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 pwoers 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.
You can equip a total of 2 skills.
Divine Protection |
Receive the blessing of the divine and gain 30% Physical Damage Reduction for 4s. |
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45s |
Holy Purification |
After casting for 1.5s, deal 100 Divine Magical Base Damage to all Undead Monsters within 7.5m. |
100% Scaling |
45s |
Judgement |
After channeling for 0.75s, instantly deal 25 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 |
Smite |
When activated, your melee physical attacks deal an additional instance of 10 Divine Magical Base Damage for 7s. This new instance never benefits from Hit Location Bonus. |
75% Scaling |
18s |
Spell Memory |
Allows you to memorize spells to use in the dungeon. |
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Spell Memory 2 |
Allows you to memorize additional 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. Spell tiers determine their spell memory cost.
All Cleric Spells have a cast range of 7m (meters), including Sanctuary.
Spell Types:
Divine
Earth
Tier 1
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 |
Bless |
Target within 7m gains 3 Strength, 3 Agility, and 3 Will for 30s. Casts to self if no target is found. |
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0.75s |
5 Casts |
Tier 2
Divine Strike |
Target within 7m gains 5 Divine Strike Damage for 20s. Casts to self if no target is found. |
1s |
4 Casts |
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
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 |
Bind |
Binds target within 7m in place for 0.75s. |
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1s |
4 Casts |
Tier 4
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 Magical Base Damage and disorienting their vision over 4s. |
100% Scaling |
2s |
4 Casts |
Tier 5
Tier 6
Tier 7
Tier 8
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 |
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.
- 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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