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== Endgame Overview == | == Endgame Overview == | ||
While in the endgame, it is expected for an Acolyte to have a full understanding of how their skills interact with enemies. | |||
Knowing that Shadow and Undead monsters take additional damage, and that Undead monsters can be struck by '''Heal''', '''Mass Heal''', and '''Sanctuary''', will make or break whether or not the Acolyte has attained mastery. | |||
At this point, Acolytes can also become capable of soloing most Boss monsters, using their powerful healing abilities to sustain themselves in extended fights. | |||
It is equally important to manage healing abilities effectively: | |||
* '''Heal''' provides a quick, reliable heal and can be chained into Mass Heal for stronger recovery. | |||
* '''Mass Heal''' is both an offensive and defensive tool against Undead mobs and provides strong AoE support. | |||
* '''Sanctuary''' offers sustained healing over time, scaling with skill level, but requires careful positioning and comes with a longer cast time. | |||
Leveling to 150 will require time and dedication. By rotating between the three Abyss Castle maps, players can maximize both experience and item acquisition, building a final set of equipment for true endgame content. | |||
=== Recommended End Game Gear === | |||
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== Tips and Tricks == | == Tips and Tricks == |
Revision as of 03:00, 4 September 2025
Join the Playtest on Steam Now: SpiritVale
Class Overview | |
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Role | Healing Support Holy Magic |
Weapons | Book |
Attributes | |
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“A faithful healer who channels holy light to protect allies and banish the undead. Ideal for players who enjoy support roles with a touch of offense.”
Description
Acolytes embody faith and support, channeling holy power to heal and protect allies. Perfect for players who enjoy supportive roles, Acolytes excel at keeping parties alive through healing magic while also banishing undead foes with holy attacks.
Their spellbook grants them access to both defensive and offensive light-based abilities, allowing them to adapt to many situations. Though not as durable as a Knight or as damaging as a Mage, their value lies in enabling their team to survive even the harshest encounters.
As a Base Class, the Acolyte is the cornerstone of supportive play, offering stability, healing, and guidance to groups venturing into dangerous battles.
General Skills
These are skills that every class has access to, and can be leveled by all players.
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Passive | ||||
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Acolyte Skills
These skills are unique to the Acolyte class.
Active
Mass Heal — Unleashes a wave of radiant energy, restoring health to all allies within range.
- Max Level: 5
- Element:
Holy
- Healing: 50% MATK per level (+100 +100 per level)
INT Scaling: +1% MATK
VIT Scaling: +1% MATK
- Area: Large
- Cast Time: 1 second
- Cooldown: 3 seconds
- Cost: 15 + 7 mana per level
Mass Haste — Blesses nearby allies, increasing movement and attack speed for a short duration.
- Max Level: 5
AGI: +2 per level
- Attack Speed: +2% per level
- Move Speed: +25%
- Duration: 60 seconds per level
- Cast Time: 1 second
- Cost: 10 + 5 mana per level
* Mass Cure — Purifies allies in the area, removing poison, blindness, curse, and silence.
- Max Level: 1
- Cures: Poison, Blind, Curse, Silence (100%)
- Cast Time: 1 second
- Cost: 10 + 5 mana per level
* Resurrection — Revives a fallen ally with a portion of their health and spirit restored.
- Max Level: 5
- Revive: Health/Mana = 20% per level
- Cast Time: 6 + 1 seconds per level
- Cooldown: 3 seconds
- Cost: 15 + 7 mana per level
* Sanctuary — Raises a sacred tree that blesses the ground, steadily healing allies and harming undead.
- Max Level: 10
- Element:
Holy
- Healing: 12.5% MATK per level + 20 per level
INT Scaling: +1% MATK
VIT Scaling: +1% MATK
- Area: Medium
- Duration: 2 + 1 seconds per level
- Knockback: Yes
- Cast Time: 0.5 seconds per level
- Cooldown: 8 seconds
- Cost: 20 + 10 mana per level
Holy Light — Releases a concentrated bolt of holy energy to smite an enemy. Particularly effective against undead.
- Max Level: 10
- Element:
Holy
- Damage: 50% MATK per level
INT Scaling: +3% MATK
VIT Scaling: +1% MATK
- Knockback: Yes
- Cast Time: 1 second
- Cooldown: 1 second
- Cost: 10 + 5 mana per level
* Exorcism — Calls down sacred radiance upon an area, banishing cursed beings and striking foes.
- Max Level: 10
- Element:
Holy
- Damage: 35% MATK per level
INT Scaling: +2% MATK
VIT Scaling: +1% MATK
- Hits: 2
- Area: Large
- Duration: 2 + 1 seconds per level
- Cast Time: 0.5 seconds per level
- Cooldown: 8 seconds
- Cost: 30 + 15 mana per level
* Sacred Aegis — Forms a barrier equal to a portion of an ally’s maximum health, shielding them until broken.
