Skip to content

Official Outfit

Exorcist

Priest

The Exorcist's Outfit is designed for priests dedicated to tracking down and eliminating heretics, demons, and malevolent forces. It grants them skills to detect evil, resist corruption, and inflict powerful damage upon their enemies.

Phys. Def.

+2

Mag. Def.

Dur.

6

Resistances

Lightning Dark

Weaknesses

None listed.

Official Codex

Starting arsenal

The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.

Main hand

Sacred censer

MP regeneration +1
MP regeneration
+1
Price
60 NX

Off hand

Grimoire

Magical attack +1
Magical attack
+1
Price
20 NX

Official Codex

Abilities

Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.

Purification Field

Combat Double Support MP 1 → 3

The character creates a sacred Purification Field within a radius of 5 meters around them for a cost of 1 MP. For 2 rounds, this field heals all allies by 1d4 HP at the beginning of their turn.

Cooldown 2 turns

Evolutions

LVL 2

The field purifies status ailments.

LVL 4

The field heals 1d6 HP, and the cost increases to 2 MP.

LVL 6

The field heals 1d8 HP, and the cost increases to 3 MP.

Divine Punishment

Combat Double Magic · WIS MP 3 → 5 Range 20 m

The character inflicts divine punishment upon an enemy, dealing 1d6 sacred damage at a cost of 3 MP. Additionally, the target suffers a -1 penalty to their attack and Def MAG tests for 2 rounds.

Cooldown 2 turns

Evolutions

LVL 3

Damage increases to 2d6+1, and the penalty to attack and Def MAG tests becomes -2.

LVL 5

Divine punishment also affects demonic or undead creatures within a 3-meter radius of the main target, and the cost increases to 4 MP.

LVL 7

Divine punishment deals 2d6+3 damage and reduces the Def MAG of the main target to 0 for 1 round at a cost of 5 MP.

Heretic's Punishment

Combat Double Magic · WIS MP 3 → 5 Range 15 m

The character inflicts 1d4+1 sacred damage for a cost of 3 MP. If the target is a demonic or undead creature, the damage is doubled.

Evolutions

LVL 3

The damage increases to 2d4+3.

LVL 5

The damage increases to 2d8+3, and the cost increases to 4 MP.

LVL 7

The damage increases to 2d8+8, and the cost increases to 5 MP.

Evil Detection

Passive

The character can sense the presence of evil in their surroundings. They gain a +1 bonus to WIS.

Evolutions

LVL 2

The bonus to WIS increases to +2.

LVL 4

The bonus to WIS increases to +3.

LVL 6

The bonus to WIS increases to +4.

Exorcism

Combat Attack Magic · WIS MP 2 → 4 Range 15 m

The character can perform an exorcism ritual to drive away malevolent forces. By spending 2 MP, they inflict 1d4+1 sacred damage to an enemy.

Cooldown 1 turn

Evolutions

LVL 2

Sacred damage increases to 1d6+1.

LVL 4

Exorcism purges malevolent status effects from player characters within a 5-meter radius of the character; the cost increases to 3 MP.

LVL 6

Sacred damage increases to 2d8+5, and the cost increases to 4 MP.

Purge of Darkness

Combat Double Magic · WIS MP 2 → 4

The character inflicts 1d6+1 sacred damage to demonic or undead creatures within a 2-meter radius at a cost of 2 MP.

Cooldown 1 turn

Evolutions

LVL 3

Sacred damage increases to 2d6+3.

LVL 5

Sacred damage increases to 2d8+3, the attack radius expands to 5 meters, and the cost increases to 3 MP.

LVL 7

Sacred damage increases to 2d8+8, and the cost increases to 4 MP.

Corruption Resistance

Passive

The character has developed significant resistance to corruption and malevolent status alterations. They gain a +1 bonus to their Def MAG.

Evolutions

LVL 2

The Def MAG bonus increases to +2.

LVL 4

The character becomes immune to status alterations caused by demonic or undead creatures.

LVL 6

The Def MAG bonus increases to +3.

Judgment Seal

Combat Double Magic · WIS MP 3 → 5 Range 20 m

The character marks an enemy with the Judgment Seal, dealing 1d6+1 sacred damage for a cost of 3 MP. For 2 rounds, all allies gain a +2 bonus to attack rolls against the marked target.

Cooldown 2 turns

Evolutions

LVL 3

The bonus to attack rolls against the marked target increases to +3.

LVL 5

The damage increases to 2d6+3, and the cost increases to 4 MP.

LVL 7

All resistances of the target are ignored during the duration of the Judgment Seal, and the cost increases to 5 MP.