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General Update & Known Bugs

Hi, everyone!

This update is meant to show some of the recent changes in Leomorn Sword (1.6). A few of these changes are just visual upgrades, while others involve Classes, Abilities, combat mechanics, new cut-scenes, Characters and the Story Background.

Visual Upgrades: Output Numbers (Combat)

Output Numbers. This is how they currently look like: HP Gain|HP Loss|MP Gain|MP Loss.

Numbers_New_SS

Environment. The maps for the following zones have been redrawn:

  • Lochbrook Edge;
  • Virannum Gardens;
  • Virannum Dungeon;
  • Virannum Prison;
  • Mal-Weng Silver Woods;
  • Interiors;
  • Teleport Stations. The whole feature has been updated, it should now feel a lot simpler than before. Players do not have to interact with the Portal Keeper any more, all they have to do is step on the portal and select their destination. If they possess the corresponding Pass and can afford travelling, they are automatically teleported to their chosen destination. Otherwise they will take a step back. Players can still interact with the Portal Keeper, but only to buy the Pass corresponding to their current location: Passes are still needed in order to successfully select any destination when using the Teleport Service.
    • To move from one island to another (e.g. from NORTHDELL to ERIDEN), players will have to use the portals located in the three capital cities, because all capital cities (Panador, Mirisia, Dalonur) will be linked through a different set of portals. Moving from one capital city to another will always be free of charge and it will not require any Pass.

Characters:

Eilmorel Gladomain

I wasn’t quite satisfied with how the character of Eilmorel looked like. This is just a visual upgrade of her character, although most dialogues have been rewritten. As an in-game feature, I have also added a “Relationship” meter. Depending on the players’ choices, the relationship between Eilmorel and Lauron will either increase or decrease, having a significant impact as the game progresses. Their Relationship can go from -100 to +100. It will start being very low (currently -97). Most changes will occur automatically, but they will not be as significant as those depending on the players’ choices. Here’s an example of how the Relationship meter will display in-game, usually after cut-scenes.

RelationshipUpdateThe idea was to make Eilmorel look younger and more fragile, in a way, while during cut-scenes she is going to be a little more arrogant and self-aware, at least at the beginning. I’ll post a few screenshots of the new Eilmorel in-game soon.

Abilities:

Generally speaking, the Critical Hit formula has been re-written. Critical Hits will now deal 50% more damage or healing with spells, while physical attacks and all abilities scaling off Strength will deal 100% more damage.

