Priest (Bishop → Archbishop)

The party’s lifeline - essential healers whose Supreme Healing and support magic make the difference between victory and defeat.

Rating: 9/10

Table of contents

  1. Overview
  2. Class Progression
    1. Advancement Levels
  3. Available Characters
  4. Statistics
    1. Stat Distribution
  5. Why Priest is 9/10
    1. The Healing Imperative
    2. The Supreme Healing Revolution
    3. Versatile Spell Arsenal
  6. Strategic Analysis
    1. Why You MUST Have Priests
    2. Positioning Strategy
  7. Battle Impact
    1. Typical Healing Cycle
    2. Your Other Characters Rely on Priests
  8. Weaknesses & Counters
    1. Physical Vulnerability
    2. MP Management Challenge
  9. Optimal Spell Usage
    1. Essential Spells
    2. Spell Priority Guide
  10. Party Composition
    1. The Dual Healer Strategy
    2. The Core Trinity
  11. Equipment Recommendations
    1. Weapon Progression
    2. Armor Progression
    3. Helm Progression
  12. Common Mistakes
    1. Mistake #1: Going Monk Path
    2. Mistake #2: Exposing Priests
    3. Mistake #3: Overhealing
    4. Mistake #4: Neglecting Buffs
  13. Advanced Tactics
    1. Preemptive Shielding
    2. Healing Priorities
    3. MP Conservation Techniques
    4. Positioning Mastery
  14. Boss Battle Strategy
    1. Standard Boss Approach
    2. Multi-Phase Bosses
    3. Boss Special Attacks
  15. Trial of Toroah Performance
    1. Why Priests Dominate Trials
  16. Leveling Strategy
    1. Huxley (Joins Level 7)
    2. Sara (Joins Level 9)
  17. FAQ Authors’ Consensus
    1. Jeff Chan (Atom Edge)
    2. Syonyx
    3. Shotgunnova
  18. Final Verdict
  19. Healing Spell Comparison
    1. Single-Target Healing
    2. When to Use Each
    3. MP Efficiency
  20. Comparison: Priest vs Monk
  21. Next Steps

Overview

“One of the best classes in game. Staple healers - in game where you cannot revive characters that have fallen during battle, this becomes exceedingly important.” - Jeff Chan

The Priest class is universally rated 9/10 by FAQ authors - the second-highest possible rating. In a game where fallen characters cannot be revived during battle, Priests become absolutely essential. Without strong healing, your party simply cannot survive the increasingly difficult battles.


Class Progression

Level 1-9          Level 10-19        Level 20+
═══════════════════════════════════════════════════
Healer ──────────> Bishop ──────────> Archbishop

Advancement Levels

Level Class Key Spells Gained
1-9 Healer Healing, Mystic Shield, Cure
10-19 Bishop Healing Plus, Bless Weapon, Holy Lightning, Ultra Healing
20+ Archbishop Supreme Healing (infinite range party heal!)

CRITICAL: NEVER choose the Monk path at Level 10! Always go Bishop → Archbishop!


Available Characters

Character Starting Level When Joins
Huxley Hobbes 7 Chapter 1, Section 3
Sara 9 Chapter 2, Section 2

Both should ALWAYS go pure Priest path. Dual healers create nearly unstoppable survivability!


Statistics

Stat Distribution

Stat Rating Notes
ATK Low Irrelevant - never use physical attacks
DEF Low Must keep protected behind front lines
AGL High Good evasion helps survival
MAG DEF Very High Excellent protection from enemy mages
MOVE Average Standard movement

“Even though don’t take damage very well, can utilize range provided by spells and stay behind other characters.” - Jeff Chan


Why Priest is 9/10

The Healing Imperative

Critical Game Mechanic: Characters who fall in battle CANNOT be revived until battle ends. If they fall, they’re gone for the entire fight!

This Changes Everything:

  • No phoenix downs during combat
  • No revival spells mid-battle
  • Dead = gone until you win
  • Prevention is the only option
  • Priests are your only defense against defeat

What This Means:

  • Must keep entire party alive through healing
  • Losing characters = dramatic tactical disadvantage
  • Priests become absolutely essential
  • Cannot win difficult battles without strong healing
  • Huxley and/or Sara are mandatory party members

The Supreme Healing Revolution

Ultimate Spell (Level 20+):

  • Infinite range - Can cast from anywhere
  • Infinite field - Hits entire party simultaneously
  • Full HP restoration for everyone
  • Game-changing capability
  • Essential for Trials and boss battles
  • Makes impossible battles winnable

Supreme Healing costs 30 MP but can save your entire party from the brink of defeat in one cast!

