Praise the Sun
Cleric — Healer / Support
Everyone's a tough guy until they're bleeding out with 10 HP and the Cleric decides they've been rude lately. You heal, you resurrect, you smite, and when things get really spicy, you drop a dome that makes your team untouchable. They'll learn to say "thank you."
The One Who Brings You Back
The Cleric is the most wanted teammate on the server, and the reason is one spell: Resurrect. It's the only resurrection ability in the entire game. Your buddy just got headshot? Now they're back with a second chance and a score to settle. That single spell is why every raid group wants a Cleric.
The catch is your resource system. Most Cleric spells cost your own HP to cast — Resurrect burns 40, Dome of Protection takes 50, Purify costs 25. Managing your health while keeping the team alive is an art form. Your weapons are a mace (enhanced by Smite and Righteous Fury), basic melee backup, and syringes that your Syringe Mastery passive makes twice as effective.
The Full Toolkit
Resurrect
Costs 40 HP. Revives a dead ally from the last 30 seconds. The only rez in the game. The 120-second cooldown means you pick your moment carefully — don't waste it on the guy who dove in alone. Save it for the carry who was about to finish their ultimate.
Dome of Protection
Costs 50 HP. Creates an 8-meter dome that lasts 20 seconds, blocks all incoming projectiles, and burns enemies who step inside. Your team can shoot out but nothing gets in. Drop this on a choke point and your group becomes untouchable. It's the ultimate defensive ability in the game — on a 120-second cooldown that makes every placement a commitment.
Purify
Costs 25 HP. Drops a 15-second healing zone with an 8-meter radius that pulses 5 HP per second (scaled by INT) and clears all bleeds. This is your sustained AoE heal — drop it where your team is fighting and let the zone do the work while you focus on smiting heretics with Righteous Fury. 45-second cooldown.
Hammer of the Sun
A 30-meter raycast that stuns the target for 3 seconds. Your interrupt, your peel, your "stop that Ninja from backstabbing my Pyromancer" button. Three seconds is an eternity in a fight — plenty of time for your team to collapse on the stunned target. 60-second cooldown.
Silent Guardians
Syringe Mastery makes your basic medical supplies pull double duty — syringes heal with a 2× multiplied HoT and automatically clear bleeds. Pop one between big spell casts to keep yourself topped off. But the real showstopper is Divine Intervention: if an ally within 10 meters takes lethal damage, you automatically save them and heal them for 50 HP. They don't even know you did it — until they check the combat log and realize they should've died. Five-minute cooldown, but when it fires, it changes the outcome of a fight.
The Art of Staying Alive
Your HP is your mana. Blow Resurrect, Dome, and Purify in sequence and you're at critical health yourself. Keep syringes ready and use Blessing's passive comfort, food, and water aura to top off between fights. Don't be afraid to go offensive, either — Righteous Fury gives +30% mace damage and 5 HP lifesteal per hit for 10 seconds, making you a surprisingly deadly 1v1 fighter. Sometimes the best healing is murdering the threat.
The Holy tree is the biggest in the game at 19 nodes across 5 tiers. You can spec into full healer, battle cleric, or hybrid — and the top-tier unlock of Resurrect plus Dome of Protection gives you the two most game-changing abilities on the entire server.
The Cleric is available now on Tarnished Crown. See the full Holy tree at the Cleric class page.