criticalhit_screen

  • (mystic_newclassicon)od_single_iconRebirth OD: the Mystic will rise again once incapacitated (The User; no cost). Under this Status the Mystic will be automatically revived at 53% HP upon receiving fatal damage. The Status naturally wears off after 5 Turns, or when leaving combat. Removed. Not only was it bugged, but it did not make much sense as an Overdrive ability. Being revived upon receiving lethal damage would have been useful only under certain circumstances, while a general cool-down refresh for all allies (works like a multiple-target meditation_iconMeditation) was much more desirable at all levels. (See below).
  • (mystic_newclassiconod_all_iconTime Relapse OD (New!) Immediately refreshes all Cool-downs. Also increases Haste (+7%) (All Allies). Haste is increased for the whole duration of the fight, and the effect does not fade after a set number of turns.
  • (mystic_newclassiconquietude_newiconQuietude (I, II, III) (Updated!) Heals all allies for 3.51/4.39/5.61 * 24/23/23% Mana. It benefits both from vitality_iconVitality and quietudestatus_newiconQuietude (Status). The amount healed at L. 50 (with 4,000 MP) is: 3,368/4,042/4,940 HP. This ability has 5/5/6 Turns CD. It will still remove all of the Mystic’s buffs from the targets, including vitality_iconVitalityquietudestatus_newiconQuietude (Status) will be applied by all of the Mystic’s healing spells (namely rejuvenate_iconRejuvenaterenewal_iconRenewal and unleashfury_iconArcane Remedy, regardless of their current Rank). quietudestatus_newiconQuietude (Status) has now a 5-Turn duration (up from 3).
    • The reason why I wanted quietude_newiconQuietude (I, II III) to benefit from vitality_iconVitality as well as from its own buff (quietudestatus_newicon), is that I didn’t want players to be forced to cast any other healing spell to increase quietude_newiconQuietude’s healing output. Besides, vitality_iconVitality can only be applied on the targets upon casting rejuvenate_iconRejuvenaterenewal_iconRenewal and unleashfury_iconArcane Remedy. With 2 stacks of vitality_iconVitality and 3 stacks of quietudestatus_newiconQuietude (Status), quietude_newiconQuietude (I, II, III) can virtually heal all allies for 6,321/7,586/9,271 HP (if not critical) but that’s not so easy to achieve, especially because the two buffs (vitality_icon/quietudestatus_newicon) have different durations. By giving Mystics one multiple-target healing spell, I aimed at making them able to heal the Party by themselves, and not as off-healers: if the healing output of quietude_newiconQuietude (I, II, III) was too low compared to other healing classes, players wouldn’t see the benefit of building Mystics as healers. On the other hand, quietude_newiconQuietude (I, II, III) should not depend too heavily on vitality_iconVitality and quietudestatus_newiconQuietude (Status).
  • (mystic_newclassiconunleashfury_iconArcane Remedy (I) is now learnt at L. 22. It can be considered one of the most powerful healing spells for this class, and it seemed unfair to other healing classes that Mystics would learn it sooner than L. 22introspection_iconBehoma (I) and daylight_newiconDaylight (I) are also learnt at L. 22. (lesserbehomara_iconLesser Behomarā and luminance_newiconLuminance are both learnt at L. 13, while  quietude_newiconQuietude is learnt at L. 16. However, I consider quietude_newiconQuietude to be more powerful, at least early game, compared to lesserbehomara_iconLesser Behomarā and luminance_newiconLuminance).
  • (mystic_newclassicon) Furthermore, the healing over-time provided by the Mystic’s healing spells is not a percentage of maximum HP any more: it is now a flat amount, that scales with level. All descriptions have been updatedrejuvenate_iconRejuvenate (I, II, III) will heal another 419/504/616*3 (1,257/1,512/1,848) HP over time; renewal_iconRenewal (I, II, III) will heal another 839/1,007/1,231*3 (2,517/3,021/3,693) HP over timeunleashfury_iconArcane Remedy (No Ranks) will heal another 1,478*3 (4,434) HP over time; quietude_newiconQuietude (I, II, III) will heal another 447/536/655*3 (1,341/1,608/1,965) HP over time. Since these are flat amounts, they do not depend on the unit’s Mana pool. If players built Mystics to be damage dealers, increasing their Strength and equipping them with the appropriate gear, Mystics will still be able to rely on the healing over-time provided by these healing spells under restorationstance_newiconRestoration Stance, even if the direct healing (scaling off Intellect) would be very low.
    • Obviously, if players wanted Mystics to be healers, they should choose to massively increase their Intellect and Spirit: in this way, the direct healing of all these spells would increase. Regardless of the players’ choices, restorationstance_newiconRestoration Stance will increase the unit’s Mana pool by 15%: if the unit has, say, 4,000 MP at L. 50, under this Stance (restorationstance_newicon) the Mystic would reach 4,600 MP, and all direct healing done would also increase by 15%.
    • All spells applying healing-over-time effects will cancel all damage-over-time taken for all their duration. This feature, however, does not seem to work as I was hoping. Sometimes the healing-over-time stops after one turn, especially when overriding a damage-over-time debuff.
