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Guides:Acolyte General Leveling Guide: Difference between revisions

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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. 
<!-- Add general advice for levels 1–10 -->
 
Content here.
* 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:
Recommended Maps:
* '''[[Maps#Sunny Meadows|Sunny Meadows]] (Lv 1–10):''' Beginner-friendly map, easy enemies, good for Job EXP. 
* <!-- [[Maps#Some_Map|Some Map]] (Lv X–Y): Short rationale -->
* '''[[Maps#Forest Labyrinth|Forest Labyrinth]] (Lv 4–10):''' Slightly harder, with multiple levels of monsters. Acolytes can handle it well after unlocking Holy Light.


Stat Priority:
Stat Priority:
* All points → [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
* <!-- e.g., All points → [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] -->


----
----


=== Levels 10–30 ===
=== Levels 10–30 ===
During this stage, Acolytes gain their foundational class abilities that affect specific targets, namely the [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]]. The '''Festering Woods''' is the best choice for leveling. 
<!-- Add general advice for levels 10–30 -->
 
Content here.
* 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. 
* 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 19–25):''' Challenging when you first enter, but Acolytes thrive here thanks to their  [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] skills.
* <!-- [[Maps#Some_Map|Some Map]] (Lv X–Y): Short rationale -->


Stat Priority:
Stat Priority:
* First → Finish [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] 70 
* <!-- First → [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] to N -->
* Then → Start investing in [[File:Dexterity.png|15px]] [[Attributes#Dexterity_(DEX)|DEX]] (goal 40)
* <!-- Then → [[File:Dexterity.png|15px]] [[Attributes#Dexterity_(DEX)|DEX]] to N -->


----
----


=== Levels 30–40 ===
=== 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 '''[[File:HolyIcon.png|15px]] [[Elements#Holy|Holy-aligned]]''', and will take reduced damage from both '''Holy Light''' and '''Exorcism'''. 
<!-- Add general advice for levels 30–40 -->
 
Content here.
* Invest into '''Exorcism''' for AoE damage. While it is also a [[File:HolyIcon.png|15px]] [[Elements#Holy|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:
Recommended Maps:
* '''[[Maps#Fairy Glen|Fairy Glen]] (Lv 26–32):''' [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy-aligned]] enemies resist single-target holy spells, but grouping mobs and using Exorcism makes this map viable. Good for farming key items before moving on.
* <!-- [[Maps#Some_Map|Some Map]] (Lv X–Y): Short rationale -->


Stat Priority:  
Stat Priority:
* First → Finish [[File:Dexterity.png|15px]] [[Attributes#Dexterity_(DEX)|DEX]] 40 
* <!-- Then → [[File:Vitality.png|15px]] [[Attributes#Vitality_(VIT)|VIT]] to N -->
* Then → All points into [[File:Vitality.png|15px]] [[Attributes#Vitality_(VIT)|VIT]] (goal 40)


