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    Cleric/Priest/High Priest FAQ by shadow paladin

    Version: 2.0 | Updated: 08/29/02 | Search Guide | Bookmark Guide

    The Knight of Lodis
    Cleric/Priest/High Priest FAQ
    Written by shadow paladin
    Version 2.0
    1.	Intro
    2.	Legal Stuff
    3.	Contact info
    4.	Revision history
    5. The Cleric
    A.	description
    B.	requirements
    C.	stat growth
    D.	spells
    E.	suggested equipment
    F.	tactics
    6. The Priest
    A.	description
    B.	requirements
    C.	stat growth 
    D.	spells 
    E.	suggested equipment
    F.	tactics
    7.	The High Priest
    A.	description
    B.	requirements
    C.	stat growth
    D.	spells
    E.	suggested equipment
    F.	tactics
    Hello, and welcome to my first FAQ. This FAQ is basically a 
    guide for effectively using the cleric and priest classes in 
    tactics ogre: the knight of Lodis. These classes are incredibly 
    useful because they can use many (and in Rictor's case, all) of 
    the virtue (holy) spells in the game, whereas most of the other 
    classes can't use any. These classes can be difficult to use, 
    because of all the typical problems that plague mage-style 
    classes in any RPG, and this is a guide that hopefully will make 
    it easier to use them.
    Ok, lets make this quick. This document is copyright 2002 by 
    shadow paladin. I don't really care if this is put on your 
    website, but please ask me first. If you want to use this, send 
    me an e-mail asking permission, and I'll send you the document 
    if you like, or you can copy and paste it or whatever. Just make 
    sure I know the site's address and your email address. Please 
    don't change this document if you put this on your site, and if 
    your looking for the newest version of this guide, you can find 
    it at www.gamefaqs.com. 
    E-mail: manfreezer@hotmail.com
    AIM: necrozoma (I rarely ever use this, so contact me at my e-
    mail address or on MSN instant messenger)
    If you see any errors in this guide, or have questions about 
    something to do with the setups, please send me an 
    email about it. People who make corrections will be 
    noted in the "credits" section.
    7/13/02- started this FAQ
    7/22/02- FAQ got posted! Hail CjayC!
    7/28/02- put some new items in priest section, filled in missing 
    8/26/02 wow, been almost a month since I last updated... not much 
    to add, just more divine radiance stuff.
    A. description
    The cleric is the basic healing class of the knight of Lodis. He 
    (or she) can use most of the regular virtue spells (all of the 
    ones you can buy) but has virtually no attack options. While you 
    can equip any character with any weapon in this game, as far as 
    I can tell the cleric doesn't have a weapon preference, making 
    any weapon you equip it do only regular damage. Also, clerics 
    have poor movement range, so you can't really equip them with 
    any weapons with serious attack power if you plan on allowing 
    them to actually get around. The movement type for a cleric is 
    trudging, meaning they can't jump or move over obstacles, they 
    have to go around them, and like most (and I believe all) human 
    characters, clerics wade, so they can still attack in water but 
    they're power is diminished.
    In order to have a character become a cleric, you must meet 
    these requirements:
    MP 18, INT 28, non-chaotic alignment
    Here is the amount of points in every stat your character gains 
    as a cleric whenever he or she gains a level:
                      STR: +4
                      INT: +6
                      AGI: +4
                      HP:  +4
                      MP:  +5
    The cleric can use all the curative and support spells of the 
    virtue element that can be purchased in shops. The following is 
    a list of those spells and what I suggest you do with each one.
    Heal: 8 MP, RANGE 7, AOE 1, POWER 25, 400 GOTH
    Heal is the most basic of all the virtue spells. It can only 
    heal one character at a time, but it has good range, and the 
    higher your INT, the more HP you restore, unlike most rpgs where 
    heal spells restore around the same amount no matter your stats. 
    Overall, heal is essential as it's the only healing spell 
    available for the first part of the game, and its inexpensive, 
    which allows you to conserve money and still get a few copies of 
    this important spell.
    Lightning Bow: 6 MP, RANGE 7, AOE 1, POWER 35, 500 GOTH
    Lightning bow is the only attack spell available to clerics. 