  • (priestclass_newiconlesserbehomara_iconLesser and greaterbehomara_iconGreater Behomarā (I, II, III) (Updated!) now heal the Priest as well, but not like they used to. The amount healed scales off Spirit and has no additional Mana cost (the amount healed depends on the spell’s Rank514/616/752 and 616/740/904). While lesserbehomara_iconLesser Behomarā (I, II, III) does not apply endurance_iconEndurance on its targets, and has no effect on the Priest, both self-heals will have a chance to apply endurance_iconEndurance on the Priest. These self-heals can deal a critical hit. At L. 50, with roughly 500 SPI, these spells would heal the Priest for 2,570/3,080/3,760 HP (lesserbehomara_icon), and for 3,080/3,700/4,520 HP (greaterbehomara_icon).
  • (priestclass_newiconhoimi_iconHoimi (I, II, III) (Updated!) will have a chance to apply Mending (I, II, III). hoimi_icon/behoimi_icon/introspection_iconMending (Status) (Updated!) does not heal for a percentage of maximum HP any more. Just like the Mystics buffs, it now heals for a flat amount (over 2/3 Turns), depending on the spell’s Rank. hoimi_iconMending (I): 629*2 Turns; behoimi_iconMending (II): 756*2 Turns; introspection_iconMending (III): 924*3 Turns.
  • (acolytes_newiconprayer_newiconPrayer (I, II, III)innrelight_newiconInner Light (I, II, III)daylight_newiconDaylight (I, II, III)luminance_newiconLuminance (I, II, III) and sunshine_newiconSunshine (I, II, III) (Updated!) have now an increased critical hit chance (between 8 and 12%, depending on their current Rank). The icons for these abilities have also been updated.
  • (acolytes_newiconinnrelight_newiconInner Light (I, II, III) (Updated!) has been substantially redesigned: it now heals the Acolyte as well as the target (can be self-cast): the amount healed has no additional Mana cost and it scales off Spirit (754/904/1,106), resulting in 3,770/4,520/5,530 HP healed (if SPI=500). This self-heal can deal a critical hit, but it has no greater chance than the Acolyte’s own Critical Chance. Even when healing themselves, Acolytes can apply holyaegis_newiconHoly Aegis.
  • (acolytes_newicon)glowingstar_newiconGlowing Star (Updated!): reduces Cool-downs over time while gaining 18% of the unit’s Mana pool and increasing Spirit by 30% (it lasts for 4 Turns). Because of the cool-down reduction over time, the cool-down for this ability is now 18 Turns (up from 12). Here’s why: if given 3 points of cool-down reduction through equipment, glowingstar_newiconGlowing Star will decrease its own cool-down by 4+(3*4=12) Turns=16, so a 16-Turn CD reduction overall before it wears off. It really has only a 2-Turn cool-down instead. The idea was to give Traben, and Trabel only, a way to cast continuously while keeping his Mana pool almost unchanged. With 4,000 MP, 18% means 720 MP restored at the end of every turn, in addition to the Mana regenerated by Spirit, which should be around 325 MP, if SPI=500(+30%)=650: that would be roughly 1,045 MP regenerated at the end of every turn (for 4 Turns). With the only exception of sunshine_newiconSunshine (I, II, III), no ability will cost more than 1,045 MP at its maximum Rank: it means that Traben will be able to cast everything for almost no Mana expenditure. Any Status affecting Mana regeneration will stack with glowingstar_newiconGlowing Star.
  • (acolytes_newiconod_all_iconMana Profusion OD has been changed to: od_all_iconMana Overflow OD (Updated!). The amount of Mana restored scales off 304% Spirit (up from 204%).
  • All buffs (e.g. piora_iconPiorapiorim_iconPiorim’) will cost a percentage of current Mana, instead of a percentage of total Mana, to be less expensive, especially for Acolytes. Also, different buffs (and debuffs) involving Strength, Defense, Spirit and Haste cannot stack together. The last to be applied will be the only one present on the target. The same buff, on the other hand, can usually stack twice.
  • elementalperfection_newiconMana Well (II) (Updated!) now affects all allies, instead of just one target, just like elementalperfection_newiconMana Well (III). elementalperfection_newiconMana Well (I) will still affect one target. I wanted elementalperfection_newiconMana Well (II) to be more attractive to players, even before its maximum Rank.
  • General Physical and Magic Resistance have been added to the game, even if they can only be increased or decreased through equipment. All magic damage taken now depends on the unit’s general Magic Resistance and the corresponding, specific Elemental Resistance, e.g. merazoma_iconMerazoma (I, II, III) will deal Fire damage scaling off the unit’s Intellect, but the damage dealt changes depending on the target’s general Magic Resistance and specific Fire Resistance.
  • When affected by Sleep, Paralyse or Stun Status, all units will take 50/100% increased damage from all sources. Also, in order to reduce inequality, bosses are no longer immune to these effects, but they have a very low chance of being successfully put to Sleep, Paralysed or Stunned. In some cases, later on, they just can’t. It’s quite unusual, bosses are usually immune to all crowd-control effects, I’ll see if it works.

