Jump to content

Acolyte: Difference between revisions

From Vortex Legends
Skill infoboxes: remove Aegis field, one field per row
wiki-sync: local -> vps 2026-07-23
Tag: Manual revert
 
(6 intermediate revisions by the same user not shown)
Line 13: Line 13:
</table>
</table>


Passive skill that adds a defensive bonus against Undead and Demon monsters, scaling with both skill level and Base Level. The bonus is applied as soft DEF and has no effect in PvP.
A passive blessing that hardens the Acolyte against the unholy. It grants a defensive edge specifically against Undead and Demon monsters, helping the Acolyte and its line endure the foes it is meant to fight. The protection applies only against monsters and has no bearing in player-versus-player combat.


→ '''[[Divine Protection]]'''
→ '''[[Divine Protection]]'''
Line 27: Line 27:
</table>
</table>


Passive skill that permanently increases ATK against Undead and Demon monsters by SkillLv × 2. Both physical and elemental attack bonuses are increased.
A passive expression of holy zeal that sharpens the Acolyte's attacks against Undead and Demon monsters. Every strike against those races bites harder, turning the support class into a genuine threat to the unholy creatures it hunts.


→ '''[[Demon Bane]]'''
→ '''[[Demon Bane]]'''
Line 42: Line 42:
</table>
</table>


Surrounds the caster with a holy aura for 10 seconds that reveals hidden enemies in a 5×5 area and deals 145% MATK Holy-element damage to them. The aura follows the caster. Prerequisite for Teleport.
Surrounds the caster with a holy aura that reveals hidden enemies nearby and sears them with Holy-element magic. The aura moves with the Acolyte, exposing ambushers and punishing anyone who tries to lurk unseen. It is also the gateway to learning Teleport.


→ '''[[Ruwach]]'''
→ '''[[Ruwach]]'''
Line 57: Line 57:
</table>
</table>


Places a divine barrier on a ground cell that blocks all ranged physical attacks over a 3×3 area for 10 seconds. Does not stop AoE or magical attacks. Requires Warp Portal Lv 4.
Places a divine barrier on the ground that shields everyone standing on it from ranged physical attacks. It is a key protective tool against archers and gunners, but offers no defense against area-of-effect or magical damage. Learning it requires progress in Warp Portal.


→ '''[[Pneuma]]'''
→ '''[[Pneuma]]'''
Line 72: Line 72:
</table>
</table>


Instantly warps the Acolyte to a random cell on the same map (Lv 1) or offers a choice between random warp and the save point (Lv 2). Prerequisite for Warp Portal.
Instantly whisks the Acolyte to a random spot on the current map, and at higher mastery offers the choice of jumping to the save point instead. A staple escape and travel tool, and the prerequisite for Warp Portal.


→ '''[[Teleport]]'''
→ '''[[Teleport]]'''
Line 87: Line 87:
</table>
</table>


Opens a portal that warps anyone stepping through it to the caster's save point or a memorized location. Consumes one Blue Gemstone per cast. Higher levels add memo slots and duration (up to 20 s at Lv 4). Prerequisite for Pneuma and Holy Light.
Opens a portal that instantly transports anyone who steps through it to the caster's save point or a memorized location. It is the backbone of fast travel across Midgard, consuming a Blue Gemstone per cast and unlocking more memo destinations as it is mastered. It also opens the path to Pneuma and Holy Light.


→ '''[[Warp Portal]]'''
→ '''[[Warp Portal]]'''
Line 102: Line 102:
</table>
</table>


The cornerstone healing spell. Restores HP equal to (BaseLv + INT) ÷ 8 × (4 + SkillLv × 8). Deals Holy-element magic damage to Undead targets for half the heal value. Prerequisite for Cure, Increase Agility, Blessing, and Holy Light.
The cornerstone of the Acolyte's support role. It restores a target's HP with holy energy and, turned against the Undead, becomes a weapon that sears them with Holy-element damage. Heal is the foundation that unlocks Cure, Increase Agility, Blessing, and Holy Light.


→ '''[[Heal]]'''
→ '''[[Heal]]'''
Line 117: Line 117:
</table>
</table>


Instantly removes Silence, Blind, and Confusion from a single ally at 9-cell range. Prerequisite for Divine Protection.
Instantly cleanses an ally of Silence, Blind, and Confusion. A quick, reliable remedy that keeps a party member fighting through disabling ailments, and a prerequisite for Divine Protection.


→ '''[[Cure]]'''
→ '''[[Cure]]'''
Line 132: Line 132:
</table>
</table>


Raises an ally's AGI by (2 + SkillLv) and movement speed by 25% for up to 10 minutes at max level. Removes Decrease Agility on application. Prerequisite for Decrease Agility.
A long-lasting buff that quickens an ally's reflexes and footwork, raising AGI and boosting movement speed while cleansing any lingering Decrease Agility. One of the most universally useful Acolyte buffs, and the prerequisite for its mirror skill, Decrease Agility.


