The Cleric is the game's premier healing class and one of the seven true caster classes. The official archetype phrase is Divine Conduit. It heals through prayer and divine magic, wears the heaviest armor of any healer, and carries a dedicated anti-undead toolkit that no other class matches.
Field | Detail |
|---|---|
Archetype | Divine Conduit |
Roles | Healer, Support |
Playable races | Deep Dwarf, Deep Elf, Dwarf, Gnome, Halfling, High Elf, Human |
Armor and weapons | Heavy plate armor and a shield, with blunt melee weaponry. |
Rework status | Detailed rework published and shipped to the closed beta servers in update 0.27.0.0 on August 4 2026 |
Identity and role
The stated direction is a bigger, more situational heal toolkit and a clearer separation from the Paladin: the Cleric is the word and the prayer, the Paladin is martial devotion. Armor durability is leaned into rather than played down, and the class is described as capable of off-tanking because its heavy armor lets it absorb hits while casting.

That separation was not carried through completely. As the rework progressed, the miracles and blessings attached to the Cleric's Holy Strike were well received, and the team walked back on the split a little by bringing miraculous smites over to the Paladin as well. The two classes are still distinct, but the Paladin is not purely martial.
Two structural changes land here first. The armor class system was reworked so that heavier armor provides more defense, which makes plate more effective at reducing incoming damage than it was before. Clerics also gain the Block skill as part of Prayer of the Faithful, which increases the benefit of carrying a shield by reducing incoming damage on a block.
A new starting trait called Blessed was added: Clerics enjoy a favored status, and thus may occasionally receive divine help on their adventures.
Playable races
The Cleric is open to Deep Dwarf, Deep Elf, Dwarf, Gnome, Halfling, High Elf and Human.
That list covers the full designed race roster. Deep Dwarf and High Elf are designed but are not among the races playable at Early Access launch on October 1 2026, so the practical choice at launch is the remainder of the list.
Healing
Spell | Effect |
|---|---|
Heal | The bread-and-butter single target heal, with a moderate cast time. |
Circle of Healing | A strong emergency group heal on a cooldown. |
Healing Light | A frontal cone group top-up. It now has a cast time, which makes it a deliberate choice rather than a free upgrade. |
Promise of Mending | A delayed heal, renamed from Impart Blessing and mechanically unchanged. |
Blessed Barrier | A damage absorption shield. Any unused absorption is lost once it expires, and its mana cost per point of damage mitigated is roughly equivalent to a standard heal. |
Damage
Spell | Effect |
|---|---|
Rebuke | The standard nuke, dealing Holy Damage. Formerly the Shock line. |
Smite the Dead | Undead only. Renamed from Repel the Dead with improved damage, and hits noticeably harder than Rebuke both per cast and over a sustained fight. |
Holy Strike | Learned at level 1. Weapon Ratio Damage plus Holy Damage, with a small chance to channel the wrath of your faith. |
Buffs
Buff | Effect |
|---|---|
Prayer of the Faithful | The signature self-buff. Strength, Mana Regeneration, Secondary Mana Regeneration, the Block skill, a chance to activate Fulfillment on melee, and the ability to see magical effects when considering targets. It absorbs the old Supplication line. |
Holy Fortitude | Maximum Health. It now automatically heals the target for the health gained. |
Hymn of Fortitude | The group version of Holy Fortitude. Requires a reagent. |
Blessing of Devotion | Maximum Health that stacks with Holy Fortitude. It fires an emergency heal at low Health and then fades. Requires a reagent. |
Divine Aegis | Immunity to all incoming damage for 15 seconds. The panic button. |
Inhibit Pain | Reduces all damage received for a few seconds. |
Two of those buffs consume a reagent on every cast, which makes them a running cost rather than a free top-up. See Items and Equipment for how reagents and consumables work.
Retained and removed
The retained list is long, and most of it is unchanged in function even where names moved.
Retained line | Note |
|---|---|
Redemption | The resurrection line, renamed from Resuscitation. Clerics hold the top tier; Paladins run one tier behind them. |
Pacify | Renamed from Placate and now limited to a single target at a time. |
Shackle | Renamed from Root. |
Fear the Dead, Invisibility versus Undead | Part of the anti-undead toolkit. |
Atonement, Blind, Stun, Dispel Magic | Unchanged in function. |
Corruption, Disease and Poison Protection, Cure Disease, Cure Poison | Curative and protective coverage. |
Gate, Soulbind, Polar Alignment: North | Self teleport, bind point and direction finding. See Travel. |
Summon Food and Drink, Summon Hammer | Sustenance and a summoned weapon. |
Removed: Supplication, which was rolled into Prayer of the Faithful; Oath of Protection; Oath of Freedom, replaced in spirit by Circle of Healing; Snare the Dead; and Cure Blindness, which was removed across every class that had it.
Cantrips and death
Clerics are one of the seven true caster classes that receive cantrips, which lets them assign one memorised spell to be retained on death even without a spellbook to hand. The first cantrip arrives at level 4. For a healer this is the difference between being useful immediately after a wipe and being useless until your corpse is recovered. See Death Penalty for corpse timers, consent and corpse summoning.
Playing a Cleric in a group
Class details below come from the ability rework that rolled onto the closed beta servers through 2026. The developers state plainly that there is a high probability some aspects will change before they reach the beta servers, so treat specific ability behaviour as a snapshot of the beta build rather than a settled launch state.
A Cleric is the reliable pick for any group that expects to take damage it cannot avoid. Its heal list covers a single target workhorse, a cooldown group heal, a cone top-up, a delayed heal and an absorption shield, which is a wider spread of options than any other healer has. It also carries the resurrection line, which directly reduces the cost of a death for everyone else. See Grouping for how experience and corpse access are shared, Combat for the combat basics, and Classes for how the healers compare.