Minor disclaimer:

But before we do go further, I wanted to stress that these are merely my recommendations and interpretations and as such:

The skill point distributions and template example builds are merely examples, feel free to try out other approaches.

It’s nigh impossible for me to know all the changes no matter how much I try, so stay skeptical and please point out inaccuracies.

I don’t really PvP and as such this mostly PvE focused if you want to have a PvX or PvP build please additional advice!

I’m fallible, so I do make mistakes at times, so always try to be critical and verify whenever possible.

The Current Category Conundrum:

Most Re: builds follow a very different pattern when it comes to putting one together, so I wanted to go over that in detail first.

Lacking synergies vs potent generic options::

There are still plenty of synergies, but only a handful are powerful enough to build around. Most of the time you’ll simply choose other ranks for their innate dmg, dmg boosting or healing abilities instead.

Boost that damage:

Not as recent anymore, but it is still important to stress that picking a rank almost entirely for its dmg boosts will be quite common now and very viable. Or more specifically:

Zealot and Druid are still mostly the same, they offer good dmg and decent self-centered dmg boosts.

Krivis has above average dmg on its own and a decent party dmg booster in Divine Stigma and Zalciai.

Paladin’s Sanctuary did get nerfed a fair bit, and conviction boosts several elemental dmg types. (Poison is bugged atm though.)

Oracle is still outright overpowered, as it gives a potential +100% dmg buff for the party. Though it does fall off vs bosses by a large degree.

Relatively competitive damage options:

Most classes are now relatively well balanced in terms of dmg, at least compared to what it used to be. Which makes multi dmg ranks far more effective than prior to RE:Build.

–

So let’s talk about the broad categories classes can be put into:

Stand alone Damage class:

Basically, anything op enough to carry a build on its own. Inquisitor and Exorcist are both kind of borderline for this category for different reasons. Inquisitor is nearly unrivaled for high def scaling enemies whereas Exorcist struggles more in such cases but has a lot of base dmg.

Secondary damage classes:

Classes best combined with another dmg or dmg boosting class to get decent enough damage.

Currently, that includes Dievdirby, Zealot, Druid, Plague Doctor, and Krivis.

To a lesser degree Chaplain and Monk also fit this category, but they’re underperformers that benefit most from specialized builds. Which kind of defeats listing em here tbh.

Sadhu will fall in this category on stand-alone once it gets its next set of buffs but currently isn’t really worth it yet.

Amplifiers:

Classes that primarily boost the dmg of your other skills, regardless of the DPS they have themselves. (Read the respective skill info first though as most are quite different.)

Currently includes Oracle, Krivis, and Paladin for a group focus or Druid & Zealot for a focus on self buffs.

Healers:

Classes that pack a healing skill that is capable enough to let one act as a healer.

This gets rather tricky, as we didn’t get the major healing reworks for priest, Kabba, and PD yet. So it falls into:

Currently: Don’t really need more than 1 and priest is by far the best, Kabba is 2nd grade.

Soon tm: With the reduced healing there’s an argument for grabbing 2-3 healing classes even, and most have their own benefits: Priest: Slightly lower healing, doesn’t mesh well with Heal rework as heal: linger is easily overwritten. But has rev + res to make it stand out. Kabbalist: Best healing when groupwide Ein Sof is active (2/3rd uptime), but relies on a magic circle to heal. Plague Doctor: Healing Factor will be a decent but worst group heal with its new attribute. Also adds dmg and haste and much more utility. Slightly less reliable due to its 45s cd, 10s duration, and 2.5s tick rate. Pardoner: Pretty good healing that beats Kabba when ein sof isn’t active but offers basically nothing else.

Utility:

Anything that offers something useful aside of damage, healing or damage boosts and worth a rank alone for that.

Currently limited to Dievdirby (cd+sp reductions), Plague Doctor (haste + debuff prevention) and Oracle (loot skills, sp recovery, and debuff prevention)

There will sadly still be a few classes left out, I’ll tackle in their section why that is.

Anyhow, now that we have the broad categories we can talk about templates:

Keep in mind that these are not specifically designed to tackle specific end game content. Most players may want specific build compositions for that, but that depends on the content and the team.

Specific synergy cleric builds:

These can still follow templates but heavily depend on your first class chosen. See specific class sections for possible synergy templates/builds.

