Mendicant

Archaeologist | Geo Templar | Mendicant | Ninja | Ronin | Sohei | Soul Caller | Stormseeker | Technocrat | Warlord

Mendicant (Healer, holy magic, buffs, debuffs)
Resource Used : Mana

Roles in party : Strongest healer in the game that can learn heal, major heal, greater heal, revive and greater revive. Also have a ton of passive and activatable abilities that can do cool things like heal a small portion of damage after combat.

Holy magic user that can cast powerful holy spells.

Second best buff class that can apply some basic buffs.

Ok debuffer that can cast a few curses like Blind and Sleep.

HEALING ARTS
Healing Arts : Passive; Increase Magic Power of Heal spells - Mendicants are healers first and formost and devote their life to its study.

Lv1 : +5% Magic Power

Lv2 : +10% Magic Power

Lv3 : +15% Magic Power

Lv4 : +20% Magic Power

Lv5 : +25% Magic Power

Heal : Mana 5/10/15; Heal Life - Basic healing spell that heals minor trauma.

Lv1 : 130% Magic Power (S/R/A)

Lv2 : 140% Magic Power (S/R/A)

Lv3 : 150% Magic Power (S/R/A)

Lv4 : 160% Magic Power (S/R/A)

Lv5 : 170% Magic Power (S/R/A)

Cleanse : Mana 13/11/9/7/5; Cleanse - Ailments are physical impairments, a proper cleansing spell removes them all.

Lv1 : Remove all Ailments (S); Mana 13

Lv2 : Remove all Ailments (S); Mana 11

Lv3 : Remove all Ailments (S); Mana 9

Lv4 : Remove all Ailments (S); Mana 7

Lv5 : Remove all Ailments (S); Mana 5

Triage Medicine : Gambit 50%; Gambit Trigger : Combat ends - Wounds are easier to treat if you tend to them immediately after they are sustained.

Lv1 : Party Restored 3% Max Life

Lv2 : Party Restored 6% Max Life

Lv3 : Party Restored 9% Max Life

Lv4 : Party Restored 12% Max Life

Lv5 : Party Restored 15% Max Life

Major Heal : Mana 15/30/45; Heal Life - Powerful healing wave that removes major trauma.

Lv1 : 215% Magic Power (S/R/A)

Lv2 : 230% Magic Power (S/R/A)

Lv3 : 245% Magic Power (S/R/A)

Lv4 : 260% Magic Power (S/R/A)

Lv5 : 275% Magic Power (S/R/A)

Revive : 20; Revive and Heal Life - Those on the edge of death's door can be restored to life.

Lv1 : 160% Magic Power (S)

Lv2 : 170% Magic Power (S)

Lv3 : 180% Magic Power (S)

Lv4 : 190% Magic Power (S)

Lv5 : 200% Magic Power (S)

Trained Surgeon : Gambit; Gambit Trigger : Combat ends and an ally has an Ailment - Secular medicine and surgery is an important skill set for Mendicants to learn.

Lv1 : Remove all Ailments from a random ally 15%

Lv2 : Remove all Ailments from a random ally 20%

Lv3 : Remove all Ailments from a random ally 25%

Lv4 : Remove all Ailments from a random ally 30%

Lv5 : Remove all Ailments from a random ally 35%

Greater Heal : Mana 40/80/120; Heal Life - The ultimate healing spell that can repair broken bones and regrow organs.

Lv1 : 365% Magic Power (S/R/A)

Lv2 : 380% Magic Power (S/R/A)

Lv3 : 395% Magic Power (S/R/A)

Lv4 : 410% Magic Power (S/R/A)

Lv5 : 425% Magic Power (S/R/A)

Greater Revive : Mana 120/110/100/90/80; Revive and Heal All Life - "Life and death are one journey connected by a door" - Wun Ping, Treatise on Life and Death

Lv1 : (S) Mana 120

Lv1 : (S) Mana 110

Lv1 : (S) Mana 100

Lv1 : (S) Mana 90

Lv1 : (S) Mana 80

Greater Cleanse : Mana 90/80/70; Cleanse - More powerful version of the Cleanse spell that can target all allies.

