ClericThe healer guide: Condemnation, healing priorities, stigmas, macro, Chanter coordination and PvP

Role
Healer
Weapon
Mace
Range
Ranged
Party buffs
yes
Difficulty
hard
Skills
12 active, 10 passive, 13 stigma

As of 4 October 2026, Global version. Balance patches can change values; changes to the guide are listed under News.

Overview

The Cleric keeps the party alive, strengthens it, weakens the boss and deals damage between heals. With the stigma Summon Resurrection he brings fallen teammates back mid-fight.

His attacks pick a target up to 20 m away, and most hit up to 4 enemies around it. His heals reach the party within 40 m. Because the passive Healing Enhancement converts part of his attack power into healing, he builds damage stats, not healing stats of his own.

Strengths

  • Strong and numerous heals with short cooldowns
  • Mid-fight resurrection via a stigma
  • Debuffs that raise the whole party’s damage
  • Lots of self-healing when playing solo

Weaknesses

  • Low damage compared with pure damage classes
  • Condemnation depends on two debuffs with gaps
  • No movement skills except evading
  • Several buffs overlap with the Chanter

How the Cleric works

Keeping Condemnation going

  1. Apply Chain of Torment. Condemnation only works on a target affected by Chain of Torment. With the “+3 s damage over time” specialisation, the chain is up 13 out of 20 seconds.
  2. Add Earth Punishment. From stigma level 5, Condemnation is a guaranteed critical hit on a burning target. The punishment burns 10 out of 30 seconds, 20 from stigma level 20.
  3. Condemnation on constant fire. Base cooldown 3 s. The specialisation from skill level 12 resets it on every critical hit. So while the punishment burns, Condemnation fires nonstop; outside of it, only when it crits on its own.

Hold two keys. Earth’s Retribution (left click) regenerates 110 MP per hit; the macro key fires debuffs, a buff and Condemnation. You charge Bolt by hand and press heals yourself.

Build at a glance (level 45, PvE)

Main skillsCondemnation, Earth’s Retribution, Bolt, Divine Aura, Chain of Torment and Judgment Thunder to 10, then the three heals and Debilitating Mark
StigmasLight of Protection, Earth Punishment, Noble Aura, Prayer of Amplification. Prayer can be swapped for Summon Resurrection. disputed
PassivesEmpyrean Lord’s Grace and Earth’s Grace, then Healing Enhancement, then Warm Benediction
KeysHold Earth’s Retribution and the macro key. Charge Bolt; auras and heals by hand.
StatsAttack, cooldown reduction, then weapon or critical damage amplification disputed, then critical hit

Mastery skillStigmaPassive

  • KR/TW valueValue from the Korean/Taiwanese version, not yet confirmed on Global
  • disputedDisputed among experienced players; both positions are in the text

Active skills and specialisations

Points raise a skill to level 10; Daevanion nodes, gear and Arcana go beyond that. One specialisation slot opens at skill level 8, a second at 12; the option at 16 takes one of them until level 20 opens the third. Resets are free.

Specialisations the common PvE builds agree on. Unlock level in brackets.
Skillfrom LvCDWhat it doesSpecialisations
Condemnation83 sUp to 4 enemies around a target within 20 m that carries Chain of Torment.Up to +12% damage on few targets (8)
Reset on critical hit (12)
From 16: guaranteed multi-hit instead of the 12% disputed
Earth’s Retribution1–One target within 20 m, regenerates 110 MP. Your left click, follow-up [Discharge].[Discharge] chance +20% (8)
[Bolt] cooldown −7 s on Discharge (12)
Bolt1445 sUp to 4 enemies around a target within 20 m, up to 3 charge levels.Skill speed +30% (8)
Up to +20% damage on few targets (12)
Divine Aura330 sA stationary aura next to you attacks the selected target within 20 m.Aura firing speed +50% (8)
Plus duration +3 s or from 16 cooldown −10 s disputed
Chain of Torment420 sUp to 4 enemies, 10 s of damage over time, targets’ PvE damage resistance −5%.Damage over time +3 s (8)
Damage resistance a further −10% PvE (12)
Judgment Thunder1–Up to 4 enemies around a target within 20 m, follow-up [Divine Punishment].Up to +12% damage on few targets (8)
From 16: [Divine Punishment] one extra time
Debilitating Mark110 sUp to 4 enemies, for 10 s PvE damage amplification −5% and damage over time.Defence −15% during the debuff (8)
Damage amplification a further −10% PvE (12)
Healing Light106 sHeals you and the party member with the lowest HP within 40 m.+2 consecutive uses (8)
HP restored +2% (12)
Radiant Recovery1212 sHeals you and the party within 40 m, removes one debuff.Cooldown −3 s (8)
An extra 5% max HP (16)
Plus remove up to 2 debuffs or a second use disputed
Light of Regeneration730 sHeals you and the party within 40 m every 2 s for 30 s.More healing below 50% HP, damage resistance or movement speed during the regeneration disputed
Lightning Strike Scattershot5–Only hits a dazed (staggered) target within 20 m.From 16: −1 s on all cooldowns on hit
Defiance1660 sRemoves stun, knockdown, airborne, grab, frost and fear, then 5 s of tenacity.10% HP on use (8)

