Cure: Difference between revisions
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class-wiki: Acolyte tree |
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<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | <table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%"> | ||
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Cure</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Cure</caption> | ||
<tr><th style="text-align:left">Job</th><td>Acolyte</td></tr> | <tr><th style="text-align:left">Job</th><td>Acolyte</td></tr> | ||
<tr><th style="text-align:left">Type</th><td>Active</td></tr> | <tr><th style="text-align:left">Type</th><td>Active</td></tr> | ||
Revision as of 11:27, 16 June 2026
| Job | Acolyte |
|---|---|
| Type | Active |
| Target | Self / Ally |
| Max level | 1 |
| SP cost | 15 |
| Range | 9 cells |
| Cooldown | 1 s |
| Requires | Heal Lv 2 |
Overview
Cure channels holy energy to instantly cleanse debilitating ailments from an ally. It removes Silence, Blind, and Confusion in a single cast, making it a vital tool for keeping party members functional during combat.
Mechanics
On a successful cast, the following status effects are immediately removed from the target:
- Silence
- Blind
- Confusion
- Bite Scar (a custom server-side ailment)
The skill has no effect on targets that are immune to status changes.
Notes
- Cure is a prerequisite for Divine Protection (requires Lv 1).
- Cure does not deal damage and cannot be used offensively.