerning Evil allows bleeding to extend into far larger ticks.


  • The tooltip lists Thorn as merely magic dmg, but it is actually magic poison dmg.
  • It’s bleeding attribute is calculated separately for each enemy.
  • [Unknown] Said bleeding states “Deals damage equal to 10% of the targets hp every second. Does not surpass the casters own minimal attack values.” but that seems an overstatement, see Nokia3310’s in-depth reply about said bleed’s odd performance.
  • [Bug] Bleeding increases in damage per second somehow.
  • The current Thorn fully affects flying enemies, unlike its previous forms.

Skill Analysis:
Its damage could be better, but it is fairly decent even at skill level 1 due to its attribute.
Its large number of hits also allow it to trigger on hit effects often, and it has bonus cc.

[ Buff rank 3 ]
Temporarily transform into a werewolf, Which aggros nearby enemies, has increased aggro on skills, and gains 5 new skills while other skills are locked out.
If the attribute Human Form is active you simply get a different set of stat boosts instead.

Druid: Wolf Spirit.
Adds up to 30s to the duration of both Lycanthropy forms.
Lycanthropy: Human Form.
Causes Lycanthropy to instead transform you into a demi-lycan form, which has different stat and doesn’t change your skills.

Lycanthropy benefits:
Additional Damage +10% per skill level.
Critical Rate +10% per skill level.
Inability to use basic attacks.
Gains 5 new skills, but can’t use old skills.
Base Movement speed +10.
Maximum HP +100%.
Defenses +50%.
Block Penetration +10%.
3% sp lost per second.
Immunity to soft knockbacks.
-50% sp cost for dashing.

Skills (Credit to Crevox for finding this info):

  • Claw: 2x 269%, +50 AoE attack ratio melee twin swipes. 0s cd.
  • Slash: 5x 146%, +50 AoE attack ratio linear slash. 5s cd.
  • Wild Breath: 4 x 86%, small area breath attack with a chance to confuse. 5s cd.
  • Warcry: 1x 359% large AoE with a chance to stun for 3s. 10s cd.
  • Exit transformation.

Demi-lycan benefits:
+30s duration.
Gets a different auto attack with a 5% chance to inflict bleeding for 10s.
No skills gained, but can still use existing skills.
2% of maximum HP restorer per 8 seconds.
Physical damage +4% per skill level.
Magical damage +6% per skill level.
Critical rate +10% per skill level.
Immunity to soft knockbacks.
-50% sp cost for dashing.


  • Affected by the general druid attribute Transformation Specialty and thus gets +10% evasion, +10% hp rate, and +10% crit rate.
  • Hengestone prevents sp loss for 20 seconds for regular Lycanthropy.
  • Oracle’s Arcane Energy can also restore your sp if you cast it prior to lycanthropy, but it allows you to be more mobile than hengestone.
  • Inquisitor’s Breaking Wheel can spread Lycan skills.


  • Lycanthropy’s aggro on transform is via a rank 3 debuff that lasts 5 seconds.
  • Lycanthropy’s stat benefits apply on skills used prior to its transformation as well.
  • Lycanthropy cannot auto or offhand attack, but demi-lycan can.
  • Lycanthropy scales off both Matk + Patk, but deals physical damage.
  • Not all effects are actually listed in said skill descriptions.
  • Lycanthropy lowers stamina cost for dashing by 50%.

Skill analysis:
Normal Lycanthropy is very powerful at the moment, but it’s huge sp cost can be very taxing.
Demi-lycan is not as amazing, but still a welcome dmg boost that’s incredibly easy to keep up.

Henge Stone:
[ Object ] [ Buff rank 1 ]
Summon a henge stone at target location which has a medium aura that increases cleric magic circles and objects skill level by 1, adds a multiplicative +10% druid damage, and negates the sp drain off Lycanthropy.


  • Nullifies the Lycanthropy SP cost as you’ve probably read at least 2 times already.
  • Gives +1 skill level to every object and magic circle skill clerics have.


  • Henge Stone cannot be destroyed.
  • Not all skills it affects get a +1 level shown in their tooltip when Henge Stone is active.
  • Henge Stone’s damage boost is multiplicative.

Skill analysis:
Another skill that acts more akin to a mere attribute than a skill. Its sp cost nullification is quite useful though, but the rest is meager.

Overall analysis:

Druid is in a pretty decent position, it has plenty of damage, healing and even damage boosts.
Though it has a major downside in that it struggles somewhat vs flying enemies as chortasmata is one of its more important skills.
Carnivory summons also seems overly niche due to their list of requirements to work.
And the whole plant conversion is quite bad currently as plants are quite defensive, but luckily that should get fixed soon.

Bonus round for transformations of note:
But I’ll need to postpone this as It would waste my time on testing more skills out with resets.



Out of Body:
[ Magic - Psychokinesis ] [ Buff rank 99 ] [ AoE attack Ratio: 4? ]
Separate your spirit from body, creating an explosion at target location alongside a spirit that allows you to you to attack enemies with it from range while leaving your body immobile. You take less damage, gain evasion and immunity to knockback and knockdowns while under this effect,

Out of Body:Enhance:



  • Out of Body’s spirit is required for Sadhu’s Prakriti and Astral Body Explosion skills to work.
  • Out of Body’s spirit auto attack damage is only affected by these buffs: Transmit Prana, Aspergillum, Blessing, Sacrament, Last Rites and Visible Talent. (forgot if it was affected by binatio as well)
  • Possession resets the Out of Body Cooldown if it isn’t currently in use.
  • Exorcist’s Gregorate counts OoB’s spirit as an ally to trigger an extra hit off.


  • Your spirit has a fixed 55 move-speed.
  • You cannot move beyond the 180 range stated on the skill while in OoB.
  • Your spirit’s new auto attack is a 100% magic - soul x3 fake hit effect with an enhance attribute.
  • Buffs other than Transmit Prana need to recast whenever you enter OoB.
  • OoB is now a fantastic defensive buff, but it’s immobility is harder counter as re-using it just recasts the explosion.
  • You cannot exit OoB while silenced or affected by other cc like debuffs.
  • You can only exit OoB by using ABE, Prakriti, or the return to body skill.

Skill analysis:
Actually has decent explosion AoE dmg and defensive stats, but it’s auto attack dmg is still worthless.

[ Magic - Psychokinesis ] [ Target limit: 10 ]
Reunite with your spirit at its current location, creating a small magic circle that damages enemies in that location.

Prakriti: HP recovery:
Recovers 5 - 15% of your max HP upon using Prakriti.


  • Needs Out of Body’s spirit to function of course.


  • Lacks an enhance attribute for some reason.
  • At max level, and thus 7.5s, it will only hit enemies 6 times.
  • It cannot hit flying enemies.
  • [BUG] do not use this skill near walls, you can get stuck that way.

Skill analysis:
Useful for its re-positioning, healing, and even it’s damage is not that bad atm.

Astral Body Explosion:
[ Magic - Psychokinesis ] [ Debuff rank 1 ] [ AoE attack ratio +10 ]
Causes your Spirit to explode, dealing damage and debuff enemies with a debuff that deal 5% dmg of said original hit x 9 ticks over 5 seconds.

Astral Body Explosion: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%
Astral Body Explosion: Untouchable:
Causes your body to emit a second explosion of the same damage and both hits will knock back enemies to boot. But it won’t cause OoB to end anymore either.

Delivery method:
A medium sized pbaoe around OoB’s spirit that debuffs enemies, and if the attribute is taken a second explosion is made at your body’s location with the same effects.


  • Requires Out of Body to be cast.
  • Transmit Prana will boost the damage of the main hit, but not that off the debuff.


  • The debuff from ABE doesn’t stack, so even if you hit an enemy twice it will only be affected by a single debuff.
  • You can hit the same enemy twice with this skill, to the contrary of initial ktest reports.

Skill analysis:
It’s ok right now, but is generally less ideal than OoB, Vashiti, or even Prakriti in terms of damage.

Vashita Siddhi:
[ Magic - Psychokinesis ] [ Debuff rank 1 ] [ AoE attack ratio + 15 ]
Causes an spirit explosion at you’re body’s location, which deals damage and has a chance to stun enemies.

Vashita Siddhi: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Skill analysis:
Now it’s essentially a better variant of ABE ironically enough, more aoe, easier to use, more dmg, and bonus stun. Pretty good tbh.

[ Magic - Psychokinesis ] [ Debuff rank 1 ]
Channel a magic spell for 0.5s that when released fires a single directional ball that hits one enemy and immobilzes it for 4s… Does not work on bosses and resets OoB’s CD if it is not in use.

Possession: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.


  • Resets Out of Body’s cool down when you aren’t using it.

Skill analysis:
One a great AoE dmg + cc combo, now a worthless blob.

[ Buff rank 1 ] [ Additional Property Damage - Psychokinesis ]
Grant yourself a buff that adds Additional property damage psychokinesis equal to a portion of your min matk for magic attacks only, and a minimum crit rate boost.



  • Any magic hits will trigger its additional property damage buff aspect, so the more hits a skill has the more dmg Prana adds.


  • Currently ignores the resistance stats of enemies, which is likely not intended.
  • It used to provide a larger bonus to psychokinesis/soul element skills, but I haven’t checked if that’s still the case.
  • Minimum crit chance essentially ensures you crit x% of the time. It’s really not a great stat to have if you can max crit rate instead.

Skill analysis:
Finally has excellent uptime now since it lasts 60s and has a 60s CD, but it’s buff effect is far weaker then it used to be. It’s not bad though, but not exactly good either.

Overall analysis:

Sadhu is honestly not in a bad shape atm, it has quite a bit of burst dmg from plenty of skills.
Though it is rather disappointing to see Possession & Prana in such weak states compared to what they used to be.



General attributes:
Dievdirbys: Plant Damage:
Increases non-elemental physical damage vs plant race enemies by 10 - 20%. (might be a bug?)
Increased Maximum Weight:
Increases character’s maximum inventory weight by 20 - 200.

Statue of Goddess Vakarine:
[ Object ] [ Max skill level 1 ]
Creates a Statue of Goddess Vakarine that enables warping to any warp statue at no silver cost.



