TACTICS OGRE:
The Knight of Lodis

Cleric/Priest/High Priest FAQ

Written by shadow paladin

Version 2.0



TABLE 0F CONTENTS

1.      Intro
2.      Legal Stuff
3.      Contact info
4.      Revision history

5. The Cleric
A.      description
B.      requirements
C.      stat growth
D.      spells
E.      suggested equipment
F.      tactics

6. The Priest
A.      description
B.      requirements
C.      stat growth
D.      spells
E.      suggested equipment
F.      tactics

7.      The High Priest
A.      description
B.      requirements
C.      stat growth
D.      spells
E.      suggested equipment
F.      tactics

8.Credits


INTRO

Hello, and welcome to my first FAQ. This FAQ is basically a
guide for effectively using the cleric and priest classes in
tactics ogre: the knight of Lodis. These classes are incredibly
useful because they can use many (and in Rictor's case, all) of
the virtue (holy) spells in the game, whereas most of the other
classes can't use any. These classes can be difficult to use,
because of all the typical problems that plague mage-style
classes in any RPG, and this is a guide that hopefully will make
it easier to use them.

LEGAL

Ok, lets make this quick. This document is copyright 2002 by
shadow paladin. I don't really care if this is put on your
website, but please ask me first. If you want to use this, send
me an e-mail asking permission, and I'll send you the document
if you like, or you can copy and paste it or whatever. Just make
sure I know the site's address and your email address. Please
don't change this document if you put this on your site, and if
your looking for the newest version of this guide, you can find
it at www.gamefaqs.com.


CONTACT INFO

E-mail: [email protected]

AIM: necrozoma (I rarely ever use this, so contact me at my e-
mail address or on MSN instant messenger)

If you see any errors in this guide, or have questions about
something to do with the setups, please send me an
email about it. People who make corrections will be
noted in the "credits" section.


4.      REVISION HISTORY

7/13/02- started this FAQ
7/22/02- FAQ got posted! Hail CjayC!
7/28/02- put some new items in priest section, filled in missing
stats
8/26/02 wow, been almost a month since I last updated... not much
to add, just more divine radiance stuff.



5. THE CLERIC

A. description

The cleric is the basic healing class of the knight of Lodis. He
(or she) can use most of the regular virtue spells (all of the
ones you can buy) but has virtually no attack options. While you
can equip any character with any weapon in this game, as far as
I can tell the cleric doesn't have a weapon preference, making
any weapon you equip it do only regular damage. Also, clerics
have poor movement range, so you can't really equip them with
any weapons with serious attack power if you plan on allowing
them to actually get around. The movement type for a cleric is
trudging, meaning they can't jump or move over obstacles, they
have to go around them, and like most (and I believe all) human
characters, clerics wade, so they can still attack in water but
they're power is diminished.

B. CLASS REQUIREMENTS

In order to have a character become a cleric, you must meet
these requirements:

MP 18, INT 28, non-chaotic alignment

C. STAT GROWTH

Here is the amount of points in every stat your character gains
as a cleric whenever he or she gains a level:

                 STR: +4
                 INT: +6
                 AGI: +4
                 HP:  +4
                 MP:  +5

D. SPELLS

The cleric can use all the curative and support spells of the
virtue element that can be purchased in shops. The following is
a list of those spells and what I suggest you do with each one.

Heal: 8 MP, RANGE 7, AOE 1, POWER 25, 400 GOTH
Heal is the most basic of all the virtue spells. It can only
heal one character at a time, but it has good range, and the
higher your INT, the more HP you restore, unlike most rpgs where
heal spells restore around the same amount no matter your stats.
Overall, heal is essential as it's the only healing spell
available for the first part of the game, and its inexpensive,
which allows you to conserve money and still get a few copies of
this important spell.

Lightning Bow: 6 MP, RANGE 7, AOE 1, POWER 35, 500 GOTH
Lightning bow is the only attack spell available to clerics.
Its low MP Cost makes it usable on the second turn and
continuously afterwards. Its not the most powerful spell, and it
seems to miss more frequently than some of the other missile
spells, but this spell allows the cleric to help with attacking
enemies when the extra bit of damage is needed.

