Table of Contents
1. What is a cleric?
2. Stats
3. Skills
4. Equipment
5. Leveling
6. How to fix money!
7. FAQ
8. Etc
9. Credits
What is a cleric?
Clerics are the supportive branch of Muses. Clerics focus on making their healing spells and enchantments[buffs] stronger and mostly dependent on parties to level, but if needed they can summon monster to attack like an Elemental or a phantom sword, or can alternatively use summoning capsules. They are also the most versatile class in the whole game, some players put their stat points solely on intelligence, others may choose to put on some strength in order to hold a shield.
Cleric is not for those who likes to kill a bunch of mobs in like 1 second and then heal themself and continue. This is not a class for people, who wants to make money quick and such. You'll need party ALMOST all the time, it's painful to solo with a cleric (without Elemental). You'll support your party members. You'll buff them, heal them and such. They pick the drop for you, you make them stronger. You buff them, they kill.
It's like you need them, and they need you - Symbiosis
Stats
Informations on each stats:
* Strength = Strength affects the Maxinum HP, the amount of item you can carry, and the physical attack strength.
* Dexterity = Dexterity affects your dodge rate, Movement Speed, long range weapon strength, and knuckle weapon attack power.
* Intelligence = Intelligence affects your Maxinum MP, Magic Weapon Attack Power, and Magic Resistance.
* Concentration = Affects your Attack Accuracy, the success chance of crafting items, and the HP & MP Recovery Rates
* Charm = GM commands allow you to take a detailed look at player-stats, including mob attraction. Charm doesn't affect it at all, nor anything else. As far as I've seen, the variable for monster attraction has never been anything other then it's base value.
Charm does have an affect on drops, it raises the level of refinement items drop as. For example, with 0 charm equipment is more likely to drop unrefined, while at 300 charm equipment will drop starting at (4) - (7), with the hit rate or avoid of a lowly refined item. This makes charm practically useless in the newest servers, since refining isn't even implemented, and even once it is implimented, its still not all that advantageous.
These just contribute to your findings. Nice post btw. I suspect it will be a long time before Triggersoft releases any information or guides on ROSE's game dynamics, so these kinds of studies are useful for everyone.
* Sense = Sense affects the option added to crafted items, as well as skill attack and critical attack
As for cleric, I'll show you important and unimportant stats
* Strength: Add this for your slotted shield only. And maybe add this after maxed INT. Good for PvP.
* Dexterity Don't bother with this stats, Unless IF you want to become a Dex cleric. But now we're at FS cleric.
* Intelligence You may already know the answer. INT is your main stats. 2 words, PUMP IT
* Concentration Add this if you want to PvP, it increase your hitting rate
* Charm Don't bother with this skill. Suck's ^
* Sense Pump it after STR if you want a HIGH crit rate.
Skills
Muse skills:
Meditation - your BASIC skill. No big brainer here, you *must* have it at 10 before level 70. More mana, more mana regen, needed for every other skill.
Cure - heals one target and cools down pretty fast. There is no set level you should have in this skill, just level it when you feel that current level is not enough. I had lvl5 at 109 still and it was enough(you simply start healing earlier )
Healing - heals less then Cure, is more expensive, cooldown is longer, BUT heals every party member in range. Plus you can combo Cure-Heal-Cure if needed to quickly heal one person. Again, level when needed.
Lesser Haste - faster running, needed for all offensive buffs. Level 4 is enough, since it lets you get all of them, and further MSPD increase is minimal.
Power Support - THE skill for Support Muse. Higher ATK is what everyone wants, and is one of two main reason for partying with Support Muse in the first place(healing being other one). Get it to 5 as soon as possible. It also works with spells, so make sure you buff Attack Muses as well.
Hit Support - somewhat less important than previous skill, it is still quite helpful, especially if you plan to fight orange/red/purple monsters or maybe some hawkers on PVP. Lvl 3 is max for Muse, and helps a lot. It also works with spells - these *do* miss on red/purple mobs, so buff Attack Muses.
Blessing - good defensive buff, especially to Hawkers and yourself - extra HP is very useful. Level 5 is enough to get you all other defensive buffs if you want them, if not, just get one and focus on offensive skills after you become a Cleric.
Enchant Armor - it may last short, but defense bonus is huge. Even level 1 is good for some nasty situations, you need level 5 for two next buffs. Get at least level 1 if you don't want them.
Blessed Mind - quite possibly weakest buff, it gives additional mana, but you still have to use potion to regain it. It is only useful when party levels up, which isn't really often. ONLY get it if you want Evasion Aura, otherwise it is waste of SP.
Bonfire - amount of mana restored is low, and good party rarely has time to stay in one place anyway. If you *really* want it, get it to some higher level, where it would actually matter, otherwise, it is waste of SP.
Curse - this spell is probably worst attack spell in game. Low damage, low chance of poisoning target, low poison duration. DON'T GET IT. Just get mana bolt instead if you really want to.
So, to sum up, by level 70 you should have:
Meditation - 10
Cure - 5
Healing - 5
Lesser Haste - 4
Power Support - 5
Hit Support - 3
Blessing - 5 - look below
Enchant Armor - 4 - only if you want to haveDefense/Magical Aura
Blessed Mind - only if you *really* want Evasion Aura - 2
Anything else is optional.
Cleric skills:
Battle Support - get one level right after 70 and leave it there. Leveling this skill is best left for later, when your INT will be high enough to give +4ASPD per level, which is actually notable. Still, at level one it give around 30, which is very good.