  • Vakarine cannot take damage.
  • Vakarine can be extended by clap.

Skill analysis:

  • It’s a warp that saves some time and silver. But town warp scrolls are nearly as good so it’s a very minor advantage tbh.

Statue of Goddess Zemyna:
[ Object ] [ Buff rank 1 ]
Carves a statue of Goddess Zemyna in front of you, which reduces skill sp costs for nearby party members and lowers their sp recovery time by 5s as long they’re within range.

Statue%20of%20Goddess%20Zemyna ]


  • Miko’s Clap will extend Zemyna’s duration.
  • Statue of Goddess Ausrine can turn the zemyna effects into a mobile buff.


  • Has health equal to 19 + skill level.
  • Like most objects, it only takes 1 dmg per hit.
  • It can only be healed by Mass Heal, Revive and Tree of Sephiroth.
  • However, it doesn’t actually aggro mobs since it doesn’t affect them, but can still be hit quite easily from AoE or homing attacks.
  • Its sp recovery stacks with Squire’s base food yoghurt, allowing you to reduce to once per 5s with both effects active.
  • Tooltips don’t list changed sp values while it is in effect, which may be a bug atm.

Skill analysis:
It’s quite darn good at what it does, and with the current state sp is an issue for almost all builds anyway.
It’s one downside would be its stationary nature or short duration, but Ausrine fixes those both. Kind of wish the ausrine thing was more of an attribute instead though but oh well.

Carve Attack:
[ Physical - Pierce ] [ Scales with atk speed ] [ 1 target limit ]
Carve into an adjecent enemy, dealing bonus damage to plants and gaining a chance to gain sculpting wood when hitting plant race enemies.

A default enhance that increases its skill factor by 0.5 - 60%.
Carve: Process Wood:
You gain an extra chance to get sculpting wood when hitting enemies of any race. (Chance listed is wrong, but don’t know what it actually is either)



  • Despite it stating AoE attack ratio, it’s just a single target only skill. Though a forced AoE attack ratio of 1 regardless of your stats has the same result I guess.
  • Its plant bonus is bonus dmg / additional dmg, I’m not sure why it somehow tried to combine these terms for once.

Skill analysis:
Not worth it for merely single target dmg, which isn’t that high anyway.
Useful for gaining sculpting wood, but don’t need more than 1 skill level for that.

Carve Owl:
[ Object ] [ Summon - Magical ]
Carves an owl statue that unleashes small AoE clouds to attack nearby enemies.

Carve Owl: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.



  • Statue of Ausrine lowers its atk cycle by 0.2s (should be from 3s to 2.8s)
  • Clap extends the duration of owls.


  • Owls have a fixed 50 health, which makes it quite easy for enemies to kill them.
  • Like most objects, Owls only take 1 dmg per hit.
  • It can only be healed by Mass Heal, Revive and Tree of Sephiroth.
  • Owls do agro enemies easily since they deal damage themselves.
  • For all intents and purposes, Owls are also considered summons, and thus scale their dmg with Spr.
  • Owls themselves are considered Cloth and Poison element, but take 1 dmg of all hits regardless.

Skill analysis:
Technically owls aren’t bad damage wise, but having a 30+ second build up for merely average damage is not a worthy trade-off all the same.
Health-wise, Owls need priest’s mass heal to even survive most fights which further limits build potential and usability.
Quite a shame, because I loved this playstyle.

Statue of Goddess Laima:
[ Object ] [ Buff tier 1 ] [ Debuff tier 1 ]
Carve a statue of Goddess Laima in front of you, which reduces cool down time for party members while applying a movement speed and cd time increasing debuff on enemies as long as they’re within range.



  • Miko’s Clap will extend Zemyna’s duration.
  • Statue of Goddess Ausrine can turn the laima effects into a mobile buff.


  • Has health equal to 19 + skill level.
  • Like most objects, it only takes 1 dmg per hit.
  • It can only be healed by Mass Heal, Revive and Tree of Sephiroth.
  • Laima does aggro mobs with its debuffs.
  • Laima’s debuffs count as separate debuffs, and the cd increase can get resisted.

Skill analysis:
A very useful skill just like zemyna.
Again being stationary is its sole downside, but ausrine patches that out anyway.
Though it would be nicer if it was an attribute or innate effect instead in my opinion.

Carve World Tree:
[ Object ] [ Debuff tier 1 ]
Carve a world tree statue in front of you, which has a chance to debuff enemies with reduced evasion and silence while in its range.

Carve World Tree:Enhance:
A standard enhance that increases its evasion reduction by 0.5 - 60%.



  • Miko’s Clap extends the duration of Carve World Tree.


  • Has health equal to 19 + skill level.
  • Like most objects, it only takes 1 dmg per hit.
  • It can only be healed by Mass Heal, Revive and Tree of Sephiroth.
  • World Tree does aggro enemies it debuffs, but those enemies will be silenced and as such can’t attack world tree anyway.
  • World Tree only applies a single debuff, but it has both effects tied to it.
  • Said debuff often gets resisted however, I’d put a rough estimate at 50 - 60% of the time.
  • Doesn’t affect bosses or elites either.

Skill analysis:
Gets resisted far too often in PvE to see any real use.

Statue of Goddess Ausrine:
[ Object ] [ Buff rank 1 ]
Carves a statue of Goddess Ausrine in front of you, which reduced Carve Owl attack cycle by -0.2s when active and turns Laima & Zemyna buffs into duration buffs when you walk out of their range.


  • Has health equal to 19 + skill level.
  • Like most objects, it only takes 1 dmg per hit.
  • It can only be healed by Mass Heal, Revive and Tree of Sephiroth.
  • Its mobile buff conversion is quite gimmicky as it’s an area in the same size of Laima and Zemyna. Ergo you need to place Ausrine further away and then exit into ausrine’s direction for it to work reliably.

Skill Analysis:
I rather like it, but it’s essentially only a improvement to 3 other dievdirby skills.
Considering dievdirby already offers very little, this only makes matter worse to be honest.

Overall analysis:

Dievdirby is in a very bad state at the moment, to be honest.
While it does offer the always useful Laima and Zemyna to any party, for which parties no longer need to be stationary either.
But it doesn’t offer much beyond that. Owl is at best a mediocre dps option that needs time to get good and outright mandates priest for that to work.

Yet most importantly, it’s other skills are largely negligible on their own.
Ausrine, while neat, only serves to improve already good diev skills.
Carve attack is at best a material re-filler or single target filler if you got nothing else to do.
Vakarine only saves a bit of silver and time.
And World Tree gets resisted far too often while also being fairly redundant. (statues are quite good at soaking up dmg if you have healing, and diev desperately needs healing.)


Arcane Energy:
[ Buff rank 2 ]
Grants a buff to you and your party members that records their current sp and stamina values, when Arcane Energy ends it will try to restore their sp and stamina to those values if they aren’t already higher.

Arcane Energy: Reduce Damage:
Reduces the damage received from by 10% while Arcane Energy is active.
Arcane Energy: Duration.
Increased the duration of Arcane Energy by 1 - 5 seconds.



  • Try to avoid using sp potions during its effect, as arcane energy doesn’t take those into account.
  • It even enables frequent use of the most sp costly skills like Blind Faith as that 50% sp cost can otherwise be expensive to counter.

Skill analysis:
A very useful skill due to currently high sp costs. Though it can feel a tiny bit clunky due to how you should avoid potions while using it.

Display what target enemy will drop for 10 seconds.



  • Clairvoyance is needed to see the changes made by Resetting.


  • Clairvoyance is not automatically cast upon using Resetting despite what the tooltip states.

Skill analysis:
Nearly universally useless since the vast majority of desirable drops come from cubes, which it does not affect.
And most enemies it does work on should just be killed by regular means anyway, as that gives silver, most mobs respawn quickly, and killing isn’t tied to a 20s cd per enemy.
But there are a few exceptions like the Manahas armor mobs for which it can be nice given their rare spawn rate and rare drops.

[ Buff rank 2 ] [ Magic Circle ]
Removes all hostile circle effects at your location and creates a domed circle afterwards that reduces magic damage taken for allies.

Counterspell: Enhance:
A default enhance that increases its magic dmg reduction by 0.5 - 60%.
Counterspell: Duration:
Increases the duration of 1 - 5 seconds.


  • The magic damage reduction is active as long as you are touching the domed circle.
  • Certain skills, like Breaking Wheel, can be removed in pvp with this skill as they are classified as magic circles despite not looking the part.

Skill analysis:
Circle removal is not as important as it used to be, as not many circles remain in this game.
But it still has a decent niche vs magic dmg in both PvE and PvP at least due to its magic reduction.

[ Buff tier 1 ]
Gives a buff to nearby party members that prevent ONE rank 1 debuffs or crowd control effect for each ally.

Prophecy: Increase Damage:
Increases damage dealt to enemies by 30% while prophecy is active.

Prophecy has no special effects nor visual cues other than the standard hand animation.


  • Since prophecy ends after 1 prevention it will also lose its damage buff upon doing so.
  • You can prevent prophecy from expiring by using dispeller scrolls as those take priority instead. Still need to test whether that also works with Miko scrolls, Beak mask, and Methadone though…

Skill analysis:
I spoke too soon, a mere 1 prevention is far to small of an effect to rely upon.
It’s +30% dmg attribute however is well worth 1 point.

Alter the drops of a target enemy, causing it to reroll for what items it can drop.



  • Requires Clairvoyance to see if said loot actually changed.


  • Probably spoke too soon, as it does seem to reset all drops, aside of silver at least.

Skill analysis:
On the contrary to Clairvoyance, Resetting has a decent design behind it as chances of better is obviously pretty good.
But its 2min 30s cd, single target limit and high probably simply not adding anything all ensure that is one of the least effective methods for gaining more drops.
It’s an excellent example of a nice concept with a horrible implementation.

Death Sentence:
[ Debuff rank 1 ] [ target limit: 6 - 15 ]
Applies a debuff against enemies in the area you’re aiming at, which increases the damage they take. Has 50% less duration and 50% less damage versus boss enemies.

