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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.
Advanced Healer |
Increases your Magical Healing stat by 5.
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Blunt Weapon Mastery |
Increases Physical Power Bonus by +10% when attacking with a mace-type weapon. |
Brewmaster |
You do not exhibit the detrimental drunk effects when you drink Ale and + 10 Strength. |
Faithfulness |
Gain 15% divine magical damage bonus. |
Holy Aura |
Increase the flat Armor Rating andMagic Resist Rating of yourself and all party members within 4.5 meters by +15. |
Holy Water |
Drinking will eliminate all removable curse effects. |
Kindness |
Heal yourself for 15% of the spell's total heal amount when healing an ally. |
Over Healing |
Can Heal additional health up to 25% of Max Health, decays at 1% of Max Health per second |
Perseverance |
Reduces all types of final incoming damage by 3 per tick, including each tick of Damage over Time and True damage, to a minimum of 1 damage. |
Protection from Evil |
Grants -50% Debuff Duration. (This effectively makes debuffs last less time.) |
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. |
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.
Divine Protection |
Receive the blessing of the divine and increase Physical Damage Reduction by an additional flat +50% for 4 seconds. |
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45s |
Holy Purification |
Inflicts 100 base Magical Damage to all undead Monsters within 7.5 meters. |
100% |
45s |
Judgement |
After channeling for 0.75 seconds, instantly deals 25 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 |
Smite |
When activated, your attacks deal an additional instance of 10 Magical Damage for 7 seconds. |
100% |
18s |
Spell Memory |
Allows you to memorize spells to use in the dungeon. |
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Spell Memory 2 |
Allows you to memorize spells to use in the dungeon. |
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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)
Tier 1
Protection |
Creates a shield that blocks 20 Physical Damage for 20 seconds. |
0% |
0.75s |
5 Casts |
Bless |
Target gains +3 to Strength, Agility, and Will attributes for 30 seconds. Casts to self if no target is found. |
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0.75s |
5 Casts |
Tier 2
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 |
Cleanse |
Removes all harmful magic effects from the target. Several debuffs are not removeable, including Lich curses. Confirmed debuffs that can be cleansed: Warlock's Curse of Pain and Power of Sacrifice. |
1s |
5 Casts |
Tier 3
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 |
Bind |
Binds the target in place for 0.75 seconds. |
|
1s |
4 Casts |
Tier 4
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 Magical Damage and blinding them for 2 seconds. |
100% |
2s |
4 Casts |
Tier 5
Holy Light |
Heals a player for 25 HP or does 100 base 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
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 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
Locusts Swarm |
Channel, summon a swarm of locusts in a specified area, dealing 2 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 |
Earthquake |
Channel, Create an earthquake in a specified area, dealing 7 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
Resurrection |
Target an ally to resurrect them from the dead.
The corpse must have a soul heart |
2.75s |
1 Cast |
Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
[[]] |
Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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These Stats do not include starting armor.
- 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.
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