Versatile Spell Arsenal

Priests Don’t Just Heal:

  • Support Buffs: Mystic Shield (defense), Bless Weapon (attack)
  • Offensive Magic: Holy Lightning, Holy Pressure
  • Status Cures: Cure (remove poison, paralysis)
  • MP Restoration: Magic Charge (restore ally MP)
  • Range Advantage: Can cast from 4-5 tiles away

Complete Package:

  • Primary role: Keep party alive
  • Secondary role: Buff allies for more damage
  • Tertiary role: Attack enemies when needed
  • Utility role: Cure status ailments

Strategic Analysis

Why You MUST Have Priests

Jeff Chan’s Assessment:

“In game where you cannot revive characters that have fallen during battle, this becomes exceedingly important.”

The Math is Simple:

  • Battles last 10-20 rounds
  • Enemies deal 20-50 damage per hit
  • Characters have 80-200 HP
  • Without healing: Party dies around round 5-10
  • With healing: Party survives to victory

No Viable Alternative:

  • Herbs restore ~30 HP (not enough)
  • Megaherbs restore ~60 HP (still insufficient)
  • Items take character action (inefficient)
  • Items run out (not sustainable)
  • Only Priests provide reliable healing

Positioning Strategy

The Protected Core:

[Knight] [Ash] [Knight]
  [Huxley] [Eleni] [Sara]
   [Archer] [Archer] [Archer]

Priests in protected center!
Front line absorbs damage
Priests heal from safety

Why This Works:

  • Priests have low physical defense
  • But spells have 4-5 tile range
  • Can heal from behind front lines
  • Never need to enter danger zone
  • Enemy must break through knights first
  • By then, enemies already dead (thanks to Mages)

“Quite easy to hide Priests to point where they never even see front lines (except rare instances where it’s funny to watch Huxley take his cane and throw down).” - Jeff Chan


Battle Impact

Typical Healing Cycle

Early Battle (Rounds 1-5):

  1. Mystic Shield on front-line fighters (preemptive)
  2. Bless Weapon on main attackers (boost damage)
  3. Healing on anyone taking damage
  4. Position to maintain safe distance

Mid Battle (Rounds 6-12):

  1. Healing Plus on wounded clusters (AOE healing)
  2. Ultra Healing on multiple injured allies
  3. Cure on poisoned/paralyzed characters
  4. Magic Charge if mages running low on MP

Late Battle (Rounds 13+):

  1. Supreme Healing for full party restore
  2. Continue spot healing as needed
  3. Holy Lightning to finish weakened enemies
  4. Conserve MP for next battle

Your Other Characters Rely on Priests

Knights and Soldiers:

  • Take heavy physical damage
  • Need constant healing to survive
  • Mystic Shield reduces incoming damage

Mages:

  • Low physical defense
  • If caught by enemy, need emergency healing
  • Priests keep them alive to cast spells

Archers and Airmen:

  • Medium durability
  • Occasional healing keeps them effective
  • Bless Weapon boosts their damage output

Everyone:

  • Status effects must be cured immediately
  • Supreme Healing saves party from TPK
  • Without Priests, entire strategy collapses

Weaknesses & Counters

Physical Vulnerability

If Enemies Reach Priests:

  • Low physical defense
  • Can die in 3-4 hits from strong enemies
  • Knights take 10-15 damage; Priests take 40-50
  • Very dangerous if surrounded

Prevention:

  • Position priests in back
  • Front-line fighters protect them
  • Use terrain (elevated positions)
  • Kill enemies before they reach priests (Mage support)
  • Losing healer often means game over

CRITICAL: Protect your Priests at all costs! If Huxley or Sara falls, the entire party is in grave danger!

