Cleric
An ordained priest of one of the five faiths who heals and fights in equal measure, and who runs the ceremonies that hold a church together.
Clerics combine healing and divine attacks with the ceremonies of a religious office. Their Ministry abilities include conducting marriages, preaching sermons, receiving confessions and admitting worshippers to a faith. These give the class work outside combat as well as a place in a party.
The chosen god determines which divine abilities are available. Shared training covers restoration and protection, while the deity's branch adds its own attacks, rites and support. Changing faith changes that branch. The piety command reports religious rank, devotion and tithes; there is no active Faith resource bar to spend in combat.
Becoming a Cleric#
Nobody joins the clerics by walking in. A character first joins the healers as an Explorer of level 10 or higher, then joins a religion (open to anyone of any class). The High Priest or High Priestess of that faith may then anoint the healer, who accepts with raccept. The healer becomes a cleric and an Acolyte of the faith, keeps their level, and is handed their god's chapter of the quest path. Leaders anoint the people they have watched serve the faith through sermons, rites and roleplay; help joining cleric describes the road. Above Acolyte the ranks are Cleric and Priest or Priestess, then Prophet, with the High Priest or High Priestess at the head of the faith.
A cleric is never a remort target. To play a cleric again in a later life, remort into healer and be anointed again.
Resources#
The cleric spends SP on everything. There is no second combat resource to build and no charge bar.
A Faith bar is planned but not in play: nothing grants it, spends it or shows it. The ministry rites run on SP, reputation and standing. piety reports your deity, your rank, your devotion and your tithes.
Talents give you a point every ten guild levels, ten at most and ten at most in one tree, spent with talents spend <tree>. Each point in a tree makes every skill in it 2% better: it strikes and heals 2% harder and comes back 2% sooner, so ten points give 20% of each. Passives are untouched, and each point in Zeal also makes your own weapon blows 2% stronger. A creature your god sends strikes harder for your points in your god's tree. Cleric passives work differently from every other class: you never equip them. The gifts your god grants are always on once you reach the level for them, listed under the Deity tree below.
Talent Trees#
Benediction#
Healing, cleansing and the return of the dead, plus the everyday conjurations of light, water and food. It runs from bind at level 1 through orison and healingbreeze up to healparty at 47 and resurrect at 52. Almost everything here targets an ally, and it also holds three of the class's passives, which are always on.
Zeal#
Holy offense, ten skills. It opens with smite at 4 and stone at 7, unlocks the Bulwark style at 20, adds the control spells silence, fatigue and freeze through the thirties, and finishes with the heavy area damage of flamestrike and earthquake.
Devotion#
Blessings, wards and protection, nearly all of it learned in the teens and twenties. It holds chant, the battle chant that sharpens your party's aim while it runs, the absorb shield divineshield, the damage reduction of sanctuary and barkskin, the reflection of thorns, and at level 60 bloodofthemartyr, a ritual that consecrates body armor so its wearer can call on the martyr abilities.
Ministry#
Rites and ceremony. Almost nothing here is a combat ability: marriage and divorce, induction and excommunication, sermons, counsel, sanctified ground, speaking with the dead, sensing the faithful and the heretical, and a familiar sent by your god.
Deity#
The largest tree in the class at 33 skills, and the one that makes two clerics of different gods play differently. talents shows it under your god's name. Each god grants its own run of abilities from level 11 upward, locked to that religion; changing faith changes which run you can use. The entries at levels 58 and 81 are passives, always on, rather than abilities you cast.
Loralei grants Loralei's Warmth at 11, Gentle Hands at 27, Word of Healing at 30, Fortune at 33, Penitent Light at 45, and the passives Bounteous Hunt at 58 and Blessing of Trade at 81.
Sivaine grants Taint at 27, Dark Curse at 43, Infect at 45, Plague at 54, and the passives Agony at 58 and Feast of Pain at 81.
Kranos grants the passive Ready for War at 27, which lets a cleric of Kranos wear plate armor, alongside Warhorn at 27, Challenge at 43, Brandmark at 45, Standard of War at 54, and the passive Anvil of Kranos at 58.
Thalos grants Watersbreath at 11, Entangle at 27, Beast at 36, Undertow at 45, Tame at 51, Stormcall at 55, and the passive Greenwarden at 81.
Morbis grants Raise Dead at 11, Commune at 27, Summon Corpse at 33, Underworld at 43, Gravechill at 45, and the passives Deathwarden at 58 and Death's Tithe at 81.