Lv1 : Remove all Ailments (A) : Mana 90

Lv1 : Remove all Ailments (A) : Mana 80

Lv1 : Remove all Ailments (A) : Mana 70

GUARDIAN ARTS
Guardian Arts : Passive; Increases Magic Defense - Defensive warding reduces the impact of harmful magic.

Lv1 : +12% Magic Defense

Lv2 : +14% Magic Defense

Lv3 : +16% Magic Defense

Lv4 : +18% Magic Defense

Lv5 : +20% Magic Defense

Guard: Mana 5; Barrier - Simple support spell that reduces physical damage taken.

Lv1 : +25% Physical Defense : 4 turns (S/R)

Lv2 : +25% Physical Defense : 5 turns (S/R)

Lv3 : +25% Physical Defense : 6 turns (S/R)

Lv4 : +25% Physical Defense : 7 turns (S/R)

Lv5 : +25% Physical Defense : 8 turns (S/R)

Barrier : Mana 5; Barrier - Simple support spell that reduces magical damage taken.

Lv1 : +25% Magic Defense : 4 turns (S/R)

Lv2 : +25% Magic Defense : 5 turns (S/R)

Lv3 : +25% Magic Defense : 6 turns (S/R)

Lv4 : +25% Magic Defense : 7 turns (S/R)

Lv5 : +25% Magic Defense : 8 turns (S/R)

Bless : Mana 10/20; Bless - Unseen divination guides any attacks made to their target.

Lv1 : +40% Accuracy : 4 turns (S/R)

Lv2 : +40% Accuracy : 5 turns (S/R)

Lv3 : +40% Accuracy : 6 turns (S/R)

Lv4 : +40% Accuracy : 7 turns (S/R)

Lv5 : +40% Accuracy : 8 turns (S/R)

Ways Of Life : Passive; Increases damage of Staff and Wand attacks - "Do not neglect the ways of war. The pathway to peace often goes through danger" - Wun Ping, Treatise on Life and Death.

Lv1 : +5% Physical Damage dealt

Lv2 : +10% Physical Damage dealt

Lv3 : +15% Physical Damage dealt

Lv4 : +20% Physical Damage dealt

Lv5 : +25% Physical Damage dealt

Preventative Medicine : Passive; Increases Ailment resistance - Personal health and wellness boosts the body's natural immune system.

Lv1 : +12 Ailment Resist %

Lv2 : +14 Ailment Resist %

Lv3 : +16 Ailment Resist %

Lv4 : +18 Ailment Resist %

Lv5 : +20 Ailment Resist %

Staff Mastery : Passive; Reduce Staff range penalties - Those who master the staff can strike enemies from a safe distance.

Lv1 : -40% Physical Damage penalty when out of range

Lv2 : -30% Physical Damage penalty when out of range

Lv3 : -20% Physical Damage penalty when out of range

Lv4 : -10% Physical Damage penalty when out of range

Lv5 : 0% Physical Damage penalty when out of range

Death Ward : Mana 50; Death Ward - Powerful Ward that prevents the soul from leaving the body upon death.

Lv1 : Fatal Damage reduces player to 1 Life : 3 turns (S)

Lv2 : Fatal Damage reduces player to 1 Life : 4 turns (S)

Lv3 : Fatal Damage reduces player to 1 Life : 5 turns (S)

Lv4 : Fatal Damage reduces player to 1 Life : 6 turns (S)

Lv5 : Fatal Damage reduces player to 1 Life : 7 turns (S)

Counterspell : Gambit; Gambit Trigger : An enemy casts a spell Skilled spellcasters can thwart harmful spells in the Ethereal Plane before they take form.

Lv1 : Gambit 2% Prevent spell from being cast.

Lv2 : Gambit 4% Prevent spell from being cast.

Lv3 : Gambit 6% Prevent spell from being cast.

Lv4 : Gambit 8% Prevent spell from being cast.

Lv5 : Gambit 10% Prevent spell from being cast.

BELL OF PEACE
Bell Of Peace : Gambit 50%; Gambit Trigger : Cast a healing or revival spell in combat - All Mendicants carry an enchanted Bell of Peace that they use to invoke many of their spells.

