Medic

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Revision as of 00:49, 24 December 2006 by Osmose (Talk | contribs)
Medic
Tier Second
Requirements Merchant
Weapons {{{wep}}}
Good Stats {{{gstat}}}
Bad Stats {{{bstat}}}

A combat healer that keeps the troup together.

Contents

General skills

Healing abilities, some that require MP, some that do not.

Stats

  • Good stats: Magic defense, Magic power
  • Bad stats: Strength, Evasion

Equip-able Weapons

  • Knives
  • Staffs

Support

Reaction

Masters

Notes

Most groups will want to train a main job medic and have at least one person with as much medic abilities as possible. Medics are fully reactive to damage; unlike white mages, they don't gain protection abilities, but they make up the slack by having several healing moves cost 0 MP.

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