Cleric
Last Updated: October 22, 2026
This guide is actively being worked on! Builds shown have been updated and reviewed.
Stat Distribution
Cleric's main stat is INT and secondary is LUK.
- Mage's Wand and Armor require 10 less LUK than the equipment level.
- Mage's Staff requires 5 less LUK than the staff level.
- Wands are generally better for training due to the lower LUK requirement and higher magic attack.
- Because Wands and Armor have the same LUK requirement, you'll need to use lower level gear pieces that don't have an INT option, like shoes.
- Put just enough points into LUK to equip your armor and weapon. Everything else into INT.
Weapon Choice
Wands are the better choice for training over Staffs:
- Staffs have 3 less Magic Atk than a Wand of the same level.
- Up to Lv50, Wands require at least 5 less LUK than a Staff of the same level.
Cleric Skills

MP Eater
PassivePassive that grants a chance to absorb mp when attacking.
Solid skill that will save you a lot of mesos. Useable from level 1 so I recommend taking 1 point early. 5 second cooldown.
Skill levels
| Lv | Effect |
|---|---|
| 1 | For every attack, 30% success rate, absorb 30% of the enemy's Max MP |
| 2 | For every attack, 31% success rate, absorb 31% of the enemy's Max MP |
| 3 | For every attack, 32% success rate, absorb 32% of the enemy's Max MP |
| 4 | For every attack, 33% success rate, absorb 33% of the enemy's Max MP |
| 5 | For every attack, 34% success rate, absorb 34% of the enemy's Max MP |
| 6 | For every attack, 35% success rate, absorb 35% of the enemy's Max MP |
| 7 | For every attack, 36% success rate, absorb 36% of the enemy's Max MP |
| 8 | For every attack, 37% success rate, absorb 37% of the enemy's Max MP |
| 9 | For every attack, 38% success rate, absorb 38% of the enemy's Max MP |
| 10 | For every attack, 39% success rate, absorb 39% of the enemy's Max MP |
| 11 | For every attack, 40% success rate, absorb 40% of the enemy's Max MP |
| 12 | For every attack, 41% success rate, absorb 41% of the enemy's Max MP |
| 13 | For every attack, 42% success rate, absorb 42% of the enemy's Max MP |
| 14 | For every attack, 43% success rate, absorb 43% of the enemy's Max MP |
| 15 | For every attack, 44% success rate, absorb 44% of the enemy's Max MP |
| 16 | For every attack, 45% success rate, absorb 45% of the enemy's Max MP |
| 17 | For every attack, 46% success rate, absorb 46% of the enemy's Max MP |
| 18 | For every attack, 47% success rate, absorb 47% of the enemy's Max MP |
| 19 | For every attack, 48% success rate, absorb 48% of the enemy's Max MP |
| 20 | For every attack, 50% success rate, absorb 50% of the enemy's Max MP |

Teleport
ActiveStrongest mobility skill in the game.
Starts off with extremely high MP cost that goes down with skill level. Uses 55 MP at level 1, which is about the amount of mesos you earn from 1 Zombie Mushroom. Most experienced mages will opt to put points into Teleport early to lower the MP cost and to make the grind from 30-40 faster.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -55; Teleport, with 110 in distance |
| 2 | MP -53; Teleport, with 112 in distance |
| 3 | MP -51; Teleport, with 114 in distance |
| 4 | MP -49; Teleport, with 116 in distance |
| 5 | MP -47; Teleport, with 118 in distance |
| 6 | MP -45; Teleport, with 120 in distance |
| 7 | MP -43; Teleport, with 122 in distance |
| 8 | MP -41; Teleport, with 124 in distance |
| 9 | MP -39; Teleport, with 126 in distance |
| 10 | MP -37; Teleport, with 128 in distance |
| 11 | MP -35; Teleport, with 130 in distance |
| 12 | MP -33; Teleport, with 132 in distance |
| 13 | MP -31; Teleport, with 134 in distance |
| 14 | MP -29; Teleport, with 136 in distance |
| 15 | MP -27; Teleport, with 138 in distance |
| 16 | MP -25; Teleport, with 140 in distance |
| 17 | MP -23; Teleport, with 142 in distance |
| 18 | MP -21; Teleport, with 144 in distance |
| 19 | MP -19; Teleport, with 146 in distance |
| 20 | MP -15; Teleport, with 150 in distance |

Heal
ActiveHeal uses a shared HP pool between its healing and damage effects. If Heal would normally restore you for X HP when used only on yourself, using it while hitting multiple monsters reduces the amount of healing available based on the number of monsters hit.
Because of this, when training on Zombie Lupins, you should position yourself so that you can heal yourself without hitting the surrounding monsters with Heal. This allows you to get the maximum possible healing from each cast.