    Its low MP Cost makes it usable on the second turn and 
    continuously afterwards. Its not the most powerful spell, and it 
    seems to miss more frequently than some of the other missile 
    spells, but this spell allows the cleric to help with attacking 
    enemies when the extra bit of damage is needed.
    Cleanse: 10 MP, RANGE 7, AOE 1, POWER 0, 1000 GOTH
    Cleanse is a very important spell. One of your clerics should 
    always have this spell. It cancels out any abnormal status 
    effects inflicted by enemies, such as poison, charm, and 
    paralysis. It's usefulness increases greatly as you get closer 
    to the end of the game.
    Faith: 15 MP, RANGE N/A, AOE GLOBAL, POWER 0, 400 GOTH
    I usually never use global support spells. I suppose this spell 
    could be helpful, but with Eleanor's special tech and exorcism, 
    the undead cant come back anyway, and since by the time you 
    actually have to deal with undead you'll have access to exorcism 
    at the very least, and maybe even have the special tech. But 
    undead are so easy to kill anyway, its nothing worth carrying 
    around an otherwise useless spell for.
    Tranquilize: 15 MP, RANGE N/A, AOE GLOBAL, POWER 0, 600 GOTH
    This is another near useless global support spell. What it does 
    is negate effects on you mental gauge. The mental gauge does 
    factor into your characters' performance, but its really not 
    anything to get stressed out about, as I've been through this 
    game twice and never had any problems concerning it. I'm not 
    even sure what the mental gauge does to your stats or how it 
    otherwise factors into combat. In other words, there are much 
    more important spells to have in your skill slots.
    Heal Plus: 12 MP, RANGE 6, AOE 1-5, POWER 35, 1000 GOTH
    Excellent spell. Easily the best healing spell. Being able to 
    heal up to five characters at once makes it a must have. Keep 
    all of your healers equipped with this. 
    Exorcism: 25 MP, RANGE 5, AOE 1-5, POWER 0, 1250 GOTH
    This spell banishes the undead so that when they die, they are 
    really dead. Lots of MP, but that's not a problem with euphaire 
    in your attack group. There are only a few battles with undead 
    in them, but the final series of battles have a few, but you'll 
    hopefully have Eleanor's special tech by then. Until you get 
    Eleanor's tech, keep an exorcism on one of your healers.
    Full Heal: 18 MP, RANGE 1, AOE 1, POWER 0, 1250 GOTH
    AOE of 1 means only heal one character at a time, range of 1 
    means you can only heal characters adjacent to spellcaster. This 
    spell is ok, if anyone put it on Rictor, but there are much more 
    efficient skills.
    Clerics are slow movers, so it's important to keep equipment 
    light. Robes and wands, though they provide less physical power, 
    will actually benefit two things that are essential for healers: 
    better movement and intelligence.
    Once again, 
    you'll want primarily light weapons, which means no swords, 
    axes, or for the most part spears. Wands are probably the best 
    option. They are the only weapons that won't lower you movement 
    to really bad levels. If you've got an elemental wand, match 
    wand with cleric's element. As far as the cleric in early to 
    mid-game goes, quest 1 will be your best friend. Consult 
    Layoneil's secrets FAQ to find the turn requirements for the 
    wands. By the way, that FAQ can answer a ton of questions so 
    check it out.
    Wind Wand- POWER 24, INT +19 EARTH RESISTANCE +5
    Use as an item to cast thunder flare. I'll say this once about 
    the elemental wands, they are really great for healers, they 
    don't screw up you movement, and they offer an attack spell that 
    otherwise is unavailable to a cleric or priest. Might break when 
    Earth Wand- POWER 26, INT +18, WIND RESISTANCE +5
    Use as an item to cast crag crush. Might break when cast.
    Fire Wand- POWER 26, INT +17, WATER RESISTANCE +5
    Use as item to cast firestorm. Might break when cast.
    Ice Wand- POWER 20, INT +20, FIRE RESISTANCE +5
    Use as item to cast ice field. Might break when cast.
    Scipplay's Staff- POWER 20, INT +10
    Until you get the numida chronology, and after that until you're 
    comfortable fighting level 15 characters, this could be your 
    only wand for your cleric. It's really not that bad, but replace 
    with an elemental wand as soon as you can, as the scipplay 
    doesn't provide a spell or any resistance.
