Cleric
An ordained priest of one of the five faiths who heals and fights in equal measure, and who runs the ceremonies that hold a church together.
The Cleric is the only class where the roleplay is the mechanics. You are ordained to one of the five gods, and that ordination gives you a working priesthood: you marry people, hear confessions, preach sermons, induct new members, keep vigil and bury the dead, and every one of those acts feeds the resource that powers your strongest magic. A cleric who never leaves the temple is still progressing.
In a fight the cleric sits between the healer and the paladin. You have a full healing kit, from a cheap instant bind at level 1 through to massresurrection, but you also have a genuine offensive tree in Zeal that punishes undead and demons very hard. The class is deliberately not the fastest healer nor the hardest hitter; what it has instead is Faith, and the four apex abilities that Faith unlocks are among the biggest single effects any class can produce.
Resources#
The cleric spends SP on the everyday kit and Faith on the apex rituals. Faith is a 0 to 100 devotion bar, tracked per character and shown on the client class panel alongside your supplies. Read your standing with piety.
Faith builds from devotional acts rather than from combat performance, which is what makes the ministry tree mechanically relevant rather than decorative.
| Faith source | Gain |
|---|---|
pray |
25 |
| Rites and ceremonies (marry, ordain, induct, sermon) | 25 to 50 |
| Holy strikes landing on a foe | 5 |
| Heal ticks on an ally | 3 |
| Ordinary melee hits | 2 |
| Damage-over-time ticks | 1 |
Faith decays once it goes unused: after roughly 90 seconds of neither building nor spending, it drains at about one point every 8 seconds. That is slow enough to survive a long fight and fast enough that hoarding a full bar overnight is not a strategy.
Four abilities spend it, and they are the reason to care.
| Apex | Faith cost |
|---|---|
| Wrath of the Deity | 60 Faith plus 100 SP |
| Mass Resurrection | 80 Faith plus 300 SP |
| Avatar | 100 Faith |
| Miracle | All current Faith, minimum 50 |
Miracle is the odd one out: it consumes everything you have and scales with the amount consumed, so it rewards banking a full bar before a hard fight. The Devout Heart passive increases every Faith gain by a quarter, which is the closest thing the class has to a resource talent.
Alongside that, passives are equipped two at a time with passives, and talents give you one point every ten levels up to ten, spent with talents spend <tree>.
Talent Trees#
Benediction#
Healing, cleansing and the return of the dead. It runs from bind at level 1 through the cure line, the single-target and group heals, and out to resurrect and massresurrection. Almost everything here targets an ally, and most of it has a short cast time, so Benediction is the tree that punishes you for standing in the wrong place.
Zeal#
Holy offence. Smiting, judgement and the scourging of evil, with a strong anti-undead bias. Zeal is what makes the cleric a real combatant rather than a healing turret, and against undead and demons it does damage well out of proportion to the class's reputation.
Devotion#
Blessings, wards, chants and protection. This tree holds the two toggles, chant and hymn, which run continuously and buff the party while active, along with the absorb shields, the damage reduction wards, and the Avatar capstone.
Ministry#
Rites, ceremony and the social fabric of the church, and deliberately the largest tree in the class. Nothing here is a combat ability. It is prayer, communion, marriage and divorce, confession, sermons, inductions, ordinations, excommunication, corpse sanctification, group pilgrimage and, at the top, Miracle. Ministry is how you build Faith outside combat and how a cleric becomes a fixture in other players' stories.
Deity#
Two signature abilities per god, at levels 36 and 72, locked to your religion. Changing faith swaps which pair you can use.
| Deity | Level 36 | Level 72 |
|---|---|---|
| Loralei | Mercy's Flame | Dawnbreak Aura |
| Sivaine | Lash Binding | Unbroken |
| Kranos | Ironbrand | Ruin |
| Thalos | Tidewash | Undertow |
| Morbis | Witherbrand | Last Ledger |
Passives#
Five equippable passives drawn from the shared passive catalogue. You may run two at once.