Lv1 : Restore 3 Mana

Lv2 : Restore 6 Mana

Lv3 : Restore 9 Mana

Lv4 : Restore 12 Mana

Lv5 : Restore 15 Mana

Blind : Mana 10; Curse of Blindness - Blindness is a cruel curse that makes fighting difficult.

Lv1 : -40% Accuracy : 50% Success Rate : 3 turns (S/R)

Lv2 : -40% Accuracy : 60% Success Rate : 3 turns (S/R)

Lv3 : -40% Accuracy : 70% Success Rate : 3 turns (S/R)

Lv4 : -40% Accuracy : 80% Success Rate : 3 turns (S/R)

Lv5 : -40% Accuracy : 90% Success Rate : 3 turns (S/R)

Sleep : Mana 15/30; Curse of Sleep - Mendicants that are pacifists rely on this curse to thwart danger.

Lv1 : Can't Act or Defend, Damage awakens : 40% Success Rage : 3 turns (S/R)

Lv2 : Can't Act or Defend, Damage awakens : 50% Success Rage : 3 turns (S/R)

Lv3 : Can't Act or Defend, Damage awakens : 60% Success Rage : 3 turns (S/R)

Lv4 : Can't Act or Defend, Damage awakens : 70.00001% Success Rage : 3 turns (S/R)

Lv5 : Can't Act or Defend, Damage awakens : 80% Success Rage : 3 turns (S/R)

Dispel : Mana 13/11/9/7/5; Dispel - Curses can be dispelled by those who know the proper incantations.

Lv1 : Remove all Curses (S); Mana 13

Lv2 : Remove all Curses (S); Mana 11

Lv3 : Remove all Curses (S); Mana 9

Lv4 : Remove all Curses (S); Mana 7

Lv5 : Remove all Curses (S); Mana 5

Exorcism : Mana 15/30/45; Magical Damage + Holy - Divine energy from the Celestial Plane sears the flesh and incinerates demons.

Lv1 : 160% Magic Power (S/R/A)

Lv2 : 170% Magic Power (S/R/A)

Lv3 : 180% Magic Power (S/R/A)

Lv4 : 190% Magic Power (S/R/A)

Lv5 : 200% Magic Power (S/R/A)

Prayer Of Solitude : Gambit; Gambit Trigger : Turn begins and an ally has a Curse - The Treatise on Life and Death contains many prayers and meditations that all Mendicants know.

Lv1 : Remove all Curses from a random ally 8%

Lv2 : Remove all Curses from a random ally 11%

Lv3 : Remove all Curses from a random ally 14%

Lv4 : Remove all Curses from a random ally 17%

Lv5 : Remove all Curses from a random ally 20%

Greater Dispel : Mana 100/90/80 : Dispel - More Powerful version of the Dispel spell that can target all allies

Lv1 : Remove all Curses (A) : Mana 100

Lv2 : Remove all Curses (A) : Mana 90

Lv3 : Remove all Curses (A) : Mana 80

Luminous Glory : Mana 30/60/90; Magical Damage + Holy - "Beside the Divine One sit the Seraphim Angels that praise His glory" - Archbishop Eustice Teels

Lv1 : 215% Magic Power (S/R/A)

Lv2 : 230% Magic Power (S/R/A)

Lv3 : 245% Magic Power (S/R/A)

Lv4 : 260% Magic Power (S/R/A)

Lv5 : 275% Magic Power (S/R/A)

Divine Intervention : Gambit; Gambit Trigger : Turn begins and an ally is dead "Healing is a gift from the Divine that anyone can have if they know the right way to ask" - Wun Ping, Treatise on Life and Death.

Lv1 : Revive a random ally and Heal Life 150% Magic Power 8%

Lv2 : Revive a random ally and Heal Life 150% Magic Power 11%

Lv3 : Revive a random ally and Heal Life 150% Magic Power 14%

Lv4 : Revive a random ally and Heal Life 150% Magic Power 17%

Lv5 : Revive a random ally and Heal Life 150% Magic Power 20%

Key
(S) - S ingle (attack a single enemy)

(R) - R ow (attack a row of enemies)

(A) - A ll (attack all enemies

Archaeologist | Geo Templar | Mendicant | Ninja | Ronin | Sohei | Soul Caller | Stormseeker | Technocrat | Warlord