Heals that hurt
Cleric
Healer / Support
In development
CLASS MASTERY
CLERIC
Heals that hurt
STR +0 DEX -5 INT +0 WIS +20 CON +0 TGH -5
Explore your path from core to capstone

Know your limits
Fuel for the Fight
Mana powers healing, purification, resurrection and hybrid spells. Holy Power fuels Smite, Hammer, Reversal, Dome and Fury. Smite variants restore health or mana on a hit. Ordinary weapon actions use stamina.
The Arsenal
Every skill, rank and requirement. Open a card to get into the details.
37 nodes
Level 1
mechanicHoly Orders1 rank · Free
FREE. +20 WIS, -5 DEX, -5 TGH; +1 WIS per Cleric level. Healing costs mana; offensive magic and buffs spend Holy Power. Effective heals, basic mace hits of either handedness and blocks generate Holy Power under the class resource rules. Self-healing and solo melee work without party members. WIS increases healing and mana regeneration, never holy damage. No automatic Divine Intervention in V3.
Prerequisites: None
Level 2
activeChain Heal3 ranks · 2 points per rank
Aim at a highlighted ally within 25m. 1s interruptible cast; 18 mana; 6s cooldown. First heal the Cleric for base 30 HP, outside the hit index and bounce budget. Heal the primary ally, then make 3 bounces within 8m at rank 3. Hits 1/2/3/4 use additive multipliers 1/1.2/1.4/1.6; allies receive 30 base healing (WIS), enemies 18 base holy damage (INT). Both hit types advance the same index. Nearest legal target first; stable entity-ID tie-break. Repeats are allowed after an intervening third unit, never immediate A-B-A; the Cleric is excluded from later bounces. Stop when no target exists. Another eligible recipient is required before the caster heal; there is no no-target self fallback.
Rank notes: R1 1 bounce; R2 2; R3 3. Base heal 30 and base damage 18 at every rank; rank changes reach, not two magnitudes at once.
Prerequisites: Holy Orders
activeHoly Smite3 ranks · 2 points per rank
Instant single-enemy hitscan within 25m and line of sight. Costs 20 Holy Power; 6s cooldown; no mana cost. Deals 25 base holy damage at rank 3, scaled by INT once. No projectile travel, area damage or stun. Validate a living hostile target, range, line of sight and resource availability before release; an invalid target does not activate the spell or consume cost/cooldown. A valid release spends Holy Power and starts cooldown even if mitigation or immunity reduces damage to zero. Damage and variant rewards generate no Holy Power. Uses the shared direct-spell crit rules.
Rank notes: R1 15 base holy damage; R2 20; R3 25. INT scaling. Cost 20 Holy Power, cooldown 6s and range 25m at every rank.
Prerequisites: Holy Orders
Level 3
passiveExtended Chain1 rank · 1 point per rank
Chain Heal gains one bounce at its current rank. It can target ground within its normal cast range: pick the first unit within the bounce radius of that point as hit 1; still perform the free self pass. Prefer injured party allies, then faction allies, then enemies; within a tier use lowest health fraction, distance, then stable ID. Revalidate ground at release. Valid empty ground supplies the visible pillar anchor and one normal caster heal; the anchor does not spend a unit hit or bounce. Invalid ground does not activate the spell.
Prerequisites: Chain Heal
Exclusive with: Siphoning Chain
passiveSiphoning Chain1 rank · 1 point per rank
Chain Heal may directly target an enemy and prioritizes nearest enemies before allies on later bounces. For each UNIQUE enemy actually damaged, heal the Cleric for an additional 25% of Chain Heal base healing; at rank 3 at most four unique enemies count (primary plus three bounces). Repeated hits do not add unique-target credit. This bonus uses WIS once and shares the cast Holy Power cap.
Prerequisites: Chain Heal
Exclusive with: Extended Chain
passiveFaith3 ranks · 2 points per rank
Increases your WIS-scaled healing output and eligible Holy Power generation by 15%. Does not amplify damage-derived Reversal healing, percentage-health Resurrection, or resource caps.
Rank notes: R1 +5%; R2 +10%; R3 +15%.
Prerequisites: Chain Heal
passiveRestorative Smite1 rank · 1 point per rank
When Holy Smite successfully deals damage, heal the Cleric for 5 / 10 / 15 base HP according to Holy Smite rank, scaled by WIS once. This is a flat-base self-heal, not a percentage of damage dealt; Faith may amplify its healing, but it generates NO Holy Power. Trigger once per cast, never on a blocked or immune zero-damage hit. Keep Holy Smite cost and cooldown unchanged. Mutually exclusive with Replenishing Smite. Requires Holy Smite to be learned; no higher parent-rank requirement.