Skills#
Benediction#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Bind | Heal | 10 SP | 6s | Instant swift mend on yourself or an ally. |
| 10 | Cure Poison | Heal | 20 SP | 30s | Draw venom out of an ally's blood. |
| 18 | Orison of Healing | Heal | 20 SP | 12s | Recited heal that closes an ally's wounds. |
| 24 | Cure Disease | Heal | 25 SP | 30s | Burn sickness out of an ally by laying on hands. |
| 41 | Prayer of Mending | Heal | 40 SP | 30s | Lingering heal over time that also builds Faith each tick. |
| 51 | Heal | Heal | 40 SP | 15s | The full grace of your deity poured into one ally. |
| 56 | Restoration | Heal | 45 SP | 20s | Slow rite that cleanses every lingering affliction. |
| 60 | Atonement | Passive | - | - | Your righteous blows shed light that heals wounded group members. |
| 64 | Resurrect | Utility | 500 SP | - | Long ritual returning a fallen player to life. |
| 65 | Circle of Healing | Heal | 100 SP | 1m | Ring of radiance healing everyone around you. |
| 74 | Mass Cure | Heal | 75 SP | 1m | Purging litany lifting poison and sickness from the whole group. |
| 81 | Blessed Rebirth | Passive | - | 1h | On death, return to life at a quarter health, once per hour. |
| 95 | Mass Resurrection | Apex | 300 SP + 80 Faith | 1h | The great litany of return; all the fallen stir. |
| 96 | Intercession | Protection | 60 SP | 10m | Ward an ally so the killing blow is turned aside. |
Zeal#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 14 | Turn Undead | Attack | 20 SP | 20s | Thrust your holy symbol forward and flood the undead with searing light. |
| 25 | Smite | Attack | 15 SP | 12s | Lance of holy fire; builds Faith on hit. |
| 38 | Silence | Debuff | 30 SP | 45s | Speak a foe's voice away, stopping its casting. |
| 42 | Dispel Magic | Debuff | 30 SP | 20s | Unravel the magic clinging to a target. |
| 45 | Exorcise | Attack | 45 SP | 15s | Command the darkness within to depart; enormous against undead and demons. |
| 47 | Bladebind | Debuff | 40 SP | 45s | Bind spectral blades to a foe so they slice it every combat round. |
| 52 | Hammer of Justice | Attack | 35 SP | 45s | Spectral hammer of gold with a short stun. |
| 59 | Pillar of Light | Attack | 50 SP | 30s | Column of blinding radiance crashing onto a single foe. |
| 69 | Retribution | Buff | 50 SP | 5m | Aura of reproach; those who strike you feel it returned. |
| 77 | Earthquake | Attack | 150 SP | 3m | Slam your staff down to damage and topple every foe present. |
| 79 | Banish | Debuff | 80 SP | 5m | Cast a summoned or unholy thing out of the world. |
| 86 | Flamestrike | Attack | 90 SP | 1m | Roaring column of sacred flame dealing FIRE and HOLY damage. |
| 88 | Judgement | Attack | 60 SP | 1m 30s | Pronounce judgement; light falls like a headsman's blade. |
| 91 | Wrath of the Deity | Apex | 100 SP + 60 Faith | 5m | Become a vessel; the sky splits and divine wrath pours through you. |
Devotion#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 6 | Blessed Light | Utility | 15 SP | 1m | Sphere of steady holy light that also harms undead. |
| 9 | Chant | Buff | 10 SP | toggle | Battle-chant you write yourself; grants the party an accuracy bonus while running. |
| 11 | Bless | Buff | 10 SP | 1m | Sign of your deity over an ally for damage and accuracy. |
| 20 | Sanctuary | Protection | 40 SP | 1m | Mantle of white light reducing an ally's damage taken. |
| 28 | Consecrate Ground | Aura | 80 SP | 5m | Sanctify the room so the faithful heal each round and the undead burn. |
| 37 | Armour of Faith | Protection | 30 SP | 1m | Prayer that hardens like unseen steel, raising armour class. |
| 43 | Hymn | Buff | 20 SP | toggle | Hymn of rest that eases group stamina with every verse. |
| 46 | Divine Favour | Buff | 35 SP | 1m 30s | Your healing and HOLY power surge for 20 seconds. |
| 55 | Mass Bless | Buff | 50 SP | 2m | Benediction over the whole company at once. |
| 63 | Devout Shield | Protection | 50 SP | 45s | Shimmering absorb shield woven in front of an ally. |
| 78 | Martyrdom | Protection | 50 SP | 2m | Bind your fate to an ally's so their wounds land on you. |
| 83 | Divine Aegis | Protection | 100 SP | 5m | A wing of light folds over the group, cutting damage taken. |
| 92 | Beatification | Passive | - | - | Aura that slowly regenerates grouped faithful near you. |
| 97 | Avatar | Apex | 100 Faith | 30m | Open yourself utterly and your deity steps in for a minute. |
| 99 | Martyr's Blood | Utility | 200 SP | - | Sacrifice half your health to fully restore a critical ally. |
Ministry#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 2 | Pray | Utility | - | 30s | Bow your head in prayer; the single biggest Faith gain. |
| 5 | Piety | Utility | - | - | Read your Faith, tithes and standing before your deity. |
| 7 | Commune | Utility | 20 SP | 5m | Reach toward your deity and receive an answer. |
| 15 | Induct | Ceremony | - | 1m | Anoint a willing soul and receive them into the faith. |
| 16 | Word of Recall | Utility | 30 SP | 5m | Fold the world away and return to your temple. |
| 19 | Sense Aura | Utility | 10 SP | 10s | Read a soul's religion, class and conditions. |
| 23 | Consecrate Water | Utility | 50 SP | 1m | Bless water until it shines from within. |
