RuySan , dawg, of course Starfish knows how to take care of its players! you know there is obviously an item that changes Thief to Ninja. It's in there, you just hafta get one
(This item, btw, is a direct homage/reproduction of the same item that first originated way back with Wizardry 1: proving grounds; the thief-to-ninja space-time conundrum is one that has been around since 1984!)
Those were all 2-handers, this is an excellent main-hand Cleric-exclusive weapon:
Mjolnir
Range: S
Accuracy Bonus: 5 (WOW, amazing for a Hammer)
DMG spread: 8 to 36
Attacks-per-Swing: 4 (WOW again)
Grip: Main-Hand
Usage: Clerics
Enchantment:
- 3x DMG versus GIANT type enemies.
- Attribute Attack: Lightning 60%
- Attribute defense: lightning 10%
Special restriction: Cannot be further enchanted by Alchemy.
Earth shifter S 1 8 to 72
() 1 - both hands - Battle Battle Outside of Fairy Double hit: Other than the God + / The divine: -
Attack Attack: Dark 100%
Attribute Defense: Dark -100%
Special activation: Petrochemical: 5%
No alchemy
Anyway, my point is simply that unlike pure Mages; the pure Cleric has following benefits:
- pure Cleric deals obscene DMG output by using Immolorati spell; the spell increases its DMG output by up to 5 times versus when cast by a Bishop or Valkyrie or Lord.
- pure Cleric has class ability of Holy MAG PWR Up++, and that means that with a good levelled Cleric you will almost NEVER have to fear a resurrection spell not working correctly, which in and of itself is EXTREMELY useful when inside Ibag's Tower.
- Cleric class can equip good armor pieces, good weapons.
- If the cleric is also a high STR race (dwarves are the best, but DEVILISH make excellent clerics too), then they can actually contribute in terms of damage done by their standard attack.
Either put the cleric in front with his/her hammer/mace/club, or enchant the weapon for unlimited range. I dare say my last party's Cleric would deal about same DMG output as my Thief, sometimes more if he got a lucky hit.
- Vast majority of cleric weapons (hammers/maces/clubs) always have something extra: usually they do or cast something when used in battle.
Some are the only items which allow changing alignments in certain cases, such as Devil Stick (change to evil) and the reverse with a Pope's Mace.
- Lastly, unlike pure Mages, Bishops and Alchemists, the Cleric class has worthwhile, bordering-on-"legit" Hit Point dice roll gains upon level ups, and the class itself also heavily favors STR, VIT and PIETY when rolling for level up stat gains, which is EXTREMELY practical!
(I assume you realize, for example, that a Thief class favors the LUC and AGI stats when rolling the level up dice? Class, race and age are the 3 factors that determine majority of anything related to hit points or the attribute systems; and XP gain as well, of course).
EDIT: TBH, I think a pure Cleric is one of the strongest classes for an Ibag's Tower and/or for the entire post-game. Their class ability of extra holy power when casting means you will only need 1 single Rafalima spell to cure the whole party, which will use only 1 turn (very cost-effective when fighting a dangerous encounter)...
...and I stress again that ONLY the pure Cleric has the high-enough %'s to pretty much guarantee that no party member ever again turns to Ashes when you attempt to revive, while 10 floors deep, and then have to flee due to your fucking char turning to Ash and ruining your chances of further dungeon progression at that moment).
Lastly, the amount of DMG they deal when casting Immolorati is obscene, but of course this requires having someone else with access to MIRACLE spell (Mage school) so that after Immolorati is utilized, the MIRACLE can restore the MP's.
A few Immoloratis, a few Miracles, and literally no enemy can survive. That is the optimal power-gamey combo for beating gods/final bosses, ever since Elminage: Original.
It's relaly fucking bhroken. lewl
EDIT: ah, forgot to mention: no other character/class can fire off instant death spells like a mofo, almost never failing, but the pure Cleric. Once again, their spells are bettered by their class mastery ability(ies). Put something that boosts their Dark Attribute's Attack %, and man, Cleric will mow down rows using that instant death spell of theirs which is row-targeting.
(Yeah, 2000 hours of Elminage and I still can't remember the spell names).
BTW, Cleric w/ Chi Wave is an amazing combo because normally Clerics rarely, if EVER, get access to worthwhile/good weapons that are M-range or L-range. All of their shit is S-range, naturally.
The CHI WAVE ex-Skills is an L-range, non-elemental attack which produces its DMG output derivced from the character's equipped weapons, which means even in the back row a Cleric can use CHI WAVE and deal 400-600 DMG points, simply because they have a top-tier 2-handed Hammer/Mace/Club equipped.