Cleanse: 10 MP, RANGE 7, AOE 1, POWER 0, 1000 GOTH
Cleanse is a very important spell. One of your clerics should
always have this spell. It cancels out any abnormal status
effects inflicted by enemies, such as poison, charm, and
paralysis. It's usefulness increases greatly as you get closer
to the end of the game.

Faith: 15 MP, RANGE N/A, AOE GLOBAL, POWER 0, 400 GOTH
I usually never use global support spells. I suppose this spell
could be helpful, but with Eleanor's special tech and exorcism,
the undead cant come back anyway, and since by the time you
actually have to deal with undead you'll have access to exorcism
at the very least, and maybe even have the special tech. But
undead are so easy to kill anyway, its nothing worth carrying
around an otherwise useless spell for.

Tranquilize: 15 MP, RANGE N/A, AOE GLOBAL, POWER 0, 600 GOTH
This is another near useless global support spell. What it does
is negate effects on you mental gauge. The mental gauge does
factor into your characters' performance, but its really not
anything to get stressed out about, as I've been through this
game twice and never had any problems concerning it. I'm not
even sure what the mental gauge does to your stats or how it
otherwise factors into combat. In other words, there are much
more important spells to have in your skill slots.

Heal Plus: 12 MP, RANGE 6, AOE 1-5, POWER 35, 1000 GOTH
Excellent spell. Easily the best healing spell. Being able to
heal up to five characters at once makes it a must have. Keep
all of your healers equipped with this.

Exorcism: 25 MP, RANGE 5, AOE 1-5, POWER 0, 1250 GOTH
This spell banishes the undead so that when they die, they are
really dead. Lots of MP, but that's not a problem with euphaire
in your attack group. There are only a few battles with undead
in them, but the final series of battles have a few, but you'll
hopefully have Eleanor's special tech by then. Until you get
Eleanor's tech, keep an exorcism on one of your healers.

Full Heal: 18 MP, RANGE 1, AOE 1, POWER 0, 1250 GOTH
AOE of 1 means only heal one character at a time, range of 1
means you can only heal characters adjacent to spellcaster. This
spell is ok, if anyone put it on Rictor, but there are much more
efficient skills.


E. SUGGESTED EQUIPMENT

Clerics are slow movers, so it's important to keep equipment
light. Robes and wands, though they provide less physical power,
will actually benefit two things that are essential for healers:
better movement and intelligence.

WEAPONS

Once again,
you'll want primarily light weapons, which means no swords,
axes, or for the most part spears. Wands are probably the best
option. They are the only weapons that won't lower you movement
to really bad levels. If you've got an elemental wand, match
wand with cleric's element. As far as the cleric in early to
mid-game goes, quest 1 will be your best friend. Consult
Layoneil's secrets FAQ to find the turn requirements for the
wands. By the way, that FAQ can answer a ton of questions so
check it out.

Wind Wand- POWER 24, INT +19 EARTH RESISTANCE +5
Use as an item to cast thunder flare. I'll say this once about
the elemental wands, they are really great for healers, they
don't screw up you movement, and they offer an attack spell that
otherwise is unavailable to a cleric or priest. Might break when
cast.

Earth Wand- POWER 26, INT +18, WIND RESISTANCE +5
Use as an item to cast crag crush. Might break when cast.

Fire Wand- POWER 26, INT +17, WATER RESISTANCE +5
Use as item to cast firestorm. Might break when cast.

Ice Wand- POWER 20, INT +20, FIRE RESISTANCE +5
Use as item to cast ice field. Might break when cast.

Scipplay's Staff- POWER 20, INT +10
Until you get the numida chronology, and after that until you're
comfortable fighting level 15 characters, this could be your
only wand for your cleric. It's really not that bad, but replace
with an elemental wand as soon as you can, as the scipplay
doesn't provide a spell or any resistance.

ARMOR

As far as armor goes with clerics and priests, you really don't
want armor at all. Instead, you'll want light robes that keep
intelligence high and don't screw up your movement.

Robe- PHYS DEF 3, SPELL DEF 10, PHYS RES +1
The most basic armor in the whole game for spellcasters. Keeps
movement reasonable. That's the only real goal with equipment
until better stuff becomes available.