Known Bugs:

  •  The party_iconParty system is bugged. Whenever the leading actor reaches 0 HP, the system tries to replace him/her with the next alive character as soon as leaving combat, but if the next actor happens to be incapacitatedstatus_iconIncapacitated as well, the game freezes. I haven’t been able to fix this bug yet, so I would recommend players to resurrect incapacitatedstatus_iconIncapacitated actors as soon as possible, and to build their Party so that the first actor is alive.
  • zameha_newiconZameha (No Ranks) and kiariku_newiconKiariku (No Ranks) dispel Sleep and Paralyse/Stun: since I didn’t want enemies to use crowd-control abilities continuously, keeping the Party permanently either sleeping or paralysed/stunned, these abilities will also make the targets immune to these effects (Sleep, Paralyse, Stun) for 3 Turns. However, there is no way to check if the target is affected by these crowd-control effects, meaning that players will be able to cast these spells regardless, not being able to dispel anything in some cases, but always making the targeted allies immune to Sleep, Paralyse and Stun for 3 Turns. I would say this is a glitch more than a bug, but it is still quite annoying.
  • All damage-over-time debuffs and all healing-over-time effects will nullify one another, depending on which effect is applied last. That means that all spells applying any healing-over-time effect will dispel those debuffsreplacing DoTs with HoTs and vice-versa.
    • So, for instance, if someone is affected by Poison (Status), and Mystics apply any of their HoTs on the target (rejuvenate_icon/renewal_icon/unleashfury_icon/quietude_newicon), Poison (Status) will be dispelled immediately, and the healing-over-time will be applied instead. I do not mind this glitch so much, but it does make dispelling a bit useless. The only reason I may not want to fix this, is that it works the other way too. In the example above, Poison (Status), if applied afterwards, will cancel any HoT present on the target.

That’s about it for now! I’ll keep you posted and I hope to release the new Demo soon.

DISCLAIMER: All of the icons published within this post were either drawn or edited by me. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.

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Abilities Update

mystic_newclassiconMYSTIC

I decided to change a few of the combat dynamics involving mystic_newclassiconMystics under healingstance_iconRestoration Stance. Having single-target spells only would make sense if Mystics’ direct heals were much stronger, like acolytes_newiconAcolytes e.g., but since Mystics heal their targets mostly over time, I felt like giving them at least one multiple-target spell. I also decided to redesign Arcane Remedy.

  • quietude_iconQuietude (Rank I, II, III) (Old!): heals one ally for 5.97/7.71/10.20 *28/26/24% ManaRemoves all of the Mystic’s effects. CD: 5/5/5 Turns. Estimated healing output at L. 506,686/8,023/9,806 HPQuietude will remove, if present, all Mystic-related beneficial effects from the target: VitalityRejuvenateRenewal and Arcane Remedy. The presence of these effects on the target has no influence at all on Quietude’s healing output: they are just removed. However, Quietude will benefit from Vitality before removing it, healing one ally for up to 27,065 HP (if @critical).
    • Quietude has an increased 25% chance to critically hit.
  • quietude_newiconQuietude (Rank I, II, III) (New!): heals all allies for 3.46/4.30/5.45 * 29/28/27% Mana. Removes all of the Mystic’s effects. CD: 4/4/5 Turns. Estimated healing output at L. 50: 4,011/4,813/5,883 HPquietude_newiconQuietude will not benefit from Vitality any more. However, whenever casting RejuvenateRenewal and Arcane Remedy, Mystics will also place a new buff on their targets, increasing the healing they will receive from quietude_newiconQuietude by 12% (the effect can stack up to 3 times, and it naturally wears off after 3 turns). The increased chance of dealing a critical hit has also been removed.
    • Again, the presence of VitalityRejuvenateRenewal and Arcane Remedy will have no impact whatsoever on the healing done by quietude_newiconQuietude unless quietude_newiconQuietude is cast within 3 turns after the effect has been applied.
  • Arcane Remedy (No Ranks) (Old!): recovers 19% HP and another 24% over 3 Turns (One Ally); CD: 4 Turns. Considering 30,800 HP, Arcane Remedy will immediately recover 5,852 HP and another (2,464*3)=7,392 HP over 3 Turns.
  • Arcane Remedy (No Ranks) (New!): heals for 5.74 * 18% Mana, and another 24% HP over 3 Turns (2 Random Allies); CD: 3 Turns. Estimated healing output at L. 50: 4,486 HP +(2,464*3)=7,392 HP over 3 Turns. So now Arcane Remedy will scale off Intellect (Mana Pool) like any other spell. Its cool-down has been reduced slightly, but the real difference is that the target will be two random allies other than the Mystic. Of course it might target twice the same ally.
  • combatstance_iconCombat Stance (Status) and healingstance_iconRestoration Stance (Status) now persist through death.
    • In later testing, it seemed unfair to reset Stances whenever passing out, because mystic_newclassiconMystics depend heavily on the Stance they choose.