All-around cleric aka [ 1x recommended dmg class | 1x amplifier | 1x healer ]:

Will net you one of the Ideal cleric builds, as its combination of dmg, dmg boosts and healing typically gives you all you’d want out of a cleric.

Hybrid Damage with another Niche aka [ 2x recommended dmg class | 1x amplifier, healer or utility ]:

Will result in a hybrid build that is more focused on its damage but can still offer decent healing, utility or dmg boosts for the party or itself.

Full Damage focus aka [ 3x recommended dmg classes ]:

Will get you a simplistic dmg focused cleric build, though they often have additional benefits as well they mainly build around dmg first and foremost.

Healer builds are now also on the rise, though you don’t always necessarily need one. But they shine in end game content in specific team compositions.

For now, there’s no real reason to do anything other than Priest + Oracle + Plague Doctor as it provides an excellent mix of utility, debuff removal, healing, and even an Invuln.

However, when we do get the healing changes things will open a fair bit.

Anyway, with the groundwork now done let’s go over specifics for each class.

Subclass run down now includes the skill point and build guides:

Cleric:

“Clerics heal and protect allies through the blessings of the goddess while knocking down their enemies with powerful blows.”

Summary and rank advice:

Cleric is now simply a mandatory block you can’t improve upon anymore, though it lost a lot of healing and magic dmg it did gain smite in turn.

Skill point guide:

[ 5 ] Heal: Healing is getting nerfed soon, so max it.

[ 1-5 ] Cure: Always grab to remove 1 debuff at least, could increase it for a chance of extra removal which isn’t too bad tbh.

[ 1-5 ] Fade: Decent duration gain of +2s per skill level, but it ends when you deal dmg so any build with ongoing dmg effects will often see it end prematurely and should leave it at 1.

[ 5 ] Patron Saint: Quite frankly there’s no reason not to, other options here suck.

[ 1+ ] Smite: Damage is low normally, but try to get it as high as possible if you take paladin since conviction triples its dmg.

Priest:

“Priests are clerics who give blessings and resurrect the dead with their holy powers.”

Pro’s and Cons:

+Offensive buffs: Blessing & Sacrament.

+Healing: Mass Heal, Revive and Resurrection.

+Damage Prevention: Revive prevents dmg when someone would die for 1-5 seconds.

+Resurrect: The ability to return players back to life.

+1hit ko potential from Turn Undead.

+Evasion Reduction: Monstrance can lower evasion by 50%.

+Pardoners no longer compete with priests as both buffs now stack!

Summary and rank advice:

Priest is now almost solely dedicated to healing, and while they’re quite good at it it will get nerfed decently in one of the next updates.

Skill point guide:

[ 15 ] Aspersion: Best with high Spr, but since it now stacks with spell shop buffs it’s a pretty good option.

[ 0/15 ] Monstrance: Try to get it if you want to PvP, but of no use in PvP. take points out of aspersion/blessing for it.

[ 10 ] Blessing: Bit more questionable as it still can fall off quite a bit, and Aspersion is also tempting.

[ 1-5 ] Resurrection: Skill level affects HP recovery only now, still best to max it ofc.

[ 0 ] Sacrament: Not a bad skill, but just not one I’d recommend over blessing/aspersion or the other healing skills.

[ 5 ] Revive: Really cheap point wise atm, so max it.

[ 5 ] Mass Heal: Max it, it gains a lot of healing factor with skill level and heal:linger scales off how much it heals to boot!

[ 1+ ] Turn Undead: Lousy dmg but can stun and 1hitko demons/mutants. I tend to put leftover points here for its AoE ratio.

How to build your priest:

Technically priest doesn’t really build that different yet, but given its rather drastic healing nerf I’d rather propose future proofed builds instead.

Hybrid healers & damage dealers will likely need at least two healing classes, which greatly diminishes their build choice. Luckily PD and Druid can still enable it in theory, but it likely won’t be popular in most metas.

[ Dievdirby | Miko | Priest ]

For a diev focus build with excellent utility, likely can’t act as a full healer but can at least help quite a bit.

[ Priest | Oracle | Plague Doctor ]

As the generic healer build with an altered skill spread to make it decent for the upcoming mass heal nerf. At which point you’ll want to use healing factor to help mitigate that loss.

[ Priest | Oracle | Kabbalist ]

As the alternative healing build that does offer more raw healing, but with less utility/dmg alongside it. Could also replace Kabba with pardoner for Indulgentia, but that’s considerably worse overall.