Rank notes: One-rank upgrade. Holy Smite R1: 5 base self-heal; R2: 10; R3: 15. Healing scales with WIS, not INT or damage dealt.
Prerequisites: Holy Smite
Exclusive with: Replenishing Smite
passiveReplenishing Smite1 rank · 1 point per rank
When Holy Smite successfully deals damage, restore 2 / 4 / 6 mana to the Cleric according to Holy Smite rank, capped at maximum mana. Fixed restoration: no scaling with damage, attributes or Faith. Trigger once per cast, never on a blocked or immune zero-damage hit. Generates no Holy Power; keep Holy Smite cost and cooldown unchanged. Mutually exclusive with Restorative Smite. Requires Holy Smite to be learned; no higher parent-rank requirement.
Rank notes: One-rank upgrade. Holy Smite R1: restore 2 mana; R2: 4; R3: 6. Fixed amounts; no attribute scaling.
Prerequisites: Holy Smite
Exclusive with: Restorative Smite
Level 4
passiveShield Discipline3 ranks · 1 point per rank
Shield block rating increases by 50%. Successful shield blocks generate double the Holy Power granted by Holy Orders, still under its shared per-second cap. Optional: not a prerequisite for either mace style.
Rank notes: R1 +20% block rating; R2 +35%; R3 +50%. Holy Power multiplier is 2 at each rank.
Prerequisites: Faith
Exclusive with: Consecrated Plate
passiveConsecrated Plate3 ranks · 1 point per rank
Removes Chain movement/casting penalties, halves Plate penalties, and grants 15 armour protection while wearing Chain or Plate. Works with either mace style; does not require a shield.
Rank notes: R1 +5 protection; R2 +10; R3 +15. Armour permissions apply at rank 1.
Prerequisites: Faith
Exclusive with: Shield Discipline
passiveMace Discipline3 ranks · 2 points per rank
ONE-HANDED AND TWO-HANDED MACES: +24% physical mace damage and double the Holy Power per basic mace hit granted by Holy Orders, under its event cap. STR scales the physical strike. A two-handed mace is a supported Cleric weapon, not an improvised one-handed weapon.
Rank notes: R1 +8% mace damage; R2 +16%; R3 +24%. Holy Power multiplier is 2 at each rank.
Prerequisites: Faith
Level 5
passiveOne-Handed Mace Rites3 ranks · 1 point per rank
With a one-handed mace equipped, basic attacks and shield blocks cost 15% less stamina. A successful shield block empowers your next landed one-handed mace hit within 4s to heal the most injured ally within 6m, including yourself, for 15 base HP (WIS). The healing counterattack can trigger once every 4s; consume the empowerment once, and repeated blocks refresh its window rather than stacking charges. This is a flat-base heal, not a percentage of the STR/INT-scaled hit, and generates no Holy Power. The stamina saving works without a shield; the healing counterattack requires one. This node grants no stamina drain.
Rank notes: R1 5% stamina saving / 5 base heal; R2 10% / 10; R3 15% / 15. Healing scales with WIS; 6m ally radius and 4s healing cooldown at all ranks.
Prerequisites: Mace Discipline
Exclusive with: Two-Handed Mace Rites
passiveTwo-Handed Mace Rites3 ranks · 1 point per rank
With a two-handed mace, heavy attacks deal 50% more guard damage. Once every 4s a landed heavy attack also heals the most injured ally within 6m, including yourself, for 15 base HP (WIS). This is a flat-base heal, not a percentage of the INT/STR-scaled hit, and generates no Holy Power. No shield is required.
Rank notes: R1 +20% guard damage / 5 base heal; R2 +35% / 10; R3 +50% / 15.
Prerequisites: Mace Discipline
Exclusive with: One-Handed Mace Rites
Level 6
activePurification3 ranks · 2 points per rank
Target an ally within 25m, including yourself. A 1.5s interruptible cast heals them for 60 base HP (WIS) and deals 40 base holy damage (INT) to enemies within 4m of them. 24 mana; 10s cooldown. Healing and damage are independent outputs, not damage derived from the final amplified heal. If no eligible ally is acquired, target yourself.
Rank notes: R1 heal 40 / damage 24; R2 50 / 32; R3 60 / 40.
Prerequisites: Faith
Level 7
passiveWave of Light1 rank · 1 point per rank
Purification also removes Bleed and Venom from its healed target. This cleanses only that target, not everyone in the damage radius; it grants no immunity to reapplication.