Heal Damage Formula (vs undead)
RecoveryRate is the recovery rate listed on Heal. TargetsHit is everyone the cast reaches, party members (including you) and undead monsters together. The exact rules for which targets count aren’t confirmed yet. Bless no longer adds to Heal’s damage.
This is Heal’s damage against undead, not the HP it restores.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -12; Recovery rate 40%; Range 100% |
| 2 | MP -12; Recovery rate 42%; Range 100% |
| 3 | MP -12; Recovery rate 44%; Range 100% |
| 4 | MP -13; Recovery rate 46%; Range 100% |
| 5 | MP -13; Recovery rate 48%; Range 100% |
| 6 | MP -14; Recovery rate 50%; Range 100% |
| 7 | MP -14; Recovery rate 52%; Range 100% |
| 8 | MP -15; Recovery rate 54%; Range 100% |
| 9 | MP -15; Recovery rate 56%; Range 100% |
| 10 | MP -16; Recovery rate 58%; Range 100% |
| 11 | MP -16; Recovery rate 60%; Range 100% |
| 12 | MP -17; Recovery rate 62%; Range 100% |
| 13 | MP -17; Recovery rate 64%; Range 100% |
| 14 | MP -18; Recovery rate 66%; Range 100% |
| 15 | MP -18; Recovery rate 68%; Range 100% |
| 16 | MP -19; Recovery rate 70%; Range 120% |
| 17 | MP -19; Recovery rate 72%; Range 120% |
| 18 | MP -20; Recovery rate 74%; Range 120% |
| 19 | MP -20; Recovery rate 76%; Range 120% |
| 20 | MP -21; Recovery rate 78%; Range 120% |
| 21 | MP -21; Recovery rate 80%; Range 120% |
| 22 | MP -22; Recovery rate 82%; Range 120% |
| 23 | MP -22; Recovery rate 84%; Range 120% |
| 24 | MP -23; Recovery rate 86%; Range 120% |
| 25 | MP -23; Recovery rate 88%; Range 120% |
| 26 | MP -24; Recovery rate 90%; Range 120% |
| 27 | MP -24; Recovery rate 92%; Range 120% |
| 28 | MP -25; Recovery rate 94%; Range 120% |
| 29 | MP -25; Recovery rate 96%; Range 120% |
| 30 | MP -27; Recovery rate 100%; Range 120% |

Invincible
BuffSelf buff that grants % physical damage reduction and deals damage back when hit.
An ok skill that makes it safer to play without using HP pots. Main purpose of this skill is for the damage reduction.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -16; Physical damage -1%, Basic Attack 10 non-elemental magic damage for 100 sec |
| 2 | MP -17; Physical damage -2%, Basic Attack 11 non-elemental magic damage for 110 sec |
| 3 | MP -18; Physical damage -3%, Basic Attack 12 non-elemental magic damage for 120 sec |
| 4 | MP -19; Physical damage -4%, Basic Attack 13 non-elemental magic damage for 130 sec |
| 5 | MP -20; Physical damage -5%, Basic Attack 14 non-elemental magic damage for 140 sec |
| 6 | MP -21; Physical damage -6%, Basic Attack 15 non-elemental magic damage for 150 sec |
| 7 | MP -22; Physical damage -7%, Basic Attack 16 non-elemental magic damage for 160 sec |
| 8 | MP -23; Physical damage -8%, Basic Attack 17 non-elemental magic damage for 170 sec |
| 9 | MP -24; Physical damage -9%, Basic Attack 18 non-elemental magic damage for 180 sec |
| 10 | MP -25; Physical damage -10%, Basic Attack 19 non-elemental magic damage for 190 sec |
| 11 | MP -26; Physical damage -11%, Basic Attack 20 non-elemental magic damage for 200 sec |
| 12 | MP -27; Physical damage -12%, Basic Attack 21 non-elemental magic damage for 210 sec |
| 13 | MP -28; Physical damage -13%, Basic Attack 22 non-elemental magic damage for 220 sec |
| 14 | MP -29; Physical damage -14%, Basic Attack 23 non-elemental magic damage for 230 sec |
| 15 | MP -30; Physical damage -15%, Basic Attack 24 non-elemental magic damage for 240 sec |
| 16 | MP -31; Physical damage -16%, Basic Attack 25 non-elemental magic damage for 250 sec |
| 17 | MP -32; Physical damage -17%, Basic Attack 26 non-elemental magic damage for 260 sec |
| 18 | MP -33; Physical damage -18%, Basic Attack 27 non-elemental magic damage for 270 sec |
| 19 | MP -34; Physical damage -19%, Basic Attack 28 non-elemental magic damage for 280 sec |
| 20 | MP -36; Physical damage -20%, Basic Attack 30 non-elemental magic damage for 300 sec |

Bless
BuffParty buff that reduces all damage taken and increases the HP recovered from Heal.