- Max Level: 5
- Health Barrier: +10% + 4% per level
- Duration: 60 seconds per level
- Cast Time: 2 seconds
- Cost: 10 + 5 mana per level
* Divine Grace — Invokes a holy blessing that increases natural health and mana recovery rate.
- Max Level: 5
- HP Regen Rate: +20% per level
- MP Regen Rate: +20% per level
- Duration: 60 seconds per level
- Cast Time: 3 seconds
- Cost: 10 + 5 mana per level
* Benediction — Imbues allies with divine protection, raising all attributes for a time.
- Max Level: 5
- All Stats: +1 per level
- Duration: 60 seconds per level
- Cast Time: 1 second
- Cost: 10 + 5 mana per level
* Arcanum Ward — Creates a sacred barrier that absorbs magical damage, shielding an ally.
- Max Level: 5
- Chance to Reflect Magic: +20% per level
- Duration: 5 seconds
- Cast Time: 1 second
- Cooldown: 10 seconds
- Cost: 10 + 5 mana per level
* Absolution — Removes all buffs and harmful statuses from the target.
- Max Level: 5
- Removes: All Status Effects
- Chance: 50% + 10% per level
- Cast Time: 2 seconds
- Cost: 10 mana
Passive
* Faith — Increases damage and resistance against Undead and Shadow enemies.
- Max Level: 5
- Damage vs Undead: +5% per level
- Damage vs Shadow: +5% per level
- Resist vs Undead: +5% per level
- Resist vs Shadow: +5% per level
* Codex Mastery — Boosts magical attack when wielding a wand or book.
- Max Level: 10
- Wand MATK: +2 per level
- Book MATK: +2 per level
- Healing Bonus: +1% per level
Attributes
Primary Attributes | |
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The primary stat for Acolytes. Boosts healing and damage of all skills, increases MP, and raises magic defense. |
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Adds scaling to some healing skills and increases survivability. Provides higher HP and physical defense. |
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Reduces cast time (CTR). Helps Acolytes react faster in combat, making healing and support smoother. |
Secondary Attributes | |
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Increases attack speed and dodge chance. Has little value to Acolytes since they do not rely on melee combat. |
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Governs physical attack power and melee damage. Not useful for Acolytes who rely solely on magic. |
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Boosts critical chance and critical damage. Does not benefit Acolytes, as their spells cannot crit. |
Early Game Leveling
Levels 1–10
At the start, players begin in Nevaris, the main town. The first training area is Sunny Meadows, where most classes learn the basics of combat.
- Until you unlock Holy Light, rely on basic melee attacks to defeat weaker enemies.
- Focus on raising your Job Level quickly so that you can obtain Holy Light as soon as possible.
- Once you have Holy Light, you can continue leveling in Sunny Meadows or move to the early parts of the Forest Labyrinth.
Recommended Maps:
- Sunny Meadows (Lv 1–10): Beginner-friendly map, easy enemies, good for Job EXP.
- Forest Labyrinth (Lv 4–10): Slightly harder, with multiple levels of monsters. Acolytes can handle it well after unlocking Holy Light.
Stat Priority:
- All points →
INT
Levels 10–30
During this stage, Acolytes gain their foundational class abilities that affect specific targets, namely the Undead. Festering Woods is the best choice for leveling.
- Most enemies here are Undead or Shadow type, meaning they are weak to Holy Light.
- Heal can also be used offensively against 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 holy damage.
Recommended Maps:
- Festering Woods (Lv 19–25): Challenging when you first enter, but Acolytes thrive here thanks to their Holy skills.
Stat Priority:
Levels 30–40
The final part of the early game is spent in Fairy Glen. This zone is more difficult for Acolytes because most enemies are Holy-aligned, and will take reduced damage from both Holy Light and Exorcism.
- Invest into Exorcism for AoE damage. While it is also a Holy spell, the ability to strike multiple targets at once makes it efficient despite the damage reduction.
- Try to gather multiple mobs before casting Exorcism for best results.
- Several important equipment drops are found here, so it is recommended to remain in Fairy Glen until Lv 40 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, but not Exorcism.
Recommended Maps:
- Fairy Glen (Lv 26–32): Holy enemies resist single-target holy spells, but grouping mobs and using Exorcism makes this map viable. Good for farming key items before moving on.
Stat Priority:
Recommended Low-Level Gear
Mid Game Leveling
Levels 40–60
At this stage, Acolytes gain access to stronger AoE spells and supportive skills that allow them to thrive in densely packed maps. The best choice for this bracket is the Goblin Cave, which is filled with Undead monsters that naturally take extra damage from holy-based abilities.
- Gather large groups of Goblins and position yourself so they cluster tightly.
