Advanced Healer
Gain 5 Magical Healing.
Discover the best Dark and Darker Cleric builds. Browse the 20 perks, 10 skills and 18 spells available to the Cleric, then theorycraft your own loadout with the build calculator.
Perks, skills and stats on this page are synced with Hotfix #130, the current Dark and Darker patch.
The Cleric is a durable holy hybrid built around sustaining a team rather than topping damage charts. Clad in heavy plate and swinging a mace in melee, you trade pure offense for divine magic that heals, buffs, and protects your allies. You are the backbone of a group: hard to kill, easy to rely on, and at your best when others are fighting around you.
You bring excellent survivability and team value. Heavy armor and strong sustain let you trade blows in melee, outlast skirmishes, and keep allies alive with healing and buffs. Your divine magic offers flexible utility, and few classes match your staying power in a drawn-out fight. Your weaknesses are speed and tempo. Spellcasting, especially healing, is slow to channel and can be interrupted by a single well-timed hit, leaving you exposed. You lack burst and ranged pressure, you are vulnerable when caught alone, and skilled opponents will rush you to deny your casts before they ever land.
Play patiently and let your durability do the work. Position just behind your frontline so you can peel for allies, then step in to trade melee blows when the moment is safe. Time your heals during lulls, behind cover, or while a teammate shields you, since a cast cut short is wasted value. Pre-buff before engaging rather than mid-fight. Avoid overextending alone or getting collapsed on in tight rooms, where your slow casts and lack of escape get punished. Control space, hold key chokes, and win by attrition rather than chasing kills.
Clerics flex between support, hybrid bruiser, and self-sufficient melee depending on your gear and group. - Support healer: lean into casting stats and utility to maximize healing, buffs, and protective magic for a coordinated team. - Battle cleric: balance armor and melee power so you can trade hits up front while still topping up allies between exchanges. - Solo bruiser: prioritize survivability, weapon damage, and self-sustain to fight independently when you have no one to heal. Gear, weapon choice, and stat priorities shift every patch, so treat these as starting points rather than fixed templates. To tune stats, weapons, and tradeoffs for your own playstyle, plan your loadout with the build calculator.
Prioritize perks and skills that reinforce your core role: faster or safer casting, stronger and more efficient healing, improved buffs, and tools that boost survivability or melee trading. Options that shorten cast times or protect you mid-channel are especially valuable, since interruption is your biggest liability. Balance pure support picks against ones that let you fight, based on whether you play grouped or solo. Exact perk and skill values shift with every patch, so check the full up-to-date perk and skill list below before locking choices in, and compare notes with the community to see what is working right now.
Cleric · MANGOHUNTER👑
Strength · Will
Health 100 · Move Speed 242 · Physical Damage Reduction 26% · Magical Damage Reduction 15%
Cleric · Quasisonic👑
Will · Strength · Vigor
Health 137 · Move Speed 313 · Magical Healing 31 · Additional Magical Damage 33 · Magic Power Bonus 112% · Spell Casting Speed 101% · Action Speed 24% · Physical Power Bonus 17% · Memory Capacity 44 · Physical Damage Reduction 12% · Magical Damage Reduction 49%
Cleric · Foogati
Vigor · Strength · Agility
Health 167 · Move Speed 247 · Magical Healing 12 · Additional Magical Damage 14 · Spell Casting Speed 82% · Magic Power Bonus 64% · Action Speed 24% · Physical Power Bonus 17% · Physical Damage Reduction 72% · Magical Damage Reduction 17%
Cleric · Millsonius
Will · Strength · Vigor
Health 144 · Move Speed 280 · Spell Casting Speed 82% · Magic Power Bonus 74% · Action Speed 24% · Physical Power Bonus 17% · Physical Damage Reduction 52% · Magical Damage Reduction 28%
Cleric · Symtonic
Agility · Vigor · Dexterity
Health 141 · Move Speed 327 · Additional Physical Damage 3 · Action Speed 27% · Physical Power Bonus 9% · Physical Damage Reduction 51% · Magical Damage Reduction 15%
Cleric · Affendor
Strength · Dexterity · Vigor
Health 100 · Move Speed 279 · Physical Damage Reduction 49% · Magical Damage Reduction 17%
Gain 5 Magical Healing.
Reduces the action speed of enemies within 3m by 7%.
When hitting an undead or demon enemy with a melee or ranged attack, has a 50% chance to stun them for 1 second.
Your Magical Healing increases by 2 for every 10% of health you lose.
While using a blunt weapon, gain 15% Physical Damage Bonus.
You no longer exhibit the detrimental drunk effects and gain 10 Strength. The duration of the drunk effect is increased by 50%.
