“ | In the Frail Age, communion with Celestials is unheard of. The Cleric must bind to ancient tomes containing the last vestiges flight from when the Celestials had drawn near. | „ |
~ Official Description |
Cleric is a class available to the Dark Myr, Dwarf and Human races. The Cleric's primary group role is Healer, making it their priority to keep their allies alive. Their speciality within that role being damage prevention and mitigation. [1] They are also capable of casting potent beneficial spells that boost the maximum health and armor class of their allies. Though primarily a healer, Clerics are capable in melee combat and, like Paladins, they are steadfast opponents of the undead.
Description[ | ]
To his core, the Cleric is focused on healing himself and his allies, and in this role he has no equal. But the Cleric can also dramatically enhance the defenses of his allies through the use of powerful signets, potent writs and ethereal armors. Though few in number, Clerics can perform feats of stunning ability once empowered with a measure of their Celestial’s influence. Indeed, for this very reason, certain elder Clerics are mistakenly revered as true Celestials! Because of the Cleric's searing devotion to the Celestial path, they have evolved the means to turn the Undead and other malignant beings.
Clerics have mastered the restorative arts of their Order, allowing them to use a myriad of potent healing abilities. But the Cleric can also dramatically enhance the defenses of their allies through the use of powerful signets, writs and ethereal armors. Imbued with Celestial power, Clerics can perform feats of stunning ability. Indeed, for this very reason certain master Clerics have been mistakenly revered as true Celestials! Because of the Cleric's affinity to Celestial light, they have evolved the means to turn Undeath and other cursed beings.
Gameplay Information[ | ]
Group Role
The Cleric's official role is Healer . Classes in the healer role focus on restoring the HP of their party members. Within an ideal group set-up, this healing is focused on the party's Tank. Each healer performs their healing differently, with the Clerics's specialty being damage prevention and mitigation. This can be seen with Reckon's Shield and as a component on Celestial Dawn, one of their primary healing spells. The Cleric's support spells are also focused on increasing the survivability of their allies, increasing maximum HP with Inspire and AC with Gift: Ethereal Cloth Armor.
Clerics are the sturdiest of the healers, capable of wearing the second higest tier of armor and shields. Additionally, they are able melee combatants with higher weapon skill caps than their contemporaries. [2] Positioning themselves in the frontline enables Clerics to easier deploy directional abilities or PBAoEs. [2] Melee Clerics can slot Favor of the Order for mana free self-healing to sustain themselves and Determined Strike to deal divine damage.
Like Paladins, Clerics are steadfast opponents of the undead. Many of their spells have additional effects vs undead targets ( Abominate) and they also have spells dedicated to destroying undeath wherever its found, such as Ward Undeath
Combat Resource
- Mana
- Celestial Power/Celestial Bond
- Clerics gain Celestial Power as a percentage of the effective healing they perform on themselves and their allies. Also, certain abilities increase a Cleric's Celestial Power by a certain amount when used. Other abilities have a Celestial Power cost in order to be performed. When a Cleric has accumulated enough Celestial Power, a Celestial Bond forms. While this Celestial Bond is active, the Celestial Power cost of abilities is reduced by X%.
Note As of April, 2022 Pre-Alpha, the Cleric's Celestial Power component is turned off as it was not meeting expectations. This may lead to changes to how Celestial Power functions, but there is currently no further info.
Weapons & Techniques
The only weapon class that Clerics can equip is Blunt and they can use both one-handed and two-handed varieties.
Clerics have a “higher skill cap” than their fellow healers[2] which lets them more effectively use their weapon in melee combat and enables them to learn more Techniques.
Weapon Class | Available Types |
---|---|
Blunt | Club, War Hammer, Great Hammer, Mace, Great Mace, Quarter Staff [3] |
Race
“ | The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations. | „ |
~ Official Description (retrieved from archived FAQ) |
Clerics can choose between four different races: Dark Myr, Dwarf, Elf and Human.
Player Guides[ | ]
- For an in-depth look at the Cleric, please see the Cleric Guide.
FAQ / Q&A[ | ]
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Trivia[ | ]
- During the June 9th, 2022 “Monk Combat Updates and Gameplay” stream it was announced that, as part of updates to the class-race matrix, Elves would now be able to pick the Cleric class.
Gallery[ | ]
Archival Art
Concept Art
Older Concept art of a male Human Cleric [Pre-Alpha]