Prerequisites: Purification
Exclusive with: Overflow
passiveOverflow1 rank · 1 point per rank
Purification overhealing becomes a shield for 6s, capped at the calculated healing output of that cast before missing-health clamping. Reapplication refreshes the stronger shield instead of stacking; shields generate no Holy Power.
Prerequisites: Purification
Exclusive with: Wave of Light
Level 8
activeRadiant Orb3 ranks · 2 points per rank
Launch a slow orb towards the crosshair after a 0.5s interruptible cast. 24 mana; 18s cooldown. It travels at 3m/s, reflects deterministically off terrain/walls/objects, passes through units, and heals allies within 3m for 8 base HP/s (WIS). Lifetime 8s or a shared pool of 120 base-output units. Effective healing consumes pool in pre-WIS units; overheal consumes none. Split a depleted tick fairly across eligible recipients. No base damage. Flat ticks every second, no ramp or target-induced slowdown. It may overlap Purify; duplicate same-spell effects on a target use strongest-only ticks.
Rank notes: R1 base heal 4/s, pool 80; R2 6/s, pool 100; R3 8/s, pool 120.
Prerequisites: Purification
Level 9
passiveHallowed Orb1 rank · 1 point per rank
Radiant Orb healing rate and shared output pool both increase by 50% relative to its current rank. Remains healing-only; duration and radius do not increase.
Prerequisites: Radiant Orb
Exclusive with: Searing Orb
passiveSearing Orb1 rank · 1 point per rank
Radiant Orb also deals holy damage over time to enemies in its radius: base damage per tick is 75% of the orb current-rank base healing tick, scaled independently by INT and never critting. Healing rate is unchanged, but damage and healing spend the SAME base-output pool, so mixed fights reduce healing endurance.
Prerequisites: Radiant Orb
Exclusive with: Hallowed Orb
Level 10
activePurify3 ranks · 2 points per rank
After a 0.75s interruptible cast, place a stationary 6m-radius zone centred on your current position. It stays there for 15s, healing allies inside for 6 base HP every second (WIS). 30 mana; 45s cooldown. No base cleanse or damage. A Cleric may maintain one Purify; recasting replaces their previous zone. Multiple Clerics do not stack Purify ticks on the same ally; strongest wins. Radiant Orb is a different spell and can overlap it.
Rank notes: R1 3 base HP/s; R2 4.5; R3 6.
Prerequisites: Radiant Orb
Level 11
passiveCleansing Ground1 rank · 1 point per rank
Each Purify healing tick removes existing Bleed from allies inside. It does not remove poison and does not prevent a new bleed between ticks.
Prerequisites: Purify
Exclusive with: Cleansing Flame
passiveCleansing Flame1 rank · 1 point per rank
Purify also damages enemies inside each tick. Base holy damage equals the zone current-rank BASE healing tick, then scales with INT rather than WIS. It is periodic damage, cannot crit, and generates no Holy Power.
Prerequisites: Purify
Exclusive with: Cleansing Ground
Level 14
activeHammer of the Sun3 ranks · 2 points per rank
Target an enemy within 25m. A 0.5s interruptible cast releases a visible descending hammer with a 0.4s fall delay. It deals 60 base holy damage (INT) and stuns for 1.5s, subject to shared stun/root diminishing returns. 30 Holy Power; 30s cooldown. Target lock does not bypass range/line-of-sight validation on release; the released hammer resolves on that target unless it becomes invalid or a barrier intercepts it.
Rank notes: R1 35 base damage; R2 48; R3 60. Stun 1.5s at all ranks.
Prerequisites: Purify
Exclusive with: Reversal
activeReversal1 rank · 3 points per rank
Instant visible buff on an ally within 25m, including yourself. For 2s, their next direct hostile weapon or spell hit heals them instead of dealing damage, then consumes the buff. 20 Holy Power; 25s cooldown. Check at impact, after the protected target mitigation; convert that resulting amount into healing without WIS/Faith amplification. Excludes DoTs, self-costs, falling/environment, reflected/proc packets and true executes. No minimum hit size: attackers may spend a small direct hit to consume it. Reapplications do not stack. If no eligible ally is acquired, target yourself.
Prerequisites: Purify
Exclusive with: Hammer of the Sun
Level 15
passiveLingering Light1 rank · 1 point per rank
When Hammer of the Sun's stun ends, slow that target's movement speed by 50% for 3 seconds. The slow begins immediately after the actual Hammer stun ends, not at impact and not after an additional delay; its duration does not overlap that stun. Uses the shared strongest-wins, non-stacking slow rules. Replaces Disarming Light: no disarm, attack restriction or additional stun. Hammer damage, resource cost and cooldown are unchanged.
Rank notes: One-rank upgrade: 50% movement slow for 3s after Hammer of the Sun stun ends, at every parent rank.
