Cleric

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
The Cleric's role in a party is as a healer, being a support class that keeps allies alive by restoring lost health to them. The Cleric is ill-suited for battle as they have low Attack and Defense stats, but their good Agility can let them dodge some enemy attacks. Clerics have a great deal of healing power. They must be protected by allies so that they may continue to operate without interruption.

Skills
Healing Loot: After a battle that the Cleric took part in, enemies have a chance of dropping an item that can heal warriors.* Passive

Curing Flares: The Cleric fires magic beams into the air that rain down a magic mist that cures status ailments of allies. The magic beams can be fired up to fifty feet in range and will effect a square ten feet under the point they are fired at.* TP Cost: 30

Healing Circle: The Cleric draws a circle in the ground big enough for one person to stand in that heals those that stand in it.* TP Cost: 15

Generous Soul: The Cleric takes a portion of their own health and gives it to an ally.* TP Cost: 5

Cure-All: The Cleric cures a single target of any disease, illness, or status ailment they are suffering.* TP Cost: 60

Medicinal Insight: The Cleric has a better chance of successfully diagnosing a disease or illness.* Passive, Success Roll+6 when diagnosing diseases

Blessing: The Cleric can bestow a blessing upon an action taken to increase its likelihood of success.* TP Cost: 50, Success Roll+5 to the targeted action

Overview
The Cleric's skills all increase their healing abilities and have greater healing ability.

Healing Loot is a useful passive skill as it can allow allies to heal themselves after a battle.

Curing Flares is great when fighting against enemies that inflict status ailments with attacks or skills in order to keep allies free of such ailments.

Healing Circle is good for setting up an area where allies will constantly receive healing as they stand in it, which is especially useful for allies that have ranged weapons as they can stay in the range of the healing circle while still attacking enemies.

Generous Soul is a bit of a risk as it can put the Cleric in danger if their health is too low or if they are under attack, but if allies defend the Cleric effectively then the skill can prove useful to an ally in desperate need of healing.

Cure-All is an outstanding skill as it removes all status ailments from a single ally.

Inventory

 * Staff (AR: 1)


 * Glass Bottle of Alcohol


 * Roll of Bandages


 * Needle


 * Spool of Thread


 * Book


 * Apple

Starting Spells
Heal: Heals an ally it is used on. MP: 10

Cure: Cures an ally of a single status ailment when used. MP: 20

Shine: A spell that illuminates a dark area. MP: 0

Ward: Prevents curses from being placed on the target. MP: 0