=== Recommended Low-Level Gear ===
=== Recommended Low-Level Gear ===
{{RecommendedItemInfoBox
{{RecommendedItemInfoBox
| WeaponOneName = Tome of the First Hymn
| WeaponOneName       =  
| WeaponOneMap = Festering Woods
| WeaponOneMap         =  
| WeaponOneAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| WeaponOneAttribute   =  
| WeaponOneModifierOne = MATK %
| WeaponOneModifierOne =  
| WeaponOneModifierTwo = Damage Magic %
| WeaponOneModifierTwo =  
| WeaponOneCard1 = Skeleton Card
| WeaponOneCard1       =  
| WeaponOneCard2 = Skeleton Card
| WeaponOneCard2       =  
| WeaponOneCard3 = Skeleton Card
| WeaponOneCard3       =  
| WeaponOneCard4 =  
| WeaponOneCard4       =  
| WeaponTwoName = Sun Emblem
| WeaponTwoName       =  
| WeaponTwoMap = Fairy Glen
| WeaponTwoMap         =  
| WeaponTwoAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| WeaponTwoAttribute   =  
| WeaponTwoModifierOne = HP %
| WeaponTwoModifierOne =  
| WeaponTwoModifierTwo = Healing Received %
| WeaponTwoModifierTwo =  
| WeaponTwoCard1 = Sun Blossom Card
| WeaponTwoCard1       =  
| WeaponTwoCard2 =  
| WeaponTwoCard2       =  
| WeaponTwoCard3 =  
| WeaponTwoCard3       =  
| WeaponTwoCard4 =  
| WeaponTwoCard4       =  
| ChestName = Spellthread Chest
| ChestName           =  
| ChestMap = Fairy Glen
| ChestMap             =  
| ChestAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ChestAttribute       =  
| ChestModifierOne = HP %
| ChestModifierOne     =  
| ChestModifierTwo = Healing Received %
| ChestModifierTwo     =  
| ChestCard1 = Butterfly Fairy Card
| ChestCard1           =  
| ChestCard2 =  
| ChestCard2           =  
| LegwearName = Spellthread Legs
| LegwearName         =  
| LegwearMap = Fairy Glen
| LegwearMap           =  
| LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| LegwearAttribute     =  
| LegwearModifierOne = HP Regen %
| LegwearModifierOne   =  
| LegwearModifierTwo = MP Cost -%
| LegwearModifierTwo   =  
| LegwearCard1 = Treant Minion Evergreen Card
| LegwearCard1         =  
| LegwearCard2 =  
| LegwearCard2         =  
| ShoeName = Spellthread Shoes
| ShoeName             =  
| ShoeMap = Fairy Glen
| ShoeMap             =  
| ShoeAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ShoeAttribute       =  
| ShoeModifierOne = Cast Speed %
| ShoeModifierOne     =  
| ShoeModifierTwo = Move Speed %
| ShoeModifierTwo     =  
| ShoeCard1 = Rabbit Card
| ShoeCard1           =  
| ShoeCard2 =  
| ShoeCard2           =  
| HeadgearName = Top Hat
| HeadgearName         =  
| HeadgearMap = Festering Woods
| HeadgearMap         =  
| HeadgearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| HeadgearAttribute   =  
| HeadgearCard1 = Butterfly Pixie Card
| HeadgearCard1       =  
| HeadgearCard2 =  
| HeadgearCard2       =  
| FaceName = Azure Antlers
| FaceName             =  
| FaceMap = Forest Labyrinth
| FaceMap             =  
| FaceAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| FaceAttribute       =  
| FaceCard1 =  
| FaceCard1           =  
| FaceCard2 =  
| FaceCard2           =  
| UtilityName = Seedling Satchel
| UtilityName         =  
| UtilityMap = Fairy Glen
| UtilityMap           =  
| UtilityAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| UtilityAttribute     =  
| UtilityCard1 = Burrow Card
| UtilityCard1         =  
| UtilityCard2 =  
| UtilityCard2         =  
| AccessoryOneName = Cloud Loop
| AccessoryOneName     =  
| AccessoryOneMap = Windy Desert
| AccessoryOneMap     =  
| AccessoryOneAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| AccessoryOneAttribute=  
| AccessoryOneCard1 = Moth Moon Card
| AccessoryOneCard1   =  
| AccessoryOneCard2 =  
| AccessoryOneCard2   =  
| AccessoryTwoName = Fang Clip
| AccessoryTwoName     =  
| AccessoryTwoMap = Forest Labyrinth
| AccessoryTwoMap     =  
| AccessoryTwoAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| AccessoryTwoAttribute=  
| AccessoryTwoCard1 = Moth Moon Card
| AccessoryTwoCard1   =  
| AccessoryTwoCard2 =  
| AccessoryTwoCard2   =  
| ArtifactName = Spellweaver Artifact Set
| ArtifactName         =  
| ArtifactMap = Fairy Glen
| ArtifactMap         =  
| ArtifactAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ArtifactAttribute   =  
| ArtifactModifier = X% Holy Light<br/>X% Exorcism
| ArtifactModifier     =  
}}
}}
== Job Advancement ==
At '''Job Level 50''', Acolytes can advance into one of three specialized classes. It is recommended to switch as soon as you reach JL50 to continue progression:
* [[Priest]]
* [[Monk]]
* '''Third Path'''
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.