Prerequisites: Hammer of the Sun
Exclusive with: Judgement
passiveJudgement1 rank · 1 point per rank
Hammer of the Sun deals 50% more damage than its current-rank value against targets below 30% health at impact. Stun duration is unchanged. This is bonus damage, NOT an execute, and never marks an otherwise normal death as executed.
Prerequisites: Hammer of the Sun
Exclusive with: Lingering Light
passiveReversal of Fortune1 rank · 1 point per rank
Reversal catches every eligible direct hit during its original 2s window instead of only the first. All base exclusions remain; it does not extend its window, protect against an execute or generate Holy Power.
Prerequisites: Reversal
Exclusive with: Reflect
passiveReflect1 rank · 1 point per rank
Reversal window shrinks to 1s. The next eligible direct hit is prevented but does NOT heal the ally. Return 100% of that prevented post-mitigation amount immediately to the attacker, in the original damage school; attacker mitigation applies once. No extra INT, STR, WIS or crit scaling. Reflected packets cannot be reflected, reversed or trigger lifesteal, counters or Holy Power. Impact-time checks apply even to projectiles launched before the buff.
Prerequisites: Reversal
Exclusive with: Reversal of Fortune
Level 18
activeResurrection1 rank · 3 points per rank
Target a visibly eligible dead ally within 20m who died within the last 30s. 8s interruptible cast; 50 mana; 120s cooldown. At completion offer consent to return with 40% maximum HP and 20% maximum mana. Not an out-of-combat-only spell. Executed corpses are visibly marked and never selectable; validate eligibility again on completion and acceptance. A normal corpse that is gone, already revived or respawned is invalid. Restore no copied inventory: the corpse/loot system owns item transfer. Percentage restoration uses the recipient pools, not WIS. No Holy Power generation.
Prerequisites (any): Hammer of the Sun, Reversal
Points gate: 31 points invested
Level 20
passiveSecond Breath1 rank · 1 point per rank
Resurrection returns its single target with FULL HP and mana instead of the base restoration. It grants no immunity and does not bypass the execute or corpse eligibility rules.
Prerequisites: Resurrection
Exclusive with: Mass Resurrection
passiveMass Resurrection1 rank · 1 point per rank
On Resurrection completion, also offer resurrection to every eligible dead ally within 6m of the primary corpse. Each returns at the base 40% HP / 20% mana, must accept, and independently passes the time/execute/corpse checks. Executed players are skipped, never consumed as targets.
Prerequisites: Resurrection
Exclusive with: Second Breath
Level 26
activeDome of Protection1 rank · 5 points per rank
ULTIMATE (exclusive with Righteous Fury). After a 1s interruptible cast, place a 10m-radius dome at ground within 25m for 12s. 60 Holy Power; 180s cooldown. Blocks ALL entering projectiles, including spell projectiles; projectiles may leave. Units can walk through freely. No general damage immunity: melee, damage-over-time already inside and non-projectile spells can still affect occupants.
Prerequisites: Resurrection
Points gate: 45 points invested
Exclusive with: Righteous Fury
activeRighteous Fury1 rank · 5 points per rank
ULTIMATE (exclusive with Dome of Protection). Instant self buff for 12s; 60 Holy Power; 180s cooldown. Your active casts cannot be interrupted by interrupt effects, damage or crowd-control cancellation. Crowd control still affects movement and the ability to begin new actions; this is not blanket CC immunity. Death or an invalid target still cancels a cast. No cooldown reset and no infinite Holy Power.
Prerequisites: Resurrection
Points gate: 45 points invested
Exclusive with: Dome of Protection
Level 30
passiveReinforced Dome1 rank · 1 point per rank
Dome of Protection also rejects hostile NON-PROJECTILE spells entering from sources outside: rays, targeted effects and newly placed hostile zones inside its boundary. This adds protection beyond the base, which already blocks magical projectiles. Existing DoTs/zones are not cleansed; an enemy caster who walks inside can cast normally.
Prerequisites: Dome of Protection
Exclusive with: Searing Dome
passiveSearing Dome1 rank · 1 point per rank
Dome of Protection deals 25 base holy damage per second (INT) to enemies inside for the dome duration. Units may still leave. This periodic damage does not crit or generate Holy Power; overlapping Searing Domes use strongest-only ticks.
Prerequisites: Dome of Protection
Exclusive with: Reinforced Dome
passiveZeal1 rank · 1 point per rank
During Righteous Fury, your holy spell damage and WIS-scaled healing are increased by 25%. Does not amplify Reversal, percentage resurrection, resource caps or regeneration. Cast times and cooldowns are unchanged.
