Ritshand: The Digital War
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Ritshand: The Digital War

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 Levelable Classes - Cleric

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Chaos
The First Destins
The First Destins
Chaos


Number of posts : 164
Location : Digital World - Realm of V-Viruses: V-Virus Coliseum
Registration date : 2008-05-20

Combat Level
Combat Level:
Levelable Classes - Cleric Left_bar_bleue16/100Levelable Classes - Cleric Empty_bar_bleue  (16/100)

Levelable Classes - Cleric Empty
PostSubject: Levelable Classes - Cleric   Levelable Classes - Cleric Icon_minitimeWed May 21, 2008 8:54 pm

Okay, so basically this is how the class leveling/upgrading for the base class of Cleric is going to work. This class is for those who value healing over offence.

1 post: Cleric

100 posts: Healer

200 posts: Bishop

300 posts: Arch Bishop

400 posts: Guardian

500 posts: Celestial Guardian

600 posts: Acolyte

700 posts: Crusader

800 posts: Templar

900 posts: Regen Master

1,000 posts: Recovery Lord
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Class Abilities:

Cleric: Has a small increase in healing power. (1% increase)
Class Ability: Mini Heal
Ability Effect: Slightly increases the amount of HP recovered with each heal.

Healer: Has a moderate increase in healing power. (5% increase)
Class Ability: Mega Heal
Ability Effect: Has the option to heal yourself for 40 HP, that's two times more than a Basic Heal. This ability needs to recharge for three turns after use.

Bishop: Has a good increase in healing power. (10% increase)
Class Ability: Giga Heal
Ability Effect: Has the option to heal yourself for 60 HP, that's three times more than a Basic Heal. This ability needs to recharge for ten turns after use.

Arch Bishop: Has an great increase in healing power. (15% increase)
Class Ability: Magnetic Mini Heal
Ability Effect: Has the option to heal the whole party for 20 HP. This ability needs to recharge for three turns after use.

Guardian: Has a excellent increase in healing power. (20% increase)
Class Ability: Magnetic Mega Heal
Ability Effect: Has the option to heal the whole party for 40 HP. This ability needs to recharge for five turns after use.

Celestial Guardian: Has a excellent increase in healing power. (20% increase)
Class Ability: Magnetic Giga Heal
Ability Effect: Has the option to heal the whole party for 60 HP. This ability needs to recharge for five turns after use.

Acolyte: Has a excellent increase in healing power. (20% increase)
Class Ability: Magnetic Full Heal
Ability Effect: Has the option to heal the whole party for 100% HP. This ability needs to recharge for five turns after use.

Crusader: Has a excellent increase in healing power. (20% increase)
Class Ability: Vampric Slash
Ability Effect: Attacks the enemy and drains a small amount of HP.

Templar: Has a excellent increase in healing power. (20% increase)
Class Ability: Neo Vampric Slash
Ability Effect: Attacks the enemy and drains a moderate amount of HP.

Regen Master: Has a superior increase in spell damage (25% increase)
Class Ability: Final Recovery
Ability Effect: Has the option to heal the whole party fully. This ability can only be used once per battle.

Recovery Lord: Has an ultimate increase in spell damage (30% increase)
Class Ability: Overreign
Ability Effect: If half of the above abilities have been used in a single battle, sacrafice remaining MP to unleash an attack that will decrease opponent's stats to 1 for each, with the exception for MP, which goes down or stays at 30.

More class statuses are soon to be released! Remember, this is still testing, and abilities may be updated in the future.
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