Distributing skill points at level 45

Up to 45 you get 203 points from levelling, 383 with all your faction’s wisdom stones. Taking a skill from 1 to 10 costs exactly 21 points.

Order after resetting at 45, from top to bottom
#SkilltoTotal points
1Condemnation, Earth’s Retribution, Bolt, Divine Aura, Chain of Torment, Judgment Thunder10126
2Healing Light, Radiant Recovery, Light of Regeneration, Debilitating Mark8178
3Empyrean Lord’s Grace, then Earth’s Grace disputed10220
4The four skills from row 210252
5Healing Enhancement10273
6Warm Benediction10294
7Lightning Strike Scattershot10315
8Immortal Veil, then Radiant Benediction10357
9Defiance disputed10378

The levelling points end in row 3. Leave at level 1: Survival Willpower, Prayer of Concentration, Heal Block and Empyrean Lords’ Benediction.

Passive skills

Values: level 1 → highest level shown in the skill databases. Sorted by priority.
PrioPassivefrom LvEffect
1Empyrean Lord’s Grace9Critical hit +100 → +195, Smite 0.2% → 4%, additional damage on hit (once per second).
2Earth’s Grace21Critical damage amplification 10.5% → 20%, accuracy +100.
3Healing Enhancement11Healing amplification equal to 22.4% → 30% of attack power.
4Warm Benediction1Max HP 6% → 25%, max MP 7% → 45%.
5Immortal Veil13Defence 2% → 40%, crit resistance +100 → +290.
6Radiant Benediction25HP for you and the party within 40 m on hits (5 s cooldown).
7Survival Willpower23Status effect resistance 17% → 55%, damage resistance under hard crowd control. Mainly PvP.
–Prayer of Concentration, Heal Block, Empyrean Lords’ Benediction17 / 15 / 6Emergency shield below 50% HP, healing reduction on the target with a 7% chance, block. Level 1 in PvE.

From stigma levels 10 and 15, Prayer of Amplification makes the two graces 1.5 times as strong while active.

Stigmas

Slots open at 22, 27, 32 and 37. The four common stigmas: Light of Protection, Earth Punishment, Prayer of Amplification and Noble Aura.

StigmaCDEffectLevel bonuses
Light of Protection5 sToggle buff: PvE damage amplification and PvE damage resistance +10.5% → +20% for you and nearby party members. Doesn’t work together with the Chanter’s Undefeated Mantra; the higher level applies, and on a tie the mantra.5: Healing received +10%
10: Accuracy +100
15: Max HP +10%
20: Perfection +10%
Earth Punishment30 sOne target within 20 m, 10 s of damage over time.5: Condemnation is a guaranteed crit on the target
10: [Earth’s Grace]: Smite +10% for you, +5% for the party
15: Attack power and defence +10% / +5%
20: Punishment and grace 10 s longer
Prayer of Amplification60 sAttack power +20% for 10 s (Lv 1) to 17 s. Through Healing Enhancement it also strengthens healing.5: PvE damage amplification +20%
10: Empyrean Lord’s Grace ×1.5
15: Earth’s Grace ×1.5
20: Attack power a further +15%
Noble Aura60 sAn aura follows you for 300 s and attacks your target every 2 s.5: Aura critical hit +200
10: +20% damage against targets with Debilitating Mark
15: +30% against bosses
20: Attacks every second

Stigma points after level 45

A level costs 1 point up to 5, 2 up to 10, 4 up to 15 and 8 up to 20. With 30 points at 45, all four reach level 5 and one stigma gets to 10.

  • Undisputed: Earth Punishment and Light of Protection are among the first to go to 20.
  • The rest is disputed: one common plan then takes Noble Aura and Prayer of Amplification to 20 as well. Another only takes Prayer of Amplification to 15 and leaves Noble Aura at 5. disputed

Swapping stigmas by content

SituationStigmaWhy
Party dies often or wants itSummon ResurrectionBrings back up to 4 fallen within 40 m, 120 s cooldown. Useless solo, because it only affects party members. Usually instead of Prayer of Amplification. disputed
Chanter in the partyAbsolution or BenevolenceReplaces Light of Protection, which only applies once next to Undefeated Mantra anyway.
More healing neededAbsolution, Benevolence, Salvation, Yustiel’s PowerInstead of Prayer of Amplification or Noble Aura; Noble Aura goes first. disputed
Stagger checksPower Burst50 stagger damage at every level, the highest value of all Cleric skills.