Prerequisites: Righteous Fury
Exclusive with: Avenging Wrath
passiveAvenging Wrath1 rank · 1 point per rank
During Righteous Fury, each original melee hit adds holy damage equal to 25% of the weapon BASE damage (INT once, not STR-scaled hit damage) and heals the lowest-health ally within 8m, including self, for 5 base HP (WIS once). One proc per attack, not per cleave victim; works with either mace size. The proc does not crit separately. Proc healing benefits from Faith but generates no Holy Power and cannot trigger another proc.
Prerequisites: Righteous Fury
Exclusive with: Zeal
Holy Orders
FREE. +20 WIS, -5 DEX, -5 TGH; +1 WIS per Cleric level. Healing costs mana; offensive magic and buffs spend Holy Power. Effective heals, basic mace hits of either handedness and blocks generate Holy Power under the class resource rules. Self-healing and solo melee work without party members. WIS increases healing and mana regeneration, never holy damage. No automatic Divine Intervention in V3.
LEVEL Granted with class
Chain Heal
Aim at a highlighted ally within 25m. 1s interruptible cast; 18 mana; 6s cooldown. First heal the Cleric for base 30 HP, outside the hit index and bounce budget. Heal the primary ally, then make 3 bounces within 8m at rank 3. Hits 1/2/3/4 use additive multipliers 1/1.2/1.4/1.6; allies receive 30 base healing (WIS), enemies 18 base holy damage (INT). Both hit types advance the same index. Nearest legal target first; stable entity-ID tie-break. Repeats are allowed after an intervening third unit, never immediate A-B-A; the Cleric is excluded from later bounces. Stop when no target exists. Another eligible recipient is required before the caster heal; there is no no-target self fallback.
R1 1 bounce; R2 2; R3 3. Base heal 30 and base damage 18 at every rank; rank changes reach, not two magnitudes at once.
LEVEL Requires level 2
REQUIRES Holy Orders
Extended Chain
Chain Heal gains one bounce at its current rank. It can target ground within its normal cast range: pick the first unit within the bounce radius of that point as hit 1; still perform the free self pass. Prefer injured party allies, then faction allies, then enemies; within a tier use lowest health fraction, distance, then stable ID. Revalidate ground at release. Valid empty ground supplies the visible pillar anchor and one normal caster heal; the anchor does not spend a unit hit or bounce. Invalid ground does not activate the spell.
LEVEL Requires level 3
REQUIRES Chain Heal
EXCLUSIVE Siphoning Chain
Siphoning Chain
Chain Heal may directly target an enemy and prioritizes nearest enemies before allies on later bounces. For each UNIQUE enemy actually damaged, heal the Cleric for an additional 25% of Chain Heal base healing; at rank 3 at most four unique enemies count (primary plus three bounces). Repeated hits do not add unique-target credit. This bonus uses WIS once and shares the cast Holy Power cap.
LEVEL Requires level 3
REQUIRES Chain Heal
EXCLUSIVE Extended Chain
Faith
Increases your WIS-scaled healing output and eligible Holy Power generation by 15%. Does not amplify damage-derived Reversal healing, percentage-health Resurrection, or resource caps.
R1 +5%; R2 +10%; R3 +15%.
LEVEL Requires level 3
REQUIRES Chain Heal
Shield Discipline
Shield block rating increases by 50%. Successful shield blocks generate double the Holy Power granted by Holy Orders, still under its shared per-second cap. Optional: not a prerequisite for either mace style.
R1 +20% block rating; R2 +35%; R3 +50%. Holy Power multiplier is 2 at each rank.
LEVEL Requires level 4
REQUIRES Faith
EXCLUSIVE Consecrated Plate
Consecrated Plate
Removes Chain movement/casting penalties, halves Plate penalties, and grants 15 armour protection while wearing Chain or Plate. Works with either mace style; does not require a shield.
R1 +5 protection; R2 +10; R3 +15. Armour permissions apply at rank 1.
LEVEL Requires level 4
REQUIRES Faith
EXCLUSIVE Shield Discipline
Mace Discipline
ONE-HANDED AND TWO-HANDED MACES: +24% physical mace damage and double the Holy Power per basic mace hit granted by Holy Orders, under its event cap. STR scales the physical strike. A two-handed mace is a supported Cleric weapon, not an improvised one-handed weapon.
R1 +8% mace damage; R2 +16%; R3 +24%. Holy Power multiplier is 2 at each rank.