MP Management Challenge

The MP Problem:

  • Healing spells cost MP
  • Healing (3 MP), Healing Plus (4 MP)
  • Ultra Healing (5 MP)
  • Supreme Healing (30 MP!) - expensive!
  • Long battles drain MP reserves
  • Running out of MP = cannot heal = party wipes

Solutions:

1. Mage Gems & Elixirs

  • Mage Gems restore 10 MP
  • Elixirs restore full HP/MP
  • Stock 10-15 for important battles
  • Essential for Trials

2. Magic Charge Spell

  • Costs 10 MP but restores 10 MP to ally
  • Transfer MP from Priest to Mage
  • Useful when mage running low
  • Priests usually have better MP pools

3. Conservative Healing

  • Don’t overheal (wasted MP)
  • Don’t heal if damage is minor
  • Use Healing (3 MP) instead of Ultra Healing (5 MP) when possible
  • Save Supreme Healing for emergencies

4. Dual Healer Rotation

  • Huxley heals while Sara conserves
  • Alternate heavy healing turns
  • One always has MP available
  • Backup if one runs dry

Optimal Spell Usage

Essential Spells

Priority Spells to Learn:

Level Spell Type Cost Priority Notes
Start Healing Heal 3 MP CRITICAL Primary heal (R:4, single)
~3 Mystic Shield Buff 3 MP CRITICAL Defense boost
~4 Cure Status 2 MP HIGH Remove ailments
~10 Healing Plus Heal 4 MP HIGH AOE heal (R:4, F:1)
~12 Bless Weapon Buff 3 MP MEDIUM Attack boost
~14 Holy Lightning Attack 7 MP MEDIUM Offensive option
~16 Ultra Healing Heal 5 MP HIGH Stronger AOE (R:5, F:2)
~18 Magic Charge Utility 10 MP LOW MP transfer
~22 Supreme Healing Heal 30 MP CRITICAL Ultimate full party heal!

Spell Priority Guide

Healing Priority (In Combat):

  1. Healing / Healing Plus - Routine HP restoration
  2. Ultra Healing - Multiple wounded allies
  3. Supreme Healing - Emergency full party restore
  4. Use items (Herbs, Megaherbs) when MP conservation needed

Support Priority:

  1. Mystic Shield - Cast on front-line fighters before engagement
  2. Bless Weapon - Cast on primary damage dealers (Ash, Knights)
  3. Cure - Remove status effects immediately
  4. Magic Charge - Only when mages critically low on MP

Offensive Priority (When Needed):

  1. Holy Lightning - Finish weakened enemies
  2. Holy Pressure - AOE damage (rare use)
  3. Generally better to heal than attack (leave offense to Mages)

Party Composition

The Dual Healer Strategy

BOTH Huxley AND Sara should be Archbishops! This creates nearly unstoppable survivability.

Why Two Priests:

  • Redundancy: If one falls, other continues healing
  • MP Pool: Combined MP = sustained healing
  • Coverage: One heals front, one heals back
  • Buffs: Both can cast Mystic Shield on different units
  • Trials: Essential for surviving long battles

Formation with Dual Priests:

[Clint] [Ash] [Grog]
  [Huxley] [Eleni] [Sara]
   [Diego] [Kira] [Zohar]

Two healers provide overlapping coverage
Entire party stays in healing range
Maximum survivability

The Core Trinity

Every Party Needs:

  1. Mage (Eleni/Zohar) - Damage dealers
  2. Priest (Huxley/Sara) - Keep party alive
  3. Fighter (Ash/Knights) - Front line

Why This Works:

  • Mages eliminate enemies quickly
  • Fighters absorb/block damage
  • Priests keep everyone healthy
  • Synergy creates unstoppable team

Equipment Recommendations

Weapon Progression

Chapter Weapon MAG Bonus Cost/Source
Ch. 1-2 Iron Staff +8 200G
Ch. 2-3 Magic Staff +10 500G
Ch. 3-4 Spirit Staff +15 2000G
Ch. 5-6 Arkstaff +20 8000G

Arkstaff is the best healer weapon in game. Prioritize purchasing for Huxley first, then Sara!

Armor Progression

Chapter Armor DEF Cost/Source
Ch. 1 Wool Robe +4 70G
Ch. 2 Master Robe +10 350G
Ch. 3-4 Mystic Robe +18 1400G
Ch. 5-6 Mojo Robe +26 5180G

Helm Progression

Chapter Helm DEF Cost/Source
Ch. 1 Light Band +2 60G
Ch. 2-3 Iron Cap +5 250G
Ch. 3-4 Steel Band +9 1000G
Ch. 5-6 Rune Crown +13 3700G

Common Mistakes

Mistake #1: Going Monk Path

WRONG!