- 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 Undead caught in the area.
- Spam Mass Heal offensively on groups for additional Holy damage.
- Use Holy Light as a filler when other skills are on cooldown.
- Focus on fast clears rather than drops here — Goblin Cave is primarily for efficient leveling.
Recommended Map:
- Goblin Cave (Lv 40–60): Undead-filled dungeon ideal for AoE-heavy leveling with holy skills.
Stat Priority:
Levels 60–80
For this stage, the best option is the Crystal Cave. This map is shaped like a horseshoe and filled with tightly packed Water-type enemies. While Acolytes do not gain a natural elemental advantage here, the density of mobs and the quality of drops make it one of the strongest choices for progression.
- Use Exorcism to clear groups efficiently as enemies tend to bunch together in the curved layout.
- Sanctuary can keep you safe while farming in larger pulls, especially if you mismanage aggro.
- Exercise caution when using Holy Light, as many enemies here cast Spell Shield, which reflects single-target magic damage.
- This zone is particularly valuable due to its drops:
- The Weaver Set – a direct upgrade from Spellthread, with two slots per piece, allowing three additional cards across the set.
- Resonant Headphones – a powerful headgear option that reduces cast time and lowers MP cost.
Recommended Map:
- Crystal Cave (Lv 60–80): High mob density, strong item drops, but beware of Spell Shield.
Stat Priority:
Recommended Mid-Level Gear
Late Game Leveling
Levels 80–100
By this stage, Acolytes are transitioning into endgame content. The primary goal is to attempt the first Abyss Castle map: Abyss Castle Keep. If you can clear this map consistently, you may skip this leveling phase entirely. If not, the following maps provide solid alternatives until you are strong enough to handle the Abyss Castle:
- 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.
- Sanctum of Light (Floor 1) – Contains both Holy and Shadow enemies. Shadow mobs are highly vulnerable to your skills, but Holy enemies will resist. Pick your fights carefully.
- Sanctum of Light (Floor 2) – 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.
- Demon’s Maw – The final map before Abyss Keep, populated by Fire monsters. Valuable for farming certain cards, but enemy Meteor skills are lethal if you fail to dodge.
Stat Priority:
- Finish raising
INT to 99
- Then focus on
VIT toward 99
- Any remaining points can go into
DEX for cast time reduction
Levels 100+
Once you reach level 100, you will be fully inside the endgame. At this point, your leveling and progression revolve around the Abyss Castle maps. These are some of the hardest areas in the game, requiring both gear and skill to survive.
- Abyss Castle Keep – The first of the Abyss Castle maps. Filled with Shadow and Undead monsters, allowing you to use the same anti-Undead tactics as before. Be cautious, as enemy skills here can deal extreme amounts of damage.
- Abyss Castle Crypt – A deeper area, completely packed with Undead enemies. Similar tactics apply, but be aware of the Direwolf, which has a powerful melee attack, and the Eyeball monsters, which can drain your Mana if you remain inside their circles.
- Abyss Castle Library – The final map of the game. Enemies are a mix of Undead and Shadow, and this map demands mastery of your skills to succeed. Watch out for Suppression Field that silences casters, and beware of the Death Mage, the most difficult boss currently in the game, who can spawn here.
Stat Priority:
INT – 99 (maximize healing and holy damage)
VIT – 99 (maximize survivability)
DEX – any remaining points for cast time reduction
Recommended High-Level Gear
Endgame Overview
While in the endgame, it is expected for an Acolyte to have a full understanding of how their skills interact with enemies.
Knowing that Shadow and Undead monsters take additional damage, and that Undead monsters can be struck by Heal, Mass Heal, and Sanctuary, will make or break whether or not the Acolyte has attained mastery.
At this point, Acolytes can also become capable of soloing most Boss monsters, using their powerful healing abilities to sustain themselves in extended fights.
It is equally important to manage healing abilities effectively:
- Heal provides a quick, reliable heal and can be chained into Mass Heal for stronger recovery.
- Mass Heal is both an offensive and defensive tool against Undead mobs and provides strong AoE support.
- Sanctuary offers sustained healing over time, scaling with skill level, but requires careful positioning and comes with a longer cast time.
Leveling to 150 will require time and dedication. By rotating between the three Abyss Castle maps, players can maximize both experience and item acquisition, building a final set of equipment for true endgame content.
Recommended End Game Gear
Tips and Tricks
Just the usual section where miscellaneous bits of info can be provided that doesn't fit anywhere else in the guide. Sections aren't probably needed, and instead bullet points can be used. Most likely the most customized part of the guide, as each class will handle their tips and tricks differently. Aco, for example, would probably mention things about killing undead, buff timers, and the current healing meta.
Additional Guides
- Guides:Acolyte Builds – Placeholder for specific builds.