While in a dungeon, Replaces your Resurrection spell with Miracle. When cast, instantly revives all dead allies at their current location. Miracle cannot be recharged.
Gain 15% Divine Magical Damage Bonus. When a divine attack is successful, reduce their Move Speed Bonus by 15% for 1.5 seconds. Does not inflict while on cooldown.
When you deal divine magic damage, reduce the target’s Spell Casting Speed by 30% for 2 seconds and prevent them from entering stealth or invisibility.
Gain 15 Armor Rating and 15 Magic Resistance. This effects both yourself and allies.
Drinking any drink removes all removable curses and harmful magic effects, and grants the Bless effect.
Heal yourself for 30% of the spell's total heal amount when healing another target.
Even if the target's health is at full health, additional healing can be done by 20% of the target's maximum health. ^ degenerates at 1% per second.
When you take damage, heal allies within 6m for 30% of the damage taken.
Reduces all types of incoming damage by 3.
Reduce the duration of all harmful effects by 50%.
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. Using the Resurrection spell also grants 100% Spell Casting Speed.
When a divine attack is successful, apply sacred flame to the target for 5 seconds. When sacred flame reaches 3 stacks, it detonates, dealing 10 Divine Magical Damage. Sacred flame can only be applied to the same target once every 0.7 second.
Lose 3 health every 5 seconds and have 5% Physical Damage Reduction reduced, but gain 15% Spell Casting Speed and 5 Magical Healing.
Gain 20% Undead Damage Bonus against undead monsters.
For 16 seconds, you lose all base armor rating from equipped gear (armor rating from modifiers still apply.) In return, you gain 20% Spell Casting Speed, 25% Magical Healing Bonus, and 50% Debuff Duration Reduction.
Cooldown: 40 seconds
Remove all harmful poison, curse, and healing reduction effects from the target and heal 10 per effect removed.
Cooldown: 12 seconds
Gain 30% Physical Damage Reduction for 6 seconds.
Cooldown: 45 seconds
Excommunicates the target. For 8 seconds, the target’s divine magic resistance is reduced by 25% and they cannot receive magical healing.
Cooldown: 40 seconds
After channeling for 1.5 seconds, deal 100 divine Magical Damage to all undead monsters within a 7.5m radius around you.
Cooldown: 45 seconds
After channeling for 0.8 seconds, deal 25 Divine Magical Damage to a target and reduce their Move Speed Bonus by 30% for 2 seconds. Once the channel begins on a target, crosshair targeting is no longer required. This spell has a 5m range and will fail if the target goes out of range.
Cooldown: 28 seconds
Deal an additional 10 Divine Magical Damage to all enemies you hit within 7 seconds. Only when melee attacking.
Cooldown: 18 seconds
Gain the ability to memorize spells to use in the dungeon.
Gain the ability to memorize additional spells to use in the dungeon.
Unable to cast spells for 6 seconds, but gain a stack of Penance every second.
Penance: Increases the effectiveness of magical bonus by 10% and is consumed upon using a divine attack or spell.
Cooldown: 32 seconds
Binds the target for 0.8 seconds.
Grants the target 2 All Attributes for 30 seconds. Self cast if no target is found.
Creates blessed bread and divine water at the target location.
Removes poison and curse effects from the target. Self cast if no target is found.
Creates a divine barrier on the ground centered on the caster for 6 seconds, blocking enemy projectiles.
When healing another ally, the target blessed by Divine Grace receives 25% of the healing amount.
Grants the target 5 Weapon Damage for 20 seconds. Self cast if no target is found.
Channel an earthquake in a 2.5m radius over 6 seconds. Any target within the area is dealt 7 Earth Magical Damage per step and receives 50% Move Speed Bonus reduction.
Heals a target for 35 Health or deals 100 Divine Magical Damage to an undead target.
Deal 20 Divine Magical Damage to all targets in an area, blinding them for 4 seconds.
Heals the target for 20 Health. Self cast if no target is found.
Channel a swarm of locusts in a 3m radius over 6 seconds. Any target within the area is dealt 13 Divine Magical Damage per 1 second. The target also suffers reduced Incoming Magical Healing by 50% and Incoming Physical Healing by 50%.
Grants the target a shield that blocks 20 physical damage for 20 seconds.
Target an ally to resurrect them from the dead (the corpse must have a soul heart).
Channel for 5 seconds, healing all targets within 3.5m for 5 per second and deals 14 Divine Magical Damage per second to the undead.
Summons a radiant blade for 12 _. The blade automatically attacks all nearby enemies, dealing 15 physical damage and 15 divine magical damage, and returns to its summoned location when there are no targets.
Envelops the target in mist and darkness, blinding them for 2 seconds.
Utters a divine word that withers the target for 6 seconds, reducing their maximum health by 15%