LEVEL Requires level 4
REQUIRES Faith
One-Handed Mace Rites
With a one-handed mace equipped, basic attacks and shield blocks cost 15% less stamina. A successful shield block empowers your next landed one-handed mace hit within 4s to heal the most injured ally within 6m, including yourself, for 15 base HP (WIS). The healing counterattack can trigger once every 4s; consume the empowerment once, and repeated blocks refresh its window rather than stacking charges. This is a flat-base heal, not a percentage of the STR/INT-scaled hit, and generates no Holy Power. The stamina saving works without a shield; the healing counterattack requires one. This node grants no stamina drain.
R1 5% stamina saving / 5 base heal; R2 10% / 10; R3 15% / 15. Healing scales with WIS; 6m ally radius and 4s healing cooldown at all ranks.
LEVEL Requires level 5
REQUIRES Mace Discipline
EXCLUSIVE Two-Handed Mace Rites
Two-Handed Mace Rites
With a two-handed mace, heavy attacks deal 50% more guard damage. Once every 4s a landed heavy attack also heals the most injured ally within 6m, including yourself, for 15 base HP (WIS). This is a flat-base heal, not a percentage of the INT/STR-scaled hit, and generates no Holy Power. No shield is required.
R1 +20% guard damage / 5 base heal; R2 +35% / 10; R3 +50% / 15.
LEVEL Requires level 5
REQUIRES Mace Discipline
EXCLUSIVE One-Handed Mace Rites
Purification
Target an ally within 25m, including yourself. A 1.5s interruptible cast heals them for 60 base HP (WIS) and deals 40 base holy damage (INT) to enemies within 4m of them. 24 mana; 10s cooldown. Healing and damage are independent outputs, not damage derived from the final amplified heal. If no eligible ally is acquired, target yourself.
R1 heal 40 / damage 24; R2 50 / 32; R3 60 / 40.
LEVEL Requires level 6
REQUIRES Faith
Wave of Light
Purification also removes Bleed and Venom from its healed target. This cleanses only that target, not everyone in the damage radius; it grants no immunity to reapplication.
LEVEL Requires level 7
REQUIRES Purification
EXCLUSIVE Overflow
Overflow
Purification overhealing becomes a shield for 6s, capped at the calculated healing output of that cast before missing-health clamping. Reapplication refreshes the stronger shield instead of stacking; shields generate no Holy Power.
LEVEL Requires level 7
REQUIRES Purification
EXCLUSIVE Wave of Light
Radiant Orb
Launch a slow orb towards the crosshair after a 0.5s interruptible cast. 24 mana; 18s cooldown. It travels at 3m/s, reflects deterministically off terrain/walls/objects, passes through units, and heals allies within 3m for 8 base HP/s (WIS). Lifetime 8s or a shared pool of 120 base-output units. Effective healing consumes pool in pre-WIS units; overheal consumes none. Split a depleted tick fairly across eligible recipients. No base damage. Flat ticks every second, no ramp or target-induced slowdown. It may overlap Purify; duplicate same-spell effects on a target use strongest-only ticks.
R1 base heal 4/s, pool 80; R2 6/s, pool 100; R3 8/s, pool 120.
LEVEL Requires level 8
REQUIRES Purification
Hallowed Orb
Radiant Orb healing rate and shared output pool both increase by 50% relative to its current rank. Remains healing-only; duration and radius do not increase.
LEVEL Requires level 9
REQUIRES Radiant Orb
EXCLUSIVE Searing Orb
Searing Orb
Radiant Orb also deals holy damage over time to enemies in its radius: base damage per tick is 75% of the orb current-rank base healing tick, scaled independently by INT and never critting. Healing rate is unchanged, but damage and healing spend the SAME base-output pool, so mixed fights reduce healing endurance.
LEVEL Requires level 9
REQUIRES Radiant Orb
EXCLUSIVE Hallowed Orb
Purify
After a 0.75s interruptible cast, place a stationary 6m-radius zone centred on your current position. It stays there for 15s, healing allies inside for 6 base HP every second (WIS). 30 mana; 45s cooldown. No base cleanse or damage. A Cleric may maintain one Purify; recasting replaces their previous zone. Multiple Clerics do not stack Purify ticks on the same ally; strongest wins. Radiant Orb is a different spell and can overlap it.
R1 3 base HP/s; R2 4.5; R3 6.
LEVEL Requires level 10
REQUIRES Radiant Orb
Cleansing Ground
Each Purify healing tick removes existing Bleed from allies inside. It does not remove poison and does not prevent a new bleed between ticks.
LEVEL Requires level 11
REQUIRES Purify
EXCLUSIVE Cleansing Flame
Cleansing Flame
Purify also damages enemies inside each tick. Base holy damage equals the zone current-rank BASE healing tick, then scales with INT rather than WIS. It is periodic damage, cannot crit, and generates no Holy Power.
