From Dark and Darker Wiki

m (overheal doesnt work on blood exchange nor second wind (% healing))
m (phrasing)
Line 76: Line 76:
         <tr>
         <tr>
<td style=" text-align:middle"> [[File:Perk Over Healing.png|link=|x96px]] <br> Over Healing </td>
<td style=" text-align:middle"> [[File:Perk Over Healing.png|link=|x96px]] <br> Over Healing </td>
<td> Healing with [[Healing#Real Magical Healing|Magical Healing]] (but not [[Healing#Real Physical Healing|Physical]] nor [[Healing#Percent Max Health Healing|%]] Healing) can heal even if at full health up to 25% of [[Health#Max_Health|Max Health]], decays at 1% of Max Health per second, NOT 1% of the over-healed health per second </td>
<td> Healing with [[Healing#Real Magical Healing|Magical Healing]] (but not [[Healing#Real Physical Healing|Physical]] nor [[Healing#Percent Max Health Healing|%]] Healing) can heal even if at full health up to 25% of [[Health#Max_Health|Max Health]], decays at 1% of Max Health per second </td>
</tr>
</tr>
         <tr>
         <tr>

Revision as of 20:19, 4 May 2024

Page is currently up to date for: Patch:6.6#Hotfix 69-2$green

Cleric.png
Cleric
'A Guardian Angel'
Strength
11
Vigor
13
Agility
12
Dexterity
14
Will
23
Knowledge
20
Resourcefulness
12

Health
95
Memory
14

Description

Clerics in Dark and Darker are devoted followers of a deity, who use their faith and divine magic to aid their allies and smite their enemies. They can heal wounds, and cleanse curses. They can also channel their deity's power to deal radiant damage to undead and other evil creatures. They can wear heavy armour and wield powerful weapons, but their true strength lies in their ability to call upon their deity's power to turn the tides of battle


Class Info


Weapon of choice: Blunt weapons such as maces

  • Pros
    • Only class with the ability to heal others' non-Recoverable HP and to resurrect fallen allies, without the need of a Sacrificial Altar.
    • Access to powerful buffs and protection spells.
    • Strong midrange offensive spells/skills in PvP, and can hold their own up-close when buffed.
    • Beginner friendly due to having access to healing, allowing them and their team to take a couple of hits without being in danger.
    • Good room clearing ability with the Holy Purification skill.
    • Able to wield most shields.
    • Access to some Plate Armor and unique defensive Perks.
    • Excels in parties seeking to fight Bosses.
    • High Magical Interaction Speed for fast shrine use and portal opening.
  • Cons
    • Slow attack speed and slowest Regular Interaction Speed.
    • Slow base movement speed
    • No movement skills
    • Limited choices of weapons with no ranged choices (except for spells)
    • Limited number of spell casts, with limited ways of replenishing them. Campfires or a Bard teammate are necessary for fast recovery
    • Slow base spell casting speed.



You can equip an additional perk every 5 levels. Currently maxed out at Level 15, so a total of 4 perks can be equipped.

Name Description
Perk Advanced Healer.png
Advanced Healer
Increases your Magical Healing stat by 5.
Perk Blunt Weapon Mastery.png
Blunt Weapon Mastery
Increases Physical Power Bonus by +10% when attacking with a mace-type weapon. Note that weapons that deal Blunt might not be a Mace, like Staves.
Perk Brewmaster.png
Brewmaster
You do not exhibit the detrimental drunk effects when you drink Ale and + 10 Strength.
Perk Faithfulness.png
Faithfulness
Gain 15% Divine Magic Power Bonus.

When dealing Divine damage, slow enemies by -15% Move Speed for 1.5 Seconds

Perk Holy Aura.png
Holy Aura
Increase the flat Armor Rating andMagic Resist Rating of yourself and all party members within 4.5 meters by +15.
Perk Holy Water.png
Holy Water
Drinking will eliminate all removable curse effects.
Perk Kindness.png
Kindness
Heal yourself for 15% of the spell's total heal amount when healing an ally.
Perk Over Healing.png
Over Healing
Healing with Magical Healing (but not Physical nor % Healing) can heal even if at full health up to 25% of Max Health, decays at 1% of Max Health per second
Perk Perseverance.png
Perseverance
Reduces all instances of final incoming damage by 3 per tick, including each tick of Damage over Time, to a minimum of 1 damage. Note that +True damage is not its own damage instance.
Perk Protection from Evil.png
Protection from Evil
Grants -50% Debuff Duration. (This effectively makes debuffs last less time.)
Perk Requiem.png
Requiem
Resurrecting an ally revives them with 50% HP instead of a sliver of life. When reviving an ally at the Altar of Sacrifice, you do not need to sacrifice any of your own health.
Perk Undead Slaying.png
Undead Slaying
Deal 20% increased physical damage against undead monsters. It is unknown if this is Physical Power Bonus or a final multiplier.


You can equip a total of 2 skills.

Name Description Scaling Cooldown
Skill Divine Protection.png
Divine Protection
Receive the blessing of the divine and increase Physical Damage Reduction by an additional flat +30% for 4 seconds. 45s
Skill Holy Purification.png
Holy Purification
Inflicts 100 Divine Magical Damage to all undead Monsters within 7.5 meters. 100% 45s
Skill Judgement.png
Judgement
After channeling for 0.75 seconds, instantly deals 25 Divine Magical Damage to a target and decreases their Movement Speed Bonus by -30% for 2 seconds. The spell can only be cast when the crosshair targets an enemy within 5m. Once Judgement starts casting on a target you will no longer need to continue targeting the crosshair. If the target goes out of range during casting, the casting fails and the skill enters cooldown. 100% 28s
Skill Smite.png
Smite
When activated, your melee physical attacks deal an additional instance of 10 Divine Magical Damage for 7 seconds. 50% 18s
Skill Spell Memory.png
Spell Memory
Allows you to memorize spells to use in the dungeon. /
Skill Spell Memory.png
Spell Memory 2
Allows you to memorize spells to use in the dungeon. /


The order in which you select spells will determine their Spell Memory Priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.