A cleric never equips passives. Every passive your god grants is always on the moment you reach its level, so there is no loadout to manage and nothing to swap between fights. They are listed with the rest of the Deity tree above, alongside the three unaligned passives in Benediction.
Skills#
Benediction#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Bind | Heal | 5 SP | 6s | Instant swift mend on yourself or an ally. |
| 2 | Cloak of Bravery | Support | 10 SP | 30s | Anoint a worn cloak so its wearer carries more life in them for hours afterward. |
| 3 | Create Light | Utility | 15 SP | 1m | Conjure an orb of divine light that no wind or water can put out. |
| 8 | Create Spring | Utility | 55 SP | 20m | Call a clear spring out of open ground. Anyone who drinks from it rests twice as fast for five minutes. |
| 9 | Create Holy Water | Utility | 50 SP | 1m | Bless a vial of water into holy water, which burns the undead and the demonic. |
| 12 | Orison of Healing | Heal | 10 SP | 12s | The everyday healing prayer, quick and cheap, and it runs deeper on an attuned soul. |
| 16 | Healing Breeze | Heal | 20 SP | 30s | A healing wind that keeps mending its target for a while after it is called. |
| 25 | Create Food | Utility | 100 SP | 1h | Conjure a loaf of holy bread into the hands of every party member present. |
| 29 | Spotless Mind | Utility | 30 SP | 1m | Pray one affliction loose from a companion. Which one lets go is not yours to choose. |
| 37 | Atonement | Passive | None | None | Always on. Your holy blows shed motes of light onto wounded groupmates in the room. |
| 40 | Vitalize | Support | 40 SP | 30s | Restore stamina to yourself or an ally standing with you. It closes no wounds. |
| 47 | Heal Party | Heal | 100 SP | 1m | Gather the party into one prayer, healing every member and companion in the room. |
| 49 | Blessed Rebirth | Passive | None | 1h | Always on. Once an hour, a killing blow returns you to life instead. |
| 52 | Resurrect | Utility | 275 SP | None | Kneel by a corpse and call the fallen back whole, with everything they carried. A long ritual. |
| 56 | Protection | Protection | 50 SP | None | Ward yourself or an ally against one element for a long stretch. |
| 57 | Beatification | Passive | None | None | Always on. You radiate a steady mending light over grouped faithful in the room. |
| 57 | Reverse Hex | Protection | 30 SP | 12s | Tear your freshest debuff from yourself and hurl it onto a chosen victim. |
Zeal#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 4 | Smite | Attack | 10 SP | 20s | Call a lance of holy force down on a foe. Modest, dependable damage. |
| 7 | Stone | Attack | 10 SP | 22s | Pray, and stone falls out of empty air onto a foe; half the time the weight knocks them down. |
| 20 | Bulwark Style | Utility | None | None | Unlocks style bulwark. |
| 31 | Silence | Debuff | 20 SP | 1m | Still a foe's tongue, silencing speech and verbal spells for a few breaths. Can fail. |
| 35 | Fatigue | Debuff | 20 SP | 1m | Call a weight of weariness onto a foe, draining their stamina utterly. Can fail. |
| 39 | Freeze | Attack | 30 SP | 1m | Killing cold locks a foe solid where they stand, unable to act for two to four rounds. |
| 41 | Cleansing Storm | Attack | 50 SP | 1m 30s | Blessed rain scours everyone in the room who does not share your faith, and each lash may strip a blessing. |
| 44 | Bladebind | Debuff | 50 SP | 45s | Bind spectral blades to a foe so they slice it every combat round. Only a cleric who serves no god can use it. |
| 48 | Flamestrike | Attack | 55 SP | 30s | A six second prayer, then the room fills with sacred fire, burning every foe present. |
| 59 | Earthquake | Attack | 120 SP | 3m | An eight second channel, then the ground pulses every few seconds, dealing earth damage to every foe in the room and knocking each off its feet for a moment. earthquake npcs spares other players. Leaving the room ends it. |
Devotion#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 10 | Chant | Buff | 10 SP | toggle | A battle chant you toggle on and off; while it runs, your group in the room hits more often. You can write up to ten chants of your own. |
| 13 | Bless | Buff | 10 SP | 1m | Trace the sign of your deity over an ally for bonus damage and accuracy. |
| 14 | Divine Shield | Protection | 15 SP | None | Raise a shield of golden light that drinks half of every blow of steel, element or magic until its pool is spent. |