    As far as armor goes with clerics and priests, you really don't 
    want armor at all. Instead, you'll want light robes that keep 
    intelligence high and don't screw up your movement.
    Robe- PHYS DEF 3, SPELL DEF 10, PHYS RES +1
    The most basic armor in the whole game for spellcasters. Keeps 
    movement reasonable. That's the only real goal with equipment 
    until better stuff becomes available.
    Spell Robe- PHYS DEF 12, SPELL DEF 15, INT +5, PHYS RES +4
    Spell robe is pretty good, but I like the elemental robes 
    better, and they don't take as much to get. 
    Wind Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RES +5, EARTH 
    The elemental robes should be matched to the characters element 
    for maximum effect. Because these robes don't detract from 
    movement that much, they are the ideal choice for clerics, and 
    then priests until the more advanced robes are available to you. 
    All the elemental robes and the robe of abyss can be received as 
    war trophies in quest 1.
    Earth Garb- PHYS DEF 15 SPELL DEF 20, INT +5, PHYS RESIST +5, 
    Fire Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RESIST +5, 
    Water Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RESIST +5, 
    Robe of Abyss- PHYS DEF 15, SPELL DEF 20, INT +10, 
    The robe of abyss is the best elemental robe that you can get 
    early in the game, next to the cloak of oath. The +10 INT in 
    conjunction with the INT bonus available with an elemental wand
    Will really help a cleric with making your healing spells more 
    As far as accessories go, keep to the theme. Boost INT, don't 
    hurt movement. The rings are quite nice, especially if you want 
    to have your cleric able to pack some emergency attack spell 
    power. The rings can be won as war trophies in quest 1.
    Wind Ring- SPELL DEF 10, STR +4, INT +4, EARTH RESISTANCE +5
    Use as an item to cast thunder flare. Might break after casting. 
    The point of these rings isn't the small stat gains, but rather 
    the spells that come along with them. Because the only attack 
    spell that clerics can equip is lightning bow, it's nice to give 
    your cleric a more powerful 5 AOE elemental spell. Match to 
    Earth Ring- SPELL DEF 10, STR +4, INT +4, WIND RESISTANCE +5
    Use as item to cast crag crush. Might break after casting.
    Firedrake ring- SPELL DEF 10, STR +4, INT +4, WATER RESISTANCE 
    Use as an item to cast firestorm. Might break after casting.
    Water Ring- SPELL DEF 10, STR +4, INT +4, FIRE RESISTANCE +5
    Use as an item to cast ice field. Might break after casting.
    Seraph's Plume- SPELL DEF +10
    This is a definitely a plus. You can get this in quest one. It 
    raises your character movement range by .4.
    So now that you have a cleric and some good equipment, what's a 
    good strategy for using them? Because it can be easy to be 
    overwhelmed your first time through the game, you may want two 
    dedicated healers the whole game. You wouldn't need both in 
    every battle, but its wise to have two just for situations where 
    you're really outnumbered, and for the ostorea battle, where you 
    have to split into two groups. My suggestions for you clerics 
    for chapter 1 and even most of chapter two is to have two 
    clerics that are both being leveled up consistently, and equip 
    them like this:
    Weapon: elemental wand (match element with character's)
    Armor: robe of abyss 
    Accessory: elemental ring (different element than wand, but not 
    Accessory: seraph's plume
    First healer's spells:
    Lightning bow
    Second healer's spells:
    Heal plus
    Lightning bow
    Ok, so that's the setup I like for earlier in the game. All that 
    equipment can be found in quest one, by defeating all in around 
    20 turns according to Layoneil's secrets FAQ. However, you 
    probably wont just be able to beat quest one really quickly when 
    you first get the numida chronology. So until you can take on 
    quest one comfortably, equip robes. Spell robes are to 
    expensive, you should spend most of your money early on getting 
    better spells and weapons for your melee characters. All the 
    spells can be purchased, until stuff like exorcism and heal plus 
    are available, just use heal and lightning bow. One more thing 
    to consider; your two healers will work best if they are of 
    opposite elements. This is mainly to make sure that your 
    equipment attack spells are all covered. For example, your first 
    healer is of the wind element, so you equip them with a wind 
    wand, and then for the ring you want to equip something other 
    than wind, so you have a different element covered. But you 
    don't want your opposite element, in this case earth, because 
    casting spells of your characters opposite element will lower 
    the damage inflicted, so lets use the firedrake ring. So we have 
    thunder flare from the wand and firestorm from the ring. Next, 
    we consider the second healer, so lets make healer two of the 
    earth element. Equip the earth wand for crag crush, so you have 
    a deadlier same element spell, then use the water ring so that 
    you have ice field. Now between your two healers you have all 
    four AOE 5 elemental spells: thunder flare, crag crush, 
    firestorm and ice field, in addition to two lightning bows. This 
    allows your cleric to be much more versatile. You can heal your 
    characters as they need it, then wreak havoc on the enemies with 
    five different elements, and with the extra INT provided by the 
    wands and robe of abyss, you can be hitting hard with an AOE of 
    five. This can POSSIBLY eliminate the need of a dedicated 
    magical attacker early in the game (but don't think for a second 
    that a cleric with some elemental spells can replace elrik or 
    euphaire). Just remember that wands and rings can break, so if 
    you get any extras, don't sell them; keep them as replacements. 