→ '''[[Increase Agility]]'''
→ '''[[Increase Agility]]'''
Line 147: Line 147:
</table>
</table>


Reduces an enemy's AGI by (2 + 2 × SkillLv) and movement speed by 25%. Application chance scales with caster level and INT. Does not affect Boss monsters. Duration on players is halved.
The hostile counterpart to Increase Agility, dragging down an enemy's AGI and slowing its movement to a crawl. A handy control tool for kiting and slowing pursuers, though Boss monsters shrug it off entirely.


→ '''[[Decrease Agility]]'''
→ '''[[Decrease Agility]]'''
Line 162: Line 162:
</table>
</table>


Quest skill. Consecrates the water beneath the caster's feet to craft one Holy Water item. Requires standing on a water cell. Holy Water is a material for several Priest skills.
A quest skill that lets the Acolyte consecrate the water at its feet into Holy Water while standing on a water cell. Holy Water is an essential crafting material for several Priest skills, making this a useful piece of support utility.


→ '''[[Aqua Benedicta]]'''
→ '''[[Aqua Benedicta]]'''
Line 177: Line 177:
</table>
</table>


Quest skill. Brands all Undead and Demon enemies on screen with a holy mark, reducing their physical and magical DEF by 25%. The debuff is permanent until the target dies. Success rate depends on the level difference between caster and target.
A quest skill that brands every Undead and Demon enemy on screen with a holy mark, weakening their physical and magical defenses. The curse clings until the target dies, making whole packs of unholy foes far easier to bring down. Its chance to take hold depends on how the caster compares to its targets in level.


→ '''[[Signum Crucis]]'''
→ '''[[Signum Crucis]]'''
Line 192: Line 192:
</table>
</table>


Applies a holy aura to all party members on screen, raising their soft DEF by up to 50% and adding up to 250 Max HP at level 5. Lasts up to 10 minutes at max level. Requires Blessing Lv 5.
Bathes the whole party in a holy aura that bolsters their defenses and adds to their maximum HP for an extended duration. A signature group buff that makes an entire team sturdier before a fight. It requires solid mastery of Blessing to learn.


→ '''[[Angelus]]'''
→ '''[[Angelus]]'''
Line 207: Line 207:
</table>
</table>


Raises an ally's STR, DEX, and INT each by SkillLv for up to 10 minutes. Also cleanses Curse and Stone Curse. On Undead or Demon monsters it halves those same stats instead. Prerequisite for Angelus.
A premier support buff that empowers an ally's STR, DEX, and INT while cleansing Curse and Stone Curse. Cast on an Undead or Demon monster instead, the same holy power saps those stats, weakening the enemy. It is the prerequisite for Angelus.


→ '''[[Blessing]]'''
→ '''[[Blessing]]'''
Line 221: Line 221:
</table>
</table>


Passive mastery skill that grants +4 ATK and +1 Hit per skill level when a Mace or Two-Handed Mace is equipped. The ATK bonus bypasses physical DEF. Prerequisite for several Priest combat skills.
A passive mastery that sharpens the Acolyte's skill with maces, improving both attack power and accuracy while a Mace or Two-Handed Mace is equipped. The added attack power pierces through the target's defense, and the skill lays the groundwork for several Priest combat skills.


→ '''[[Mace Mastery]]'''
→ '''[[Mace Mastery]]'''
Line 236: Line 236:
</table>
</table>


Fires a beam of holy energy at a single target for (100 + 50 × SkillLv)% MATK Holy-element damage. Cast time increases by 0.1 s per level (1.1 s at Lv 1 to 1.5 s at Lv 5). Requires Heal Lv 4.
Fires a beam of holy energy that strikes a single target with Holy-element magic. It gives the otherwise support-minded Acolyte a dependable offensive option, especially effective against the unholy. Learning it requires investment in Heal.


→ '''[[Holy Light]]'''
→ '''[[Holy Light]]'''


<br style="clear:both">
<br style="clear:both">

Latest revision as of 09:46, 23 July 2026


The Acolyte is a first-class job in the Church of Prontera path, focused on healing, buffing, and holy magic. Acolytes serve as the primary support class of the game, keeping party members alive with powerful heals, fortifying them with long-duration stat buffs, and weakening Undead and Demon enemies with debuffs and holy-element attacks. All Acolyte skills carry over when advancing to the second-class jobs Priest and Monk.

Skill Tree

Divine Protection

Divine Protection
Max Lv5
TypePassive

A passive blessing that hardens the Acolyte against the unholy. It grants a defensive edge specifically against Undead and Demon monsters, helping the Acolyte and its line endure the foes it is meant to fight. The protection applies only against monsters and has no bearing in player-versus-player combat.