| 15 | Armor of Faith | Protection | 10 SP | 1m | Lay a hand on worn armor and ask it to hold, for a lasting lift to armor class. |
| 19 | Barkskin | Protection | 25 SP | 1m | Your skin roughens into living bark, softening physical blows while it lasts. |
| 21 | Thorns | Buff | 20 SP | 30s | Wrap yourself in blessed thorns, so physical blows against you are partly reflected onto the attacker. |
| 23 | Sanctuary | Protection | 20 SP | 1m | Wrap an ally in a mantle of white light, cutting the damage they take. |
| 60 | Martyr's Blood | Utility | 110 SP | None | A two minute ritual that consecrates a piece of body armor with the Blood of the Martyr. Its wearer can then use martyr heal, martyr shield and martyr block, which share a one hour cooldown. |
Ministry#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 5 | Piety | Utility | None | None | Read your rank, standing and tithes before your deity. |
| 17 | Induct | Ceremony | None | 1m | Anoint a willing soul's brow and receive them into your faith. Only the High Priest or High Priestess may perform it. |
| 18 | Fasting | Utility | 5 SP | 10s | Read the discipline of a body: how recently a person has eaten and drunk. |
| 22 | Speak with Dead | Utility | 15 SP | 1m | Commune with a corpse: whose body it is, the last thing they knew, and what they carry. |
| 24 | Confess | Debuff | 20 SP | 30s | Demand the truth of a player or creature, stripping shadows, hiding and invisibility. Can fail. |
| 26 | Counsel | Utility | 40 SP | 5m | Talk a strained psion back to clarity, clearing all their strain. Taken from Unravelling or worse, it leaves them tempered: their powers hit 5% harder for half an hour. |
| 28 | Divine Compass | Utility | 10 SP | 30s | Still your mind and sense the faithful of your own religion in the surrounding area. |
| 32 | Sense Heresy | Utility | 15 SP | 30s | Taste the air for rival devotions: who nearby serves another faith, and which. |
| 34 | Familiar | Utility | 25 SP | 1m | Call the companion your god sends; each faith's creature has a talent and a habit of its own. |
| 37 | Marry | Ceremony | None | None | Bind two people with the sacred cord and speak the vows. Holy ground only: a temple, or ground you have consecrated. |
| 38 | Divorce | Ceremony | None | None | Take up the cord that once bound two people and cut it clean. Holy ground only. |
| 46 | Sermon | Buff | 50 SP | 10m | Preach with quiet fire; an ember of it stays lit in every listener as a morale buff. |
| 49 | Sanctify Ground | Utility | None | 30s | Consecrate a room as your ground in a long rite, then call your own faithful to it. |
| 50 | Excommunicate | Ceremony | None | 23h | Strike a name from the rolls of the faithful. Priest rank required. |
| 53 | Penance | Debuff | 50 SP | 1m 30s | Lay a burden of penance on a foe, so a fifth of every wound they deal is visited back on them. |
Deity#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 11 | Loralei's Warmth | Protection | 15 SP | 1m | Loralei only. Set a hearth behind an ally's ribs, so the cold takes only half of what it means to. |
| 11 | Raise Dead | Utility | 40 SP | 45s | Morbis only. Tell a corpse it is not finished yet: it rises and serves, one at a time. |
| 11 | Watersbreath | Utility | 15 SP | 1m | Thalos only. Your lungs take water as easily as air, and no depth can drown you. |
| 27 | Commune | Utility | 30 SP | 30s | Morbis only. Open a channel to the Underworld; the dead hear you, and answer. |
| 27 | Entangle | Debuff | 15 SP | 30s | Thalos only. Roots come up and hold a foe fast. Forest, jungle or swamp only. |
| 27 | Gentle Hands | Buff | 15 SP | 1m | Loralei only. Every mending the target receives lands a quarter harder, but their own blows land softer. |
| 27 | Ready for War | Passive | None | None | Kranos only, always on. Clerics of Kranos may wear plate armor. |
| 27 | Taint | Utility | 30 SP | 1m | Sivaine only. Bless food or drink with rot: it keeps its look, gives no nourishment, and sickens whoever swallows it. |
| 27 | Warhorn | Buff | 20 SP | 3m | Kranos only. Your whole party's blows land harder and truer for two minutes. |
| 30 | Word of Healing | Heal | 30 SP | 30s | Loralei only. Instantly mend a target, surging far stronger when they are already badly hurt. |
| 33 | Fortune | Buff | 20 SP | 2m | Loralei only. Tilt the world in someone's favor with five more Luck for a quarter of an hour. |
| 33 | Summon Corpse | Utility | 65 SP | 5m | Morbis only. Speak a name below, and a fallen Morbis faithful's corpse is delivered to your feet from anywhere. |