[ Priest | Druid | Plague Doctor ]

As a hybrid dmg & healing build, I still need to test where the exact drop off point is though. It could be that as a template Priest + (Druid or PD) + dmg option is viable enough.

And PD’s Healing factor may also be too unreliable as a heal. I need more information and most likely hands-on testing to verify.

Krivis:

“Krivis are priests who use divine fire to help allies recover or to deal massive damage to enemies."

Pro’s and Cons:

+Magic Damage: Divine Stigma and Zaibas.

+Stat boost: Divine stigma gives your team an Int & Str buff if an enemy is killed under its debuff. Aukurass boosts fire dmg for all magic hits if it wasn’t bugged out.

+Accuracy booster: Daino adds up to 50% accuracy.

+Crit rate booster: Zalciai with its debuff that removes 15% crit res and adds 5% crit rate.

+Damage boost: Divine Stigma increases dmg on enemies by 50%, for 15s with a 30s cd.

+Buff extension: Melstis now adds +100% of a current buff to its timer, up to a max of 20s. Cd of 90s and only works for you.

-Only Divine Stigma and Zaibas are worthwhile tbh, all the other skills are often worthless.

Summary and rank advice:

Krivis is oddly good for a class with so many skills you won’t care about. Carried entirely by just divine stigma and zaibas alone at this point.

Its buffs haven’t really affected how it is built, as Aukuras is still junk, Zalciai only got marginally better and Daino’s min crit chance should be useless once properly geared.

Synergy of note:

Zealot’s Fanatic Illusion offers a lot of dmg on a short duration, Melstis nicely extends that duration but also extends its inability to get healed.

Skill point guide:

[ 0 ] Aukuras: Not bugged, just a victim of how I suspect resistances work atm. Aka most mobs have enough res to lower this considerably if not outright negate it. so, don’t bother.

[ 15 ] Zalciai: It’s junk, but better junk that aukuras and daino (excluding PvP ofc).

[ 0+ ] Daino: Only useful for PvP in theory atm.

[ 15 ] Zaibas: Still your main dmg skill on krivis, always max it.

[ 10 ] Divine Stigma: Scales its own dmg and +x% debuff dmg increase so max it asap.

[ 0/5 ] Melstis: Max it if your build can use it, otherwise it’ll do nothing.

How to build your krivis :

Krivis is really not that bad atm, but it’s still somewhat lacking in terms of AoE size and damage so I’d highly suggest partnering it up with an AoE heavy dmg class.

[ Krivis | 1x AoE heavy recommended dmg class | Utility or Druid / PD ] for a mostly balanced cleric that only lacks group healing.

[ Krivis | Zealot | Druid ] for a lightning based hybrid with plenty of dmg boosts and healing on top. Use it with Electra necklace and at least 1 Frosterlord card ofc.

[ Krivis | 2x stand-alone or secondary dmg classes ] for a dmg focus krivis template.

[ Krivis | Druid | Dievdirby ] for a mix of dmg, self-healing, and utility.

Dievdirbys

“Dievdirbys can carve and place sacred statues. Their statues can protect allies or attack enemies."

Pro’s and Cons:

+Magic Minion Damage: Carve Owl.

+Physical Damage: Carve Attack.

+Crowd Control: Carve World Tree (AoE Silence) and Statue of Goddess Laima.

+Cool down reduction: -20% for all skills used within the range of Statue of Goddess Laima or with active Ausrine buff.

+Group Teleport: Carve Vakarine.

+Sp reduction and SP regeneration: Statue of Goddess Zemyna.

+20% bonus damage vs plants with blunt weapons while dealing physical dmg.

+Carve Vakarine gives you nearly free teleports, but it does still cost wood to cast.

-Silence is now a pretty crappy debuff as most mobs resist it.

-Owls are rather squishy atm and almost mandate priest (or soon kabba) to ensure full DPS potential if used alongside Miko.

Summary and rank advice:

Dievdirby has gotten quite darn strong now, as it both has an impressive 204% skill factor at lvl 15 and Ausrine can now half its attack cycle.

So it’s now quite viable both with and without Miko and offers strong dmg + utility for all of them.

Ausrine is now also a lot easier to get buffs from as its buffs will be refreshed when inside Laima/Zemyna range again.