Death Sentence: Enhance:
A default enhance that increases its damage boost by 0.5 - 60%.
Death Sentence: Slow:
Decreases the movement speed of enemies affected by Death Sentence by 15 - 60%.
Death Sentence: Reset:
Reduces the duration of Death Sentence to 15 seconds, but resets its cooldown if an enemy dies under its effect.



  • If Paladin’s conviction lands the killing blow on enemies affected by Death Sentence it will cause an explosion at roughly the same skill factor as a single conviction hit.


  • Even with the slow attribute death sentence will still count as one debuff.
  • Death Sentence can be resisted.
  • It’s Area of Effect seems to be a medium range invisible rectangle aimed at where your mouse is at.
  • Its rank 1 debuff status means it is far to easy to remove or prevent in PvP.

Skill analysis:
Quite darn good in PvE, but for PvP it’s rank 1 debuff limits it a bit to much to be as useful.

Divine Might.
[ Buff rank 1 ]
Applies a screen-wide buff for all partymembers that increases the skill level by 1 for their next x skills.

Divine Might: Increased Count:
Increases the amount of skills divine might works by 1 - 5.



  • Needs skill level 10 for its attribute.
  • Doesn’t work on skills capped at level 1.

Skill analysis:
Divine might continues to be a very good skill for a constant boost to everything your party does.

Switch Gender Shop:.
[ Shop service ]
Set up a shop that allows players to change the gender of their character for a price. But it cannot be used by the character who created that shop.


  • I’m not sure why it’s bost listing a mirror of truth for the user and holy water for the shop owner. It may need both but that seems unlikely.
  • Its 30% tax should still apply.

Skill analysis:
Rather niche, but it’s just a 1 pointer. Though it is one of the least profitable shops and there is a 1 shop per account per time limit.

[ Buff rank 3 ] [ Channel ]
Channel a circle around you that prevents all damage dealt to allies inside its range.

Foretell: Threat
Allies inside the range of Foretell agro mobs as they dealt 50% less dmg.

Skill analysis:
One of the few invulnerable effects left and a very good at one at that for both PvE and PvP.

Twist of Fate.
[ Magic ][ Debuff rank 99 ]
Deals damage to a single enemy target based on their max health. Applies a HoT buff that heals it for twice that amount over 30 seconds.
50% less effect versus bosses.
Cannot affect Field bosses, Legendary bosses or World Raid bosses.

Twist of Fate: Enhance:
An unorthodox enhance that decreases its healing by 0.5 - 60%.



  • Did hear something about a wizard debuff being capable of blocking said healing. But I forgot which one :stuck_out_tongue:
  • Damage is solely derived from said hp stat.
  • bit of an oversight on IMC’s part, given the magic rework Twist of Fate can now crit, miss or be blocked. (but block/crit don’t seem to affect its dmg)

Skill Analysis:
Mostly a PvP focus skill as it quite nice there, but it has a small niche vs easier bosses in PvE as well.
Not too shabby tbh.

Overall analysis:

I’d argue Oracle is in a pretty good position right now.
It’s a strong utility + dmg boosting + defensive class for PvE, and PvP most of its dmg boosts won’t work as well but it’s debuff prevention, counterspell, and Twist of Fate work wonders there.
Having Divine Might, +30% dmg on prophecy and Death Sentence does look a bit like overkill tbh.Arcane%20Energy



General attributes:
Two-handed Blunt Mastery: Monk:
Increases block penetration by 85 when wielding a two handed blunt weapon.

Iron Skin:
[ Buff rank 1? ]
Grants a 5 minute long self buff that decreases physical damage taken by a paltry amount.



  • An inferior version of Stone skin for some reason, which due to its enhance can reduce more physical dmg and also affects magical dmg to boot.
  • Might conflict with Paladin’s Stone Skin, which I didn’t bother to test since neither skill should be used normally and I had limited resets. (Also barely even thought of it tbh.)
  • Its old damage reflection is entirely gone, what a shame.

Skill analysis:
A far to small dmg decrease for a mere 15 points on a base class that has access to self healing anyway? Ignore it.

Douple Punch:
[ Buff rank 99 ] [ Physical - Strike ] [ Atk Speed ]
A toggle skill that replaces your default auto attack with a double punch attack and grants bonus attack speed for it. Said double punch attack is a 100% patk x1 fake multihit pretending to be two hits.

Double Punch: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.



  • Heard reports that it couldn’t be used alongside Druid’s Lycanthropy for some reason. Can’t remember double checking it anymore… Oh boy…
  • Chaplain’s AA skills do work with Double Punch, however, not that there’s much synergy there.


  • Keep in mind that this REPLACES your existing auto attack, which is itself also a 100% patk x1 hit.
  • Double Punch’s dmg benefits are thus solely from it having an enhance and bonus attack speed.
  • Should still have a 0.05s latency cap from when Double Punch used to be good, or it’s heavily impacted by the diminishing benefits of atk speed scaling. Regardless it doesn’t benefit much from atk speed.
  • Double Punch no longer has an innate chance to give a blunt dmg debuff on hit either.
  • Not sure what IMC meant with “Basic attacks apply as two-handed” as Double Punch does not count as a two-handed weapon atm.

Skill analysis:
It’s alright as a thematic filler for when your skills are on cooldown I guess.
But it could have been much more and much better with ease.

Palm Strike:
[ Physical - Strike ] [ Atk Speed ] [ AoE attack ratio +6 ]
Creates a small blast in front of you to deal damage to enemies. Ignores a paltry portion of their physical defense.

Palm Strike: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.



  • Palm Strike is required to use Hand Knife nowadays…


  • The animation doesn’t line up with it’s actual hitbox, which is an AoE in front of the user only.
  • Does use your other sources of AoE attack ratio btw.
  • Can be used while jumping.

Skill analysis:
Technically not that bad, but also not that good.
It mostly gets saved by its sfr and overheat 4 though.
And its defense ignore is far too tiny to have a decent effect.

Hand Knife:
[ Physical - Strike ] [ Atk Speed ] [ AoE attack Ratio +10 ] [ 1 skill point max ]
Perform a follow up to Palm Strike that creates a linear wave in your targeted direction. Deals additional damage based on an enemy’s Spr stat, but it cannot exceed your max physical attack value.

Hand Knife: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Hand Knife: Armor Break:
Causes Hand Knife to ignore 1.5 - 7.5% physical defense of enemies it hits.


  • CAN ONLY be used as the next attack for 1s after a Palm Strike.


  • Even using an auto attack after palm strike will prevent you from using Hand Knife, and so will any other skill.
  • Can be used while jumping, but that can prevent its linear attack from working.

Skill analysis:
Just like Palm Strike, this isn’t too bad dmg wise.
But since it has a different AoE size and can hit more enemies it makes for an impractical follow up to Palm strike tbh. (You’d want enemies bunched up for Palm strike, but lined up for Hand Knife)
Getting the timing right is also incredibly annoying to boot, and likely to fail more often than wanted.
And to make it even worse; It knocks enemies up in the sky to the point that some attacks used after Hand Knife will outright miss those enemies!

Energy Blast:
[ Physical - Holy ] [ Charge ] [ No target limit ]
Charge up a holy beam for up to 5 seconds that deals damage and knocks enemies back per hit.

A default enhance that increases its skill factor by 0.5 - 60%.


  • Energy Blast deals twice as many hits vs enemies under Krivis’s Divine Stigma.
  • Inquisitor’s Judgement will add a bonus +10% damage since it’s holy damage and should lower pdef of non-demons with one of the next patches.
  • Chaplain’s Deploy Capella can also provide a large dmg boost to Energy Blast since it’s holy damage.


  • You need charge level 1 to use Energy Blast, which depends on skill level. ( 5 / skill level ) = seconds required for 1 charge level.
  • The amount of hits depends on how long you charged, not the actual charge level. Don’t ask me why.
  • The full charge time is 5 seconds regardless of skill level.
  • The beam itself lasts the same amount of time you spent charging, so at max level that’s another 5 seconds.
  • Normally caps at 18 hits for max charge.
  • Energy Blast can knock enemies out of its own reach with ease, so placement is crucial.
  • You can move while charging the beam and aren’t easily interrupted while doing so.

Skill analysis:
Technically it has a good element, cd, and skill factor.
But since it takes 10 seconds for a mere 18 hits at best it really isn’t time efficient for most builds to even bother with this skill. With the exception of Krivis, Inquisitor or Chaplain builds ofc.
Neither can it fully benefit from Golden Bell Shield since that only has a 10s duration.
And the knockbacks are almost always counterproductive.

One Inch Punch:
Performs a One Inch Punch to knock the wind out a few enemies in front of you, causing them to lose HP and SP over a period of time.
[ Physical - Strike ] [ Atk Speed ] [ AoE attack ratio +1 ] [ Debuff rank 1 ]

One Inch Punch: Enhance:
A default enhance that increases its by 0.5 - 60%.
One Inch Punch: Silence:
Enemies hit by One Inch Punch will also be silenced for 5 seconds.


  • Quite potent in pvp due to its sp drain.
  • The health and sp drain stay the same regardless of skill level, only the duration increases.
  • Despite it having overheat you cannot stack the sp and hp drain effects.
  • The health drain isn’t affected by God Finger Flick’s debuff or Golden Bell Shield’s buff either.
  • The range on this skill is roughly half of its animations length.
  • Can be used while jumping.

Skill analysis:
Quite potent for PvP atm, but that’s about it.

God Finger Flick:
[ Physical - Strike ] [ Debuff rank 1 ] [ Target limit: 1 ]
Throw a coin at target enemy to deal damage and make them take +50% strike damage for 5 seconds. Costs 1 silver to use.

God Finger Flick: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.


  • Boosts the damage of all strike based skills, which Monk has plenty off.


  • Skill level solely scales its damage fyi.
  • Can be used while jumping.

Skill analysis:
Potentially a decent skill for giving monks better damage against bosses.
But since most other monk skills have serious issues it doesn’t really shine there either at the moment.
And it’s 1 target limit just makes it insulting when Monks need more dmg vs regular enemies as well…

Golden Bell Shield:
[ Buff rank 1 ]
Reset your other monk skills and gain an additive +10 - 50% monk skill damage boost for 10 seconds.