    Finally, both healers should be female; women are just better at 
    using magic.
    The priest is a more powerful version of the cleric with better 
    stat growth. Also, the cleric has a few more virtue spells 
    available to him or her.
    The requirements that need to be met by a character in order to 
    become a priest are:
    What is the heavenly spirit emblem? You get it for healing your 
    characters. Its pretty easy to get, I've received it in 
    training. Just put all your characters out in training, and have 
    the person you want to be a priest use heal plus, and keep 
    healing different characters until you get the emblem. The 
    characters don't have to be damaged for it to count.
    The stat bonuses you get for leveling up a character as a priest 
    are as follows:
                    STR +4
                    INT +6
                    AGI +4
                    HP  +5
                    MP  +6
    Priests have available to them two high-level virtue spells that 
    clerics can't use. I've listed what they are and how to get them 
    and some other stuff about them.
    Resurrection- 25 MP, POWER 0
    Where do I get it?
    You have only one chance to get this spell. In chapter two, when 
    you fight nichart in sotavento, you have to kill the priest 
    that's near nichart, then pick up the item bag that the priest 
    drops. You can also persuade the priest and get a heal plus 
    along with the resurrection. Do it that way if you can.
    Resurrection is a great spell to have. It's worth taking the 
    extra time in the sotavento battle to acquire it. This spell 
    works just like an altar of resurrection. When you cast it, you 
    have to choose what direction you want to face, then what 
    character to resurrect. The character will come back on the 
    panel in front of your priest, regardless of where the character 
    was before. The character will have half of his or her maximum 
    HP. You may want to have another character heal him or her right 
    Divine Radiance- 30 MP, POWER 0, RANGE 7
    Where do I get it?
    It depends on which path your are on. If you are on path A 
    (where you get shiven early in the game) there are two copies of 
    divine radiance. The first is found at the end of chapter 2, in 
    the ostorea south battle. This is the battle with nichart. Once 
    again, there is a priest here that you must kill, then take the 
    item bag that the priest drops. The second copy of divine 
    radiance is equipped by a priest in charadrius. From the many 
    emails I've received on the subject, it appears that you have to 
    persuade the priest to get the spell. If somebody has acquired 
    it by killing the priest, tell me, otherwise please no more 
    emails on the subject.  
         As for path B (which is when you get Orson early in the 
    game) there is only one copy of divine radiance. It is the one 
    at ostorea south, same as path A. 
    Divine radiance is a very powerful virtue attack spell. However, 
    it has very poor accuracy, something like 50%. It has a power of 
    0 though, so I think it inflicts damage equal to a certain 
    percent of the targets HP. This spell is nice, but use it 
    sparingly, as the accuracy combined with the MP cost can make it 
    frustrating. A great tactic that Salogy told me about is using 
    ray of paralysis or slumber mist first, which increases attack 
    accuracy to 100%. It's a bit more time consuming, but it's 
    definitely worthwhile, especially if you're trying to get a rare 
    item from an enemy unit. It doesn't seem to work on bosses 
    Divine Radiance damage formula-
    Divine radiance has a power of 0. It is a spell that ignores all 
    the usual damage factors (armor, physical and spell defense, 
    etc.), rather, if it hits the target, it will do 90% of the 
    targets CURRENT HP. When targets HP is reduced to 1, it will do 
    no damage. The actual accuracy of the spell is 49%, unless, like 
    stated above, the target is immobilized because of a status 
    ailment. So basically its good for when your enemy is close to 
    full health, then after you use the spell use a melee character 
    to finish off the target. Big thanks to Tetra for this info. 