thaumatuge_classnewiconTHAUMATURGE

I didn’t want the thaumatuge_classnewiconThaumaturge to depend on Spirit too much. Mana should not be too much of an issue for casters. Also, I wanted to buff spells dealing Ice magic damage in a way that would turn them into valuable choices for alternative rotations during the encounters that truly matter.

  • hyadaruko_iconHyadaruko and hyadain_iconHyadaīn apply intensecold_iconIntense Cold (Status) (New!) to the target: this debuff increases all Ice magic damage taken by 28%, stacking up to 2 times (=56%). The debuff can be refreshed continuously. Otherwise, it naturally wears off after 2 turns. The difference with ignite_iconIgnite (Status) is that intensecold_iconIntense Cold  cannot be consumed, it stays on the target for as long as it keeps getting refreshed.
    • While there are several spells dealing Fire magic damage, thus benefiting from ignite_iconIgnite (Status), hyadaruko_iconHyadaruko and hyadain_iconHyadaīn are the only spells so far dealing Ice magic damage.
    • All Status effects lowering or increasing Ice magic resistance will cancel intensecold_iconIntense Cold (Status) for all their duration. It is currently possible to be affected by both debuffs: ignite_iconIgnite (Status) does not automatically cancel intensecold_iconIntense Cold and viceversa.
  • ignite_iconIgnite (Status) increases Fire magic damage taken by 24% (up from 21%), stacking up to 2 times (=48%, up from 42%) and lasting for 3 turns (up from 2), unless refreshed. shanaku_newiconShanaku now correclty dispels ignite_iconIgnite (Status) and intensecold_iconIntense Cold (Status).
  • introspection_iconIntrospection (Passive) (New!) Gains 14% of the unit’s maximum Mana at the end of every turn. This is a flat amount and automatically adjusts itself to the unit’s Mana pool.
    • introspection_iconIntrospection (Status) stacks with any other Status affecting Mana regeneration (e.gmanarestoration_newiconConcentration).
  • ryuusei_iconRyūsei (Rank I, II, III) (Old!) Deals Fire and Earth damage for 7.72/10.50/14.80 * 34/30/26% Mana (2 Random Enemies). CD:6/6/5 Turns. Estimated damage done at L. 50: 10,499/12,594/15,395It can also target twice the same target.
  • ryusei_newiconRyūsei (Rank I, II, III) (New!) Deals Fire and Earth damage for 4.12/5.16/6.59 * 24/23/22% Mana (3 Times, All Enemies). CD:6/6/5 Turns. Estimated damage done at L. 503,953/4,744/5,799ryusei_newiconRyūsei will damage all enemies 3 times. So the overall damage output would become: 11,859/14,232/17,397.

priestclass_iconPRIEST

Basically, I wanted to nerf behoimi_iconMending Status (I/II), because together with the healing output of hoimi_iconHoimi it turned out to be a little too powerful at L. 50. So I came out with this idea of a “double” hoimi_iconHoimi.

