The Vestal is the strongest raw healer in the game and a reliable back-line damage dealer. Her group heal and stun make her a party anchor in almost every composition, and her religious buffs ( boosted by the Altar of Light district) add extra party-wide value. She is also one of the few heroes who can attack the back ranks with holy light.
Role and difficulty
Back line, easy. She heals, stuns, and damages from range. Her only real weakness is low speed (4 → 6) and the fact that several skills require rank 3–4, so keep her anchored at the back.
Skill kit (wiki-sourced)
| Skill | Type | Usable ranks | Key numbers / effect |
|---|---|---|---|
| Mace Bash | Melee | self 1–2, target 1–2 | ACC 85, +15% DMG vs Unholy, +0% DMG |
| Judgement | Ranged | self 3–4, target 1–4 | ACC 85, −25% DMG, +5% CRIT, Heal self 3 (scales to 5) |
| Dazzling Light | Ranged | self 2–4, target 1–3 | ACC 90, −75% DMG, +5% CRIT, Torch +6, Stun 100% base |
| Divine Grace | Heal | self 3–4, target any ally | Heal 4–5 (scales to 8–9) |
| Divine Comfort | Heal | self 2–4, target whole party | Heal 1–3 (scales to 4–5) |
| Illumination | Ranged | self 1–3, target 1–4 | ACC 90, −75% DMG, Bypass/Remove Stealth, Torch +5, −20 DODGE (4 rds); never crits |
| Hand of Light | Ranged | self 1–2, target 1–3 | ACC 85, −50% DMG, +1% CRIT, +15% DMG vs Unholy, self +6 ACC +25% DMG (4 rds) |
Base stats by level: MAX HP 24 → 44, SPD 4 → 6, CRIT 1% → 5%, DMG 4–8 → 7–14.
How to play her
- Keep her at rank 3–4 so Divine Grace, Divine Comfort, and Judgement are all available.
- Open with Divine Grace on the most wounded ally.
- Use Divine Comfort when several allies are hurt at once.
- Trigger Dazzling Light when a stun would deny a big enemy cast (Torch +6 is a bonus).
- Cast Judgement to damage a back-rank foe while healing herself — a great two-for-one.
- Illumination to strip Stealth from hidden enemies and drop their DODGE.
- Only step to rank 1–2 for Mace Bash or Hand of Light if the front line is safe.
Party synergy
She anchors nearly every party. Pair her with heavy front-liners like the Crusader or Leper who soak damage and need sustain, and with fast stunners who offset her low speed. Her religious buffs synergize with other religious heroes under the Altar of Light district (+10% Healing Skills, +10% Stun Resist).
Tips
- Pre-heal before the enemy turn, not after a death blow lands.
- Rank 3–4 keeps her safe and preserves her best heals.
- Judgement’s self-heal makes her surprisingly self-sufficient in the back.
- Dazzling Light’s stun is damage prevention — use it on the enemy’s biggest threat.
Common mistakes
- Healing after the ally has already died.
- Letting her get dragged to the front where melee can reach her.
- Wasting the party heal on a single target.
- Forgetting Illumination’s invaluable Stealth removal.
Practical notes
The Vestal is the dependable backbone: she out-sustains almost every other healer while still contributing damage and stuns from the back. The only thing she cannot do is act fast — build the rest of the party around her low speed and she will carry long, attrition-style dungeons.