LEVEL Requires level 11
REQUIRES Purify
EXCLUSIVE Cleansing Ground
Hammer of the Sun
Target an enemy within 25m. A 0.5s interruptible cast releases a visible descending hammer with a 0.4s fall delay. It deals 60 base holy damage (INT) and stuns for 1.5s, subject to shared stun/root diminishing returns. 30 Holy Power; 30s cooldown. Target lock does not bypass range/line-of-sight validation on release; the released hammer resolves on that target unless it becomes invalid or a barrier intercepts it.
R1 35 base damage; R2 48; R3 60. Stun 1.5s at all ranks.
LEVEL Requires level 14
REQUIRES Purify
EXCLUSIVE Reversal
Lingering Light
When Hammer of the Sun's stun ends, slow that target's movement speed by 50% for 3 seconds. The slow begins immediately after the actual Hammer stun ends, not at impact and not after an additional delay; its duration does not overlap that stun. Uses the shared strongest-wins, non-stacking slow rules. Replaces Disarming Light: no disarm, attack restriction or additional stun. Hammer damage, resource cost and cooldown are unchanged.
One-rank upgrade: 50% movement slow for 3s after Hammer of the Sun stun ends, at every parent rank.
LEVEL Requires level 15
REQUIRES Hammer of the Sun
EXCLUSIVE Judgement
Judgement
Hammer of the Sun deals 50% more damage than its current-rank value against targets below 30% health at impact. Stun duration is unchanged. This is bonus damage, NOT an execute, and never marks an otherwise normal death as executed.
LEVEL Requires level 15
REQUIRES Hammer of the Sun
EXCLUSIVE Lingering Light
Reversal
Instant visible buff on an ally within 25m, including yourself. For 2s, their next direct hostile weapon or spell hit heals them instead of dealing damage, then consumes the buff. 20 Holy Power; 25s cooldown. Check at impact, after the protected target mitigation; convert that resulting amount into healing without WIS/Faith amplification. Excludes DoTs, self-costs, falling/environment, reflected/proc packets and true executes. No minimum hit size: attackers may spend a small direct hit to consume it. Reapplications do not stack. If no eligible ally is acquired, target yourself.
LEVEL Requires level 14
REQUIRES Purify
EXCLUSIVE Hammer of the Sun
Reversal of Fortune
Reversal catches every eligible direct hit during its original 2s window instead of only the first. All base exclusions remain; it does not extend its window, protect against an execute or generate Holy Power.
LEVEL Requires level 15
REQUIRES Reversal
EXCLUSIVE Reflect
Reflect
Reversal window shrinks to 1s. The next eligible direct hit is prevented but does NOT heal the ally. Return 100% of that prevented post-mitigation amount immediately to the attacker, in the original damage school; attacker mitigation applies once. No extra INT, STR, WIS or crit scaling. Reflected packets cannot be reflected, reversed or trigger lifesteal, counters or Holy Power. Impact-time checks apply even to projectiles launched before the buff.
LEVEL Requires level 15
REQUIRES Reversal
EXCLUSIVE Reversal of Fortune
Resurrection
Target a visibly eligible dead ally within 20m who died within the last 30s. 8s interruptible cast; 50 mana; 120s cooldown. At completion offer consent to return with 40% maximum HP and 20% maximum mana. Not an out-of-combat-only spell. Executed corpses are visibly marked and never selectable; validate eligibility again on completion and acceptance. A normal corpse that is gone, already revived or respawned is invalid. Restore no copied inventory: the corpse/loot system owns item transfer. Percentage restoration uses the recipient pools, not WIS. No Holy Power generation.
LEVEL Requires level 18
REQUIRES Hammer of the Sun OR Reversal
INVESTED 31 points required
Second Breath
Resurrection returns its single target with FULL HP and mana instead of the base restoration. It grants no immunity and does not bypass the execute or corpse eligibility rules.
LEVEL Requires level 20
REQUIRES Resurrection
EXCLUSIVE Mass Resurrection
Mass Resurrection
On Resurrection completion, also offer resurrection to every eligible dead ally within 6m of the primary corpse. Each returns at the base 40% HP / 20% mana, must accept, and independently passes the time/execute/corpse checks. Executed players are skipped, never consumed as targets.
LEVEL Requires level 20
REQUIRES Resurrection
EXCLUSIVE Second Breath
Dome of Protection
ULTIMATE (exclusive with Righteous Fury). After a 1s interruptible cast, place a 10m-radius dome at ground within 25m for 12s. 60 Holy Power; 180s cooldown. Blocks ALL entering projectiles, including spell projectiles; projectiles may leave. Units can walk through freely. No general damage immunity: melee, damage-over-time already inside and non-projectile spells can still affect occupants.
