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. Durability
6
Resistances
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
- Price
- 60 NX
Off hand
Grimoire
- 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
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
The field purifies status ailments.
The field heals 1d6 HP, and the cost increases to 2 MP.
The field heals 1d8 HP, and the cost increases to 3 MP.
Divine Punishment
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
Damage increases to 2d6+1, and the penalty to attack and Def MAG tests becomes -2.
Divine punishment also affects demonic or undead creatures within a 3-meter radius of the main target, and the cost increases to 4 MP.
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
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
The damage increases to 2d4+3.
The damage increases to 2d8+3, and the cost increases to 4 MP.
The damage increases to 2d8+8, and the cost increases to 5 MP.
Evil Detection
The character can sense the presence of evil in their surroundings. They gain a +1 bonus to WIS.
Evolutions
The bonus to WIS increases to +2.
The bonus to WIS increases to +3.
The bonus to WIS increases to +4.
Exorcism
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
Sacred damage increases to 1d6+1.
Exorcism purges malevolent status effects from player characters within a 5-meter radius of the character; the cost increases to 3 MP.
Sacred damage increases to 2d8+5, and the cost increases to 4 MP.
Purge of Darkness
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
Sacred damage increases to 2d6+3.
Sacred damage increases to 2d8+3, the attack radius expands to 5 meters, and the cost increases to 3 MP.
Sacred damage increases to 2d8+8, and the cost increases to 4 MP.
Corruption Resistance
The character has developed significant resistance to corruption and malevolent status alterations. They gain a +1 bonus to their Def MAG.
Evolutions
The Def MAG bonus increases to +2.
The character becomes immune to status alterations caused by demonic or undead creatures.
The Def MAG bonus increases to +3.
Judgment Seal
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
The bonus to attack rolls against the marked target increases to +3.
The damage increases to 2d6+3, and the cost increases to 4 MP.
All resistances of the target are ignored during the duration of the Judgment Seal, and the cost increases to 5 MP.
Other Outfits · Priest