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
- Overview
- Class Progression
- Available Characters
- Statistics
- Why Priest is 9/10
- Strategic Analysis
- Battle Impact
- Weaknesses & Counters
- Optimal Spell Usage
- Party Composition
- Equipment Recommendations
- Common Mistakes
- Advanced Tactics
- Boss Battle Strategy
- Trial of Toroah Performance
- Leveling Strategy
- FAQ Authors’ Consensus
- Final Verdict
- Healing Spell Comparison
- Comparison: Priest vs Monk
- 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):
- Mystic Shield on front-line fighters (preemptive)
- Bless Weapon on main attackers (boost damage)
- Healing on anyone taking damage
- Position to maintain safe distance
Mid Battle (Rounds 6-12):
- Healing Plus on wounded clusters (AOE healing)
- Ultra Healing on multiple injured allies
- Cure on poisoned/paralyzed characters
- Magic Charge if mages running low on MP
Late Battle (Rounds 13+):
- Supreme Healing for full party restore
- Continue spot healing as needed
- Holy Lightning to finish weakened enemies
- 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):
- Healing / Healing Plus - Routine HP restoration
- Ultra Healing - Multiple wounded allies
- Supreme Healing - Emergency full party restore
- Use items (Herbs, Megaherbs) when MP conservation needed
Support Priority:
- Mystic Shield - Cast on front-line fighters before engagement
- Bless Weapon - Cast on primary damage dealers (Ash, Knights)
- Cure - Remove status effects immediately
- Magic Charge - Only when mages critically low on MP
Offensive Priority (When Needed):
- Holy Lightning - Finish weakened enemies
- Holy Pressure - AOE damage (rare use)
- 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:
- Mage (Eleni/Zohar) - Damage dealers
- Priest (Huxley/Sara) - Keep party alive
- 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:
- Critical (below 30% HP): Heal immediately
- Wounded (30-60% HP): Heal when convenient
- Scratched (60-90% HP): Low priority
- 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
- Pre-battle: Supreme Healing to enter at full HP
- Round 1: Mystic Shield on front-line units
- Round 2: Bless Weapon on main attackers
- Round 3+: Heal as boss damages party
- Emergency: Supreme Healing if multiple allies critical
- 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:
- Before attack: Mystic Shield on likely targets
- After attack: Supreme Healing to restore party
- This two-spell combo negates boss strategy
- 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
- Continue reading about Archer Class (8/10 - ranged specialists)
- Review Huxley’s Character Page for primary Priest
- Review Sara’s Character Page for secondary Priest
- Check Spell Reference for complete spell lists
- Plan Party Composition around dual healers
“In a game where death is permanent, healing is everything.”
Priest - The Essential Lifeline