LEVEL Requires level 26
REQUIRES Resurrection
INVESTED 45 points required
EXCLUSIVE Righteous Fury
Reinforced Dome
Dome of Protection also rejects hostile NON-PROJECTILE spells entering from sources outside: rays, targeted effects and newly placed hostile zones inside its boundary. This adds protection beyond the base, which already blocks magical projectiles. Existing DoTs/zones are not cleansed; an enemy caster who walks inside can cast normally.
LEVEL Requires level 30
REQUIRES Dome of Protection
EXCLUSIVE Searing Dome
Searing Dome
Dome of Protection deals 25 base holy damage per second (INT) to enemies inside for the dome duration. Units may still leave. This periodic damage does not crit or generate Holy Power; overlapping Searing Domes use strongest-only ticks.
LEVEL Requires level 30
REQUIRES Dome of Protection
EXCLUSIVE Reinforced Dome
Righteous Fury
ULTIMATE (exclusive with Dome of Protection). Instant self buff for 12s; 60 Holy Power; 180s cooldown. Your active casts cannot be interrupted by interrupt effects, damage or crowd-control cancellation. Crowd control still affects movement and the ability to begin new actions; this is not blanket CC immunity. Death or an invalid target still cancels a cast. No cooldown reset and no infinite Holy Power.
LEVEL Requires level 26
REQUIRES Resurrection
INVESTED 45 points required
EXCLUSIVE Dome of Protection
Zeal
During Righteous Fury, your holy spell damage and WIS-scaled healing are increased by 25%. Does not amplify Reversal, percentage resurrection, resource caps or regeneration. Cast times and cooldowns are unchanged.
LEVEL Requires level 30
REQUIRES Righteous Fury
EXCLUSIVE Avenging Wrath
Avenging Wrath
During Righteous Fury, each original melee hit adds holy damage equal to 25% of the weapon BASE damage (INT once, not STR-scaled hit damage) and heals the lowest-health ally within 8m, including self, for 5 base HP (WIS once). One proc per attack, not per cleave victim; works with either mace size. The proc does not crit separately. Proc healing benefits from Faith but generates no Holy Power and cannot trigger another proc.
LEVEL Requires level 30
REQUIRES Righteous Fury
EXCLUSIVE Zeal
Holy Smite
Instant single-enemy hitscan within 25m and line of sight. Costs 20 Holy Power; 6s cooldown; no mana cost. Deals 25 base holy damage at rank 3, scaled by INT once. No projectile travel, area damage or stun. Validate a living hostile target, range, line of sight and resource availability before release; an invalid target does not activate the spell or consume cost/cooldown. A valid release spends Holy Power and starts cooldown even if mitigation or immunity reduces damage to zero. Damage and variant rewards generate no Holy Power. Uses the shared direct-spell crit rules.
R1 15 base holy damage; R2 20; R3 25. INT scaling. Cost 20 Holy Power, cooldown 6s and range 25m at every rank.
LEVEL Requires level 2
REQUIRES Holy Orders
Restorative Smite
When Holy Smite successfully deals damage, heal the Cleric for 5 / 10 / 15 base HP according to Holy Smite rank, scaled by WIS once. This is a flat-base self-heal, not a percentage of damage dealt; Faith may amplify its healing, but it generates NO Holy Power. Trigger once per cast, never on a blocked or immune zero-damage hit. Keep Holy Smite cost and cooldown unchanged. Mutually exclusive with Replenishing Smite. Requires Holy Smite to be learned; no higher parent-rank requirement.
One-rank upgrade. Holy Smite R1: 5 base self-heal; R2: 10; R3: 15. Healing scales with WIS, not INT or damage dealt.
LEVEL Requires level 3
REQUIRES Holy Smite
EXCLUSIVE Replenishing Smite
Replenishing Smite
When Holy Smite successfully deals damage, restore 2 / 4 / 6 mana to the Cleric according to Holy Smite rank, capped at maximum mana. Fixed restoration: no scaling with damage, attributes or Faith. Trigger once per cast, never on a blocked or immune zero-damage hit. Generates no Holy Power; keep Holy Smite cost and cooldown unchanged. Mutually exclusive with Restorative Smite. Requires Holy Smite to be learned; no higher parent-rank requirement.
One-rank upgrade. Holy Smite R1: restore 2 mana; R2: 4; R3: 6. Fixed amounts; no attribute scaling.
LEVEL Requires level 3
REQUIRES Holy Smite
EXCLUSIVE Restorative Smite
No matching skills. Try another name or clear the search.