== Mid Game Leveling ==
== Mid Game Leveling ==


=== Levels 40–60 ===
=== 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 [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] monsters that naturally take extra damage from [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] abilities.
<!-- Add general advice for levels 40–60 -->
Content here.


* Gather large groups of Goblins and position yourself so they cluster tightly. 
Recommended Map:
* Cast '''Exorcism''' in the center of the pack to deal heavy AoE damage. 
* <!-- [[Maps#Some_Map|Some Map]] (Lv X–Y): Short rationale -->
* 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. 
* 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:
Stat Priority:
* '''[[Maps#Goblin Cave|Goblin Cave]] (Lv 40–60):''' [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]]-filled dungeon ideal for AoE-heavy leveling with [[File:HolyIcon.png|15px]] [[Elements#Holy|Holy]] skills.
* <!-- e.g., Push [[File:Vitality.png|15px]] [[Attributes#Vitality_(VIT)|VIT]] toward N; remainder → INT -->
 
Stat Priority: 
* Push [[File:Vitality.png|15px]] [[Attributes#Vitality_(VIT)|VIT]] steadily toward 40 if not already complete 
* Remaining points [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] up to 99


=== Levels 60–80 ===
=== 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 [[File:WaterIcon.png|15px]] [[Elements#Water|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.
<!-- Add general advice for levels 60–80 -->
Content here.


* Use '''Exorcism''' to clear groups efficiently as enemies tend to bunch together in the curved layout. 
Recommended Map:
* '''Sanctuary''' can keep you safe while farming in larger pulls, especially if you mismanage aggro. 
* <!-- [[Maps#Some_Map|Some Map]] (Lv X–Y): Short rationale -->
* 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: 
Stat Priority:
* '''[[Maps#Crystal Cave|Crystal Cave]] (Lv 60–80):''' High mob density, strong item drops, but beware of '''Spell Shield'''.
* <!-- e.g., Continue raising INT toward 99; then VIT -->
 
Stat Priority:
* Continue raising [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] toward 99
* After INT is maxed, put additional points into [[File:Vitality.png|15px]] [[Attributes#Vitality_(VIT)|VIT]] for survivability


