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==Class Info==
==Class Info==
The Cleric is a soldier of immense faith. The Cleric uses his sacred bonds to his gods to call forth the protective pwoers of light and to vanquish the forces of dark.
The Cleric is a soldier of immense faith. The Cleric uses his sacred bonds to his gods to call forth the protective powers of light and to vanquish the forces of dark.





Revision as of 18:43, 5 November 2024

Information is up to date! Hover for more details.Class Data last updated on: Patch:6.6#Hotfix 69-2.
Dark and Darker is currently on update: Patch:6.6#Hotfix 69-2.

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

Health
110
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

The Cleric is a soldier of immense faith. The Cleric uses his sacred bonds to his gods to call forth the protective powers of light and to vanquish the forces of dark.


Weapon of choice - Flanged Mace/Morning Star

  • Pros
    • Cast healing and protective spells.
    • Able to equip some plate armor.
    • Bonus damage to the undead. (Undead Slaying perk)
    • Adept with many blunt weapons. (Blunt Weapon Mastery perk)
    • Ability to resurrect an ally without consuming an Altar of Sacrifice. (Resurrection Spell)
  • Cons
    • Slow attack speed.
    • Slow movement speed.
    • Slow interaction speed.
    • Low damage bonus.
    • Limited ranged options.

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 Scaling
Perk Advanced Healer.png
Advanced Healer
Gain 5 Outgoing Magical Healing Add. -
Perk Blunt Weapon Mastery.png
Blunt Weapon Mastery
While using a Mace, gain 10% Physical Power Bonus.

Despite the in-game description stating that this applies to blunt weapons, this does not apply to the Magic Staff or Ceremonial Staff.
-
Perk Brewmaster.png
Brewmaster
When you drink alcohol, you no longer exhibit the detrimental drunk effects and gain 10 Strength. -
Perk Faithfulness.png
Faithfulness
Gain 15% Divine Divine Power Bonus. When a Divine Divine attack is successful, cause the target to suffer -15% Move Speed Bonus for 1.5s.
3s cooldown.
-
Perk Holy Aura.png
Holy Aura
Gain 15 Armor Rating and 15 Magical Resistance. This effects both yourself and allies within 6m. -
Perk Holy Water.png
Holy Water
Drinking any of the drinks will eliminate all removable curse effects. -
Perk Kindness.png
Kindness
Heal yourself for 15% of the spell total heal amount when healing another character. -
Perk Over Healing.png
Over Healing
If the target would be healed for more than their missing health, the extra magical healing will be received as bonus health up to 20% of the target's maximum health. This bonus health decays at -1% Percent Max Health Healing per second.

The bonus health from this perk functions a bit differently than temporary max health does. See Health#Over Healing for details.
-
Perk Perseverance.png
Perseverance
Reduces all incoming damage by 2 Physical Absolute Reduction/2 Magical Absolute Reduction. Cannot reduce below 1. -
Perk Protection from Evil.png
Protection from Evil
Gain -30% Debuff Duration Bonus. -
Perk Requiem.png
Requiem
Resurrecting an ally revives them with -50% HP lost. When reviving an ally at an Altar of Sacrifice, you do not sacrifice any of your own health. -
Perk Undead Slaying.png
Undead Slaying
Gain 20% Undead Race Damage Bonus. -


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 gain 30% Physical Damage Reduction for 4s. 45s
Skill Holy Purification.png
Holy Purification
After casting for 1.5s, deal 100 Divine Divine Magical Base Damage to all Undead Monsters within 7.5m. 100% Scaling 45s
Skill Judgement.png
Judgement
After channeling for 0.75s, instantly deal 25 Divine Divine Magical Base Damage to a target within 5m and cause them to suffer -30% Move Speed Bonus for 2s.