  • It resets all other monk skills and boosts their dmg if they deal dmg obviously.


  • Try to avoid using this with Energy Blast as it costs to much time.
  • Doesn’t add damage for double punch, probably because it’s an auto attack and not a skill.
  • Tends to be called GBS by the now non-existent ToS monks.
  • Can be used while jumping.

Skill analysis:
It’s a decent skill, but with the other monk skills not really being strong enough to stand on their own, this won’t serve much of a purpose either.
But to make it worse this should only be used with palm strike + hand knife combo x4 to get the best result possible. (well maybe 1 more god finger flick in the middle)

General analysis:
Monk is a meme in its current state. It’s a purely damage focused class, with almost no damage to speak off.
Yet it has plenty nice animations and love poured into it at the same time, which makes it all the more annoying that the best path involving Monk is to simply ignore monk.

Ergo, I dub thee Yamcha.


General attributes:
Dispeller crafting:
Allows one to craft dispeller scrolls while sitting down for 2 parchments a piece. Dispellers are a consumable that when used will prevent an r1 debuff from affecting you per piece. (may need to drag parchments to the crafting slot if it gives an error.)

[ Crafting ] [ Max level 1]
Allows you to turn specific skills into scrolls, which can be sold to other players or used for your own benefit. Said skill needs to be max level to use, however.


  • Currently works on: Monstrance, Turn Undead, Aukuras, Zalciai, Daino, Arcane Energy, Clairvoyance, Restoration and Barrier. (ergo only priest, krivis, oracle or paladin have craftable scrolls)
  • Costs 500 silver +1 parchment per skill level of the skill you’re trying to craft.

Skill analysis:
Fairly expensive to be honest, but has a tiny niche and is one of the ways to earn money that isn’t a shop itself.

[ Buff rank 99 ] [ Ally limit: 4 - 18 ]
Applies a 10s long rapid healing buff up to x party-members inside a small pbaoe.


Indulgentia: Enhance:
A default enhance that increases its heal factor by 0.5 - 60%.


  • Is affected by +x% healing buffs like Guardian Saint, One-handed Blunt Mastery: Healing and Ein Sof: Stacked Healing. All of which are multiplicative to each other.


  • Heals 9 times over 10s.
  • Does not affect objects or minions…
  • It does not remove debuffs anymore. Credit @greyhiem.

Skill analysis:
One of the decent enough healing skills, benefits from being highly mobile, impossible to removable and being able to hit a ton of party members…
The latter should be of use for the upcoming world raid, and maybe gvg content? doesn’t seem to work on out of party guild members atm though.

Discerning Evil:
[ Buff rank 2 ] [ Magic - Holy ][ Single target ]
Increases debuff durations on a single targeted enemy within short range and applies a damage over time buff for 10s on them afterwards. But it fails when an enemy already has an extended debuff on them.
Discerning Evil: Enhance:
A default enhance that increases skill factor by 0.5 - 60%.


  • Any holy magic circle spreads the buff to other enemies inside that circle when the buffed target is hit by it. For clerics that is limited to Exorcist’s Aqua Benedicta, Kabbalist’s Nachash and Miko’s Hamaya.


  • Discerning evil is not a debuff itself, but a damage dealing buff.
  • Its synergy does not spread the actual debuff increase effect of Discerning Evil.
  • Its synergy has to hit enemies for it to work, as such flying enemies over Aqua Benedicta avoid said synergy entirely.
  • Discerning evil requires that an extended debuff expires first of said target before it’ll work again, a refreshed debuff does not qualify.

Skill analysis:
Pretty darn insane on bosses, and hasn’t got decent dmg for a 15s cd skill even.
But its single target limit really ruins it for everything else, which is quite a shame.
That it doesn’t work against refreshed debuffs is also somewhat annoying.

[ Shop service ]
Sets up an offering box next to a goddess statue outside of towns, which buys items from other players at 80% of their store price. In turn, the shop owner can sell these items in town for their “sell price to shop” values.



  • [ bug ] There’s a chance you’ll get a server disconnected error message while trying to donate items, not sure what causes it yet as it’s not consistent. (and it’s only that, the message.)
  • [ faulty description ] When trying to sell an item that can’t be sold you get a lovely “Shop not for sale message”.
  • The payment price list how much you paid in total and not what you are selling it for.
  • The shop owner uses his own silver to pay for these “donations” by the way, which is generally better described as buying.
  • You cannot use donated/sold items for yourself even if you wanted to, you can only sell them in town via its own UI.
  • You can only hold up to 100 items per skill level before you need to return to town and sell them.
  • There are no taxes involved with Oblation.

Skill Analysis:
This one of the more questionable shops with ease, even if there is some potential here.
The problem is that most players will want to go to town for identifications anyway, and places where people normally grind rarely have goddess statues.

If it had the town/statue requirements removed it could probably see some use, but even then it would still be quite niche.

Increase Magic Defense:
[ Buff rank 1 ]
Casts a screen-wide party buff that increases magic defenses by the stated %.
Consumes 1 holy water.

Increase Magic Defense: Enhance:
A default enhance that increases its magic defense increase by 0.5 - 60%.

Magic defense increase = ((Skill level * 1.5) * ( Spr ( Spr + player level) * 2) + 0.15 ) * enhance)



  • Stacks additively with Spell Shop’s Grace: Increase Magic Defense.
  • The listed value isn’t wholly accurate as only the displayed values seems to be rounded up or down at the decimal.

Skill analysis:
Same as aspersion, these are solid party buffs that nicely scale off spr to boot.

[ Physical - Strike ] [ AoE Ratio+0 ]
Whack melee-ranged enemies with a bag of gold, costs 300 silver to use.

Dekatos: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.



  • I love how it’s a literal bag of gold despite it costing silver.
  • Has lost its 1hitko and extra silver drop effects as well.
  • Can be used while jumping.

Skill analysis:
Damage is alright, but the silver cost is excessive for an overheat3 20s cd skill.
But it’s AoE ratio just outright cripples it as it will only affect 2 enemies most of the time without +AoE gear…

Spell Shop:
[ Shop service ]
Sets up a shop that can sell up to 4 grace buffs to other players. Requires 10 of a the listed materials on your end for each buff sold.

Spell Shop: Duration:
Increases the duration of buffs sold by 2 - 10 minutes. Requires lvl 350.

UI + Buff descriptions:


  • They scale off spr, but I don’t know the formula.
  • Cannot be used inside dungeons.
  • They stack with priest and pardoner buffs alike, all additively.
  • Prices are fixed at 800 silver.
  • There is no price increase despite what the description states. Ergo profit per buff is 210, 60, 360 and 60 silver respectively. Or 690 for the entire set.
  • You gain 560 silver per buff sale, due to the 30% tax.
  • The sold buffs are buff rank 1, not the shop itself.



General attributes:
Two handed Blunt Mastery: Paladin:
Increases AoE attack ratio by +5 when wielding a two handed blunt weapon.

[ Buff rank 1]
Reduces the damage you take from physical and magical damage effects.

Stoneskin: Enhance:
A default enhance that increases its damage reduction by 0.5 - 60%.



  • It’s a self buff now, the description is actually on point.

Skill analysis:
Far to small of a defense increase for 15 points, made worse by the fact that paladin already has better dmg reduction options that benefit the entire party (Resist Elements, Barrier and Sanctuary).
And paladin is generally starved for skill points anyway, so yea don’t bother.

[ Buff rank 99 ]
Creates an medium sized aura around yourself that heals party members every 3 seconds.

A default enhance that increases its heal factor by 0.5 - 60%.


  • Restoration gets a multiplicative healing bonus of 10% while guardian saint is active, in addition to what guardian saint already provides on its own ofc.
  • Is also affected by the standard +x% healing buffs like Guardian Saint, One-handed Blunt Mastery: Healing and Ein Sof: Stacked Healing. All of which are multiplicative to each other.


  • Can be cast while moving and it won’t slow you down, not sure why only a few buffs use that mechanic as it quite darn handy.
  • Restoration’s healing is handled by a 0s buff application delivered by its aura, so skills like melstis will have no effect.
  • It will only heal party members that are inside it’s range.

Skill analysis:
It’s one of the heal options that’s outclassed by mass heal, but with good enough gear and enough Spr it can let someone act as team healer. It’s just more difficult to do so.

Resist Elements:
[ Buff rank 1 ]
Buffs yourself and all (???-ranged) party members to take less damage from Fire, Ice, Lightning, Earth and Poison elements.

A default enhance that increases its property damage reduction by 0.5 - 60%.


  • Doesn’t seem to work vs monster poison procs atm. Not sure why.

Skill analysis:
Potentially quite good, as long as enemies you are fighting actually deal elemental damage.

[ Physical - Strike ] [ Affected by Attack Speed ] [ Debuff rank 1 ] [ AoE Ratio +4 ]
Smashes enemies in front of you twice, dealing both damage and debuffing them so they take increased damage from Fire, Ice, Lightning, Earth and Poison elemental damage for 20 seconds.

A default enhance that increases its skill factor by 0.5 - 60%.


  • Conviction’s debuff increases damage dealt with God Smash by an additive 60% regardless of conviction’s skill level.
  • Conviction’s debuff increases damage dealt with smite by an additive 80% regardless of conviction’s skill level.
  • Conviction deals +20% (Additive/Multiplicative) damage versus stunned enemies.
  • Enemies you kill with Conviction that are debuffed with Death Sentence explode, dealing roughly the same sfr as a single conviction hit as damage.


  • [ bug ] currently doesn’t work on Poison element damage, but does work on fire and lightning dmg. (need to test earth + ice later via transform)
  • Correctly lists your total AoE ratio attack in its description.

Skill analysis:
A pretty versatile skill to be honest. Decent melee damage and it buffs a good chunk of skills.
Though it is a bit of a bummer that it leaves certain cleric classes behind, doubly so when monks, sadhu, and holy dmg focused classes often can’t take advantage of sanctuary either.