Reduces all damage taken by 5% at level 1, up to 15% at max level.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -20; All Damage taken is reduced by 5%, and HP recovery from the Heal skill is increased by 1% for 100 sec |
| 2 | MP -20; All Damage taken is reduced by 6%, and HP recovery from the Heal skill is increased by 1% for 110 sec |
| 3 | MP -20; All Damage taken is reduced by 6%, and HP recovery from the Heal skill is increased by 2% for 120 sec |
| 4 | MP -21; All Damage taken is reduced by 7%, and HP recovery from the Heal skill is increased by 2% for 130 sec |
| 5 | MP -21; All Damage taken is reduced by 7%, and HP recovery from the Heal skill is increased by 3% for 140 sec |
| 6 | MP -22; All Damage taken is reduced by 8%, and HP recovery from the Heal skill is increased by 3% for 150 sec |
| 7 | MP -22; All Damage taken is reduced by 8%, and HP recovery from the Heal skill is increased by 4% for 160 sec |
| 8 | MP -23; All Damage taken is reduced by 9%, and HP recovery from the Heal skill is increased by 4% for 170 sec |
| 9 | MP -23; All Damage taken is reduced by 9%, and HP recovery from the Heal skill is increased by 5% for 180 sec |
| 10 | MP -24; All Damage taken is reduced by 10%, and HP recovery from the Heal skill is increased by 5% for 190 sec |
| 11 | MP -24; All Damage taken is reduced by 10%, and HP recovery from the Heal skill is increased by 6% for 200 sec |
| 12 | MP -25; All Damage taken is reduced by 11%, and HP recovery from the Heal skill is increased by 6% for 210 sec |
| 13 | MP -25; All Damage taken is reduced by 11%, and HP recovery from the Heal skill is increased by 7% for 220 sec |
| 14 | MP -26; All Damage taken is reduced by 12%, and HP recovery from the Heal skill is increased by 7% for 230 sec |
| 15 | MP -26; All Damage taken is reduced by 12%, and HP recovery from the Heal skill is increased by 8% for 240 sec |
| 16 | MP -27; All Damage taken is reduced by 13%, and HP recovery from the Heal skill is increased by 8% for 250 sec |
| 17 | MP -27; All Damage taken is reduced by 13%, and HP recovery from the Heal skill is increased by 9% for 260 sec |
| 18 | MP -28; All Damage taken is reduced by 14%, and HP recovery from the Heal skill is increased by 9% for 270 sec |
| 19 | MP -28; All Damage taken is reduced by 14%, and HP recovery from the Heal skill is increased by 10% for 280 sec |
| 20 | MP -30; All Damage taken is reduced by 15%, and HP recovery from the Heal skill is increased by 10% for 300 sec |

Holy Arrow
ActiveFires a holy arrow at a single target. Very effective against undead and devil-type monsters.
The damage of this skill was ok if you’re attacking Holy Weak enemies. Otherwise it felt pretty lack luster. With Forgotten Hollow being closed for Founders Access, Monkey Forest 2 is speculated to be the meta map during your 40s.
Skill levels
| Lv | Effect |
|---|---|
| 1 | MP -14; Basic Attack 100, Mastery level 1 |
| 2 | MP -14; Basic Attack 102, Mastery level 1 |
| 3 | MP -14; Basic Attack 104, Mastery level 1 |
| 4 | MP -15; Basic Attack 106, Mastery level 1 |
| 5 | MP -15; Basic Attack 108, Mastery level 2 |
| 6 | MP -15; Basic Attack 110, Mastery level 2 |
| 7 | MP -16; Basic Attack 112, Mastery level 2 |
| 8 | MP -16; Basic Attack 114, Mastery level 2 |
| 9 | MP -16; Basic Attack 116, Mastery level 3 |
| 10 | MP -17; Basic Attack 118, Mastery level 3 |
| 11 | MP -17; Basic Attack 120, Mastery level 3 |
| 12 | MP -18; Basic Attack 122, Mastery level 4 |
| 13 | MP -18; Basic Attack 124, Mastery level 4 |
| 14 | MP -19; Basic Attack 126, Mastery level 4 |
| 15 | MP -19; Basic Attack 128, Mastery level 5 |
| 16 | MP -20; Basic Attack 130, Mastery level 5 |
| 17 | MP -20; Basic Attack 132, Mastery level 5 |
| 18 | MP -21; Basic Attack 134, Mastery level 6 |
| 19 | MP -21; Basic Attack 136, Mastery level 6 |
| 20 | MP -22; Basic Attack 138, Mastery level 6 |
| 21 | MP -22; Basic Attack 140, Mastery level 7 |
| 22 | MP -23; Basic Attack 142, Mastery level 7 |
| 23 | MP -23; Basic Attack 144, Mastery level 7 |
| 24 | MP -24; Basic Attack 146, Mastery level 8 |
| 25 | MP -24; Basic Attack 148, Mastery level 8 |
| 26 | MP -25; Basic Attack 150, Mastery level 8 |
| 27 | MP -25; Basic Attack 152, Mastery level 9 |
| 28 | MP -26; Basic Attack 154, Mastery level 9 |
| 29 | MP -26; Basic Attack 156, Mastery level 9 |
| 30 | MP -28; Basic Attack 160, Mastery level 10 |
Cleric Skill Build
Magic Damage Formula has been nerfed. The breakpoints are no longer accurate. The outdated builds will still be up for now, but adjust accordingly!