=== Recommended Mid-Level Gear ===
=== Recommended Mid-Level Gear ===
{{RecommendedItemInfoBox
{{RecommendedItemInfoBox
| WeaponOneName = Windroot
| WeaponOneName       =  
| WeaponOneMap = Windy Desert
| WeaponOneMap         =  
| WeaponOneAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| WeaponOneAttribute   =  
| WeaponOneModifierOne = MATK %
| WeaponOneModifierOne =  
| WeaponOneModifierTwo = Damage Magic %
| WeaponOneModifierTwo =  
| WeaponOneCard1 = Skeleton Card
| WeaponOneCard1       =  
| WeaponOneCard2 = Skeleton Card
| WeaponOneCard2       =  
| WeaponOneCard3 = Skeleton Card
| WeaponOneCard3       =  
| WeaponOneCard4 =  
| WeaponOneCard4       =  
| WeaponTwoName = Sun Emblem
| WeaponTwoName       =  
| WeaponTwoMap = Fairy Glen
| WeaponTwoMap         =  
| WeaponTwoAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| WeaponTwoAttribute   =  
| WeaponTwoModifierOne = HP %
| WeaponTwoModifierOne =  
| WeaponTwoModifierTwo = Healing Received %
| WeaponTwoModifierTwo =  
| WeaponTwoCard1 = Sun Blossom Card
| WeaponTwoCard1       =  
| WeaponTwoCard2 =  
| WeaponTwoCard2       =  
| WeaponTwoCard3 =  
| WeaponTwoCard3       =  
| WeaponTwoCard4 =  
| WeaponTwoCard4       =  
| ChestName = Weaver Chest
| ChestName           =  
| ChestMap = Crystal Cave
| ChestMap             =  
| ChestAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ChestAttribute       =  
| ChestModifierOne = HP %
| ChestModifierOne     =  
| ChestModifierTwo = Healing Received %
| ChestModifierTwo     =  
| ChestCard1 = Butterfly Fairy Card
| ChestCard1           =  
| ChestCard2 = Butterfly Fairy Card
| ChestCard2           =  
| LegwearName = Weaver Legs
| LegwearName         =  
| LegwearMap = Crystal Cave
| LegwearMap           =  
| LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| LegwearAttribute     =  
| LegwearModifierOne = HP Regen %
| LegwearModifierOne   =  
| LegwearModifierTwo = MP Cost -%
| LegwearModifierTwo   =  
| LegwearCard1 = Treant Minion Evergreen Card
| LegwearCard1         =  
| LegwearCard2 = Treant Minion Evergreen Card
| LegwearCard2         =  
| ShoeName = Weaver Shoes
| ShoeName             =  
| ShoeMap = Crystal Cave
| ShoeMap             =  
| ShoeAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ShoeAttribute       =  
| ShoeModifierOne = Cast Speed %
| ShoeModifierOne     =  
| ShoeModifierTwo = Move Speed %
| ShoeModifierTwo     =  
| ShoeCard1 = Rabbit Card
| ShoeCard1           =  
| ShoeCard2 = Rabbit Card
| ShoeCard2           =  
| HeadgearName = Top Hat
| HeadgearName         =  
| HeadgearMap = Fairy Glen
| HeadgearMap         =  
| HeadgearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| HeadgearAttribute   =  
| HeadgearCard1 = Butterfly Pixie Card
| HeadgearCard1       =  
| HeadgearCard2 =  
| HeadgearCard2       =  
| FaceName = Resonant Headphones
| FaceName             =  
| FaceMap = Crystal Cave
| FaceMap             =  
| FaceAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| FaceAttribute       =  
| FaceCard1 =  
| FaceCard1           =  
| FaceCard2 =  
| FaceCard2           =  
| UtilityName = Crystal Cache
| UtilityName         =  
| UtilityMap = Crystal Cave
| UtilityMap           =  
| UtilityAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| UtilityAttribute     =  
| UtilityCard1 = Burrow Card
| UtilityCard1         =  
| UtilityCard2 =  
| UtilityCard2         =  
| AccessoryOneName = Azure Prism
| AccessoryOneName     =  
| AccessoryOneMap = Crystal Cave
| AccessoryOneMap     =  
| AccessoryOneAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| AccessoryOneAttribute=  
| AccessoryOneCard1 = Moth Moon Card
| AccessoryOneCard1   =  
| AccessoryOneCard2 =  
| AccessoryOneCard2   =  
| AccessoryTwoName = Azure Prism
| AccessoryTwoName     =  
| AccessoryTwoMap = Crystal Cave
| AccessoryTwoMap     =  
| AccessoryTwoAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| AccessoryTwoAttribute=  
| AccessoryTwoCard1 = Moth Moon Card
| AccessoryTwoCard1   =  
| AccessoryTwoCard2 =  
| AccessoryTwoCard2   =  
| ArtifactName = Spellweaver Artifact Set
| ArtifactName         =  
| ArtifactMap = Fairy Glen
| ArtifactMap         =  
| ArtifactAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ArtifactAttribute   =  
| ArtifactModifier = X% Holy Light<br/>X% Exorcism
| ArtifactModifier     =  
}}
}}


Line 238: Line 221:


=== Levels 80–100 ===
=== Levels 80–100 ===
By this stage, Acolytes are transitioning into endgame content. The primary goal is to attempt the first Abyss Castle map: '''[[Maps#Abyss Castle Keep|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:
<!-- Add general advice for levels 80–100 -->
Content here.


* '''[[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. 
Stat Priority:
* '''[[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 tronger 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.
* <!-- e.g., Finish INT 99, then VIT 99, then DEX -->
* '''[[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. 
 
Stat Priority: 
* Finish raising [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] to 99
* Then focus on [[File:Vitality.png|15px]] [[Attributes#Vitality_(VIT)|VIT]] toward 99
* Any remaining points can go into [[File:Dexterity.png|15px]] [[Attributes#Dexterity_(DEX)|DEX]] for cast time reduction


=== Levels 100+ ===
=== 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. 
<!-- Add general advice for 100+ -->
Content here.