[ Buff rank 99 ] [ Channel ] [ Magic Circle ]
Channel a defensive circle for 10s that increases allies magic and physical defenses based on a portion of your base defense values, and you cause each hit for those allies to deal Additional Holy Damage equal to the respective defense stat.

A default enhance that increases its defense boosts by 0.5 - 60%.


  • Henge Stone and Sweeping should raise it’s skill level by 1 since it’s a circle. (didn’t confirm sweeping yet, but they both use the same mechanic anyway.)

Lvl 5 Sanctuary showcase (lacked 2 points to max it, forgot I didn’t have all 45 yet on that pala :stuck_out_tongue: ) :


  • By base defense values I mean your standard defense + defense from equipped item’s stats. That includes anvil and trans, but excludes buffs.
  • To clarify my shoddy description, the Additional Holy damage is based on what type of skill you’re using. physical damage skills get an amount equal to your physical defense added whereas magical damage skills get an amount equal to your magical defense added.
  • Any other defense increases that aren’t from gear do not count for its def multiplier or additional holy property damage bonus.
  • Sanctuary is reduced by an enemy resistances like most other Additional Property Damage effects for up to -50%. But I don’t know how high resistances scale exactly atm.

Skill analysis:
Defensively it’s still quite a nice skill, but offensively it lost a lot of power with its re:build rework.
And while I was under the impression that it was worthwhile damage-wise, I fear that’s not quite the case.
Though it’s worth depends a lot with how high resistances go if enemies can reach 3k than that will lower its dmg in half even for 20k def users.

[ Physical - Strike ] [ Affected by Attack Speed ] [ Debuff rank 1] [ Charge: 2s] [ AoE Attack Ratio +12 ]
Charge up a smash that hits nearby enemies repeatedly for up to 7 times in the direction of where you’re aiming.

A default enhance that increases its skill factor by 0.5 - 60%.
Grants a 1 - 10% per hit to stun enemies for 3s with Demolition.



  • Deals + 4 - 20% more damage versus enemies debuffed by conviction. ( Didn’t manage to confirm it as I lacked skill points, I’ll try to do it later when I level that char further to save me 2 resets.)


  • Charge time is roughly 1 second.
  • While charging Demolition you cannot move, but you can change direction.
  • Correctly lists your total AoE ratio attack in its description.
  • The stun is calculated per hit, so you have an approximate 52% to stun at least once.

Skill analysis:
It has a decent AoE attack ratio, but it’s dmg and cd are just lacking.

[ Buff rank 1 ] [ Magic Circle ]
Casts a magic circle that pushes enemies out and prevents them from entering it. Also increases magic defense for party members additively.

Barrier: Devotion:
Increases your physical defense by 4 - 12% while inside barrier, but damage party members would take inside of barrier is reflected to you instead.


  • Druid’s Hengestone and Miko’s Sweep should increase its skill level by 1 on account of being a circle. (Did confirm Hengestone, but sweeping not yet like with sanctuary.)


  • The damage redirection used to be non-reduceable prior to Re:Build, need to test this again on a poor hapless bastard.
  • Keep in mind that Sanctuary’s defense increases do not use or benefit other defense increase buffs. So Sanctuary + Barrier is even less than additive.
  • The push out effect is only effective versus normal monsters, players can move fast enough for it to merely slow them down. Some mobs occasionally also manage to push through for some reason.

Skill analysis:
Still very potent for area denial in PvE, but in PvP only its magic def increase will matter.
And its devotion attribute is still far more likely to break your equipment and/or get you killed since you now take up to 5x dmg from AoE hits at once.

General analysis:

I think Paladin is a decent enough position, but it could use a bit more polish.
Still, it does offer healing, average-ish melee damage, two broad but still situational damage buffs and a lot of defensive tricks. So for a single class it does offer quite much.

Though I kind of wish it would see more use for the few classes that can’t benefit much from it.


Just going to post a single video here, most chaplain skills are best showcased with auto attacks and benefit each other anyway so I wanted to show that.

Last Rites:
[ Buff rank 1 ] [ Additional Property attack : Magic holy ]
Buff yourself so that you deal an additional magic holy attack hit on each auto attack or offhand attack which deals 20% more damage when you’re below 40% max health.

Last Rites:Enhance:
A default enhance that increases its by 0.5 - 60%.
Last Rites:Promoting Spirits:
Increases Last Rites’s low health treshold from 40% to 50%.


  • Overwrites Sacrament.
  • Benefits from all additional property damage and bonus/blessing damage effects as they increase both the regular aa hit and the one Last Rites adds.


  • You could use something like Healing Factor to keep up a slightly below 50% health with relative ease, but it’s frankly not worth the effort.
  • Can be cast while moving.

Skill analysis:
Technically a rather decent skill, especially for an auto attack focused class.
But almost all the other chaplain dmg boosting skills benefit each other more and simply add more damage, which quickly ensures that Last Rites just isn’t worth using.

Not unless you can reach atk speed cap without Binatio at least.

[ Buff rank 1 ] [ Additional hit: Magic holy ]
Buffs your auto and offhand attacks to also cause a separate extra hit of holy magic damage when you hit.

A default enhance that increases its skill factor by 0.5 - 60%.



  • Build Capella boosts its damage by 10 - 160% while near it, since it is holy damage that follows the normal damage formula.
  • It’s damage also counts toward Visible Talent’s damage aggregation effect.


  • For all intents and purposes, Aspergillum is a normal magic holy hit, that just happens to have a similar delivery method akin to what Additional Property attack effects have.

Skill analysis:
A strong auto attack skill that solely adds damage to auto attacks instead of merely giving it an enhance.
On top of that holy dmg is a very good elemental type and it benefits greatly from several other chaplain skill to boot making it a very nice option.

[ Buff rank 1 ]
Increases your attack speed via a buff for 30 seconds.

A default enhance that increases its by 0.5 - 60%.



  • This attack speed boost is not limited to auto or offhand attacks.
  • Can be cast while moving.

Skill analysis:
It’s decent enough, would have preferred it at a somewhat lower value and better duration due to attack speed’s diminishing nature but it’s not a huge issue.

Deploy Capella:
[ Buff rank 1 ] [ Object ]
Places a Capella in front of you for 30s that boosts holy damage in an medium area around it.

Deploy Capella:Enhance:
A default enhance that increases its holy damage boost by 0.5 - 60%.



  • This does benefit Aspergillum, as it follows the normal damage formula and is holy magic damage.


  • It does not affect Last Rites or any other form of Additional Property Attack Holy though, as those ignore damage boosts.

Skill analysis:
Despite its range and cooldown not being that amazing, its access to a up to +160% holy damage boost is incredibly hard to pass up on for any Chaplain or even Exorcist build.

Paraclitus Time:
[ Buff rank 1 ]
Grants a self-buff that prevents most soft forms of knock back and knock down effects.


  • Can be cast while moving.

Skill analysis:

  • Potentially good for PvP, where you don’t want to rely on gazing golem cards procs from being hit that often.
    But for PvE gazing golem cards outperform it and allow you to get more dmg via its other skills to boot.

Visible Talent:
[ Buff rank 1 ] [ Additional Property hit - types depend on damage accumulated ]
Grants a 10s long self buff that accumulates all damage dealt via auto or offhand attacks. After this buff ends it gives an indefinite buff that adds said accumulated dmg only once to a single enemy with your next auto attack hit.
Skill level decreases cool down by 1 second per level.



  • It accumulation includes all damage boosts or auto attack effects like Aspergillum, Last Rites/Sacrament, Grace: Additional Holy Hits, Blessing, etc.
  • Attack speed buffs like Binatio also increase its total damage simply because more hits equals more accumulated damage of course.


  • The second buff’s accumulated damage ignores defenses and can be negated or reduced to 1 dmg.
  • Said accumulated damage buff retains the individual values and respective elements used, so it is one of the few skills that can and often does split types of damage in a single hit. (always physical - blunt + magical holy ofc)
  • Since it is affected by elemental modifiers on the final hit it can double dip, gaining a +50% vs dark on its holy aa’s and a +50% vs dark on the holy part of the final Visible talent hit.
  • Said final hit isn’t affected by damage boosts either, nor can it crit/miss or be blocked.
  • You cannot use Visible Talent to boost the damage of the next visible talent anymore…

Skill analysis:
For a class that entirely revolves around auto/offhand attacks this is an absolutely amazing skill that can dispose of bosses incredibly fast.
Don’t leave home without it if you’re a chaplain.

General Analysis:
Chaplain is almost a one trick pony, as it excels in auto attacks and buffing said auto attacks.
Though it does have a small niche as holy damage booster due to Build Capella, but only Exorcist and chaplain itself properly benefit from that at the moment.
And auto attacks don’t hit that many enemies, so it’s not as good as other forms of damage but is serviceable.

Though I’m a bit disappointed by how it lacks other roles and its far to simplistic skill set. But you can’t have it all.


Plague Doctor:

Healing Factor:
[ Buff rank 3 ]
Give targeted party meber a buff that records their current health and afterwards recovers health every 0.5s if their health ever drops below that amount.



  • Is affected by the standard +x% healing buffs like Guardian Saint, One-handed Blunt Mastery: Healing and Ein Sof: Stacked Healing. All of which are multiplicative to each other.

Skill analysis:
Insanely powerful due to how much health it can recover, even at lower skill levels.
But do make sure you use it solely on high or max health targets, otherwise it won’t do that much ofc.

[ Magic - Fire ] [ Debuff rank 3 ] [ Requires a debuff to work ] [ No target limit ]
Incinerate enemies with debuffs in a short range infront of you, causing them to take damage over time. This debuff gains 1 additional second of duration per debuff on its target.

A default enhance that increases its skill factor by 0.5 - 60%.
When an enemy is defeated by Incinerate, it transfers select debuffs to 1 - 5 nearby enemies.
Incineration:Fast Response:
Lowers Incineration hit rate from once per 0.4s to once per 0.3s.



  • It can only specific debuffs with its Incineration:Infect attribute, from which I know only BDS and curse.
  • Deals 30% increased damage when the affected enemy is also debuffed with Black Death Steam.