All Cleric spells have 7 meters range except Sanctuary(which has 3.5 meters)

Divine
Earth

Tier 1

Name Description Scaling Casting Time Limit
Spell Protection.png
Protection
Creates a shield that blocks 20 Physical Damage for 20 seconds. 0% 0.75s 5 Casts
Spell Bless.png
Bless
Target gains +3 to Strength, Agility, and Will attributes for 30 seconds. Casts to self if no target is found. 0.75s 5 Casts

Tier 2

Name Description Casting Time Limit
Spell Divine Strike.png
Divine Strike
Grants +5 Divine Strike Damage to the target for 20 seconds. "Divine Strike Damage" acts like Weapon Damage in that it benefits from Power Bonus, but acts like Additional Physical Damage in that it applies to both weapon attacks AND skills such as Rupture. 1s 4 Casts
Spell Cleanse.png
Cleanse
Removes all harmful magic effects from the target.
Several debuffs are not removeable, including Lich curses (needs retesting).
Confirmed debuffs that can be cleansed: Warlock's Curse of Pain and Power of Sacrifice.
1s 5 Casts

Tier 3

Name Description Scaling Casting Time Limit
Spell Lesser Heal.png
Lesser Heal
Heals a target for 15 HP. Casts to self if no target is found. This heal amount is increased by the casting Cleric's Magical Healing stat and Magical Power Bonus. (15 + Magical healing) * Magic Power Bonus 100% 1.25s 3 Casts
Spell Bind.png
Bind
Binds the target in place for 0.75 seconds. 1s 4 Casts

Tier 4

Name Description Scaling Casting Time Limit
Spell Holy Strike.png
Holy Strike
Creates an AoE burst of light in a specified area that hits all targets within 1 meter (including friendly targets) after a .5s delay, dealing 20 Divine Magical Damage and blinding them for 2 seconds. 100% 2s 4 Casts

Tier 5

Name Description Scaling Casting Time Limit
Spell Holy Light.png
Holy Light
Heals a player for 25 HP or does 100 base Divine Magical Damage to undead Monsters. The heal amount is increased by the casting Cleric's Magical Healing stat and Magical Power Bonus. (25 + Magical healing) * Magic Power Bonus 100% 2.25s 3 Casts

Tier 6

Name Description Scaling Casting Time Limit
Spell Sanctuary.png
Sanctuary
Channeling creates an AoE around the Cleric that heals all players within 3.5 meters by 5 HP per second as a Heal over Time and deals 14 Divine Magical Damage to undead Monsters per second. The heal amount is increased by the casting Cleric's Magical Healing stat and Magical Power Bonus. This spell can be channeled for up to 5 seconds, and will be cancelled if the Cleric moves. 50% per second 2.75s 2 Casts

Tier 7

Name Description Scaling Casting Time Limit
Spell Locusts Swarm.png
Locusts Swarm
Channel, summon a swarm of locusts in a specified area, dealing 2 Divine Magical Damage per 1s to targets within 3 meters. This damage is split into 0.1s ticks. This spell can be channeled for up to 6 seconds, and will be cancelled if the Cleric moves. 100% per second 2.75s 2 Casts
Spell Earthquake.png
Earthquake
Channel, Create an earthquake in a specified area, dealing 7 Earth Magical Damage per step and reducing movement speed bonus by 50% when targets within 2.5 meters move within. This spell can be channeled for up to 6 seconds, and will be cancelled if the Cleric moves. 50% per step 2.75s 2 Cast

Tier 8

Name Description Casting Time Limit
Spell Resurrection.png
Resurrection
Target an ally to resurrect them from the dead.

The corpse must have a soul heart
2.75s 1 Cast


Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
[[]]
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

These Stats do not include starting armor.

Stat Name Base Stats
Strength 11
Vigor 13
Agility 12
Dexterity 14
Will 23
Knowledge 20
Resourcefulness 12
Health 95
Memory Capacity 14
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -6%
Spell Recovery Bonus 73%
Move Speed 297 ( 99% )
Action Speed -1.5%
Manual Dexterity -1%
Spell Casting Speed 15%
Equip Speed -7%
Regular Interaction Speed -4.5%
Magical Interaction Speed 56%
Persuasiveness 12
Buff Duration 8%
Debuff Duration -7.4%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -22%
        From Armor Rating 0 ( -22% )
        From Bonuses 0%
Magic Resistance 13%
        From Resist Rating 62 ( 13% )
        From Bonuses 0%
Physical Power Bonus -8%
        From Physical Power 11 ( -8% )
        From Bonuses 0%
Magic Power Bonus 19%
        From Magic Power 23 ( 19% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0


- Communication is important! Communicate with your team when they should back up to be healed, if they should stand still, and so on.

- Be careful when using buffs and heals since you can also target monsters, corpses and enemy players.

- Pre-buff your team before a PvP encounter.

- Be sure you have campfires when entering a dungeon to enable you to replenish your spell casts when needed.

- You can increase your spell casting efficiency during PvP fights by pre-charging and holding the cast while waiting for the right opportunity to cast a heal for example.

Guides