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The IceDrakes Full Cleric Guide
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== Skill Points == ;'''Mag - Magic''' : (1 Mag = + magic attack based on your level and equipment magic attack) ;'''Str - Strength''' : (no special attribute worth mentioning for clerics) :Will be let at a minimum to meet your armor's requirements. Usually equals putting 0.5 Str every level for magic robes, 1 Str for light armors, and 2.5 Str for heavy armors. ;'''Dex - Dexterity''' : (20 Dex = 1% critical rate) :Neither the additional evasion rate nor the higher critical rate are high enough to compare with the magic attack and defense you gain from Mag. Hence your Dex should never exceed the minimum amount required for your armor. That usually equals putting 1 Dex every level for light armors, 0.5 Dex for heavy armors, and of course 0 for magic robes. :Note: Magic never misses so there is no point in increasing your accuracy. My recommendation is to get it to 20 while in the early levels to increase your crit rate and then leave it there. ;'''Vit - Vitality''' : (1 Vit = 10 HP) :It might be tempting to put some points into it in the early levels, but it totally obliterates your damage output later when each point of Mag gets more and more valuable. Plus, the amount of HP you gain from Vit is simply too low to make any difference. Let it at 5 or if you have the cash to spare, decrease it to 3 by restatting. Getting the lacking HP solely through your equipment will be much more effective. Note: 30-50 Vit before level 90 (optional reset after) will let you save some money/effort because you wont be forced to refine/shard too much for PvE purposes (Soulbanisher from TT, RB Gamma under lvl 80).<br> For PvP purposes (especially PKing in squad or 'cata-team' member in [[Territory War]]) clerics cap their Vit from 5 to 150. Remember, a dead cleric heals no one.
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