    I'm not going to reiterate all the equipment I put under the 
    clerics section, but those items are still good on priests. I'll 
    list all the better stuff that you can get later on, when you'll 
    actually have priests. 
    While your characters movement range may have improved slightly 
    due to level up, you don't really want to use any heavy weapons 
    with priests either. You can use the hyacinth fan, the caldia, 
    or the gypsy queen, but the wands are still much better. There 
    are two wands that you can get later in the game that can be 
    quite useful.
    The kerykeion is an awesome weapon for any magic user. Using it 
    as an item will cast "Dark Quest", better known as fiend's grip.
    While it would seem odd that a priest is using darkness spells, 
    the priests element is still one of the four nature elements. I 
    believe that fiends grips power might be based on STR, though, 
    so some of the spells power could be lost on the priest. 
    However, 28 extra INT is good for anyone.
    Ripple's Staff- POWER 28, INT +30 BANE RES +5
    This is the best wand in the game that I have found. There is 
    only one place in the regular game where you can get this that I 
    know of. After you battle Khodar in Haena, go to a different 
    location, then go back, and if you haven't recruited glycinia 
    yet, she will be there with a ripple's staff equipped. Just make 
    sure you don't let her die. If you run into glycinia earlier in 
    the game, reload your game. There are a few places where she 
    will show up. The first time is really early in the game, and 
    she just has some pretty basic equipment. The second time I 
    found her she had the holy comet whip equipped. Just bypass 
    these versions of glycinia and wait until she has the staff.
    When used as an item, it will cast "shining" better known as 
    divine radiance. It might break when cast. 
    The only difference in armor between clerics and priests is that 
    like weapons you have access to better stuff. I've lost some of 
    my notes on some robes that I had on one of my saves, and that 
    save is now gone, so unfortunately this section could take 
    Cloak of Oath- PHYS DEF 15, SPELL DEF 20, INT +10, 
    The cloak of oath is the virtue equivalent of the robe of abyss, 
    and actually its better than the bane version towards the end of 
    the game because of all the bane enemies you have to fight. The 
    angel knight lobelia is equipped with this. Go back to ardea in 
    chapter 3 to recruit her. After you recruit her, my advice is to 
    take her equipment and dismiss her, because you cant get Saia 
    (lesser daemon) if you have her in your party. You can read more 
    about this on the Saia/Lobelia FAQ at gamefaqs. 
    Pure White Dress- PHYS DEF 15, SPELL DEF 25, INT +15, PHYS RES 
    +5, VIRTUE RES +5, BANE RES +10
    This can only be equipped by women. But since you SHOULD only be 
    using females for your magic users, this isn't a problem. The 
    INT boost is the main attraction, and like most robes this gives 
    a healthy amount of spell defense. The bane resistance is also 
    really nice, as most of your enemies at the end of the game are 
    bane. I think you get this in quest 3.
    Robe of the Wise- PHYS DEF 18, SPELL DEF 25, INT +5, PHYS RES +6
    Euphaire comes equipped with this. It's nice for making your 
    priest hard to kill with magic, but the pure white dress is 
    actually a lot better because of the extra resistance.
    Cloak of Authority- PHYS DEF 15, SPELL DEF 30, PHYS RES +5, WIND 
    This is a really good robe. It has better spell defense than the 
    pure white dress, and more resistance for different elements. I 
    got one from a siren in ostorea south. I don't know where to get 
    another one, I'm thinking maybe VS mode. 
    The rings are still good, think about maybe instead of rings 
    equip an elemental wand along with the kerykeion or ripple's 
    staff for more INT; I tried this and my movement barely took a 
    hit at all. Working vigorously in quest mode will yield great 
    Warp Shoes- AGI +4, PHYS RES +3, PHYS DEF 9, SPELL DEF 2
    Warp shoes change the wearer's movement type to teleporting.
