Valuable in parties, Clerics are masters of healing magic. Clerics have a limited selection of attack spells and may also equip decent weapons. Clerics are well-rounded, much like Rangers. Clerics err slightly on the side of magic though, which is reflected by superior natural Intelligence and MP growth when compared to a Ranger. In spite of being limited to cloth armors, Clerics have the best natural physical defense of the four mage classes (Conjurer, Wizard and Warlock being the other three). They can be a fair shot with their weapon too if built for physical battle via appropriate equipment and skill point investment, although they will never be the equal of a similarly designed Ranger, Ninja, Merchant or Soldier.
Skill Trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with available skill points. There are two ways to gain additional points:
- Gain an experience level, which grants one point.
- Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.
As of v1.68 this allows for a maximum of 30 points to spend.
|Icon||Node||Level||Required Nodes||Max Points||Description||Image|
|Excellent Timing||-||-||2||+25% to go first when Healing an ally with HP below 50%|
|Lucky||-||-||2||+1 to Luck for every 3 levels.|
|Stamina||5||Excellent Timing (2)||3||+1 to Max HP for every 2 levels|
|Wisdom||5||Lucky (2)||3||+1 to Max MP for every 2 levels|
|Cleanse||10||Stamina (1)||2||+7% chance for Healing spells to also dispell all status ailments|
|Big Heals||10||Stamina (2)||3||+3% to Power of all Heal spells|
|Farewell Gift||10||Big Heals (1)||3||+33% chance to heal remaining allies after being KOed in battle|
|Good Health||10||Lucky (2)||2||+10% chance to resist Poison, Bleed, Stun, and Sleep afflictions|
|Master Healer||15||Big Heals (1)||3||+33% to the Plus Heal Cap of all Heal spells|
|Second Chance||15||Farewell Gift (2)||3||+10% to Redeem's Rate and HP healed upon Revival|
|Goodnight||15||Wisdom (2)||1||Ability. Chance to Sleep|
|Comatose||15||Ability:Goodnight||2||+15 to the damage threshold of all Sleep statuses inflicted|
|Benediction||25||Cleanse (2)||2||+25% chance for all Heal and Redeem spells to also bestow Bless|
|HealMost||25||Master Healer (1)||1||Ability. Directly heals a large amount of HP|
|Focused Healing||25||Ability:HealMost||2||-10% to the Mp cost of HealMost and HealWave|
|Sandman||25||Ability:Goodnight||2||+15% to the Rates of Sleep and Goodnight|
|Nightmare||25||Sandman (1)||1||Ability. Inflicts major direct damage on a sleeping target|
Support Tree Overview
The Support Tree, as the name implies, is focused almost exclusively on healing or preventing damage. Goodnight and Nightmare are the only attacking options in this tree, allowing Clerics to support their group by incapacitating enemies, then dealing large amounts of single-target magical damage to them, although this uses a great deal of MP.
As well, HealMost and the many Healing-oriented passive skills allow the Cleric to perform their class's primary role more effective, by healing off the damage taken by their party members in battle effectively, and with sufficient investment you can even make the more expensive skills such as Redeem and HealWave more practical to use in any fight.
|Icon||Node||Level||Required Nodes||Max Points||Description||Image|
|Zeal||-||-||2||+2% of Max MP restored when any Instant Kill skill KOs a foe|
|Contaminate||-||-||2||+5% chance to inflict Poison on attacking foes|
|Divine Power||5||Zeal (2)||3||+5% to the power of Smite|
|Quickness||5||Contaminate (2)||2||+1 to Agility for every 3 levels|
|Judgement||10||Divine Power (2)||1||Ability. Chance to Instant Kill|
|Sagacious||10||Divine Power (2)||2||+1 to Intelligence for every 3 levels|
|Venomous Strikes||10||Quickness (2)||2||+5% chance to inflict Poison with all physical attacks|
|Toxify||10||Quickness (2)||1||Ability. Chance to Poison|
|True Faith||15||Ability:Judgement||2||+5% to the Rates of Smite and Judgement|
|Slasher||15||Venomous Strikes (1)||3||+1 to Attack for every 3 levels when using Blades|
|Black Widow||15||Quickness (2)||3||+25% to Poison Damage|
|Corruption||15||Ability:Toxify||2||+15% to the Rates of Poison and Toxify|
|Desecrate||25||Sagacious (2)||2||+5% chance to Kill attacking foes|
|Easy Target||25||Slasher (2) or Corruption (2)||3||+10% to physical damage dealt to Poisoned foes|
Wrath Tree Overview
Compared to the Support Tree, the Wrath Tree is much more offense-oriented, which can seem somewhat odd. However, there are a number of skills that can be surprisingly useful to a Cleric who intends to spend less time healing, and more time preventing damage in the first place with their arsenal of instant-kill and poisonous abilities. Zeal can be used to recover MP from a successful Smite or Judgement, but the high cost and low default success rate of these skills makes it impractical to use reliably in combat. However, the Desecrate skill will also result in the Cleric recovering their magic power, which is a possibility that should not be taken lightly, due to its practicality in battles with many opponents.
Failing that, the Cleric can instead opt towards a more Poison-oriented build, using Toxify, Contaminate, and Venomous Strikes to debilitate opponents and increase their own damage.
Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.
|Heal||5||1||Heals a single target for a low amount of HP.|
|Smite||5||3||Inflicts direct damage on a single target: 10% base chance to instant kill.|
|Detox||7||5||Removes the poison status from one ally.|
|HealMore||12||7||Heals an ally for a moderate amount of HP.|
|Poison||5||8||Chance to poison a single target.|
|Sleep||4||9||50% base chance to put one enemy to sleep.|
|Harden||10||12||Increases physical defense of one ally.|
|HealWave||25||14||Heals all allies for a small amount of HP.|
|Redeem||21||15||40% base chance to revive one ally from death.|
|Soften||6||18||Lowers the defense of a single target.|
|Dream||3||21||Awakens a sleeping ally and heals all allies. Has no effect if no ally is asleep.|
|Sanity||14||25||Dispels the confuse status from all allies.|
|HealMost||25||25||Heals an ally for a large amount of HP.|
|Goodnight||17||15||30% base chance to sleep all enemies.|
|Nightmare||12||25||Inflicts major damage on a sleeping target.|
|Judgment||20||10||10% base chance to instant kill an enemy group.|
|Toxify||9||10||40% base chance to poison an enemy group.|
|Ranger • Soldier • Cleric • Wizard • Merchant • Conjurer • Ninja • Warlock|