  • Can benefit considerably from the Agni necklace, as that adds a flat +50% skill factor to Incineration.
  • Due to its small range its no target limit tends to get wasted easily.

Skill analysis:
An extremely strong dmg skill, albeit with relative short range and a debuff requirement.
But, it’s still quite fun to use and easily gets the job done.

[ Buff rank 3 ] [ Max skill level 1 ]
Removes up to 3 rank 3 debuffs from allies in front of you.

Causes fumigate to create a small purification circle for 10s that increases poison property resistance by 10 - 30% for allies.



  • Only its Fumigate:Purification effect is considered a buff.
  • Fumigate:Purification is likely classified as a magic circle.

Skill analysis:
It’s a decent 1 pointer for some condi removal, why not.
The attribute is too niche though.

[ Buff rank 1 ] [ Spr scaling ]
Increases movement speed for you and your partymember in a medium range around you. A bonus is applied to said movement speed based on the casters Spr and the recipients level. (for up to +100% max)

A default enhance that increases its Movement Speed bonus by 0.5 - 60%.


( 3 + skill level * 0.5 ) * enhance modifier ) * (1+(=Min 1( Spr / recipient level )))


  • The spr bonus cannot exceed 100% like the description states.
  • Essentially your spr should equal player level to get a 100% bonus movement speed.

Skill analysis:
It’s the old haste, as useful as ever.
Feels weird thematically, but it is certainly is nice to have.

Beak Mask:
[ Buff rank 3 ]
Wear a beak mask to prevent all rank 3 debuffs and lower from affecting you.



  • Practically prevents all PvE debuffs, while a few remain able to bypass it in PvP.
  • The beak mask’s look can be disabled by disabling wigs in your appearance tab.

Skill analysis:
Frankly, it’s mostly overkill for PvE, but overpowered for PvP.
Probably why it got nerfed there just recently in ktos.

Black Death Steam:
[ Magic - Poison ][ Debuff rank 3 ] [ No target limit ]
Infect enemies with a viral poison, which causes enemies to take damage over time and it can even spread to other nearby enemies.

A default enhance that increases its by 0.5 - 60%.



  • Increases incineration damage additively by 30% when BDS is active.
  • Can be spread via Pandemic or Incineration:Infect as well.
  • Is considered a poison and thus triggers Velnia Monkey cards for a potential + 1 - 30% additional damage.


  • Often simply called BDS by the community.
  • Easily prevented in PvP by using antidotes.
  • Its AoE is a very narrow cone effect in front of you, which can be easy to miss enemies with due to it.

Skill analysis:
it lost a good chunk of damage due to its low skill factor and the loss of its -0.1s hit cycle attribute.
But it’s still quite serviceable, even though you will rely far more on Incinerate at the moment as a plague doctor.

Spreads specific debuffs from enemies in a medium pointblank range over to 1 - 9 nearby enemies.

Pandemic:Spread Incineration:
Causes Pandemic to spread Incineration to enemies in its ranger, but at a chance of 5 - 50% per individual target. (still needs incin on a mob as well ofc.)


  • Has the same ruleset as Incineration:Infect, in that it only works for allowed debuffs. I know it includes Black Death Steam and Curse but not what else yet.

Skill analysis:

[ Buff rank 3 ]
Gives a buff to all medium range party members that prevents knockbacks, knockdowns, cast interruptions and r2 debuffs or lower.


Skill analysis:
Excellent utility, but low up-time.
Never leave home without it.

General analysis:
Plague Doctor is still a very competent utility and damage oriented hybrid.
Though the current change to beak mask makes it more selfish than it used to be in terms of condi prevention, but now also has a group haste in Modafinil at least.


General attributes:
Staff of Kabbalah:
Increases your maximum magic attack by 20% while a one-handed blunt weapon or rod is equipped.
Kabbalah Garments:
Increases your movement speed by 5 and enables your block stat when wearing a set of 4 Cloth armor pieces. (block is same effect as using a shield)
Enhanced Defense Formation: Target Increased:
Gematria and Notarikon affect 1 - 3 additional targets.

I won’t be making gifs for most of the kabba skills as they’d be far to large size wise to fit on this forum, Instead, I’ll just stick to this lowby video showcase:

Revenged Sevenfold:
[ Magic - Holy ] [ Buff rank 3 ] [ Ally target limit: 5 ]
Grants a buff up to 5 party members, objects and summons that negates the next hit they take and deals that damage back sevenfold as magic holy damage.




  • If you have one of Miko’s Omikuji blessing buffs active while Revenged Sevenfold triggers it will also give a great curse debuff to that enemy. (Great curse is -50% crit res for 10s.)
  • Works well with any class that has summons or objects to ensure you can reflect 5x Revenged Sevenfold on each cast, like Dievdirby, Druid or Inquisitor.


  • Since the reflected dmg is 7 x reflected hit x 10% per skill level as magic holy damage you won’t actually deal 7 times until you reach skill level 10.
  • Extremely deadly in PvP regardless of weapon.
  • Often called r7 by the community to avoid spelling it out.
  • The synergy mechanic is rather bad as there’s a 25% chance of not getting a blessing buff upon using Omikuji, and yes that does indeed prevent this synergy from working.

Skill analysis:
In PvE, it’s ok damage and in PvP, it’s outright deadly.
Does take a bit of work to time it just right and get enough people under its buff, but it’s well worth it.

Ein Sof:
[ Buff rank 3 ] [ Party targeting ]
Gives the targeted party member a buff that increases their max health.

A default enhance that increases its Health boost by 0.5 - 60%.
Ein Sof: Stacked Healing:
Increases your healing multiplicatively by 30% when healing party members under the effect of Ein Sof.



  • Tree of Sephiroth’s max health based healing benefits from ein sof’s health bonus of course, but ignores Ein Sof:Stacked Healing.
  • Ein Sof:Stacked Healing benefits most healing skills of course, aka Heal, Mass Heal, Chortasmata, Indulgentia, Restoration and Healing Factor.


  • Ein Sof:Stacked healing’s in-game description is still from several patches prior to Re:Build and thus very very outdated.
    Its heal bonus got lowered to 30% and it no longer boosts your heal/mass heal when EIn Sof is on you to be precise.

Skill analysis:
This used to be one of the strongest defensive skills, and it can still get a decent health percentage increase but it’s now essentially only for a single party member instead of two.
Its loss of a healing bonus also hit it very hard, and it’s now just an avarage defensive skill for one person in a meta that doesn’t really need any of those atm…

[ Magic Holy ] [ Object ] [ Buff rank 3 ] [ Additional Property attack - magic holy ]
Summons one to five wheels that move in the targeted direction, enemies they collide with take damage for up to 30 colissions max and explode at their targeted location.
Said wheels also have tiny aura’s that provide a +10% magic defense boost and 10% of all damage to be converted into additional holy attack bonus hits.

A default enhance that increases its skill factor by 0.5 - 60%.
Merkabah: Reduced Movement Speed:
Reduces the movement speed of Merkabah wheels.



  • You can mount a wheel by using the corresponding hotkey.
  • You can continue channeling skills while mounting said wheels, allowing for rubric or kagura shenanigans for example.


  • [ Bug ] Its auras can dispell each other if they overlap, and they almost always do. As such keep it at skill level 1.
  • [ Bug ] Despite being able to mount these wheels they often glitch out and cause you to revert to your location prior to mounting them after they explode.
  • Despite it technically having good dmg potential via its collisions, it can’t actually make good use of said effect since mobs don’t just walk back and forth in the same line.

Skill analysis:
Can at least be used as a 1 pointer for a very brief +10% holy property attack aura.
But that’s about all it has going for it atm…

Calculates a number for up to 13 screen-wide ranged enemies and displays it above their head.


  • Required for Clone to work and potentially useful for Gevura as it scales its hit count.
  • Notarikon overrides said calculation with its own.


  • The numbers don’t have any effect on their own.
  • These numbers are set per enemy and never change.
  • Gematria is supposed to get these values via division somehow.
  • Can result in the number 0, even though that is literally useless.
  • Does not aggro enemies either.

Skill analysis:
It’s a pre-requisete skill, so itself has no worth or lack thereoff.
Though its calculations animations are a tad on the slow side.

[ Farming ]
Create a clone of target enemy equal to the calculated number they have, the duration of these clones also scales with the same calculated number.
Cloned mobs do not give exp, but can drop items. And it cannot clone an enemy twice or clone an clone.


  • Needs Gematria or Notarikon to even work, and the number gotten from those skills determines the clone count and duration.


  • Will fail if used without a calculated number fyi.

Skill analysis:
Cloning is not a bad idea either, but its 2-minute cooldown is utter garbage.
Might as well grab it though as Kabbalist often has points to spare.

Calculates a number for up to 13 screen-wide ranged enemies and displays it above their head.


  • Required for Clone to work and potentially useful for Gevurah as it scales its hit count.
  • Gematria overrides said calculation with its own.


  • The numbers don’t have any effect on their own.
  • These numbers are set per enemy and never change, but they’re not the same as Gematria’s calculation.
  • Notarikon is supposed to get these values via adding up the first and last letters of an enemies name.
  • Can result in the number 0, even though that is literally useless.
  • Does not aggro enemies either.

Skill analysis:
It’s a pre-requisite skill, so itself has no worth or lack thereof.
Though its calculations animations are a tad on the slow side.

[ Magic - Holy ] [ Magic Circle ] [ Target limit: 10 ]
Creates a magic circle at target location that deals damage over 10 seconds.

A default enhance that increases its skill factor by 0.5 - 60%.



  • Since it’s a holy magic circle it will spread Pardoner’s Discerning Evil DoT buff to other enemies hit by Nachash.


  • Hits for a total of 18 times, despite its 10s duration and 2 hits per second tickrate…

Skill analysis:
A fun little AoE with only 18 ticks and a low skill factor means it just won’t do that much damage…

[ Debuff rank 1 ] [ No target limit ]
Debuffs enemies within screen-wide range to take increased damage for the next x number of hits, where x is equal to their calculated number.

Gevura’s minimal calculated number is set at 3, even if no number was calculated.


  • This does aggro enemies.

Skill analysis:
It’s incredibly bad given how most competing damage buffs provide a respectable bonus for any number of hits.

