TACTICS OGRE: The Knight of Lodis Cleric/Priest/High Priest FAQ Written by shadow paladin Version 2.0 TABLE 0F CONTENTS 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 8.Credits INTRO 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. LEGAL 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. CONTACT INFO E-mail: email@example.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. 4. REVISION HISTORY 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 stats 8/26/02 wow, been almost a month since I last updated... not much to add, just more divine radiance stuff. 5. THE CLERIC 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. B. CLASS REQUIREMENTS In order to have a character become a cleric, you must meet these requirements: MP 18, INT 28, non-chaotic alignment C. STAT GROWTH 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 D. SPELLS 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. E. SUGGESTED EQUIPMENT 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. WEAPONS 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 cast. 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. ARMOR 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 RESISTANCE +10 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, WIND RESISTANCE +10 Fire Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RESIST +5, WATER RESISTANCE +10 Water Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RESIST +5, FIRE RESISTANCE +10 Robe of Abyss- PHYS DEF 15, SPELL DEF 20, INT +10, PHYS RESIST +5, VIRTUE RESISTANCE +10, BANE RESISTANCE -5 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 powerful. ACCESSORIES/OTHER 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 element. 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 +5 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. F. TACTICS 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: Equipment: Weapon: elemental wand (match element with character's) Armor: robe of abyss Accessory: elemental ring (different element than wand, but not opposite) Accessory: seraph's plume First healer's spells: Cleanse Lightning bow Heal Second healer's spells: Exorcism 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. 6. THE PRIEST A. DESCRIPTION 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. B. REQUIREMENTS The requirements that need to be met by a character in order to become a priest are: MP 76, INT 96, ALIGNMENT NON CHAOTIC, UNDER TEN KILLS, HEAVENLY SPIRIT EMBLEM 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. C. STAT GROWTH 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 D. SPELLS 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 away. 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 though. 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. E. SUGGESTED EQUIPMENT 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. WEAPONS 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. Kerykeion- ELEMENT BANE, POWER 32, VIRTUE RESISTANCE +5, INT +28 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. ARMOR 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 awhile. Cloak of Oath- PHYS DEF 15, SPELL DEF 20, INT +10, PHYS RESIST +5, BANE RESISTANCE +10, VIRTUE RESISTANCE -5 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 RES +5, FIRE RES +5, WATER RES +5, EARTH RES +5 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. ACCESSORIES/OTHER 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 rewards. 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. F. TACTICS 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. EQUIPMENT Weapon: kerykeion x2 (one priest use ripples staff and Kerykeion) Armor: Pure White Dress Accessory: warp shoes SPELLS Priest 1: Heal plus Divine radiance Cleanse Priest 2: Heal plus Resurrection 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. 7. THE HIGH PRIEST A. DESCRIPTION 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. B. REQUIREMENTS 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. C. STAT GROWTH Every time Rictor levels up, his stats increase like this: STR +5 INT +5 AGI +5 HP +6 MP +5 D. SPELLS 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, hehehe. E. SUGGESTED EQUIPMENT WEAPONS 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... Inca Rose- ELEMENT FIRE, POWER 52, WATER RES +5 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. Answerer- ELEMENT BANE, POWER 68, VIRTUE RES +5, BANE RES -5 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. ARMOR- Saint's Garb- ELEMENT VIRTUE, PHYS DEF 18, SPELL DEF 10, PHYS 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. ACCESSORIES/OTHER 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. F. TACTICS 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 Spells: Ignis Fatuus Heal plus Cleanse Special Technique Clotho 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 FAQ. 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 confirmation A countless number of people who emailed me about the charadrius priest.
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