    This means that you can move through any obstacles. Great for 
    priest because low movement range and trudging makes it hard to 
    get around things. The stat bonuses aren't huge, but every bit 
    helps. Get this in the battle at belleza against elrik from one 
    of the ninja.
    Warp Ring- INT +3, AGI +4
    This does the same thing as the warp shoes, except the stats 
    aren't as good. Found in quest 3, can't remember how many turns 
    though... check the secrets FAQ.
    Ring of Flight- SPELL DEF 5, INT +3, AGI +4
    Flight rings change the wearers movement type to flying. This 
    means that they can go over most things, but some obstacles will 
    still partially impede on movement. Not as good as warp items, 
    but still really good. Found the same way as the warp ring.
    Winged Shoes- PHYS DEF 9, SPELL DEF 2, AGI +4, PHYS RES +3
    Same idea as the warp shoes. It's the same as the ring of 
    flight, only the stat bonuses are better. Path B, get it at the 
    battle of Haena. A Duke knight is equipped with it. I don't 
    think you can get it in path A.
    Armlet of Wisdom- SPELL DEF 10, INT +15
    You always want more INT, and this is a good way to get it. They 
    are kinda expensive, but it's easy to get money from quest mode 
    by the time you have priests.
    Sacred Stone of Bliss- EXPENDABLE, PHYS DEF 5
    This is mainly an item for VS mode, but if you put it on a 
    character with low hp, it can be nice for insurance.
    Now for my suggestions for using priests. Once again have two in 
    your party, and make both female. I'm only going off the stuff 
    I've acquired myself in the game.
    Weapon: kerykeion x2 (one priest use ripples staff and 
    Armor: Pure White Dress
    Accessory: warp shoes
    Priest 1:
    Heal plus
    Divine radiance
    Priest 2:
    Heal plus
    Divine Radiance
    Ok. I know this setup might take a while as far as getting the 
    equipment goes. But here's how this works. The twin Kerykeions 
    give a combined boost of 56 INT, so this makes your spells more 
    powerful, also, you have fiends grip available if you need to 
    help your other characters blow up enemies. Remember again that 
    kerykeions can break when used to cast fiends grip, so use it 
    sparingly. If you have the ripples staff, replace one of the 
    kerykeions with it. The pure white dress is just a great robe 
    for your female priests, giving lots of stat boosts. The warp 
    shoes help compensate for the priests' naturally bad movement 
    and make it much easier to get around. Now for the spells. Its 
    all the essentials here. Heal plus is now easier to get, so put 
    it on both priests. If you're on path A, equip a Divine Radiance 
    on both priests so that you can tear apart enemies with a lucky 
    shot when you've got the MP. If you're on path B you don't need 
    two divine radiance copies because you have Rictor and his holy 
    summon. The variation in the two healers is cleanse and 
    resurrection. You only really need one cleanse user, and you 
    only get and need one resurrection. In battle this works well. 
    The idea behind having two priests is that your never caught 
    short during a battle where you have to heal and cure 
    constantly. If you need to heal someone, but someone else is 
    paralyzed, you can have both done in the same turn, making 
    battles less painful.
    The high priest is a special class that only one character is a 
    member of; Rictor Lasanti. Rictor is arguably one of the best 
    characters in the game. He has good physical attack abilities, 
    and can use all the virtue spells, including a summon that can 
    only be used by him and a few other special characters. 
    Rictor is the only character that can use this class, he comes 
    as a high priest, and he can't change classes. The only thing 
    that you need to do to get him is complete Ostorea Castle on 
    path B.
    What is path B?
    In chapter 1, Cybil asks you to get some information about the 
    sacred spear from the mermaids, and she proposes that you go 
    capture a mermaid in order to do so. You have a choice between 
    these responses:
    A.	"I've got no better ideas..."
    B.	"It doesn't seem right."
    If you chose the first answer, in the next story battle you will 
    be able to recruit shiven, Cybil's servant, then after Ostorea 
    you will able to recruit Cybil herself. Cybil is basically a 
    cross between a Siren and a Lich. If you chose the second 
    answer, you will continue through the game on "path B" and after 
    the next story battle you will be able to recruit Orson, your 
    archer friend from the first two battles. Then after Ostorea you 
    will be able to recruit Rictor, who is what would be called in 
    other games a paladin-which is basically a priest that can use 
    weapons efficiently. I believe there are paladins in other TO 
    games and that's probably what they based Rictor on. 