Why It’s Terrible:

  • Hybrid healing/offense excels at neither
  • Healing never matches pure Priest
  • Offense never matches pure Mage
  • Wastes second-best class (9/10)
  • Cannot undo decision

NEVER go Monk! Always Bishop → Archbishop!

The Math:

  • Monk healing: Moderate
  • Archbishop healing: Supreme Healing (infinite range/field!)
  • Monk offense: Moderate magic
  • Mage offense: Phase Shift, Salamander (devastating!)
  • Why have mediocre healing AND mediocre offense when you can have SUPREME healing?

Mistake #2: Exposing Priests

RISKY!

Common Error:

  • Moving priests to front line
  • Leaving them unprotected
  • Positioning where enemies can reach
  • “I’ll just heal after taking damage”

Why It Fails:

  • Low physical defense
  • Die quickly if targeted (3-4 hits)
  • If priest dies, party often follows
  • Prevention better than cure!

Solution:

  • Always keep priests in back
  • Fighters screen them
  • Use range advantage (4-5 tiles)
  • Elevated terrain provides extra safety

Mistake #3: Overhealing

INEFFICIENT!

Temptation:

  • “Character took 15 damage, better heal to full”
  • Constant healing even minor damage
  • Using Ultra Healing on single target
  • Burning MP unnecessarily

Why It’s Bad:

  • Wastes MP on minor injuries
  • MP reserves depleted for emergencies
  • Run out of MP mid-battle
  • Cannot cast Supreme Healing when needed

Solution:

  • Triage: Heal critical injuries first
  • Use items (Herbs) for minor damage
  • Match spell to situation (Healing vs Ultra Healing)
  • Save MP for emergencies

Mistake #4: Neglecting Buffs

SUBOPTIMAL!

Common Pattern:

  • Only casting healing spells
  • Forgetting Mystic Shield exists
  • Ignoring Bless Weapon
  • “Healing is the only priority”

Why It’s Wasteful:

  • Mystic Shield reduces damage taken (preemptive)
  • Less damage = less healing needed = MP saved
  • Bless Weapon boosts ally damage (end battles faster)
  • Prevention reduces need for healing!

Solution:

  • Round 1: Mystic Shield on front-line units
  • Round 2: Bless Weapon on main attackers
  • Round 3+: Heal as needed
  • Think proactively, not reactively

Advanced Tactics

Preemptive Shielding

  • Cast Mystic Shield before enemies reach your fighters
  • Reduces incoming damage by ~25-35%
  • Less damage = less healing required
  • MP efficiency multiplied

Healing Priorities

Triage Rules:

  1. Critical (below 30% HP): Heal immediately
  2. Wounded (30-60% HP): Heal when convenient
  3. Scratched (60-90% HP): Low priority
  4. Full HP: Don’t heal (wasted MP)

MP Conservation Techniques

  • Use Healing (3 MP) on single targets
  • Use Healing Plus (4 MP) on 2-3 clustered allies
  • Use Ultra Healing (5 MP) on 3-4 clustered allies
  • Use Supreme Healing (30 MP) ONLY for emergencies

Positioning Mastery

  • High ground: Elevated positions provide safety + range
  • Walls/obstacles: Enemy cannot path to you easily
  • Corner positions: Cannot be surrounded
  • Center formation: Equal distance to all allies

Boss Battle Strategy

Standard Boss Approach

  1. Pre-battle: Supreme Healing to enter at full HP
  2. Round 1: Mystic Shield on front-line units
  3. Round 2: Bless Weapon on main attackers
  4. Round 3+: Heal as boss damages party
  5. Emergency: Supreme Healing if multiple allies critical
  6. Repeat until boss defeated

Multi-Phase Bosses

  • Conserve MP for later phases
  • Use Healing (3 MP) instead of Ultra Healing (5 MP)
  • Save Supreme Healing (30 MP) for crisis moments
  • Stock Mage Gems for MP restoration

Boss Special Attacks

When Boss Charges Big Attack:

  1. Before attack: Mystic Shield on likely targets
  2. After attack: Supreme Healing to restore party
  3. This two-spell combo negates boss strategy
  4. Boss wastes turn, you recover instantly