Cleric builds seems to focus on maxing Holy Arrow by the time they move to Zombie Lupins. You can take teleport in the early 30's if you don't mind delaying Zombie Lupins for a couple levels.
If you're willing to use SP Resets, you can just pump Teleport / MP Eater for a better leveling experience until you move to Monkey Forest 2.
| Level | Skill | Notes |
|---|---|---|
| 30 |
| 1 point Heal will replace HP pots. Highest value skill you can get at level 30. |
| 31 |
| If you’re ok with delaying Monkey Forest 2 for a couple levels, you can opt to put points into Teleport to make 30-40 training faster. If you’re willing to use SP resets, you can max teleport and reset during your 40s |
| 32-40 |
| Maxing Holy Arrow by lv40 to farm Zombie Lupins. You don’t use Holy Arrow for training before then. Energy Bolt is enough to 1 shot Ant Tunnel mobs at 35+. |
| 41 |
| |
| 42-47 |
| Max teleport next for the mana efficiency. You can opt to move 5 points up for invincible if you want the damage reduction. |
| 48 |
| |
| 49 |
| |
| 50-57 |
| Beyond this point, skill build is personal preference. It’s up to you whether you want to max Heal / Invincible / Bless / MP Eater. They all have their pros and cons so the skill you max is dependant on what you prioritize. |
| 58-63 |
| |
| 64 |
| |
| 65-69 |
| |
| 70 |
|
| Level | Skill | Notes |
|---|---|---|
| 30 |
| 1 point Heal will replace HP pots. Highest value skill you can get at level 30. |
| 31 |
| |
| 32-33 |
| |
| 34-43 |
| |
| 44 |
| |
| 45 |
| |
| 46-48 |
| |
| 49 |
| |
| 50-57 |
| |
| 58-63 |
| |
| 64 |
| |
| 65-69 |
| |
| 70 |
|
Stats Indepth
INT Scaling
INT impact to your damage range can be calculated as
Mastery comes from Spell Mastery, which is tied to the level of the spell you’re using
INT shows up in both Magic and the multiplier after it, so each point of INT is worth more the more INT you have.
LUK Scaling
LUK isn’t in the damage formula, so it has no direct impact on your damage. It contributes indirectly by letting you equip weapons with higher Magic Atk, which adds straight into Magic. Put in only enough LUK to equip the weapon you’re aiming for, and everything else into INT.
Accuracy
Accuracy decides whether your attacks hit. It's one stat used for both physical and magic attacks.
Accuracy from your stats can be calculated as
Every stat here is your total, including equipment and buffs
Each attack compares your Accuracy against the monster's Avoid. Monsters that are a higher level than you need a lot more Accuracy to hit reliably, while being a higher level than the monster gives no extra bonus. Level is part of the formula too, so your Accuracy goes up a little every level even without adding stats.
FAQ
Why are we training in Ant Tunnel for so long?
Ant Tunnel is simply the best overall training option for this stage of the game. It provides a strong balance between EXP per minute and maintaining a healthy economy. While there are other maps you could move to, leaving Ant Tunnel too early means sacrificing either EXP efficiency or your ability to maintain your meso.
When do we move to Monkey Forest II?
You should move to Monkey Forest II around level 41 or 44, depending on which skill build you choose. However, the level itself is not the deciding factor. We would never recommend moving there until you can consistently two-hit Zombie Lupins with Holy Arrow.
Why don’t we level Heal early?
Heal has been significantly nerfed and is no longer a viable offensive training skill. Its damage is insignificant, its range has been reduced, and the amount of healing it provides to party members does not justify investing heavily into it early.
For this build, the SP is better spent improving your offensive capabilities and mobility.
How does Heal work now?
Heal uses a shared HP pool between its healing and damage effects. If Heal would normally restore you for X HP when used only on yourself, using it while hitting multiple monsters reduces the amount of healing available based on the number of monsters hit.
Because of this, when training on Zombie Lupins, you should position yourself so that you can heal yourself without hitting the surrounding monsters with Heal. This allows you to get the maximum possible healing from each cast.