Synergy of note:

Druids can turn all non-flying enemies into grass type for +20% non-elemental physical damage.

Miko’s clap extends statue durations by up to 75s, which is especially good on Ausrine.

Skill point guide:

[ 1 ] Statue of Goddess Vakarine: It’s only a 1 pointer now, so get it.

[ 15 ] Statue of Goddess Zemyna: Its duration is lower than its cd atm, so try to max it. But it’s imo the lowest priority of the bunch so you often don’t quite max it.

[ 10 ] Statue of Goddess Laima: Should be maxed for its -20% cd.

[ 1 ] Carve Attack: Grab it at 1 for free wood via carve attack attribute from any enemy.

[ 15 ] Carve owl: Your main dmg skill on this build which scales dmg and duration so try to max it.

[ 0/1] World Tree: Interesting alongside Miko’s clap, but rubbish otherwise.

[ 5 ] Statue of Goddess Ausrine: Max it for the buffs / Owl atk cycle reduction.

How to build your dievdirby:

Keep in mind that minions do not benefit from most damage boosting effects like Kagura, sanctuary or most +x% damage buffs, so the 1x secondary dmg class | 1x amplifier combination should not be attempted on a dievdirby build!

Debuff dmg increases now do properly affect Dievdirby, so krivis and Oracle are decent combinations for it now.

Miko is a very potent choice due to how Ausrine works atm, so much so that for a Diev focus there’s basically no real alternative.

Oracle enables a more hybrid approach as it’s one of the few dmg boosting options that works for diev, but also one that will work for the 3rd class chosen to give the best of both worlds.

And since owls are minions Spr is a very important stat since it scales your minion dmg% directly, which means dievdirby builds heavily favor classes with high spr factors.

Specific synergy dievdirby builds:

[ Dievdirby | Miko | Priest ] The default full diev focus build for high DPS in a stationary spot that uses Miko’s clap to extend Owls and Ausrine. Keep in mind that clap will soon only affect statues once though, so make sure you max it.

[ Dievdirby | Miko | Kabbalist ]

As an alternative to the above build with more damage but less healing for the Owls. However, this build ONLY works when we get the Tree of Sephiroth rework in one of the next updates as it currently only heals 1-2 health per statue per tick.

[ Dievdirby | Oracle | Recommended dmg class ] as a hybrid diev + other dmg template:

[ Dievdirby | Oracle | Plague Doctor ] for example, as it has decent self-healing, plenty of mobility and stationary + flexible dps.

[ Dievdirby | 2x Recommended Classes ] as a more generic dmg build that does not focus primarily on owls.

[ Dievdirby | Exorcist | Druid ]

As an example of that template, but there are plenty of viable ways to build this route.

Dievdirby Card advice

You need to pay special attention to the cards used as a dievdirby, as +x% dmg effects on cards do not affect minions at all.

Red Cards: Diev itself can ONLY benefit from the +magic attack ones which are frankly not worth using. Pick whatever suits your other classes if going hybrid or generic dmg though.

Purple Cards: 1+ Gazing golems card is incredibly important for a diev, and keep in mind that dievdirby itself does not trigger on hit effects.

Green Cards: 3x Linkroller for its +30 spr.

Blue Cards: Kind of irrelevant, Owls tank a ton of dmg already. But Nuaele / Zaura are ideal ofc.

Legendary: Asiomage, Marnox or Helga based on your preference. Owls do not have a min-max atk spread so Frosterlord is useless to us.

On hit effects will not work from minion hits, so only use those type of cards if you have skills that hit a ton of times like Druid’s Chortasmata+Thorn or PD’s bds + incin.

Sadhu:

“A Sadhu can use their soul to assault enemies with unseen attacks or convey their powers to other players."

Pro’s and Cons:

+Magical damage: Out of body, Prakriti, Vashita Siddhi, Astral Body Explosion & Possession.

+Crowd Control: Possession binds up to 16 enemies, Vashita Siddhi can stun and ABE knocks back.

+Added Property Attack: You gain soul property atk based on your matk via Transmit Prana.

+Utility: Prakriti acts as a self-heal and movement skill.

+Damage Reduction from using Out of Body.

-OoB is now be affected by select buffs (Blessing, Sacrament, Last Rites, Visible Talent, Aspergillum and entity.) but since it loses out on Build Capella chap will lose dmg by using Out of Body.

-Transmit prana only has 50% uptime atm.

Summary and rank advice:

Sadhu got a decent bit better, and Out of Body is finally worth using even if it still has no worthwhile synergies at all.

The next Sadhu update however should make it very viable, but I can’t say with a 100% certainty yet either sadly enough…

Skill point guide:

[ 0/15 ] Out of Body: Now has excellent scaling and base dmg + dmg reduction to boot so it’s well worth using, but you could arguably ditch in favor of ABE/Vashiti scaling if you rarely use it.

[ 1 ] Prakriti: Sadly it’s now one of the worst dmg skills for Sadhu, so only worth 1 point for its self heal.

[ 1+ ] Astral Body Explosion: Far better than it used to be, and arguably a higher priority than Vashiti but not by much.

[ 10 ] Possession: I can’t wait for its overheat2 buff, as usual always max asap as its sadhu’s best dmg skill.

[ 1+ ] Vasihti Siddhi: It’s getting quite good frankly, but sadly the second worst of all sadhu skills.

[ 5 ] Transmit Prana: Got a minor buff again, but it’s mostly the increase in base sadhu skill dmg that ensures it a high priority spot.

How to build your sadhu:

Despite OoB actual having synergy with Chaplain I don’t think it’s actually worth building around, even now that it doesn’t require constant recasting, as only Visible Talent, Aspergillum and last Rites affect OoB dmg.

It’s still not worth using currently, but with the upcoming buffs it should become quite a viable spell dmg rank with decent aa dmg to boot.

It does favor other magic dmg ranks somewhat due to how Prana works of course.

Build Predictions:

[ Sadhu | Recommended dmg classes | Booster or utility ] for a hybrid buffer & dmg template.

[ Sadhu | Exorcist | Oracle ]

For an example that has good dmg and a nice dmg boost with utility to boot.

[Sadhu | 2x Recommended dmg classes ] for a generic pure dmg sadhu template:

[ Sadhu | Druid | Plague Doctor ]

For example also decent healing and plenty of damage.

Paladin:

“Paladins use their holy power to protect allies and vanquish enemies through the blessings of the goddess."

Pro’s and Cons:

+Physical damage: Conviction, and Demolition.

+Crowd Control: Barrier, prevents enemies from walking into said circle.

+Damage Reduction: Barrier and Sanctuary increase defenses whereas Resist Elements and stone skin reduces (elemental) damage taken.

+Aura Healing over time: Restoration.

+Damage Boost: Sanctuary adds 30% of your def as added dmg to allies while channeling. Conviction increases dmg for smite, demolish and god smash and fire/lightning elemental skills.

-Barrier can be turned, destroyed or stolen. Which is now common in PvE as well.

-Resist elements now only lasts 45s with a 90s cd.

-Constantly in need of more holy water to fuel your skills.

Conviction is bugged and is not working for poison elemental dmg, so druid and PD combos are less ideal due to that.

Summary:

Paladin was supposed to be one the better classes with re:build, and it still kind of is but only for specific class combinations due to conviction only working well with god smash and fire/lightning elemental dmg for now.

But Convictions bug prevents it from being a good combo with pd/druid atm, which kind of sucks tbh.

Skill point guide:

[ 1+ ] Restoration: Scaling is not that great, but it’s healing so why not?

[ 0+ ] Resist Elements: It’s still a really good buff with an awful uptime.

[ 5 ] Barrier: You’ll want to max it for the duration, but may face competition from simony pardoners.

[ 1+ ] Conviction: As long as the debuff doesn’t work you won’t need it past lvl 1. Max it when it does though.

[ 10 ] Sanctuary: With the new innate weapon swaps there’s almost no reason not to get sanctuary.

[ 1+ ] Demolition: Has rather poor dmg atm, low priority at best.

[ 0+ ] Stone skin: Only reduces up to 9.6% of dmg, which is not that bad tbh.

Synergies of note:

Inquisitor + Paladin is quite good since conviction adds a good chunk of dmg to god smash.

Oracle + Paladin is ok-ish due to the Death Sentence x Conviction explosion synergy, but it is incredibly niche and requires conviction to land the killing blow so it’s more of a solo dmg/party support build.

How to build your paladin:

Paladin does favor damage over time effects since Sanctuary itself is a channeling skill, so plague doctor(if it wasn’t for a bug), druid or zealot stand out for it.

Conviction + Demolish isn’t the best DPS either, so I’d try to get additional dmg skills to boot.

And since it already has pretty good healing It doesn’t benefit much from getting even more healing.

[ Paladin | Oracle | Kabbalist ] for its specific synergy build template, since you need conviction to kill the finishing blow boosting its dmg is all that matters. And Kabba’s Gevurah is actually ideal for that. This is an odd mix of a niche solo farming build with potentially enough healing after the rework.

You could replace Kabba, but I wouldn’t recommend it.

[ Paladin | 1x recommended dmg class | 1x amplifier or utility ] for a balanced paladin template that lacks group healing. Slightly better in terms of healing if you pick Druid or PD.

[ Paladin | Plague Doctor | Oracle ] for basically anything you’d want in such a build.

[ Paladin | 2x recommended dmg classes ].

[ Paladin | Inquisitor | Druid ] for a more burst oriented class combo with too much healing.

Monk:

“Monks are clerics who train in martial arts through the blessing of the goddess."

Pro’s and Cons:

~ Now has somewhat useable DPS via Double Punch spam, but it’s skills are still very lackluster.

Summary and rank advice:

Borderline useable atm as an AA spam build atm, and going to buffed even more soon. I need more time to figure out how to properly build it though.

Skill point guide:

[ 0+ ] Iron Skin: 15 points for a (soon to be) 15% dmg reduction with no enhance… It’s questionable still.

[ ? ] Double Punch: Your best dmg skill atm, always max asap.

[ ? ] Palm Strike: It’s not bad, but depends on the other skills post buff moreso.

[ 1 ] Hand Knife: Only costs 1 point so take it.

[ ? ] Energy Blast: Don’t know yet, I need to test it after it’s future buff.

[ ? ] One Inch Punch: Same as EB.

[ 1 ] God Finger Flick: Fixed debuff duration of 5s and bad dmg, keep it at 1.

[ 5 ] Golden Bell Shield: Max it for the dmg boost I guess.

How to build your monk:

I don’t really want to make recommendations yet as the next patch for Monk changes quite a bit.

But in theory, the AA focus with Chaplain is quite good and worth building around already. Something like a Monk/Chap/Oracle for example. But I need more testing on this, ideally after the buffs get to us for a better idea.

Pardoner:

“Pardoners are clerics who don’t shy from increasing their wealth through the goddess’ blessing."

Pro’s and Cons:

+Can provide scrolls and buffs to sell or for personal use.

+Indulgentia is now a decent AoE heal buff.

~Has ok-ish physical dmg atm but is rather expensive due to the silver cost.

~Discerning Evil is quite good atm, but with it only affecting 1 enemy its essentially only for 1 on 1 fights…

-Current pardoner spell shop buffs offer very low-value buffs that aren’t that tempting to buy tbh. Though they do stack with their regular counterparts now.

Summary and rank advice:

Pardoner is actually quite a bit better then it used to be, though it did lose its 1hitko potential sadly enough.

But even with decent dmg and good healing it just doesn’t quite come close enough as a competitive class pick yet.

It did get buffed, but unfortunately, Discern Evil’s debuff extension is bugged atm so it actually got worse.

Synergy of note:

~ Craftable scrolls for Simony are listed in the description now, use that first and foremost. ( Cure, Monstrance, Aukuras, Daino, Zalciai, Restoration, Turn Undead, Barrier, Arcane Energy, and Clairvoyance )

~ Discern Evil can be spread via holy circles, which is a good synergy that doesn’t really pay off yet.

Skill point guide:

[ 1 ] Simony: It’s all you can put into it anyway.

[ 15 ] Indulgentia: It has good skill scaling and effect, so max it.

[ 0/15 ] Discerning Evil: It’s quite good, but its single target limit makes it rather meh.

[ ? ] Oblation: I genuinely don’t see the point in using this skill at all atm.

[ 5 ] Spell Shop: Sell those buffs!

[ 10 ] Increase Magic Defense: Why not? it’s cheap enough.

[ 10 ] Decatose: Max it for the dmg. or not, what do I care. It’s not like anyone reads this anyway.

How to build your pardoner:

Even if spell shop no longer requires Priest, that 1.3 spr factor is still really hard to pass up on as you’d want to be as competitive as possible. So only the reason for wanting priest changed tbh.