* '''[[Maps#Abyss Castle Keep|Abyss Castle Keep]]''' – The first of the Abyss Castle maps. Filled with [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] and [[File:UndeadIcon.png|15px]] [[Elements#Undead|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. 
Stat Priority:
* '''[[Maps#Abyss Castle Crypt|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. 
* <!-- Final stat allocation guidance -->
* '''[[Maps#Abyss Castle Library|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:
* [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]] – 99 (maximize healing and holy damage) 
* [[File:Vitality.png|15px]] [[Attributes#Vitality_(VIT)|VIT]] – 99 (maximize survivability) 
* [[File:Dexterity.png|15px]] [[Attributes#Dexterity_(DEX)|DEX]] – any remaining points for cast time reduction


=== Recommended High-Level Gear ===
=== Recommended High-Level Gear ===
{{RecommendedItemInfoBox
{{RecommendedItemInfoBox
| WeaponOneName = Codex Vitae
| WeaponOneName       =  
| WeaponOneMap = Abyss Keep
| WeaponOneMap         =  
| WeaponOneAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| WeaponOneAttribute   =  
| WeaponOneModifierOne = MATK %
| WeaponOneModifierOne =  
| WeaponOneModifierTwo = Damage %
| WeaponOneModifierTwo =  
| WeaponOneCard1 = Skeleton Card
| WeaponOneCard1       =  
| WeaponOneCard2 = Skeleton Card
| WeaponOneCard2       =  
| WeaponOneCard3 = Skeleton Card
| WeaponOneCard3       =  
| WeaponOneCard4 =  
| WeaponOneCard4       =  
| WeaponTwoName = Sun Emblem
| WeaponTwoName       =  
| WeaponTwoMap = Fairy Glen
| WeaponTwoMap         =  
| WeaponTwoAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| WeaponTwoAttribute   =  
| WeaponTwoModifierOne = HP %
| WeaponTwoModifierOne =  
| WeaponTwoModifierTwo = Healing Received %
| WeaponTwoModifierTwo =  
| WeaponTwoCard1 = Sun Blossom Card
| WeaponTwoCard1       =  
| WeaponTwoCard2 =  
| WeaponTwoCard2       =  
| WeaponTwoCard3 =  
| WeaponTwoCard3       =  
| WeaponTwoCard4 =  
| WeaponTwoCard4       =  
| ChestName = Weaver Chest
| ChestName           =  
| ChestMap = Crystal Cave
| ChestMap             =  
| ChestAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ChestAttribute       =  
| ChestModifierOne = HP %
| ChestModifierOne     =  
| ChestModifierTwo = Healing Received %
| ChestModifierTwo     =  
| ChestCard1 = Treant Tree Evergreen Card
| ChestCard1           =  
| ChestCard2 =  
| ChestCard2           =  
| LegwearName = Weaver Legs
| LegwearName         =  
| LegwearMap = Crystal Cave
| LegwearMap           =  
| LegwearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| LegwearAttribute     =  
| LegwearModifierOne = HP Regen %
| LegwearModifierOne   =  
| LegwearModifierTwo = MP Cost -%
| LegwearModifierTwo   =  
| LegwearCard1 = Treant Minion Evergreen Card
| LegwearCard1         =  
| LegwearCard2 =  
| LegwearCard2         =  
| ShoeName = Weaver Shoes
| ShoeName             =  
| ShoeMap = Crystal Cave
| ShoeMap             =  
| ShoeAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ShoeAttribute       =  
| ShoeModifierOne = Cast Speed %
| ShoeModifierOne     =  
| ShoeModifierTwo = Move Speed %
| ShoeModifierTwo     =  
| ShoeCard1 = Spook Card
| ShoeCard1           =  
| ShoeCard2 =  
| ShoeCard2           =  
| HeadgearName = White Bishop's Hood
| HeadgearName         =  
| HeadgearMap = Abyss Keep
| HeadgearMap         =  
| HeadgearAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| HeadgearAttribute   =  
| HeadgearCard1 = Goblin Trooper Mage Card
| HeadgearCard1       =  
| HeadgearCard2 =  
| HeadgearCard2       =  
| FaceName = Resonant Headphones
| FaceName             =  
| FaceMap = Crystal Cave
| FaceMap             =  
| FaceAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| FaceAttribute       =  
| FaceCard1 = Golem Fire Card
| FaceCard1           =  
| FaceCard2 =  
| FaceCard2           =  
| UtilityName = Iron Halo
| UtilityName         =  
| UtilityMap = Sanctum of Light
| UtilityMap           =  
| UtilityAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| UtilityAttribute     =  
| UtilityCard1 = Burrow Card
| UtilityCard1         =  
| UtilityCard2 =  
| UtilityCard2         =  
| AccessoryOneName = Bronze Plugs
| AccessoryOneName     =  
| AccessoryOneMap = Goblin Village
| AccessoryOneMap     =  
| AccessoryOneAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| AccessoryOneAttribute=  
| AccessoryOneCard1 = Skeleton Giant Card
| AccessoryOneCard1   =  
| AccessoryOneCard2 = Skeleton Giant Card
| AccessoryOneCard2   =  
| AccessoryTwoName = Bronze Plugs
| AccessoryTwoName     =  
| AccessoryTwoMap = Goblin Village
| AccessoryTwoMap     =  
| AccessoryTwoAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| AccessoryTwoAttribute=  
| AccessoryTwoCard1 = Skeleton Giant Card
| AccessoryTwoCard1   =  
| AccessoryTwoCard2 = Skeleton Giant Card
| AccessoryTwoCard2   =  
| ArtifactName = Arcanum Artifact Set
| ArtifactName         =  
| ArtifactMap = Windy Desert
| ArtifactMap         =  
| ArtifactAttribute = [[File:Intelligence.png|15px]] [[Attributes#Intelligence_(INT)|INT]]
| ArtifactAttribute   =  
| ArtifactModifier = X% Holy Light<br/>X% Exorcism
| ArtifactModifier     =  
}}
}}