Spell Robe- PHYS DEF 12, SPELL DEF 15, INT +5, PHYS RES +4
Spell robe is pretty good, but I like the elemental robes
better, and they don't take as much to get.

Wind Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RES +5, EARTH
RESISTANCE +10
The elemental robes should be matched to the characters element
for maximum effect. Because these robes don't detract from
movement that much, they are the ideal choice for clerics, and
then priests until the more advanced robes are available to you.
All the elemental robes and the robe of abyss can be received as
war trophies in quest 1.

Earth Garb- PHYS DEF 15 SPELL DEF 20, INT +5, PHYS RESIST +5,
WIND RESISTANCE +10

Fire Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RESIST +5,
WATER RESISTANCE +10

Water Garb- PHYS DEF 15, SPELL DEF 20, INT +5, PHYS RESIST +5,
FIRE RESISTANCE +10

Robe of Abyss- PHYS DEF 15, SPELL DEF 20, INT +10,
PHYS RESIST +5, VIRTUE RESISTANCE +10, BANE RESISTANCE -5
The robe of abyss is the best elemental robe that you can get
early in the game, next to the cloak of oath. The +10 INT in
conjunction with the INT bonus available with an elemental wand
Will really help a cleric with making your healing spells more
powerful.

ACCESSORIES/OTHER

As far as accessories go, keep to the theme. Boost INT, don't
hurt movement. The rings are quite nice, especially if you want
to have your cleric able to pack some emergency attack spell
power. The rings can be won as war trophies in quest 1.
Wind Ring- SPELL DEF 10, STR +4, INT +4, EARTH RESISTANCE +5
Use as an item to cast thunder flare. Might break after casting.
The point of these rings isn't the small stat gains, but rather
the spells that come along with them. Because the only attack
spell that clerics can equip is lightning bow, it's nice to give
your cleric a more powerful 5 AOE elemental spell. Match to
element.

Earth Ring- SPELL DEF 10, STR +4, INT +4, WIND RESISTANCE +5
Use as item to cast crag crush. Might break after casting.

Firedrake ring- SPELL DEF 10, STR +4, INT +4, WATER RESISTANCE
+5
Use as an item to cast firestorm. Might break after casting.

Water Ring- SPELL DEF 10, STR +4, INT +4, FIRE RESISTANCE +5
Use as an item to cast ice field. Might break after casting.

Seraph's Plume- SPELL DEF +10
This is a definitely a plus. You can get this in quest one. It
raises your character movement range by .4.

F. TACTICS

So now that you have a cleric and some good equipment, what's a
good strategy for using them? Because it can be easy to be
overwhelmed your first time through the game, you may want two
dedicated healers the whole game. You wouldn't need both in
every battle, but its wise to have two just for situations where
you're really outnumbered, and for the ostorea battle, where you
have to split into two groups. My suggestions for you clerics
for chapter 1 and even most of chapter two is to have two
clerics that are both being leveled up consistently, and equip
them like this:

Equipment:
Weapon: elemental wand (match element with character's)
Armor: robe of abyss
Accessory: elemental ring (different element than wand, but not
opposite)
Accessory: seraph's plume

First healer's spells:
Cleanse
Lightning bow
Heal

Second healer's spells:
Exorcism
Heal plus
Lightning bow

Ok, so that's the setup I like for earlier in the game. All that
equipment can be found in quest one, by defeating all in around
20 turns according to Layoneil's secrets FAQ. However, you
probably wont just be able to beat quest one really quickly when
you first get the numida chronology. So until you can take on
quest one comfortably, equip robes. Spell robes are to
expensive, you should spend most of your money early on getting
better spells and weapons for your melee characters. All the
spells can be purchased, until stuff like exorcism and heal plus
are available, just use heal and lightning bow. One more thing
to consider; your two healers will work best if they are of
opposite elements. This is mainly to make sure that your
equipment attack spells are all covered. For example, your first
healer is of the wind element, so you equip them with a wind
wand, and then for the ring you want to equip something other
than wind, so you have a different element covered. But you
don't want your opposite element, in this case earth, because
casting spells of your characters opposite element will lower
the damage inflicted, so lets use the firedrake ring. So we have
thunder flare from the wand and firestorm from the ring. Next,
we consider the second healer, so lets make healer two of the
earth element. Equip the earth wand for crag crush, so you have
a deadlier same element spell, then use the water ring so that
you have ice field. Now between your two healers you have all
four AOE 5 elemental spells: thunder flare, crag crush,
firestorm and ice field, in addition to two lightning bows. This
allows your cleric to be much more versatile. You can heal your
characters as they need it, then wreak havoc on the enemies with
five different elements, and with the extra INT provided by the
wands and robe of abyss, you can be hitting hard with an AOE of
five. This can POSSIBLY eliminate the need of a dedicated
magical attacker early in the game (but don't think for a second
that a cleric with some elemental spells can replace elrik or
euphaire). Just remember that wands and rings can break, so if
you get any extras, don't sell them; keep them as replacements.
Finally, both healers should be female; women are just better at
using magic.


