Guides:Acolyte General Leveling Guide: Difference between revisions
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Updating page with more current info. Holy Light is obtainable at level 1, Exorcism is no longer an Acolyte spell, X% Skill mods on artifacts are gone |
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{{Template:PageHeader | {{Template:PageHeader | ||
| PageImage = | | PageImage = Class-acolyte.webp | ||
| PageHeader = Acolyte General Leveling Guide | | PageHeader = Acolyte General Leveling Guide | ||
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=== Levels 1–10 === | === Levels 1–10 === | ||
At the start, players begin in '''[[Maps#Nevaris|Nevaris]]''', the main town. The first training area is '''Sunny Meadows''', where most classes learn the basics of combat. | At the start, players begin in '''[[Maps#Nevaris|Nevaris]]''', the main town. The first training area is [[Maps#Sunny Meadows|'''Sunny Meadows''']], where most classes learn the basics of combat. | ||
* | * Invest a point into Holy Light, you can level in '''[[Maps#Sunny Meadows|Sunny Meadows]]''' or move to the early parts of the [[Maps#Forest Labyrinth|'''Forest Labyrinth''']]. | ||
Recommended Maps: | Recommended Maps: | ||
* '''[[Maps#Sunny Meadows|Sunny Meadows]] (Lv | * '''[[Maps#Sunny Meadows|Sunny Meadows]] (Lv 1–5):''' Beginner-friendly map, easy enemies, good for Job EXP. | ||
* '''[[Maps#Forest Labyrinth|Forest Labyrinth]] (Lv | ** Novice Armor and the Pioneer Artifact set are decent early options to help you until you get better options at higher levels. | ||
* '''[[Maps#Forest Labyrinth|Forest Labyrinth]] (Lv 6–10):''' Slightly harder, with multiple levels of monsters. Acolytes can handle it well after unlocking Holy Light. | |||
** Windborne Artifact set is a decent option as it provides Move Spd if you do not need or want the Hp, Mp, Matk, Atk, and Regens of Pioneer. | |||
Stat Priority: | Stat Priority: | ||
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* Most enemies here are [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] or [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] type, meaning they are weak to '''Holy Light'''. | * Most enemies here are [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] or [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] type, meaning they are weak to '''Holy Light'''. | ||
* '''Heal''' can also be used offensively against [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] enemies once it is leveled. This makes you both self-sustaining and highly effective against mobs. | * '''Heal''' and '''Mass Heal''' can also be used offensively against [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] enemies once it is leveled. This makes you both self-sustaining and highly effective against mobs. | ||
* Stay in Festering Woods until at least level 30. While here, try to collect useful card and equipment drops that will boost your cast speed and [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] damage. | * Stay in Festering Woods until at least level 30. While here, try to collect useful card and equipment drops that will boost your cast speed and [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] damage. | ||
Recommended Maps: | Recommended Maps: | ||
* '''[[Maps#Festering Woods|Festering Woods]] (Lv | * '''[[Maps#Festering Woods|Festering Woods]] (Lv 21–25):''' Challenging when you first enter, but Acolytes thrive here thanks to their [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] skills. | ||
Stat Priority: | Stat Priority: | ||
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=== Levels 30–50 === | === Levels 30–50 === | ||
The final part of the early game is spent in '''Fairy Glen'''. This zone is more difficult for Acolytes because most enemies are '''[[File:HolyIcon.png|15px]] [[Elements#Holy|Holy-aligned]]''', and will take reduced damage from | The final part of the early game is spent in '''Fairy Glen'''. This zone is more difficult for Acolytes because most enemies are '''[[File:HolyIcon.png|15px]] [[Elements#Holy|Holy-aligned]]''', and will take reduced damage from '''Holy Light'''. | ||
* Several important equipment drops are found here, so it is recommended to remain in Fairy Glen through this bracket even if leveling feels slower. | * Several important equipment drops are found here, so it is recommended to remain in Fairy Glen through this bracket even if leveling feels slower. | ||
* '''Important Note:''' Fairy Glen is the first map where you will find monsters with the '''Spell Shield''' skill, which will reflect one spell and deal full damage to the player. This will reflect Holy Light | * '''Important Note:''' Fairy Glen is the first map where you will find monsters with the '''Spell Shield''' skill, which will reflect one spell and deal full damage to the player. This will reflect Holy Light. | ||
Recommended Maps: | Recommended Maps: | ||
* '''[[Maps#Fairy Glen|Fairy Glen]] (Lv | * '''[[Maps#Fairy Glen|Fairy Glen]] (Lv 31–35):''' [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy-aligned]] enemies resist single-target holy spells. Good for farming key items before moving on. | ||
** Spellthread armor, Spellweaver artifact set, Sun Emblem shield, Multiple Cast Spd and Healing % cards. | |||
* '''[[Maps#Mystic Lake|Mystic Lake]]''' '''(Lv 31-35):''' An alternative option to '''[[Maps#Fairy Glen|Fairy Glen]]''' to farm Spellthread armor. | |||
Stat Priority: | Stat Priority: | ||