  • hoimi_iconHoimi (Rank I, II, III) (Old!heals one ally for 7.12/11.04/17.35 *11/9/7% Mana. Also grants Mending (I/II) (Status). CD: 3/3/3Turns. Estimated healing output at L. 50: 3,313/3,976/4,859 HPbehoimi_iconMending (I/II) (Statuswill heal another 18/33% HP over 2/3 TurnsMending (II) (Status) will be granted only by Hoimi (III).
  • hoimi_iconHoimi (Rank I, II, III) (New!) heals twice for 3.76/5.52/8.67 * 11/9/7% Mana. It can apply Mending I/Mending II. CD: 3/3/3Turns. Estimated healing output at L. 501,656/1,987/2,429 HPbehoimi_iconMending (I/II) (Statuswill heal another 12/21% HP over 2/3 Turns.
    • hoimi_iconHoimi will heal overall for the same amount as before, except it will be cast twice on the same target, doubling its chances to apply both behoimi_iconMending (I/II) and endurance_iconEndurance (Status).
    • behoimi_iconMending (Status) now has about 50% chance (down from 100%) to proc on the target healed by hoimi_iconHoimi. Also, the healing over time granted by behoimi_iconMending (Status) has been reduced. Both ranks of behoimi_iconMending (Status) can stack up to 2 times (Rank II used to last for 3 turns).

acolytes_newiconACOLYTE

I wanted to make luminance_iconLuminance a more attractive spell at all levels. Making it cast twice on all targets, its chances to apply holyaegis_newiconHoly Aegis are doubled. I also wanted to take its healing output at all levels closer to sunshine_iconSunshine. There is currently as little as 20% difference between the two in the healing done.

  • luminance_iconLuminance (Rank I, II, III) (Old!) heals all allies for 4.06/5.10/6.55* 22/21/20% current Mana; estimated healing output at L. 503,572/4,287/5,240 HP. (CD: 5/5/5 Turns).
  • luminance_iconLuminance (Rank I, II, III) (New!) heals twice for 2.26/2.83/3.64 * 22/21/20% current Mana (All Allies); estimated healing output at L. 50: 1,986/2,383/2,912 HP. (CD: 5/5/5 Turns).
    • Being cast twice, luminance_iconLuminance increases its chances to critical hit and to apply holyaegis_newiconHoly Aegis. The amount healed overall has been slightly increased (about +11%).
  • holyaegis_newiconHoly Aegis (Class Passive) can now stack up to 3 times (up from 2), lasting 3 turns (up from 2). However, the shield provided by holyaegis_newiconHoly Aegis (Status) has been set to 4% (down from 11%). 3 stacks of holyaegis_newiconHoly Aegis will shield from 12% damage (down from 22%). The bonus healing received has been set to 12%, which means 36% (3 stacks), same as before.
  • divinespirit_iconDivine Spirit (Passive) (New!) Increases Spirit (+48).

guardian_newclassiconGUARDIAN

The purpose of the following changes was to give guardian_newclassiconGuardians a rotation of abilities they can perform.

  • elementalnemesis_iconElemental Nemesis (Rank I, II, III) (Old!) imbues the unit’s weapon with all natural Elements, dealing roughly 330/396/484% damage. Cost: 24/23/22% current ManaCD4/4/4 Turns. Also, at its maximum rank, Elemental Nemesis will ignore the target’s Defense, dealing true damage.
  • elementalnemesis_newiconElemental Nemesis (Rank I, II, III) (New!) fills the Guardian with Holy magic, dealing roughly 318/382/466% damage. CD4/4/4 Turnselementalnemesis_newiconElemental Nemesis consumes desecrate_newiconDesecrate (Status) on the target. This ability will always deal a critical strike.
    • desecrate_newiconDesecrate (Status) increases the damage taken from elementalnemesis_newiconElemental Nemesis by 23/46% (2 Stacks, 5 Turns).
    • Both righteousslash_iconRighteous Slash (II, III) and arcaneremedy_iconUnleash Fury (II, III) apply desecrate_newiconDesecrate on the target. As it is, elementalnemesis_newiconElemental Nemesis is granted a critical strike and can be picked after righteousslash_iconRighteous Slash (II, III) and arcaneremedy_iconUnleash Fury (II, III) to increase its damage significantly. desecrate_newiconDesecrate will also slightly increase the Holy magic damage taken by the target  (+9/18%), just in case players did not improve righteousslash_iconRighteous Slash and arcaneremedy_iconUnleash Fury to further Ranks before learning elementalnemesis_newiconElemental Nemesis.

DISCLAIMER: All of the icons published within this post were either drawn or edited by me. It would be best if you PM’ed me before using them, just to be sure that you credit the right people. Thank you.