This skill is targeted like a single-target channel spell with the following differences: (1) You can only start channeling when the crosshair targets an enemy within range. (2) Once channeling starts, the target does not need to be kept in view to complete the channel. (3) If the target goes out of range while channeling, the skill will fizzle and enter cooldown. (4) The skill will not enter cooldown until the channel is either completed or fizzled. If the channel is cancelled by moving or hitting the cancel key, the skill will not go on cooldown.
100% Scaling 28s
Skill Smite.png
Smite
When activated, your melee physical attacks deal an additional instance of 10 Divine Divine Magical Base Damage for 7s. This new instance never benefits from Hit Location Bonus. 75% Scaling 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 additional 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. Spell tiers determine their spell memory cost.

All Cleric Spells have a cast range of 7m (meters), including Sanctuary.


Spell Types:

Divine Divine
Earth Earth

Tier 1

Name Description Scaling Casting Time Limit
Spell Protection.png
Protection
Target within 7m receives a 20 Physical Base Shield for 20s. Casts to self if no target is found. 0% Scaling 0.75s 5 Casts
Spell Bless.png
Bless
Target within 7m gains 3 Strength, 3 Agility, and 3 Will for 30s. 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
Target within 7m gains 5 Divine Strike Damage for 20s. Casts to self if no target is found. 1s 4 Casts
Spell Cleanse.png
Cleanse
Removes all harmful magic effects from target within 7m. Casts to self if no target is found.

Several Debuffs are not removeable.
Confirmed debuffs that can be cleansed: Warlock's Curse of Pain and Power of Sacrifice, ...
Confirmed debuffs that cannot be cleansed: Lich curses (bug), ...
1s 5 Casts

Tier 3

Name Description Scaling Casting Time Limit
Spell Lesser Heal.png
Lesser Heal
Heals target within 7m for 15 Magical Base Healing. Casts to self if no target is found. 100% Scaling 1.25s 4 Casts
Spell Bind.png
Bind
Binds target within 7m in place for 0.75s. 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 within 7m that hits all targets within 1m (including friendly targets) after a 0.5s delay, dealing 20 Divine Divine Magical Base Damage and disorienting their vision over 4s. 100% Scaling 2s 4 Casts

Tier 5

Name Description Scaling Casting Time Limit
Spell Holy Light.png
Holy Light
Heals target player within 7m for 25 Magical Base Healing
- OR -
Deals 100 Divine Divine Magical Base Damage to target Undead Monster within the same range.

Cannot target self.
Player: 100% Scaling
Undead: 100% Scaling
1.75s 3 Casts

Tier 6

Name Description Scaling Casting Time Limit
Spell Sanctuary.png
Sanctuary
Channel for up to 5s while remaining still, creating a 3.5m AoE around the Cleric which pulses every 1s, healing players for 5 Magical Base Healing and dealing 14 Divine Divine Magical Base Damage to Undead Monsters with each pulse. Player: 50% Scaling per tick
Undead: 50% Scaling per tick
2.25s 2 Casts

Tier 7

Name Description Scaling Casting Time Limit
Spell Locusts Swarm.png
Locust Swarm
Channel a swarm of locusts in a target area within 7m for up to 6s while remaining still, dealing 13 Divine Divine Magical Base Damage per second in 0.1s ticks while also inflicting -50% Incoming Physical Healing Mod and -50% Incoming Magical Healing Mod, all in a 3m radius. 0% Scaling per tick 2.5s 2 Casts
Spell Earthquake.png
Earthquake
Channel an earthquake in a specified area within 7m for up to 6s while remaining still, dealing 7 Earth Earth Magical Base Damage to targets per step they move whilst causing them to suffer -50% Move Speed Bonus in a 2.5m radius. 50% Scaling per step 2.5s 2 Cast

Tier 8

Name Description Casting Time Limit
Spell Resurrection.png
Resurrection
Target a fallen ally to Channel while remaining still, reviving them after 20s, but causing them to suffer -99% Percent Max Health Healing on revival.

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
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.

- Only class with the ability to resurrect fallen allies without the need of a Sacrificial Altar.

All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.

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