Tree of Sepiroth:
[ Buff rank 3 ] [ Magic Circle ]
Creates a magic circle at target location that continually heals party members, objects and summons over 15s based on their max health.

Tree of Sepiroth:Enhance:
A default enhance that increases its max health healed by 0.5 - 60%.


  • Since Ein Sof increases max health it indirectly increases Tree of Sepiroth’s healing for whoever has that buff.


  • Tree of Sepiroth is however not affected by any of the healing stat increases like Guardian Saint, One-handed Blunt Mastery:Healing and Ein Sof:Stacked Healing since it solely scales off max health.
  • It heals for a total of 29 times per use per target.
  • Tree of Sepiroth is a circle and thus can be affected by anti circle skills, one should keep an eye out on mobs with Reversi especially.

Skill analysis:
My biggest issue is that Tree of Sepiroth is both overkill for it’s duration 15s of 232% healing (5 x 1.6 x 29= 232%) and that it has a 30s downtime.
Meaning it both excels when party members take insane damage in short durations and has a 30s downtime where it can’t do anything against insane damage spikes…

Anyway, it still works decent enough as a 2nd tier healer but ideally you’d want to cover up that 30s downtime with something else.

General analysis:
Kabbalist is in a very weird position of where it has a bit of everything, but everything but its healing is quite bad. And even in that regard, it’s easily outperformed.

It boosts damage via Gevura & Merkabah, which are some of the worst methods of doing so atm.
It helps farming via Clone, which has a far too long cd for a mediocre effect.
It has defensive buffs that just aren’t any good atm.
And it’s damage is quite lackluster as well…
But it has strong healing, but with to much downtime and no safety nets like priest has. And since Priest alone is already sufficient healing it won’t see much use there either.

I can maybe get it to work in 2-3 builds nonetheless, but that’s mostly due to the other classes doing all the hard work of a very specific niche. (Druid+PD+Kabba or Oracle+Pala+Kabba for conviction bombs)



General attributes:
Inquisitor: Burn:
Gives a 20% chance that your kills will spawn a flame at that location. Said flames hit up to 5 enemies and have a cap of 3 flames at a time. (flames deal 100% physical dmg and don’t count as AA atm.)
Inquisitor: Darkness Resistance:
When wielding a blunt weapon your Darkness Property Resistance is increased by 10 - 200.
Inquisitor: Torture Expert:
Reduces the cooldown of torture skills by 1 sec when an enemy is defeated by those skills. ( Iron Maiden, Pear of Anguish, Breaking Wheel and Ripper)

God Smash:
[ Physical - Strike ] [ AoE attack ratio +4 ] [ Atk speed ]
Deliver a devastating smash on enemies in front of that ignores 50% of their defenses. God Smash deals +30% additive damage while wielding a blunt weapon.

God Smash:Enhance:
A default enhance that increases its by 0.5 - 60%.
God Smash: Demon Punisher:
Increases damage additively by +30% versus demon enemies.



  • Judgement’s debuff also qualifies for God Smash: Demon Punisher:
  • Paladin’s Conviction gives a +60% additive dmg bonus for God Smash.
  • Breaking wheel also spreads its damage to enemies in range, just like any other melee attack.


  • Correctly lists your total AoE attack ratio in its tooltip.

Skill analysis:
It’s an incredibly strong melee attack that also ignores a good chunk of defenses, so it’s well worth using.
It’s lack of range and low AoE atk ratio can also be partially mitigated via Breaking wheel to boot.
So I’ve no complaints here what so ever.

Pears of Anguish:
[ Plysical - Strike ] [ Objects ] [ Target limit: 1 ]
Throw 5 Pears of Anguish at target location. Pears will damage that walks over it but will automatically attack a enemy in screen-wide range uses magic. Pears can only hit once per pear before they vanish.

Pears of Anguish:Enhance:
A default enhance that increases its by 0.5 - 60%.



  • Druid’s Seed bomb will affect you and up to 4 pears, and seed bomb will deal damage asap if pears happen to perform their homing attack or get stepped on. (But timing it right can be annoying. )
  • Kabbalists’s Revenged Sevenfold will also affect pears, causing them to reflect the first hit of damage they take.


  • I’m calling it Pears instead of pear since it always places 5 pears per cast. It’s just a bit more accurate IMO.
  • Pears last for 20 seconds, assuming nothing triggers their attack or step on them of course.
  • Pears cannot be damaged, but when hit they will show an exclation mark.
  • Most wizard and cleric skills are considered magic, unless they are melee or object based typically.
  • Pears won’t hit flying enemies if they merely walk over them.

Skill analysis:
Not very useful for PvE, but quite darn nice for PvP.
Its range is also quite large, and they can be used alongside specific buffs to greater effect.

Breaking Wheel:
[ Physical - Slash ] [ Object ] [ Magic Circle ] [ No target limit ? ]
Places a breaking wheel in the direction of where you’re aiming, said wheel deals damage to enemies in a melee ish range.

Breaking Wheel: Enhance:
A default enhance that increases its by 0.5 - 60%.
Breaking Wheel: Additional Damage:
Attacking Breaking Wheel with physical or auto attack causes it to spread those hits to enemies in a medium range around it for up to 15 times.
Breaking Wheel: Reinforce:
Increases Breaking Wheel’s duration by 1 - 5s and allows it to spread 1 - 5 more hits via Breaking Wheel: Additional Damage.



  • Breaking Wheel:Additional Damage spreads auto attacks and all their hits tied to it as well, making it a good option for Chaplains.
  • And ofc it spreads any melee attack.


  • I’m not too sure about its target limit since that is incredibly difficult to test on breaking wheel due to its tick speed and small size. It’s definitely at least 6 enemies per tick though.
  • While Breaking Wheel doesn’t take damage itself anymore, it will still show 1 dmg taken per hit spread via its Breaking Wheel: Additional Damage. For up to 20 times max with its attributes enabled.
  • Supposedly was a hidden synergy of using Incinerate to extend Breaking Wheel’s Area of Effect, but I couldn’t get it to work last time I tried. (And it definately desn’t work with thorn.)
  • Keep in mind that any AoE attack aimed at Breaking Wheel can still hit other enemies next to it on its own, so for example using God Smash on a enemy next to Wheel would deliver God Smash’s damage twice.
  • Counterspell can remove it since it’s technically also a circle. Other anti circle skills should also work equally.

Skill analysis:
Breaking wheel is arguably even better than before, as its skill factor is now quite competitive for a skill that can hit up to 48 times. If not outright overpowered.
Granted it still has a tiny AoE, but its ability to spread attacks ensures that it will always be immensely helpful.

Malleus Maleficarum:
[ Debuff rank 3 ] [ Additional Damage ] [ Target limit: 1 ]
Fire seven homing curses unto 7 enemies in medium range, enemies hit take 7 x skill factor damage and get a 10s debuff that halves Spr & Int, doubles sp consumption and adds a “percentage of their matk” as additional damage taken per hit.

Malleus Maleficarum:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Malleus Maleficarum:
Causes Malleus Maleficarum to silence enemies for 5s on each hit in PvE, and causes it to remove 5 - 20% sp per hit in PvP.

{Warning: I still need to test quite a few these effects to confirm them, so they may not be fully accurate.}


  • Each homing hit will only affect a single enemy at most, there’s no AoE at all.
  • But for example if only a single enemy is within range all hits will home in onto the same target.
  • If multiple enemies are present this skill will prioritize hitting as many as possible within its range.
  • [ bug ] The additional damage does not even remotely line up damage wise with the supposed 90% matk values. vs 100-200 matk enemies I’ve got it to range from 100 to 700 but it’s always the same amount for specific mob types.
  • I can’t even very if it’s actually additional / bonus damage due to that …
  • Cannot effect most bosses for some reason.
  • SP cost consumption is listed as doubled for all in the debuff description but doubled for magic only in the skill description.

Skill analysis:
A very potent skill for PvP as it has always been.
But for PvE it’s 10s duration with a 28s cd, high skill point cost and inability to affect the highest tier bosses do hinder it quite a bit.

Still need to try and figure out how on earth it’s calculated though, so may still have some use. But at the same I’d say try to not assume that this state will persist as the additional atk portion is clearly bugged atm.

Iron Maiden:
[ Debuff rank 3 ][ Charge ] [ Health loss ]
Place an Iron Maiden at target location, if it hits a small or medium-sized enemy it will encase that enemy in Iron Maiden and prevent it from moving and attacking. If Iron Maiden encases a demon it will lose 1% health per tick.

Iron Maiden:God Smash:
Increases the damage God Smash deals by an additive +100% versus an enemy encased in Iron Maiden.


  • Judgment’s debuff also qualifies for this demon bonus of course.
  • And God Smash gets an additive +100% dmg buff for hitting Iron Maiden with its attribute.


  • Its damage ignores all defensive stats, even armor types.
  • It roughly deals 1 tick per second, but at some skill levels it manages to get 1 more.
  • Despite using the charge mechanic it gains no benefit from it aside from being hard to anticipate its timing in PvP.
  • Iron Maiden won’t even show up if you target an area without enemies, but will go into cooldown.

Skill analysis:
A single hard cc is always useful for PvP of course, especially with that god smash attribute.
But for PvE it’s really of no use what so ever.

[ Debuff rank 3 ] [ Conversion ]
Casts a cone shaped but invisible AoE in the direction of where you’re aiming which to hit up to 10 enemies. Enemies hit by are converted into demon race and take 10% increased additional holy damage for its duration.

Agros all enemies in a 100 (unknown measurement) range.



  • Judgment’s debuff will count for any skill with a demon bonus effect, which includes God Smash, Iron Maiden, Ripper, Cleric’s Smite, Priest’s Turn Undead, Krivis’s Divine Stigma, Kabbalist’s Merkabah, Exorcist’s Rubric, Engkrateia, and Katadikazo.
  • Chortasmata will cancel out Judgement’s conversion regardless of timing or order.