Class Update: Acolytes

allclasses_newiconsClass Update

Acolytes (formerly known as “Clerics”)

«The real light comes from within» (Master Elder Silentall)

CLASS PASSIVE:  Holy AegisThe Acolyte’s healing spells sometimes place a shield on the target. The shield nullifies 11% of all damage taken, stacking up to 2 times (11%+11%): this effect lasts for 2 turns, but its duration can be refreshed. Targets under this Status have their Divine Affinity increased, by 18/36%, which means they will receive the healing they receive from Acolytes is increased by the same amounts (18/36%). Holy Aegis has about 50% chance to proc with all of the Acolyte’s healing spells.

MAIN ABILITIES:

  • Prayer (Rank I, II, III): heals one ally for 7.42/9.96/13.79 * 19/17/15% current Mana; estimated healing output at L. 50: 5,644/6,773/8,278 HP. (CD: 3/3/3 Turns).
    • The major change here is that Acolytes’ spells do not scale off maximum Mana any more, so they won’t produce constant healing outputs. See below for a commented explanation.
  • Inner Light (Rank I, II, III): heals one ally for 7.94/11.18/16.54 * 27/23/19% current Mana; estimated healing output: 8,571/10,285/12,571 HP. (CD: 3/3/3 Turns).
  • Daylight (Rank I, II, III): heals one ally for 8.55/11.67/16.55 * 33/29/25% current Mana; estimated healing output: 11,284/13,541/16,551 HP. (CD: 4/4/4 Turns).
  • Luminance (Rank I, II, III): heals all allies for 4.06/5.10/6.55 * 22/21/20% current Mana; estimated healing output: 3,572/4,287/5,240 HP. (CD: 5/5/5 Turns). 
  • Sunshine (Rank I, II, III): heals all allies for 4.14/5.13/6.49 * 30/29/28% current Mana: estimated healing output: 4,963/5,955/7,279 HP. (CD: 5/5/5 Turns). 

Acolytes are designed to be stronger in single-target healing spellsSince current Mana is the multiplier, the amount of HP healed should decrease during fight, spell after spell, unless the Acolyte balances healing with Mana restoration.

EXAMPLE: casting Prayer (III) at L. 50, with an assumed Mana pool of 4,000 MP, will heal for about 8,274 HP (and the spell will cost 600 MP). Let’s assume Spirit = 450, meaning that 225 MP are restored at the end of the turn, because of Focused Mind passive ability. When casting Prayer (III) again, now with a Mana pool of 3625 MP, the spell will heal for 7,502 HP, which is about 10% less than before (and cost 544 MP). One more time, now with a Mana pool of 3,306 MPPrayer (III) will heal for 6,840 HP, again 10% less than before (and cost 496 MP). The Acolyte saved 160 MP over 3 turns, healing 10% less each time.

  • If you compare these outputs with those of a priestclass_iconPriest’s weakest heal, you will see that Hoimi (Rank I, II, III) will constantly heal for the same amount of HP as long as the Priest has enough Mana.

So, Acolytes must try to keep their Mana pool as high as possible, spending their Talent Points mainly on Spirit. The following abilities are all focussed on restoring Mana. The former 2 are shared by all healers, while the latter 2 are two of the Acolyte’s Overdrive abilities.

  • elementalperfection_newiconMana Well (Rank I, II, III7/8/9% current Mana; One Ally/One Ally/All Allies): restores an amount of Mana scaling off 76/92/112% Spirit.
  • manarestoration_newiconMana Restoration (Rank I, II, III): restores an amount of Mana scaling off 122/146/179% Spirit (The User). Also grants Concentration Status, restoring another 24% MP over 2 Turns (Status is cancelled upon taking damage).
  • Mana Profusion (OD): immediately restores Mana equal to 204% of the Acolyte’s Spirit (All Allies).
  • Replenishment (OD): grants Mana Regeneration Status (4 Turns, 11% MP restored at the end of every turn = 44% Mana over 4 Turns). Acolytes will only cast this ability on themselves.