6. THE PRIEST

A.      DESCRIPTION

The priest is a more powerful version of the cleric with better
stat growth. Also, the cleric has a few more virtue spells
available to him or her.

B.      REQUIREMENTS

The requirements that need to be met by a character in order to
become a priest are:

MP 76, INT 96, ALIGNMENT NON CHAOTIC, UNDER TEN KILLS, HEAVENLY
SPIRIT EMBLEM

What is the heavenly spirit emblem? You get it for healing your
characters. Its pretty easy to get, I've received it in
training. Just put all your characters out in training, and have
the person you want to be a priest use heal plus, and keep
healing different characters until you get the emblem. The
characters don't have to be damaged for it to count.


C.      STAT GROWTH

The stat bonuses you get for leveling up a character as a priest
are as follows:

               STR +4
               INT +6
               AGI +4
               HP  +5
               MP  +6

D.      SPELLS

Priests have available to them two high-level virtue spells that
clerics can't use. I've listed what they are and how to get them
and some other stuff about them.

Resurrection- 25 MP, POWER 0

Where do I get it?
You have only one chance to get this spell. In chapter two, when
you fight nichart in sotavento, you have to kill the priest
that's near nichart, then pick up the item bag that the priest
drops. You can also persuade the priest and get a heal plus
along with the resurrection. Do it that way if you can.

Resurrection is a great spell to have. It's worth taking the
extra time in the sotavento battle to acquire it. This spell
works just like an altar of resurrection. When you cast it, you
have to choose what direction you want to face, then what
character to resurrect. The character will come back on the
panel in front of your priest, regardless of where the character
was before. The character will have half of his or her maximum
HP. You may want to have another character heal him or her right
away.

Divine Radiance- 30 MP, POWER 0, RANGE 7

Where do I get it?
It depends on which path your are on. If you are on path A
(where you get shiven early in the game) there are two copies of
divine radiance. The first is found at the end of chapter 2, in
the ostorea south battle. This is the battle with nichart. Once
again, there is a priest here that you must kill, then take the
item bag that the priest drops. The second copy of divine
radiance is equipped by a priest in charadrius. From the many
emails I've received on the subject, it appears that you have to
persuade the priest to get the spell. If somebody has acquired
it by killing the priest, tell me, otherwise please no more
emails on the subject.
    As for path B (which is when you get Orson early in the
game) there is only one copy of divine radiance. It is the one
at ostorea south, same as path A.

Divine radiance is a very powerful virtue attack spell. However,
it has very poor accuracy, something like 50%. It has a power of
0 though, so I think it inflicts damage equal to a certain
percent of the targets HP. This spell is nice, but use it
sparingly, as the accuracy combined with the MP cost can make it
frustrating. A great tactic that Salogy told me about is using
ray of paralysis or slumber mist first, which increases attack
accuracy to 100%. It's a bit more time consuming, but it's
definitely worthwhile, especially if you're trying to get a rare
item from an enemy unit. It doesn't seem to work on bosses
though.

Divine Radiance damage formula-
Divine radiance has a power of 0. It is a spell that ignores all
the usual damage factors (armor, physical and spell defense,
etc.), rather, if it hits the target, it will do 90% of the
targets CURRENT HP. When targets HP is reduced to 1, it will do
no damage. The actual accuracy of the spell is 49%, unless, like
stated above, the target is immobilized because of a status
ailment. So basically its good for when your enemy is close to
full health, then after you use the spell use a melee character
to finish off the target. Big thanks to Tetra for this info.