         So, if you want Rictor, just use answer B and you'll 
    eventually get him.
    Every time Rictor levels up, his stats increase like this:
    	                 STR +5
                           INT +5
                           AGI +5
                           HP  +6
                           MP  +5
    Rictor has one spell that is, among the healer classes, unique 
    to him. 
    Ignis Fatuus- 35 MP, POWER 55, RANGE 5, AOE 13
    Ignis Fatuus, in my opinion, is the best of the 5 summon spells. 
    Because it's a virtue spell, the only enemies that are resistant 
    to it are virtue characters. It's especially helpful at angels 
    headstone, where almost all your enemies are bane. The higher 
    the casters INT, the more times it will hit the enemies in the 
    AOE. Remember though, that summons can hit multiple characters, 
    but are best when focused on one enemy. My favorite thing about 
    Ignis Fatuus is its animation. Shiny albino squirrels of death, 
    Rictor's weapon preference is the thrusting sword, so really 
    your options for good weapons aren't huge. However, there are a 
    few weapons that work really well...
    Ok, I finally got Rictor again. This is Rictor's initially 
    equipped weapon, and while it is a good weapon, it's easy to get 
    a needle of light and equip him with that instead.
    Needle of Light- ELEMENT VIRTUE, POWER 60, BANE RES +5
    Not as good as the answerer, but you don't need versus mode. You 
    get one from lobelia in ardea during chapter 3, and you can get 
    them in quest mode.
    The most powerful thrusting sword in the game. Its odd for a 
    priest to be using an "evil" weapon, but Rictor is good with any 
    thrusting sword. You can get this in VS mode.
    RES +6, BANE RES +10
    This is Rictor's initially equipped armor, and its pretty good. 
    Though the spell resistance is kinda weak compared to some of 
    the robes I listed in the priest section. Id suggest giving him 
    the cloak of authority instead. 
    The accessories that work well with the other classes work well 
    with Rictor. I don't really feel like typing them out again, 
    just look at the previous sections.
    Rictor is a very powerful character, But his movement range just 
    sucks. If you use the right equipment though, you should be 
    fine. Here's the ideal setup for Rictor:
    Weapon: answerer (I don't have this, but I know what the stats 
    are so I'll suggest it)
    Armor: Cloak of authority
    Accessory: seraphs plume
    Accessory: warp shoes
    Ignis Fatuus
    Heal plus
    Special Technique
    While Rictor may be able to handle most things by himself, it's 
    still best to have two priest working at once. In Rictor's case, 
    the other priest should be priest 2 setup I described in the 
    priest tactics section. Now to explain the equipment. The 
    answerer is the most powerful thrusting sword, so it's a no-
    brainer. The Cloak of Authority is one of the best robes in the 
    game, with good elemental resistance and spell defense. The 
    Seraphs plume increases his movement range, and the warp shoes 
    make it easier to get into combat. The spells are Priest 1's 
    setup only with the superior Ignis Fatuus instead of divine 
    radiance. While Rictor can function as an attack mage, he is 
    still ideal as a priest. And finally, the special technique 
    Clotho, which can be acquired after completing quest 5, is great 
    for thrusting swords, allowing you to hit two enemies at once 
    with a powerful attack, for 0 MP!
    8. CREDITS
    This is where I give credit to people who helped me with this 
     CjayC for having such an awesome site, gamefaqs.com, and for 
    putting this on his site (hey, it did get posted :P!)
    "Heathbo" for helping with formatting (note: my undying hatred 
    goes out to Microsoft word 97 and its creators... may the gateway 
    cow feast upon your malnourished bodies)
    Dracula has a Mullet, mastertrainer002, and Tetra for info on 
    divine radiance locations
    Tetra for divine radiance damage formula
    Destin for answerer info
    Layoneil's secrets FAQ for helping me understand the game a bit 
    better and for helping me get items
    Rayovac for making rechargeable batteries
    Salogy for the divine radiance/ray of paralysis tactic
    Anticanadian for divine radiance info and weapon stat 
    A countless number of people who emailed me about the charadrius 

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