Damage Support - THE skill for Cleric. Level 1 adds 14% damage to every attack and offensive skill, which isn't seen in ATK increase, but is added when damage is inflicted. As for maxing it, each level adds 2%(and 10 - 3%), so you should think if it is really worth of it. It's effect increase anyway, since character increase their ATK every level(at least they should ). Needs 19 Meditation for lvl 10 Power Support.
Critical Support - not as good as Damage Support, since skills don't critical, and by the time you get it, people will probably use them *very* often. It is mostly helpful with fast attacking character(raiders) or those without many combat skills(Artisans). Also, it helps with summons, since those use mostly physical attacks. Needs 20 Meditation for lvl 10 Hitting Support.
Defense Aura - even level one is good, since +40DEF for entire party for 30SP is quite good trade. Unfortunately, duration is shorter than other buffs(which is problem with all 3 Auras)
Magical Aura - less useful than previous one, but helps with some stronger monster, like Tyrants/Mammoths/Behemoths/Astarots. It is also said that it improves chances of resisting debuffs from ghosts/other players. 1 level is enough, since normal DEF *also* reduces damage from spells(even though it sounds stupid)
Evasion Aura - that skill would be good if it didn't have such horrible prerequisite. AVO bonus it gives is not really enough to let low DEX character avoid much, it mostly helps them against blue/green monsters. For hawkers, it could help more.
Ressurection - ideally, no one should die, but, as we all know, "sh7t" or, in most cases, triple cast from mammoths, happens. If you want to get it, get at least level 2, since it doesn't recover any EXP on level 1. Also, DO NOT CAST IT NEAR AOE USING MOBS. Ask other party members to draw it away or do it yourself with Blessing Armor. There is nothing more annoying then getting ressurected and getting killed again by AOE before you could heal.
Purify - it might seem a waste at first, since there aren't many debuffs worth dispelling, but you will appreciate it when your main tanker gets surrounded by enemies he could easily tank normally, and then gets -DEF and -AVO(tested *many* times against Goblin Guardian as well as Astarots;) ) Helps against Tirwins/Elect Ghost as well, even -DEF from BK. 1 level won't hurt(much). Also, certain monsters on Eldeon use Silence - so if your main fighter gets Silenced, you know what to do.
Equipment
Topaz is the key, Topaz gives you extra INT points. There's a total of 7 grade each gem. Topaz[1] is the lowest grade (which gives less int). And Topaz[7] is the highest grade (which gives more int)
What you need to craft a Topaz
Gem : Topaz (Int)
G1 +5 - 10 Ref Mats , 6 Blue Crystals
G2 +8 - 10 Ref mats , 2 +5 Topaz
G3+11 - 12 Ref mats , 2 +8 Topaz
G4 +15 - 12 Ref mats , 2 +11 Topaz, 1 Blue Heart
G5 +20 - 12 Ref mats , 2 +15 Topaz, 2 Blue Hearts
G6 +25 - 15 Ref mats , 2 +20 Topaz, 3 Blue Hearts
G7 +35 - 20 Ref Mats , 2 +25 Topaz, 4 Blue Hearts
Side Notes :
G1 : Gem cutting Lvl 1
G2 : Gem cutting Lvl 2
G3 : Gem cutting Lvl 3
G4 : Gem cutting Lvl 4
G5 : Gem cutting Lvl 5
G6 : Gem cutting Lvl 6
G7 : Gem cutting Lvl 7
G1 : Low Ess (Confirm)
G2 : Ess (Confirm)
G3 : Low Eth (Confirm)
G4 : Eth
G5 : High Eth
G6 : Iricer
G7 : Hime
Leveling
How to fix money
Use your money for the following things:
- Buying int stated gear
- Buying materials for gear crafting
- Buying mana pots (OJ will due till lvl 70, after that you have to switch over to ice berry’s or fast recovering mp pots, also always make sure you have some hp pots because you never know…)
Sell items to shops if they are buying becouse it will give you more money then the NPC (unless its a scammer... )
If you have a lot of spare money you better keep it, because if you really need to buy something at a moment its better to have big money then being poor after that or not even being able to buy it.
1st Job quest of Cleric
Talk to Warren, he'll send you to another guy named Tryteh at Zant.
He asks you to hunt Flowers or whatever it's called. You can find it at AP between the 2 entrence to Valley of Luxem Tower,
When you have 20 Quest item in your Quest menu (alt+q) head back to Shannon.
After talking with Tryteh, head back to Warren. Quest is done! ^__^
Congratulation for becoming a Muse
2nd Job quest for Cleric
Lets begin! When you reach lvl 70 go to the mayor of Junon Polis [Darren]
He will forward you to the Designer in junon [Lisa]. She will then tell you to go find the Old Priest Chain.
Mission: Kill Junons King Kong / Junons Doongiliath ( same monster, different name on different versions.) You will have to kill around 10 of them for the drop. pretty low drop rate on this,15%.
When you have the Priest Chain go back to [Lisa].
She will tell you to go to Zant and see [Mina] GypsyTrader about Namielles Wedding Ring.
Do as she tells you , go Zant and speak to Mina, he will tell you to look for Namielles Ring in the Second level of the Goblin Cave[B2].
Mission: Kill Goblin Warriors untill you find Namieles Wedding ring, Low drop rate on this one too about 10%.
When you find the ring go back to Mina.
He will tell you to go speak to Lutis in the Valley of Luxem tower.
Speak to Lutis, he will tell you to go kill Stone Golems in the Gorge of Silence to find HairPins of Oblivion.
Mission: Kill Stone Golems untill you have 5 HairPins of Oblivion.
When you have all HairPins, go straight to Mina.
He will give you a recommendation. Return to Junon Polis and speak to the Mayor[Darren]. Pay him the 200.000, now choose the Cleric Class
I'ts hard but well worth it.
CONGRATULATION, Now you're a cleric