Divine Protection


Demon Bane

Demon Bane
Max Lv5
TypePassive

A passive expression of holy zeal that sharpens the Acolyte's attacks against Undead and Demon monsters. Every strike against those races bites harder, turning the support class into a genuine threat to the unholy creatures it hunts.

Demon Bane


Ruwach

Ruwach
Max Lv1
TypeActive
SP10

Surrounds the caster with a holy aura that reveals hidden enemies nearby and sears them with Holy-element magic. The aura moves with the Acolyte, exposing ambushers and punishing anyone who tries to lurk unseen. It is also the gateway to learning Teleport.

Ruwach


Pneuma

Pneuma
Max Lv1
TypeActive
SP10

Places a divine barrier on the ground that shields everyone standing on it from ranged physical attacks. It is a key protective tool against archers and gunners, but offers no defense against area-of-effect or magical damage. Learning it requires progress in Warp Portal.

Pneuma


Teleport

Teleport
Max Lv2
TypeActive
SP10 / 9

Instantly whisks the Acolyte to a random spot on the current map, and at higher mastery offers the choice of jumping to the save point instead. A staple escape and travel tool, and the prerequisite for Warp Portal.

Teleport


Warp Portal

Warp Portal
Max Lv4
TypeActive
SP35–26

Opens a portal that instantly transports anyone who steps through it to the caster's save point or a memorized location. It is the backbone of fast travel across Midgard, consuming a Blue Gemstone per cast and unlocking more memo destinations as it is mastered. It also opens the path to Pneuma and Holy Light.

Warp Portal


Heal

Heal
Max Lv10
TypeActive
SP12–30

The cornerstone of the Acolyte's support role. It restores a target's HP with holy energy and, turned against the Undead, becomes a weapon that sears them with Holy-element damage. Heal is the foundation that unlocks Cure, Increase Agility, Blessing, and Holy Light.

Heal


Cure

Cure
Max Lv1
TypeActive
SP15

Instantly cleanses an ally of Silence, Blind, and Confusion. A quick, reliable remedy that keeps a party member fighting through disabling ailments, and a prerequisite for Divine Protection.

Cure


Increase Agility

Increase Agility
Max Lv10
TypeActive
SP18–45

A long-lasting buff that quickens an ally's reflexes and footwork, raising AGI and boosting movement speed while cleansing any lingering Decrease Agility. One of the most universally useful Acolyte buffs, and the prerequisite for its mirror skill, Decrease Agility.

Increase Agility


Decrease Agility

Decrease Agility
Max Lv5
TypeActive (debuff)
SP15–23

The hostile counterpart to Increase Agility, dragging down an enemy's AGI and slowing its movement to a crawl. A handy control tool for kiting and slowing pursuers, though Boss monsters shrug it off entirely.

Decrease Agility


Aqua Benedicta

Aqua Benedicta
Max Lv1
TypeActive (quest)
SP10

A quest skill that lets the Acolyte consecrate the water at its feet into Holy Water while standing on a water cell. Holy Water is an essential crafting material for several Priest skills, making this a useful piece of support utility.

Aqua Benedicta


Signum Crucis

Signum Crucis
Max Lv1
TypeActive (quest)
SP25

A quest skill that brands every Undead and Demon enemy on screen with a holy mark, weakening their physical and magical defenses. The curse clings until the target dies, making whole packs of unholy foes far easier to bring down. Its chance to take hold depends on how the caster compares to its targets in level.

Signum Crucis


Angelus

Angelus
Max Lv5
TypeActive (party buff)
SP16–40

Bathes the whole party in a holy aura that bolsters their defenses and adds to their maximum HP for an extended duration. A signature group buff that makes an entire team sturdier before a fight. It requires solid mastery of Blessing to learn.

Angelus


Blessing

Blessing
Max Lv10
TypeActive
SP18–45

A premier support buff that empowers an ally's STR, DEX, and INT while cleansing Curse and Stone Curse. Cast on an Undead or Demon monster instead, the same holy power saps those stats, weakening the enemy. It is the prerequisite for Angelus.

Blessing


Mace Mastery

Mace Mastery
Max Lv10
TypePassive

A passive mastery that sharpens the Acolyte's skill with maces, improving both attack power and accuracy while a Mace or Two-Handed Mace is equipped. The added attack power pierces through the target's defense, and the skill lays the groundwork for several Priest combat skills.

Mace Mastery


Holy Light

Holy Light
Max Lv5
TypeOffensive
SP12–20

Fires a beam of holy energy that strikes a single target with Holy-element magic. It gives the otherwise support-minded Acolyte a dependable offensive option, especially effective against the unholy. Learning it requires investment in Heal.

Holy Light