SOME OTHER ABILITIES:

  • Mahokite/Runic Blessing (9% Mana, the User): under this Status, the Acolyte will absorb the cost of all incoming spellsIt does NOT absorb damage, it restores Mana equal to the cost of the spell that the Acolyte’s hit by (which can be a harmful or healing ability). If Acolytes target themselves under this Status, the absorption will be calculated before subtracting the Mana cost. It is slightly different from making spells free, it only works as a shield that provides a small amount of Mana when taking damage, if the skill has some cost, which automatically exclude normal attacks.
  • Baikiruto (Rank I, II): increases Strength by 50 (One Ally/All Allies), 16% Mana/19% Mana. Baikiruto can stack up to 2 times, and it lasts for 3 Turns.
  • Meditation (No Cost, the User): refreshes all cooldowns and reduces Aggro/Threat. It does not refresh itself.
  • Elysian Grace (No Cost, All Allies): gives the whole active party a +25% Divine Affinity: the ability has an 8-Turn CD and it lasts for 4 Turns. It’s obviously lost upon death. Elysian Grace will be learnt by Acolytes at L. 29Elysian Grace can proc Holy Aegis, refresh its duration or make the effect stack. On the other hand, Elysian Grace will always cancel Glowing StarElysian Grace can greatly counter the Acolyte’s dependence on Mana, by increasing Divine Affinity.
  • Kiarī (I), 9% Mana: removes Poison Status (One Ally). Zameha, 14% Mana: dispels Sleep Status (All Allies). Kiariku, 12% Mana: removes Paralyse+Stun (One Ally). Kiararu, 10% Mana: removes Confusion (One Ally). On top of that, shanaku_newiconShanaku, 19% Manaremoves all Status ailments.
  • Zaoriku and ZaorīmaZaoriku, 18% Mana, 2-Turn CD, revives one ally at 63% HP and can also be used in combatZaorīma, 24% Mana, 5-Turn CD, revives all allies at 41% HP (only usable in combat).

FINAL TIPS ON ACOLYTES:

The general aim with Acolytes is to increase the healing output (=Intellect) while keeping their Mana pool as high as possible (=Spirit).

  1. Luminance can be a great opening for Acolytes, because it has a chance to proc Holy Aegis, increasing the output of future heals, and because it has a decent balance between Mana cost and healing done.
  2. Elysian Grace is also viable, not only because it can also affect targets with Holy Aegis, but also because it has no cost whatsoever, and it greatly increases all future healing taken by the active party for 4 Turns.
  3. When generating a lot of Threat, it might be wise to cast Mahokite/Runic Blessing. Acolytes will still take damage, but they will also restore small amounts of Mana every time they’re targeted by enemies – unless they are hit by normal attacks.
  4. Replenishment (OD) should always be preferred over Mana Profusion (OD), because the beneficial effect it provides is huge and it lasts for 4 Turns. If the whole party needs Mana, of course, Mana Profusion (OD) is still a good choice, but it will turn out to be less useful at L. 50, because you’re supposed to have significant amounts of Spirit, by then, and be fine relying on the Mana provided by Focused Mind at the end of every Turn.
  5. The difference between Prayer (All Ranks) and Inner Light (All Ranks) is less than it may seem. At high levels and at their maximum rank, these spells will be almost as powerful, and Acolytes should only take care of their Mana pool (15% is less than 19%).
  6. If Acolytes happen to be out of Mana, or just very low, trying to heal with any spell will turn out to be a waste of time, Mana and cool-down. The best choice would be to restore Mana (mainly with elementalperfection_newiconMana Well and manarestoration_newiconMana Restoration).
  7. Because the Acolyte’s healing outputs are not easily predictable, players will have to play around them long enough to become familiar with the 10% reduction they get every turn, or just try to counter it with higher Intellect or higher Divine Affinity. The good news is that Acolytes will always have enough Mana to cast, however small the amounts of HP restored could become.

PROS AND CONS:

  • All single-target healing spells learnt by Acolytes are comparatively stronger than those of other healers.
  • Acolytes can save and restore Mana more easily than others, and are innately stronger in Spirit.
  • Acolytes have a few ways to increase Divine Affinity, both with their Passive and with active abilities (namely, Holy Aegis and Elysian Grace).
  • Acolytes are extremely Mana-dependent: if low on Mana (or Silenced) they are almost useless. Also, their healing outputs are not easily predictable.
  • Acolytes cannot dispel Blind Status with Kiarī (II).
  • At higher levels, players will tend to use Acolytes purely as healers, forgetting about buffs, dispels and harmful spells, because those are comparatively more expensive in terms of Mana, since their cost scales off maximum Mana.

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