E.      SUGGESTED EQUIPMENT

I'm not going to reiterate all the equipment I put under the
clerics section, but those items are still good on priests. I'll
list all the better stuff that you can get later on, when you'll
actually have priests.

WEAPONS

While your characters movement range may have improved slightly
due to level up, you don't really want to use any heavy weapons
with priests either. You can use the hyacinth fan, the caldia,
or the gypsy queen, but the wands are still much better. There
are two wands that you can get later in the game that can be
quite useful.

Kerykeion- ELEMENT BANE, POWER 32, VIRTUE RESISTANCE +5, INT +28
The kerykeion is an awesome weapon for any magic user. Using it
as an item will cast "Dark Quest", better known as fiend's grip.
While it would seem odd that a priest is using darkness spells,
the priests element is still one of the four nature elements. I
believe that fiends grips power might be based on STR, though,
so some of the spells power could be lost on the priest.
However, 28 extra INT is good for anyone.

Ripple's Staff- POWER 28, INT +30 BANE RES +5
This is the best wand in the game that I have found. There is
only one place in the regular game where you can get this that I
know of. After you battle Khodar in Haena, go to a different
location, then go back, and if you haven't recruited glycinia
yet, she will be there with a ripple's staff equipped. Just make
sure you don't let her die. If you run into glycinia earlier in
the game, reload your game. There are a few places where she
will show up. The first time is really early in the game, and
she just has some pretty basic equipment. The second time I
found her she had the holy comet whip equipped. Just bypass
these versions of glycinia and wait until she has the staff.
When used as an item, it will cast "shining" better known as
divine radiance. It might break when cast.


ARMOR

The only difference in armor between clerics and priests is that
like weapons you have access to better stuff. I've lost some of
my notes on some robes that I had on one of my saves, and that
save is now gone, so unfortunately this section could take
awhile.

Cloak of Oath- PHYS DEF 15, SPELL DEF 20, INT +10,
PHYS RESIST +5, BANE RESISTANCE +10, VIRTUE RESISTANCE -5
The cloak of oath is the virtue equivalent of the robe of abyss,
and actually its better than the bane version towards the end of
the game because of all the bane enemies you have to fight. The
angel knight lobelia is equipped with this. Go back to ardea in
chapter 3 to recruit her. After you recruit her, my advice is to
take her equipment and dismiss her, because you cant get Saia
(lesser daemon) if you have her in your party. You can read more
about this on the Saia/Lobelia FAQ at gamefaqs.


Pure White Dress- PHYS DEF 15, SPELL DEF 25, INT +15, PHYS RES
+5, VIRTUE RES +5, BANE RES +10
This can only be equipped by women. But since you SHOULD only be
using females for your magic users, this isn't a problem. The
INT boost is the main attraction, and like most robes this gives
a healthy amount of spell defense. The bane resistance is also
really nice, as most of your enemies at the end of the game are
bane. I think you get this in quest 3.

Robe of the Wise- PHYS DEF 18, SPELL DEF 25, INT +5, PHYS RES +6
Euphaire comes equipped with this. It's nice for making your
priest hard to kill with magic, but the pure white dress is
actually a lot better because of the extra resistance.

Cloak of Authority- PHYS DEF 15, SPELL DEF 30, PHYS RES +5, WIND
RES +5, FIRE RES +5, WATER RES +5, EARTH RES +5
This is a really good robe. It has better spell defense than the
pure white dress, and more resistance for different elements. I
got one from a siren in ostorea south. I don't know where to get
another one, I'm thinking maybe VS mode.


ACCESSORIES/OTHER

The rings are still good, think about maybe instead of rings
equip an elemental wand along with the kerykeion or ripple's
staff for more INT; I tried this and my movement barely took a
hit at all. Working vigorously in quest mode will yield great
rewards.

Warp Shoes- AGI +4, PHYS RES +3, PHYS DEF 9, SPELL DEF 2
Warp shoes change the wearer's movement type to teleporting.
This means that you can move through any obstacles. Great for
priest because low movement range and trudging makes it hard to
get around things. The stat bonuses aren't huge, but every bit
helps. Get this in the battle at belleza against elrik from one
of the ninja.