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| LegwearMap = Fairy Glen | | LegwearMap = Fairy Glen | ||
| LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | | LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | ||
| LegwearModifierOne = | | LegwearModifierOne = Healing Received % | ||
| LegwearModifierTwo = MP Cost -% | | LegwearModifierTwo = MP Cost -% | ||
| LegwearCard1 = Treant Minion Evergreen Card | | LegwearCard1 = Treant Minion Evergreen Card | ||
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| ArtifactMap = Fairy Glen | | ArtifactMap = Fairy Glen | ||
| ArtifactAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | | ArtifactAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | ||
| ArtifactModifier = X% | | ArtifactModifier = X% Matk<br/>X% Hp | ||
}} | }} | ||
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== Job Advancement == | == Job Advancement == | ||
{{JobAdvancementBox | {{JobAdvancementBox | ||
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If you are able to change jobs at JL50, switch to your chosen advanced class and continue with that class’s guide. | If you are able to change jobs at JL50, switch to your chosen advanced class and continue with that class’s guide. | ||
If you would prefer to continue leveling as the base class (Acolyte), you can keep following the sections below. | If you would prefer to continue leveling as the base class (Acolyte), you can keep following the sections below. | ||
</noinclude> | |||
--> | |||
== Mid Game Leveling == | == Mid Game Leveling == | ||
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* Gather large groups of Goblins and position yourself so they cluster tightly. | * Gather large groups of Goblins and position yourself so they cluster tightly. | ||
* | * At level 50, if you choose to become a Priest, cast '''Exorcism''' in the center of the pack to deal heavy AoE damage. | ||
* Place '''Sanctuary''' on the edge of your Exorcism field to heal yourself and allies while also damaging [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] caught in the area. | * Place '''Sanctuary''' on the edge of your Exorcism field to heal yourself and allies while also damaging [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] caught in the area. | ||
* Spam '''Mass Heal''' offensively on groups for additional [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] damage. | * Spam '''Mass Heal''' offensively on groups for additional [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] damage. | ||
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| LegwearMap = Crystal Cave | | LegwearMap = Crystal Cave | ||
| LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | | LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | ||
| LegwearModifierOne = Healing % | | LegwearModifierOne = Healing Received % | ||
| LegwearModifierTwo = MP Cost -% | | LegwearModifierTwo = MP Cost -% | ||
| LegwearCard1 = Treant Minion Evergreen Card | | LegwearCard1 = Treant Minion Evergreen Card | ||
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* '''[[Maps#Crystal Cave|Crystal Cave]]''' – Still a viable option if you need to complete your Weaver gear or Resonant Headphones. The density and drops make it worth staying a bit longer. | * '''[[Maps#Crystal Cave|Crystal Cave]]''' – Still a viable option if you need to complete your Weaver gear or Resonant Headphones. The density and drops make it worth staying a bit longer. | ||
* '''[[Maps#Sanctum of Light|Sanctum of Light]]''' – Contains both [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] and [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] enemies on two different floors. On floor one, [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] mobs are highly vulnerable to your skills, but [[Elements#Holy|Holy]] enemies will resist. Pick your fights carefully. Floor two is a | * '''[[Maps#Sanctum of Light|Sanctum of Light]]''' – Contains both [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] and [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] enemies on two different floors. On floor one, [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] mobs are highly vulnerable to your skills, but [[Elements#Holy|Holy]] enemies will resist. Pick your fights carefully. Floor two is a stronger choice due to its smaller size and higher mob density. However, beware of enemies casting '''Spell Shield''' and '''Banishment Field''', both of which are dangerous for casters. | ||
* '''[[Maps#Demon’s Maw|Demon's Maw]]''' – The final map before Abyss Keep, populated by [[File:FireIcon.png|15px]] [[Elements#Fire|Fire]] monsters. Valuable for farming certain cards, but enemy '''Meteor''' skills are lethal if you fail to dodge. | * '''[[Maps#Demon’s Maw|Demon's Maw]]''' – The final map before Abyss Keep, populated by [[File:FireIcon.png|15px]] [[Elements#Fire|Fire]] monsters. Valuable for farming certain cards, but enemy '''Meteor''' skills are lethal if you fail to dodge. | ||
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| LegwearMap = Crystal Cave | | LegwearMap = Crystal Cave | ||
| LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | | LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] | ||
| LegwearModifierOne = Healing % | | LegwearModifierOne = Healing Received % | ||
| LegwearModifierTwo = MP Cost -% | | LegwearModifierTwo = MP Cost -% | ||
| LegwearCard1 = Treant Minion Evergreen Card | | LegwearCard1 = Treant Minion Evergreen Card | ||