| 29 | Confession | Ceremony | - | 5m | Hear a confession in sacred trust; the confessor's fears lift. |
| 32 | Marry | Ceremony | - | - | Bind two souls in a temple; rings are issued and the marriage shows in score. |
| 33 | Divorce | Ceremony | - | - | Cut the cord that once bound two people, in a temple. |
| 34 | Last Rites | Ceremony | 25 SP | 30s | Ease the passage of the fallen so death weighs less. |
| 50 | Sermon | Buff | 15 SP | 10m | Preach to a room; listeners keep a morale buff, and an audience gives a large Faith gain. |
| 54 | Sanctify Corpse | Ceremony | 20 SP | 30s | Seal remains against desecration and animation. |
| 61 | Excommunicate | Ceremony | - | 23h | Strike a name from the rolls of the faithful; requires Priest rank. |
| 68 | Divination | Utility | 100 SP | 5m | Cast an augury toward whatever you seek. |
| 70 | Pilgrimage | Utility | 80 SP | 10m | Lead your companions in a group journey to the temple. |
| 82 | Ordain | Ceremony | - | 23h | Confer ordination on a healer; requires Priest rank. |
| 87 | Vigil | Utility | 30 SP | 30m | Keep watch so sleepers recover doubly and cannot be ambushed. |
| 90 | Miracle | Apex | All Faith, minimum 50 | 1h | Spend everything and simply ask for help; the effect scales with the Faith consumed. |
Deity#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 36 | Ironbrand | Buff | 30 SP | 40s | Kranos only. Brand of war-iron for bonus damage; you cannot be disarmed. |
| 36 | Lash Binding | Debuff | 30 SP | 30s | Sivaine only. Root a foe and burn it each time it tries to move. |
| 36 | Mercy's Flame | Combat | 30 SP | 15s | Loralei only. Strike whose dawnlight heals your most wounded ally. |
| 36 | Tidewash | Combat | 30 SP | 18s | Thalos only. Wave that chills the foe and splashes healing on the front line. |
| 36 | Witherbrand | Debuff | 30 SP | 15s | Morbis only. Rot that also drains part of the healing the target receives. |
| 72 | Dawnbreak Aura | Buff | 50 SP | 1m | Loralei only. Party aura of elemental resistance and gentle cleansing. |
| 72 | Last Ledger | Combat | 60 Faith | 45s | Morbis only. Void nova; each kill is entered in the ledger and refunds Faith. |
| 72 | Ruin | Combat | 45 SP | 20s | Kranos only. Colossal smite that shreds a quarter of the target's armour. |
| 72 | Unbroken | Buff | 100 SP | 10m | Sivaine only. Survive the next lethal hit at 1 health and rage for 8 seconds. |
| 72 | Undertow | Debuff | 45 SP | 24s | Thalos only. Dragging wave that roots enemies and cuts their damage. |
Passives#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 15 | Devout Heart | Passive | - | - | All Faith gains increased by a quarter. |
| 25 | Shepherd's Watch | Passive | - | - | Reduced damage taken while a grouped ally shares the room. |
| 35 | Unshakable Faith | Passive | - | - | Below a quarter health you cannot be stunned or knocked down. |
| 45 | Scourge of Shadow | Passive | - | - | Increased HOLY damage against undead and demons. |
| 50 | Liturgist | Passive | - | - | Chant and Hymn tick harder, and Consecrate Ground lasts half again as long. |
Playing a Cleric#
Your first few levels are bind and a weapon. Bind is cheap, instant and on a 6 second cooldown, so at low level it is both your heal and your entire out-of-combat recovery plan. Take pray at level 2 and get into the habit of praying whenever you are standing still, because Faith idles away if you do not touch it and 25 points is a quarter of the bar for no cost.
From the teens onward the loop settles: keep the party topped up with the cheapest heal that will do the job, use turnundead and later smite to contribute damage while nobody needs healing, and let ordinary melee hits trickle Faith in. Cast times matter here more than for most classes. Almost every heal above bind has a one or two second cast, and getting hit while casting is the most common reason a cleric loses a fight, so position behind the tank and let them hold aggro properly.
Prioritise Benediction early, because a cleric who cannot keep a group alive will not be invited to groups. Zeal becomes worth investing in around the time you get exorcise, at which point undead content becomes a genuinely efficient way to level. Devotion is the tree to take when you start doing organised group content, since chant and hymn are always-on party value and the absorb shields scale well. Ministry can be picked up at any pace; it costs you nothing in combat power and it is where the class's identity lives.
Manage Faith deliberately rather than passively. Decide before a hard fight whether you are saving for Miracle or spending on Wrath of the Deity, and pray up to a full bar beforehand. Equipping Devout Heart while you are banking Faith and swapping to something defensive for the fight itself is a legitimate use of your two passive slots. And remember that ceremonies build Faith too: officiating a wedding before a raid is not just roleplay, it is 50 points on the bar.
In a group you are the flexible one. You will not out-heal a dedicated healer, so ask what the party is short of. If they have a healer, run Zeal, keep chant up and treat yourself as a damage dealer with emergency cover. If they do not, you are the healer, and the fact that you can also resurrect and massresurrection means the group can afford to fail once.