Warp Ring- INT +3, AGI +4
This does the same thing as the warp shoes, except the stats
aren't as good. Found in quest 3, can't remember how many turns
though... check the secrets FAQ.

Ring of Flight- SPELL DEF 5, INT +3, AGI +4
Flight rings change the wearers movement type to flying. This
means that they can go over most things, but some obstacles will
still partially impede on movement. Not as good as warp items,
but still really good. Found the same way as the warp ring.

Winged Shoes- PHYS DEF 9, SPELL DEF 2, AGI +4, PHYS RES +3
Same idea as the warp shoes. It's the same as the ring of
flight, only the stat bonuses are better. Path B, get it at the
battle of Haena. A Duke knight is equipped with it. I don't
think you can get it in path A.

Armlet of Wisdom- SPELL DEF 10, INT +15
You always want more INT, and this is a good way to get it. They
are kinda expensive, but it's easy to get money from quest mode
by the time you have priests.

Sacred Stone of Bliss- EXPENDABLE, PHYS DEF 5
This is mainly an item for VS mode, but if you put it on a
character with low hp, it can be nice for insurance.

F.      TACTICS

Now for my suggestions for using priests. Once again have two in
your party, and make both female. I'm only going off the stuff
I've acquired myself in the game.

EQUIPMENT
Weapon: kerykeion x2 (one priest use ripples staff and
Kerykeion)
Armor: Pure White Dress
Accessory: warp shoes

SPELLS

Priest 1:
Heal plus
Divine radiance
Cleanse

Priest 2:
Heal plus
Resurrection
Divine Radiance

Ok. I know this setup might take a while as far as getting the
equipment goes. But here's how this works. The twin Kerykeions
give a combined boost of 56 INT, so this makes your spells more
powerful, also, you have fiends grip available if you need to
help your other characters blow up enemies. Remember again that
kerykeions can break when used to cast fiends grip, so use it
sparingly. If you have the ripples staff, replace one of the
kerykeions with it. The pure white dress is just a great robe
for your female priests, giving lots of stat boosts. The warp
shoes help compensate for the priests' naturally bad movement
and make it much easier to get around. Now for the spells. Its
all the essentials here. Heal plus is now easier to get, so put
it on both priests. If you're on path A, equip a Divine Radiance
on both priests so that you can tear apart enemies with a lucky
shot when you've got the MP. If you're on path B you don't need
two divine radiance copies because you have Rictor and his holy
summon. The variation in the two healers is cleanse and
resurrection. You only really need one cleanse user, and you
only get and need one resurrection. In battle this works well.
The idea behind having two priests is that your never caught
short during a battle where you have to heal and cure
constantly. If you need to heal someone, but someone else is
paralyzed, you can have both done in the same turn, making
battles less painful.


7.      THE HIGH PRIEST

A.      DESCRIPTION

The high priest is a special class that only one character is a
member of; Rictor Lasanti. Rictor is arguably one of the best
characters in the game. He has good physical attack abilities,
and can use all the virtue spells, including a summon that can
only be used by him and a few other special characters.

B.      REQUIREMENTS

Rictor is the only character that can use this class, he comes
as a high priest, and he can't change classes. The only thing
that you need to do to get him is complete Ostorea Castle on
path B.

What is path B?

In chapter 1, Cybil asks you to get some information about the
sacred spear from the mermaids, and she proposes that you go
capture a mermaid in order to do so. You have a choice between
these responses:

A.      "I've got no better ideas..."
B.      "It doesn't seem right."

If you chose the first answer, in the next story battle you will
be able to recruit shiven, Cybil's servant, then after Ostorea
you will able to recruit Cybil herself. Cybil is basically a
cross between a Siren and a Lich. If you chose the second
answer, you will continue through the game on "path B" and after
the next story battle you will be able to recruit Orson, your
archer friend from the first two battles. Then after Ostorea you
will be able to recruit Rictor, who is what would be called in
other games a paladin-which is basically a priest that can use
weapons efficiently. I believe there are paladins in other TO
games and that's probably what they based Rictor on.
    So, if you want Rictor, just use answer B and you'll
eventually get him.


C.      STAT GROWTH

Every time Rictor levels up, his stats increase like this:

                        STR +5
                      INT +5
                      AGI +5
                      HP  +6
                      MP  +5


D.      SPELLS

Rictor has one spell that is, among the healer classes, unique
to him.


Ignis Fatuus- 35 MP, POWER 55, RANGE 5, AOE 13
Ignis Fatuus, in my opinion, is the best of the 5 summon spells.
Because it's a virtue spell, the only enemies that are resistant
to it are virtue characters. It's especially helpful at angels
headstone, where almost all your enemies are bane. The higher
the casters INT, the more times it will hit the enemies in the
AOE. Remember though, that summons can hit multiple characters,
but are best when focused on one enemy. My favorite thing about
Ignis Fatuus is its animation. Shiny albino squirrels of death,
hehehe.


E.      SUGGESTED EQUIPMENT

WEAPONS

Rictor's weapon preference is the thrusting sword, so really
your options for good weapons aren't huge. However, there are a
few weapons that work really well...

Inca Rose- ELEMENT FIRE, POWER 52, WATER RES +5
Ok, I finally got Rictor again. This is Rictor's initially
equipped weapon, and while it is a good weapon, it's easy to get
a needle of light and equip him with that instead.

Needle of Light- ELEMENT VIRTUE, POWER 60, BANE RES +5
Not as good as the answerer, but you don't need versus mode. You
get one from lobelia in ardea during chapter 3, and you can get
them in quest mode.

Answerer- ELEMENT BANE, POWER 68, VIRTUE RES +5, BANE RES -5
The most powerful thrusting sword in the game. Its odd for a
priest to be using an "evil" weapon, but Rictor is good with any
thrusting sword. You can get this in VS mode.


ARMOR-

Saint's Garb- ELEMENT VIRTUE, PHYS DEF 18, SPELL DEF 10, PHYS
RES +6, BANE RES +10
This is Rictor's initially equipped armor, and its pretty good.
Though the spell resistance is kinda weak compared to some of
the robes I listed in the priest section. Id suggest giving him
the cloak of authority instead.


ACCESSORIES/OTHER

The accessories that work well with the other classes work well
with Rictor. I don't really feel like typing them out again,
just look at the previous sections.


F.      TACTICS

Rictor is a very powerful character, But his movement range just
sucks. If you use the right equipment though, you should be
fine. Here's the ideal setup for Rictor:

Weapon: answerer (I don't have this, but I know what the stats
are so I'll suggest it)
Armor: Cloak of authority
Accessory: seraphs plume
Accessory: warp shoes

Spells:
Ignis Fatuus
Heal plus
Cleanse

Special Technique
Clotho


While Rictor may be able to handle most things by himself, it's
still best to have two priest working at once. In Rictor's case,
the other priest should be priest 2 setup I described in the
priest tactics section. Now to explain the equipment. The
answerer is the most powerful thrusting sword, so it's a no-
brainer. The Cloak of Authority is one of the best robes in the
game, with good elemental resistance and spell defense. The
Seraphs plume increases his movement range, and the warp shoes
make it easier to get into combat. The spells are Priest 1's
setup only with the superior Ignis Fatuus instead of divine
radiance. While Rictor can function as an attack mage, he is
still ideal as a priest. And finally, the special technique
Clotho, which can be acquired after completing quest 5, is great
for thrusting swords, allowing you to hit two enemies at once
with a powerful attack, for 0 MP!




8. CREDITS

This is where I give credit to people who helped me with this
FAQ.

CjayC for having such an awesome site, gamefaqs.com, and for
putting this on his site (hey, it did get posted :P!)

"Heathbo" for helping with formatting (note: my undying hatred
goes out to Microsoft word 97 and its creators... may the gateway
cow feast upon your malnourished bodies)

Dracula has a Mullet, mastertrainer002, and Tetra for info on
divine radiance locations

Tetra for divine radiance damage formula

Destin for answerer info

Layoneil's secrets FAQ for helping me understand the game a bit
better and for helping me get items

Rayovac for making rechargeable batteries

Salogy for the divine radiance/ray of paralysis tactic

Anticanadian for divine radiance info and weapon stat
confirmation

A countless number of people who emailed me about the charadrius
priest.