Cleric

Contrary to the concept of healers in other games, Clerics in Tales of Wind are very powerful, almost as much as offensive-oriented classes like the Mage. Unlike playing a Mage though, playing a Cleric tends to be more forgiving of taking damage since they are able to utilize multiple healing skills if so desired, and as such typically have much better sustainability as a class in solo game modes.

Clerics are at their best when they are part of a group. Aside from their healing skills that are able to target many allies at once, they are able to buff them, as well as have a moderate set of debuffs such as poison or slow. For many situations, Clerics rely on other classes as much as they rely on them and are a high priority target in PvP game modes.

At level 50, during the promotion questline, Clerics can be promoted into either a Priest or Ranger. This decision will open up a second skill tab, exclusive to the promoted class.

Choosing the path of the Priest will greatly improve upon your healing abilities and (defensive) buffs, furthering your role of being a supporting class. The ability to grant allies invulnerability or resistance to debuffs for a set duration opens up a wide arrangement of possibilities in beating game mechanics.

Choosing the path of the Ranger will greatly improve upon your ability to deal damage, some healing and more skills to buff/debuff targets with. The Ranger does not lack in damage or sustainability, and is still desirable even as support class. As a trade-off, they do not have any skills that allow for the resistance or breaking out of control effects and suffer from low mobility.

## Cleric

**Role:** Healer

**Weapon:** Rod

**Class attributes:** Healing Done

*"The most loyal companion who protects and heals their comrades... almost like a benevolent god."*

### Basic Skills

Note: In order to unlock and use a skill, you need to invest at least 1 skill point into it. Equipping calamity emblems enhancing skills doesn't allow you to use it, it just levels up the ability you already have.

## Priest

**Role:** Healer

**Weapon:** Rod

**Class Attributes:** Healing done / Crit Resistance

*"To heal those in need is our creed. We are known as the beings closest to god."*

### Warmount Skills

Characters acquire additional **Warmount** skills exclusive to their class when riding a Dragon Warmount or Mech Warmount. Active Warmount skills consume *Rage points*. Rage points are acquired when using character skills.

## Ranger

**Role:** Magical Damage Dealer / Off-healer

**Weapon:** Bow

**Class attributes:** Healing Done / Magical Damage

*"Transcending life and death, travelling across time, mocking all rules-- to us, all order in the world is made to be destroyed."*

### Warmount Skills

Characters acquire additional **Warmount** skills exclusive to their class when riding a Dragon Warmount or Mech Warmount. Active Warmount skills consume *Rage points*. Rage points are acquired when using character skills.

## Awakening

With **Awakening**, a new active skill is added for all promoted classes, as well as awakened versions of existing class skills and new attributes.

## Stigma Awakening

With **Stigma Awakening**, additional passive skills are unlocked to improve your existing skills even further, as well as Stigma Ultimate active skills that are charged through using specified Stigma Skills. A character needs to reach Lv.100 to unlock this feature.

### Stigma Skills (Priest)

Leveling up Stigma skills requires **Stigma Grimoire**.

### Stigma Ultimates (Priest)

Leveling up Stigma Ultimate skills consumes **Stigma Root**.

### Stigma Skills (Ranger)

Leveling up Stigma skills requires **Stigma Grimoire**.

### Stigma Ultimates (Ranger)

Leveling up Stigma Ultimate skills consumes **Stigma Root**.

## References

1. ↑ 1.0 1.1 1.2 Table contains variables for maxed out skills, without use of calamity emblems.