Sanctuary
Bathe the party in light, healing a burst of HP and blunting incoming damage.
Isekai VanguardHeroes · Light
The last light before the dawn.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A quiet cleric haloed in warm light, mending the party's wounds between the enemy's blows.
Lyra served at a temple in a world where faith was a tangible force — where a prayer, said true, could close a wound or hold back the dark. She was no warrior, only the one who waited at the back of every battle to bring the wounded home. Summoned alongside strangers into a fight not her own, she does the only thing she has ever done: she keeps them standing, one mending light at a time.
Game guide
Bathe the party in light, healing a burst of HP and blunting incoming damage.
An aura that fortifies the faithful.
Light reveals what is worth taking.
Patch the most wounded ally between enemy attack cycles.
Excess healing becomes a ward, converting up to 45% (+15%/lvl) into a shield.
A small economy branch for idle farming parties.
Turn the battlefield itself into a healing zone for long waves — and burn away hexes, chills, and venoms as it heals.
The great prayer: one enormous surge of mending that pulls a dying push back from the brink.
Turns support investment into party tempo.
Daily rites that quietly harden the whole party.
Condense the morning light into a lance — the Priest's answer when healing isn't needed.
A marching verse that rallies the whole party — every ally hits noticeably harder for a few breaths.
Conviction, when it burns hot enough, can wound.
Pain offered up comes back as grace.
Drape the party in a shimmering veil that soaks the worst of the next assault before it touches skin.
A ring of judgement light flares outward from the Priest, searing everything it crosses.
A standing well of light that catches every drop of spilled mending and holds it as a ward.
A capstone hymn that heals the party and sears everything standing on hallowed ground.
The capstone blessing: providence follows the faithful.
Once per fight, prevent one ally's lethal hit and restore up to 20% max HP (+10%/level).
A focused rescue that restores the most wounded ally before the next hit lands.
A short hymn raises a finite ward over the party, buying time without endless healing.
When rescue is spent, Lyra's remaining allies strike with steadier resolve.
Restore 4.2× lyra's ATK to the living ally with the lowest HP percentage (+12% at rank 2), limited to missing HP. Cooldown 16s.
Add 10% excess-healing conversion per rank (up to 20% from this skill). Overheal wards cap at 30% of the recipient's max HP, or a higher learned cap. Combined conversion caps at 100%.
Add 18% max-HP recovery to the owner's once-per-fight party rescue (combined recovery up to 100%). A rescued ally cannot chain lethal saves. Requires a living owner with an unused rescue.
Shield every living ally for 3.2× ATK (+12% at rank 2) for 8s. Recasts retain the larger pool and longer duration; shields do not stack. Cooldown 19s.
While the owner lives, other allies take 4% less damage per rank (up to 8% from this skill). Does not protect the owner. Combined aura mitigation caps at 30%.
Add 20% excess-healing conversion per rank (up to 20% from this skill). Overheal wards cap at 30% of the recipient's max HP, or a higher learned cap. Combined conversion caps at 100%.
Living allies deal 24% more damage for 6s (+8% duration at rank 2). Recasts retain the stronger bonus and longer window; bonuses do not stack. Cooldown 18s.
At 40% HP or less, take 8% less damage per rank (up to 16%). The reduction ends above that threshold.
Once per fight, survive a lethal hit at 1 HP and restore 12% max HP. Personal death saves share one trigger; the strongest learned recovery is used.