  • The attribute Judgement:Provoke applies a second 5s agro causing debuff to all enemies around you. Enemies affected by it also get a 30s agro immunity debuff as is usual with these type of effects.
  • [ Bug ] Its conversion doesn’t actually alter stats at the moment, but one of the next patches should correct that.
  • Once that bug is corrected it should be beneficial for any physical damage skill to convert non-demons into demons. And arguably always beneficial vs plants due to their insane crit res.
  • No idea if this works in PvP atm.

Skill analysis:
Quite a potent skill for any PvE inquisitor as it benefits God Smash, Ripper and Smite alongside plenty skills on other classes.
But I need to test if it even works in PvP at the moment.

[ Physical - Slash ] [ Button masher ] [ Targed limit: 9 ]
Create a giant pair of scissors in front of you that will draw enemies in and deal damage 1 - 10 times depending on how fast you can bash the skill button. Deals 40% increased additive damage against demons and builds up and additive bonus damage per hit for up to 50% max.

A default enhance that increases its skill factor by 0.5 - 60%.
Ripper:Armor Break:
Ripper ignores 7 - 35% of an enemies physical defense.


  • Judgment’s debuff will cause Ripper to consider enemies as demons.
  • Breaking Wheel can spread the scissors hits if they properly hit the wheel.


  • You can just hold down the button to ensure Ripper deals 10 hits, seems like an oversight I’d say.
  • Ripper has a usual rectangular AoE that’s placed a bit apart from your position, meaning it can miss enemies in melee range with relative ease and should thus be careful with placement prior to using Ripper.
  • Merely getting hit won’t cancel Ripper, but debuffs that prevent attacking or lag can cancel it out.
  • Ripper can greatly benefit from Inquisitor: Torture Expert to reduce both its own and Breaking Wheel’s cooldowns.
  • Ripper will gradually deal increased damage per hit, capping at an additive +50% damage at the 8th hit. (and roughly + 6 ~ 7% per hit)

Skill analysis:
An incredibly strong AoE with soft cc which also partially ignores defenses…
What’s not to love?
Well, Ripper could have a more generous button mash time in

General analysis:
Inquisitor remains a very strong damage option for both Pve and PvP alike.
Though it doesn’t have many roles outside of that, it does have an interesting enough playstyle to back it up.


General attributes:
Craft Omamori:
Allows one to craft Omamori’s while sitting down for the price of 5 parchments a piece. Omamori are consumables that when used will prevent an r2 debuff or lower from affecting you per piece. (may need to drag parchments to the crafting slot if it gives an error.)


[ Magic - Holy ] [ AoE attack ratio +1 ]
Swing a gohei to remove one r1 buff and deal damage to enemies based on your AoE attack ratio in melee range while also removing one r1 debuff from allies.

Gohei: Enhance
A default enhance that increases its skill factor by 0.5 - 60%.



  • You need to use gohei in melee range of enemies to actually remove debuffs. (might also need to be close to allies for its debuff removal?)

Skill Analysis:
Has a minor niche in PvP due to being able to remove select buffs, but far to many crucial buffs are r3 which does diminish it greatly.

[ Magic - Holy ] [ Magic Circle ] [ Target limit: 10 ]
Throws a Hamaya at target location, where it deals damage in a small AoE around it for 8 seconds.

Hamaya: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.



  • Exorcist’s Gregorate causes Hamaya to change into smaller beams when hit by its effect. This will spawn 1 - 4 beams in total based on nearby enemies. These beams will hit 16 times with regular Hamaya damage.
    And I’d recommend reading @Nokia3310’s far more in-depth response about Hamaya’s synergy as well if you’re interested in this mechanic.


  • Hamaya no longer deals bonus damage vs demons, that effect got removed.

Skill analysis:
Its low hit count, low dmg, 35s cd, and small size ensure that Hamaya is one of the less capable cleric AoE’s despite it being holy damage.

[ Magic Circle ] [ Buff rank 1 ] [ Channel ]
Sweep the floor with a purified broom, swept areas turn into magic circles for x seconds that add +1 skill level to objects and circle skills alike.

Skill Analysis:
For a +1 skill level effects it’s overly niche and far too time-consuming.
Really needs more effects than this tbh.

Clap your hands to extend all dievdirby statues by x seconds.


May work on objects from other base classes, as I didn’t test those. But as far as cleric goes it’s only diev statues atm.

Skill analysis:
I don’t see any justification for this being so overly niche that it only works with diev statues, and even then most diev builds won’t even include Miko because it can keep 4 owls up on its own already.

[ Buff rank 2 ] [ Debuff rank 1 ] [ Random ]
Selects a random fortune and get an effect based on your luck, either giving a 10s screen-wide critical rate buff to party members, debuffs you with -50% crit res for 10s or nothing at all!

Omikujo: Enhance:
A default enhance that increases its crit rate buff by 0.5 - 60%.

Small blessing - Middle blessing.
Great blessing - Small curse
Great curse.


  • Great curse is easily removed by gohei since it’s a r1 debuff, keep that mind and it shouldn’t be hard to manage.

Skill analysis:
While I rather like the idea of a partywide rng crit buff I also dislike a lot about its implementation:

  • 20% chance of nothing is utter bullshit
  • 5% for the “best” result is also far to low.
  • 100%+ crit rate buffs are in the weird position of being overkill for normal enemies, esp if the team has +crit rate gear, but potentially useful vs bosses.

[ Buff rank 99 ] [ Debuff rank 3 ] [ Channel ]
Provides a buff to party members and a debuff to non-flying enemies while channeling, if a buffed party-member hits a debuffed enemy with a magical hit it will deal an additive +x% damage.


  • No longer aggros enemies upon use.
  • Cannot be interrupted or knocked down/back/sideways/into the moon while using it.
  • Does not affect minions or objects, it’s literally party members only.
  • Prepare sp potions or Arcane Energy scrolls, because channeling for 30s is expensive sp wise.

General analysis:
Miko is a class with a lot of nice ideas, yet every single implementation is incredibly lackluster.
It lacks dmg, it’s dmg buff is mediocre, only works for magic dmg, needs 30s to channel, clap is diev only despite owls ignoring kagura and the list goes on and on.
You can put it to work for select builds, but it’s always a sub-par choice. IMC just needs to give this class some attention already.



[ 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…}


  • 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.

[ 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.

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.


  • 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.


  • 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.

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.



  • 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.

[ Buff rank 3 ] [ SP drain ]
Receive a damage buff for 15s in exchange for not being able to heal.

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.



  • Fanaticism:Martyr will kill you regardless of whether Revive or Engkrateia were active.


  • 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.

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.



  • 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.

Blind Faith: Holy Impact:
Causes a 10 seconds long debuff that manipulatively increases critical damage by 10 - 50% whenever Blind Faith deals damage.



  • Oracle’s Arcane Energy will refund the 50% sp drain after its use, which makes it far easier for repetitive use.


  • 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.

A default enhance that increases its skill factor by 0.5 - 60%.


  • 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.


[ 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.

A default enhance that increases its skill factor by 0.5 - 60%.
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.



  • 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.


  • 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.

[ 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.

A default enhance that increases its skill factor by 0.5 - 60%.


  • 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.}


  • 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.

A default enhance that increases its skill factor by 0.5 - 60%.



  • 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.

[ 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.

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. }



  • Its Engkrateia:The Goddess’ Reply will not prevent a death due to Fanaticism:Martyr’s effect.
  • Need to test revive interaction.


  • 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.

[ 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.

A default enhance that increases its skill factor by 0.5 - 60%.


  • 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.

[ 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.

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.}


  • 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.

[ 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.

A default enhance that increases its skill factor by 0.5 - 60%.



  • Inquisitor’s Judgement ensures Katadikazo will get the doubled hit effect.


  • 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.


To do list:

  • Spelling / phrasing recheck.
  • Test of some this crap when I get the chance:
    • Whether barrier redirection effects still bypass damage reductions/def.
    • Do antidotes still counter bds and rash since both are poison?
    • prophecy priority mechanics with other debuff prevention methods, since it only got 1 use…
    • Breaking wheel + incinerate retesting, the visual effect is still there with thorns at least.
    • Try and figure out what Malleus maleficarum actually scales from.
    • Invulnerable testing, the skill btw.
    • Miko+exo hamaya entity testing on duration / skill factor estimates.
    • Gregorate object / ally limit?
    • kagura for non party members?

Might still do a list of ktos patch links eventually, we’ll see. I’m busy enough atm.

Feel free to post after this now. I should have plenty of space.

1 Like

Very accurate description, best guide 100/10. No joke no sarcasm.


I dont play any cleric at all.
But this Thread let one knows about almost everything you need to know about clerics, in detail.

Can we give Wurmheart already the crown for the best guide here!

Thank you very much for this contribution.


Quite an amazing info collection. I would like to thank you for that work, as it saved me a lot of experimenting. :slight_smile:

I have a question however, do you know wether “Deploy Capella” from Chaplain can be clapped by Miko with Re:Build? I’ve seen a forum post that it doesn’t anymore, can you confirm this? (and probably add it to your guide :wink:)

Clap only works for dievdirby statues atm in the cleric tree. May have some use for other base classes though.

And I’ve already specified that in the Miko’s section for clap. Don’t think it’s needed to mention that for all object skills though right?

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You’re right, I overread the part that it’s for diev statues only, thanks!

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This is an amazing and extensive overview on all Cleric classes, well done! This should be a starting point for anyone looking for Cleric info.

Thanks for making this guide!

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I got some findings on Gregorate:

  • Doesn’t work on installations and companions (tried Capella and Pears of Anguish)
  • AoE is exactly the same as Restoration, so if you have Paladin or use a Restoration scroll, you can see the actual AoE of the skill;
    Everything that’s within the circular area of Restoration around the caster can be hit with Gregorate
    I didn’t test if this also applies to the allies (i.e. they also need to be in this area for them to proc additional hits) that trigger additional hits.
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Which one? From shop or from Priest? Or both?

The pardoner buffs are now called Grace: … text depending on which of the 4 it is.
They don’t get overwritten at all.

It’s Priest’s Sacrament that gets overwritten by Last Rites. And probably vica versa, they are essentially the same buff atm.

Thanks for quick answer, you’ve done great job. :heart_eyes: