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Role: Healer, Support, Utility
Armor All armor including full platemail
Weapons One-Handed Blunt
Two-Handed Blunt
Celestial Tome
Available Races
Myr.jpg Dark Myr
DwarfThumb.jpg Dwarf
HumanThumb.jpg Human

It is the Frail Age of Terminus. After the Deicide War, communion with the Celestials is nearly unheard of. Thus, the Cleric can scarcely rely on their Pantheon directly. Instead, they must bind themselves to the ancient tomes of their Order; the fading vestiges of light from when the Celestials had drawn near.

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.

Lore[edit | edit source]

It is the Frail Age of Terminus. After the horrors of the Deicide War, interaction with the Celestials has become virtually unknown. Thus, the Clerics can hardly rely on their Pantheon directly. Instead, they must bind themselves to the ancient directives of their Order, guided by the written wisdom of the Celestials of ages past. Clerics are focused on healing and dealing damage to their enemies through melee combat and faith magic. They can manifest astral Paladin sentries to fight for/with them.

Description[edit | edit source]

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.

Group Role[edit | edit source]

Healer, Support, Utility

Combat Resource[edit | edit source]

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%.

Featured Abilities[edit | edit source]

Favor of the Order
Passive ability. Your successful melee attacks heal you for X% of the damage they deal.
White Light
You overwhelm an Undead enemy with brilliantly pure light, inflicting significant damage over time and imposing your righteous will, causing them to attack the nearest Undead enemy for a short time.

Passive Ability. While you maintain a Celestial Bond, your heals cannot be interrupted and you are able to heal while stunned.

Resilient Pages
Passive Ability. While holding a Celestial Tome, if your Wisdom is higher than your enemy’s, there is a chance your Tome will reduce X% of incoming damage from that enemy’s attack.

Celestial Focus
Epic Skill. When you meditate, you will generate Celestial Power in addition to Mana.

Tome of the Initiate
You manifest a Celestial Tome to carry. As you start your journey, you will only be able to wield the power of the basic Tomes provided to Initiates of the Cleric Order. As you grow in level, your ability to manifest and wield more powerful Tomes will grow as well.
Brings a fallen ally back to life, restoring a portion of their lost experience. Causes Resurrection Sickness. Only usable out of combat.
Plea of the Devout
Bring a fallen ally back to life in the heat of battle. This ability does not cause Resurrection Sickness and will restore 80% of your ally’s Max Health and Mana. Usable in combat.

Celestial Aegis
You manifest the Celestial Aegis for a limited duration. You can place this massive shield of light in the environment, or even carry it for short distances. While it lasts, it is an immovable object that no enemy will be able to pass through.

Awaken Bravery
Dramatically increases the Maximum Health and Armor Class of an ally.

Ethereal Armor
You manifest celestial armor around an ally. This gift increases their Armor Class and can cause physical attacks against them to become Glancing Hits, dramatically reducing the incoming damage.

Signet of Refreshing
A powerful signet that improves the accumulation of your group’s unique combat resources for a short time.
Edict of Stillness
You pacify your enemy’s will for a short time, making them unresponsive to activity happening around them unless directly engaged.
Edict of Peace
A word of peace surrounds your ally, causing their activities to generate less Hate for the duration of the effect.

Light of Murik
You whisper across the pages of your Tome, willing the Light of Murik to shine forth. This ability turns your Tome into a moderate light source. If used while you have a Celestial Bond, this ability turns your Tome into a supernatural light source, granting visibility in Atmospheres of supernatural darkness. (Requires Celestial Tome)

Olamai's Blessing
A fabled blessing known to purge powerful Curses.

You release a torrent of celestial power into your enemy, inflicting Divine damage. This ability will cause Divine damage over time against Undeath.

Revile Undeath
You smite an Undead enemy with astonishing power, inflicting high damage and reducing their movement speed by X% for a short time.

Melee Abilities[edit | edit source]

Determined Strike
You strike your enemy with a sturdy blow, inflicting Physical damage plus additional Divine damage based on your Wisdom.
Searing Cudgel
A powerful melee attack that deals greater damage the longer you charge the attack before releasing. Undead targets will take additional Divine damage based on your Strength and Wisdom.

Healing Abilities[edit | edit source]

Celestial Light
Heals your ally for a moderate amount. If your ally’s health is below 30%, this ability will manifest a celestial guard, increasing that ally’s Armor Class by X% of your Armor Class for Y seconds. If Light Shroud is active on your target, Celestial Light will refresh its duration.
Burst of Life
Swiftly heals your ally’s wounds for a high amount.
Light Shroud
Shroud your ally in restorative light, healing them over time for X duration. Only useable on one target at a time.
Arcing Luminance
Instantly restores a portion of your health, then jumps to two additional group members, healing X% more each jump. After the second group member is healed, you will be healed again for the same amount. The amount healed per jump will increase based on your Wisdom.
Eko's Purifying Bolt
You release a bolt of purifying light into an Undead enemy, inflicting Divine damage. This ability then jumps to heal your Defensive target for an amount equal to the damage dealt. The healing effect will attempt to cure Poisons and Diseases on the affected ally.
Reckon's Shield
Surrounds your target with protective light, reducing all incoming damage by X% for Y duration.
Reckon's Barrier
Clerics can evolve Reckon’s Shield into Reckon’s Barrier, dramatically increasing the amount of damage reduction. In addition, critical hits against your target while Reckon’s Barrier is active will heal the target for X% of the damage inflicted.
Reithal's Luminous Shield
A supernatural healing ability that heals your ally for an amount equal to your Max Health.
You mark a target group member for X duration. While marked, Y% of the damage taken by each member of your group will be converted into healing for the marked target.
Matches your Health with the Health of your defensive target by either bringing your Defensive target’s Health up to your level, or bringing your Health up to the level of your

Weapons[edit | edit source]

Clerics are schooled in several types of One-Handed Blunt weaponry. Most have discarded the use of staves in order to carry their large tomes into battle, the ancient books bursting with powerful signets, writs and edicts.
One-Handed Blunt
Two-Handed Blunt
Celestial Tome

Skills/Abilities[edit | edit source]

Main article: Cleric/Abilities

Gallery[edit | edit source]

References[edit | edit source]