Trial of Toroah Performance

Why Priests Dominate Trials

All Trials:

  • Long battles (20-30+ rounds)
  • Heavy sustained damage
  • No ability to retreat/rest
  • Cannot win without strong healing

Chaos Trial (All Golems):

  • Golems deal heavy physical damage
  • Knights take constant punishment
  • Priests must keep them alive
  • Supreme Healing essential

Logos Trial (27 Enemies):

  • Attrition battle
  • Damage accumulates over rounds
  • Must heal constantly
  • MP management critical

Heaven Trial (Boss Rush):

  • 28 elite enemies
  • Multiple tough battles
  • Healing sustains party through gauntlet
  • Priests are survival requirement

Trials are impossible without strong Priests. Stock 15-20 Mage Gems before attempting!


Leveling Strategy

Huxley (Joins Level 7)

  • Ch. 1-2: Use extensively, advance to Bishop at 10
  • Ch. 2-3: Learn healing spell arsenal
  • Ch. 4-5: Advance to Archbishop at 20
  • Ch. 5-6: Learn Supreme Healing, unstoppable support

Sara (Joins Level 9)

  • Ch. 2-3: Secondary healer, advance to Bishop at 10
  • Ch. 3-4: Supports Huxley with healing
  • Ch. 4-5: Advance to Archbishop at 20
  • Ch. 5-6: Dual Archbishops = maximum survivability

Sara joins just before Bishop advancement (Lv.9). Quick promotion to Bishop at Lv.10!


FAQ Authors’ Consensus

Jeff Chan (Atom Edge)

Rating: 9/10 Quote: “One of the best classes in game” Emphasis: Essential healers, cannot revive during battle makes them critical Recommendation: Pure Priest path mandatory

Syonyx

Rating: Top tier Focus: Healing specialists Strength: Mostly healing magic, some attack magic Weakness: Vulnerable to physical attacks Recommendation: Essential party members

Shotgunnova

Rating: Top tier Usage: Critical for survival Note: Impossible to win without strong healing Recommendation: Both Huxley and Sara as Priests


Final Verdict

MANDATORY CLASS

You MUST have Priests to win:

  • Essential for party survival
  • No in-battle revival = must prevent deaths
  • Supreme Healing changes difficult battles
  • Cannot complete game without strong healing

Both Huxley AND Sara should be Archbishops

  • Not a suggestion
  • Not optional
  • Required for optimal play
  • Dual healers = unstoppable survivability

“In game where you cannot revive characters that have fallen during battle, this becomes exceedingly important.” - Jeff Chan


Healing Spell Comparison

Single-Target Healing

  • Healing (3 MP, R:4) - Basic, efficient
  • Healing Plus (4 MP, R:4, F:1) - AOE option
  • Ultra Healing (5 MP, R:5, F:2) - Stronger AOE
  • Supreme Healing (30 MP, infinite) - Ultimate

When to Use Each

  • Healing: Single wounded ally, MP conservation
  • Healing Plus: 2-3 clustered allies moderately wounded
  • Ultra Healing: 3-4 clustered allies heavily wounded
  • Supreme Healing: Entire party critical, emergency only

MP Efficiency

  • Best: Healing (3 MP per target)
  • Good: Healing Plus (4 MP / 2-3 targets = ~1.5 MP each)
  • Fair: Ultra Healing (5 MP / 3-4 targets = ~1.5 MP each)
  • Emergency: Supreme Healing (30 MP, but saves entire party)

Comparison: Priest vs Monk

Why Priest Wins:

Aspect Priest (9/10) Monk (5/10)
Healing Power Supreme Healing (infinite range/field) Healing Wave (limited range)
Support Spells Mystic Shield, Bless Weapon, Cure Perfect Guard (expensive 15 MP)
MP Efficiency Excellent (3-5 MP heals) Poor (10-15 MP spells)
Role Focus Pure healer (excels at it) Hybrid (mediocre at both)
Party Need Essential (cannot win without) Optional (Priest + Mage better)

The Fatal Flaw of Monk: To get Monk, you must sacrifice either Mage (10/10) or Priest (9/10). Both are better than Monk (5/10). Never worth it!


Next Steps


“In a game where death is permanent, healing is everything.”

Priest - The Essential Lifeline


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.