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Heroica-highcleric

High Cleric is one of the six veteran job classes available to the players of Heroica RPG at level 40 if they have successfully completed at least 10 quests or possess the Veteran's Badge. It is only available to those who started out as a cleric.

These marvellous healers defy even death itself, like the Miracleworker used to do.

  • Additional Health: +15
  • Additional Ether: +5
  • Weapons: High clerics use the same equipment as clerics.
  • Job Traits: Healing – High clerics can restore full health to anyone outside of battle, at the cost of 1 ether per person; Convert – The high cleric can turn any allied or neutral NPC to their faith, gaining their respect; Your Holiness – If there are other original clerics in the party, the high cleric is transcended while the other original clerics are blessed.
  • Battle Style: Hallowed – High clerics keep the entire party hale and healthy thanks to their unwavering faith.
  1. SHIELD: Hallowed Ascension – The high cleric connects with their deity, reviving all fallen allies at the cost of 5 ether per revival, and restoring everyone in the party to full health at the cost of 1 ether per healed target. All undead enemies are instantly killed as well, unless they are immune to sudden death, at the cost of 1 ether per affected enemy. If all ether is depleted, nothing happens.
  2. CRITICAL HIT/ARC HEAL MORE: The high cleric attacks the target with strength equal to two times their weapon power added to their level. Instead of attacking, the high cleric can restore health to all party members equal to the power of their critical hit, at the cost of 1 ether per healed target.
  3. HIT/ARC HEAL: The high cleric attacks the target with strength equal to their weapon power added to their level. Instead of attacking, the high cleric can restore health to all party members equal to the power of their hit, at the cost of 1 ether per healed target.
  4. MEDITATE/ARC HEAL LESS: The high cleric meditates to regain 1 ether. Instead of meditating, the high cleric can restore health to all party members equal to their level, at the cost of 1 ether per healed target.
  5. DAMAGE/NO HEALING: The high cleric is struck by the opponent’s attack. Optionally, attempt to heal fails.
  6. SPECIAL GUARD/NO HEALING: The high cleric is struck by the opponent’s special skill, but has a 1/2 chance to be protected from any negative effects caused by it. Optionally, attempt to heal fails.

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