| 36 | Beast | Utility | 30 SP | 2m | Thalos only. Call a wilderness companion that fights at your flank, each species with a trick of its own. |
| 43 | Challenge | Combat | 25 SP | 20s | Kranos only. Bellow a foe's name with the war god's iron in your voice, locking their attention onto you. |
| 43 | Dark Curse | Debuff | 50 SP | 1m 30s | Sivaine only. Seal a victim's wounds against all magical mending; only food and drink still comfort them. |
| 43 | Underworld | Utility | 390 SP | 10m | Morbis only. Ask Morbis for the road down and walk it alive. |
| 45 | Brandmark | Combat | 25 SP | 45s | Kranos only. Sear the war god's brand into a foe: it burns hotter every round, and your blade bites deeper on the branded. |
| 45 | Gravechill | Combat | 40 SP | 45s | Morbis only. Grave cold draws life from a foe, lends a third of it to you, and a death repays your spirit. |
| 45 | Infect | Combat | 45 SP | 45s | Sivaine only. Bless a foe's wounds so they weep and spread, leaving disease behind when the blessing fades. |
| 45 | Penitent Light | Combat | 25 SP | 45s | Loralei only. A relentless light scours a foe, and half of what it takes settles into your most wounded companion. |
| 45 | Undertow | Combat | 30 SP | 45s | Thalos only. Call the sea around a foe, stronger under open sky or on water, and the last pull takes their legs. |
| 51 | Tame | Utility | 25 SP | 1m | Thalos only. Gentle a wild animal permanently, for you and everyone standing with you. |
| 54 | Plague | Utility | 85 SP | 2h | Sivaine only. A long litany of rot that looses a creeping plague on the whole world for an hour. |
| 54 | Standard of War | Buff | 40 SP | 10m | Kranos only. Plant the Banner of Kranos; while it stands, the war god's faithful across the area fight behind a shield wall. |
| 55 | Stormcall | Utility | 100 SP | 1h | Thalos only. Turn the weather of the entire world to the sky of your choosing. |
| 58 | Agony | Passive | None | None | Sivaine only, always on. Your damaging prayers may seed a festering disease in the wound. |
| 58 | Anvil of Kranos | Passive | None | None | Kranos only, always on. Your shield blocks like a warrior's mastery, and half of all knockdowns fail against you. |
| 58 | Bounteous Hunt | Passive | None | None | Loralei only, always on. Everyone hunting in your company earns half again as much experience, you included. |
| 58 | Deathwarden | Passive | None | None | Morbis only, always on. A killing blow may take you to the Gates of the Underworld alive at 1 health instead of killing you. |
| 81 | Blessing of Trade | Passive | None | None | Loralei only, always on. Every price you are quoted and every offer made to you runs a quarter in your favor. |
| 81 | Death's Tithe | Passive | None | None | Morbis only, always on. Every death in your presence pays you health, spirit and wind for the dead's worth. |
| 81 | Feast of Pain | Passive | None | None | Sivaine only, always on. Afflictions you have laid feed you as they gnaw, part of each tick closing your wounds. |
| 81 | Greenwarden | Passive | None | None | Thalos only, always on. Beneath open sky or on open water you deal a tenth more damage and take a tenth less. |
Playing a Cleric#
Clerics begin with bind for healing and ordinary weapon attacks; smite at level 4 and stone at 7 add offense. After that, the choices depend on the party's injuries, the effects in play and the cleric's faith.
Benediction is restoration and Zeal is attack and control. Devotion adds protection such as divineshield, sanctuary and barkskin, and the party's battle chant. Most heals land at once, but healparty takes four seconds to cast, which matters when a group is taking steady damage.
The deity branch changes with religion. Loralei gives restoration and fortune, Kranos martial abilities, Thalos nature and water, Sivaine disease and curses, and Morbis powers over the dead. Their passives switch on at the listed levels without being equipped, and so do the shared Benediction passives.
Ministry is a priest's work outside combat: sermons, counsel, marriage and induction into the faith. Religious office has its own rules, and a ceremony or a rank gives no authority over other characters.
Before an expedition, agree whether the cleric will concentrate on healing, protection or damage. With a healer in the group the cleric can lean toward attack, but a second source of healing helps when that healer is busy or hurt. resurrect arrives at level 52.