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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 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 through the ability to heal others and self non-Recoverable HP, 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
Gain 5 Outgoing Magical Healing Add.
Perk Blunt Weapon Mastery.png
Blunt Weapon Mastery
Gain 10% Physical Power Bonus 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 gain 10 Strength while drunk.
Perk Faithfulness.png
Faithfulness
Gain 15% Divine Power Bonus.

When dealing Divine damage, cause the target to suffer -15% Move Speed Bonus for 1.5s, 3s Cooldown in the form of a Debuff.

Perk Holy Aura.png
Holy Aura
Gain 15 Armor Rating and 15 Magical Resistance for yourself and all party members within 4.5m.
Perk Holy Water.png
Holy Water
Drinking will eliminate all removable negative status 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 20% of Max Health, decays at -1% Percent Max Health Healing per second.
Perk Perseverance.png
Perseverance
Reduces all instances of final incoming damage by 3 Physical Absolute Reduction/3 Magical Absolute Reduction per tick, including each tick of Damage over Time, to a minimum of 1 damage.
Perk Protection from Evil.png
Protection from Evil
Gain -50% Debuff Duration Bonus. (This effectively makes debuffs last less time.)
Perk Requiem.png
Requiem
Resurrecting an ally revives them with only -50% HP lost rather than all but 1 HP. 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
Gain 20% Undead Undead Power 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 Curse Divine Magical Base Damage to all Undead Monsters within 7.5m. 100% Scaling 45s
Skill Judgement.png
Judgement
After casting for 0.75s, instantly deal 25 Curse Divine Magical Base Damage to a target, causing them to suffer -30% Move Speed Bonus for 2s. 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% Scaling 28s
Skill Smite.png
Smite
When activated, your melee physical attacks deal an additional instance of 10 Curse 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 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 7m range (note that Sanctuary does not have a cast range, but rather an aura radius)

Divine
Earth

Tier 1

Name Description Scaling Casting Time Limit
Spell Protection.png
Protection
Target receives a 20 Physical Shield for 20s. Casts to self if no target is found. 0% Scaling 0.75s 5 Casts
Spell Bless.png
Bless
Target 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
The target 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 the target. 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
Heal the target for 15 Magical Base Healing. Casts to self if no target is found. 100% Scaling 1.25s 3 Casts
Spell Bind.png
Bind
Binds the target 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 that hits all targets within 1m (including friendly targets) after a 0.5s delay, dealing 4 and disorienting their vision over 20 Curse Divine Magical Base Damage. 100% Scaling 2s 4 Casts

Tier 5

Name Description Scaling Casting Time Limit
Spell Holy Light.png
Holy Light
Heals the target for 25 Magical Base Healing if its a player or deals 100 Curse Divine Magical Base Damage to undead Monsters. Player: 100% Scaling
Undead: 100% Scaling
2.25s 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 each 1s that heals players for 5 Magical Base Healing and deals 14 Curse Divine Magical Base Damage to undead Monsters. Player: 50% Scaling per tick
Undead: 50% Scaling per tick
2.75s 2 Casts

Tier 7

Name Description Scaling Casting Time Limit
Spell Locusts Swarm.png
Locusts Swarm
Channel a swarm of locusts for 6s in a specified 3m area while remaining still, dealing 2 Curse Divine Magical Base Damage per 1s in 0.1 ticks. 2 Curse Divine Magical Base Damage per tick 2.75s 2 Casts
Spell Earthquake.png
Earthquake
Channel an earthquake for 6s in a specified 2.5m area while remaining still, dealing 7 Curse Earth Magical Base Damage to targets per step they move whilst causing them to suffer -50% Move Speed Bonus. 50% Scaling per step 2.75s 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 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.

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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