== 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. 
<!-- Add high-level goals, map rotations, and core mechanics for endgame -->
 
Content here.
Knowing that [[File:ShadowIcon.png|15px]] [[Elements#Shadow|Shadow]] and [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] monsters take additional damage, and that [[File:UndeadIcon.png|15px]] [[Elements#Undead|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 [[File:UndeadIcon.png|15px]] [[Elements#Undead|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.


== Tips and Tricks ==
== Tips and Tricks ==
 
* <!-- Tip 1 -->
* Keep your buffs active at all times: 
* <!-- Tip 2 -->
** '''Benediction''' – Provides +5 to all stats at max level. 
* <!-- Tip 3 -->
** '''Haste''' – Increases movement speed, letting you dodge attacks more easily. 
* <!-- Tip 4 -->
** '''Divine Grace''' – Improves natural recovery for both HP and MP. 
** '''Sacred Aegis''' – Adds survivability by shielding against physical attacks. 
 
* Remember that AoE healing and buff skills affect all players in range of the target, even those not in your party. Use this to assist nearby allies during crowded battles. 
 
* Some later bosses use '''Absolution''', which strips all buffs from the target. When this happens, all Acolyte buffs must be reapplied immediately. 
 
* [[File:UndeadIcon.png|15px]] [[Elements#Undead|Undead]] enemies take damage from '''Heal''', '''Mass Heal''', and '''Sanctuary'''. Use this to your advantage when farming or in group content. 
 
* Monitor your buff timers closely. Recasting key skills preemptively ensures uptime and prevents dangerous gaps during tough encounters. 
 
* Stay aware of the current healing meta – sometimes aggressive AoE healing is better than single-target healing, while in other cases single-target sustain can save a run.


<noinclude>[[Category:Guides]][[Category:Acolyte Guides]]</noinclude>
<noinclude>[[Category:Guides]][[Category:Acolyte Guides]]</noinclude>