Each of the three skill presets stores its own skill and stigma levels and its own macro. So put raid, solo and PvP setups on separate presets.

Hotbar and macro

The basics of the macro system are in the Assassin guide. For the Cleric the common setups agree: two rows in the macro, everything else by hand.

1
  1. Divine Aura

Only when the boss stands still

2
  1. Noble Aura

On the pull, every 5 min

3
  1. Bolt

Fully charge

4
  1. Radiant Recovery

Party heal

6
  1. Light of Protection

Switch on, leave running

7
  1. Prayer of Amplification
  2. Earth Punishment
  3. Condemnation
  4. Chain of Torment

Damage row

Q
  1. Healing Light

Single-target heal

E
  1. Lightning Strike Scattershot

When the boss is staggered

R
  1. Debilitating Mark
  2. Judgment Thunder

Mark row

LMB
  1. Earth’s Retribution

Left click, MP

RMB
  1. Row 7
  2. Row R

Macro key, held

Read the lowest skill of a block; it fires first. Light of Regeneration either in the mark row or by hand whenever it’s ready. disputed

Not in the macro: Bolt (a macro step fires it at the first charge level), Divine Aura (stationary, only where the boss stays), Noble Aura (5 minutes of duration with a 60 s cooldown; the macro would keep recasting it) and the heals.

Condemnation doesn’t start? Chain of Torment sometimes goes on cooldown without hitting, especially on the first use in a fight. Then put the chain in as its own macro entry or on its own key. KR/TW value

Healing and party

In a party that knows the fight, you deal damage most of the time and catch small mistakes with heals. A party still learning a fight needs more healing. Light of Protection stays on, and the debuffs stay on the boss.

WhenPressWhat it does
Always, even before the pullLight of RegenerationHeal over time for the party within 40 m, 30 s duration with a 30 s cooldown
One person is hurtHealing LightHeals you and the player with the lowest HP, 6 s cooldown. Don’t hold back.
Several hurt or a debuff is onRadiant RecoveryParty heal with cleanse, 12 s cooldown. Use it early, not only once everyone is low.
Known big hitYustiel’s Power (if equipped)+20% PvE damage resistance for the party within 40 m. Pop it before the hit.
Sustained damageBenevolence (if equipped)Party heal over 20 s, every 2 s
A hit nobody survivesSalvation (if equipped)3 s immune to damage and status effects, but not to certain very strong attacks

Coordinating with the Chanter

ClericChanterWhat applies
Light of ProtectionUndefeated MantraOnly the higher level applies, on a tie the mantra. The Cleric then usually takes a different stigma.
Earth’s Grace (Earth Punishment from level 10)Power of the StormBoth can’t be active at the same time. Agree on who runs their buff.
Chain of TormentEarth’s PromiseThe resistance reduction doesn’t stack. Nothing to change.
Debilitating MarkWave BlowThey don’t stack; your mark overwrites the debuff. Keep it up anyway. KR/TW value

Levelling 1–45

General levelling rules are in the tips. For the Cleric:

  • From level 1: Earth’s Retribution and Judgment Thunder first. Earth’s Retribution is your MP source with no cooldown; keep it going between skills.
  • The macro grows with you: from level 8 Chain of Torment and Condemnation form a row; Earth Punishment joins with the first stigma.
  • Level 14: Bolt. Fully charge it by hand and use it from day one.
  • Stigmas: Light of Protection at 22, Earth Punishment at 27; its level 5 gives Condemnation its permanent crit. Prayer of Amplification and Noble Aura at 32 and 37.
  • Solo: Leave out Summon Resurrection. Root helps against groups, Power Burst against a solo boss whose stagger bar won’t break.
Specialisations while levelling and the switch at 45
SkillWhile levellingAt 45
Earth’s RetributionMP regeneration +20%Discharge +20% and Bolt −7 s
Divine AuraArea damage against groups, firing speed in dungeonsFiring speed +50%
Condemnation+12% damage, or 100 MP on hit when MP is tight+12% and reset on crit
Chain, Mark, Bolt, Healing LightAs at 45Keep
Unlocks level by level
LvNew
1Earth’s Retribution, Judgment Thunder, Debilitating Mark, Warm Benediction
3Divine Aura
4Chain of Torment
5Lightning Strike Scattershot
6Empyrean Lords’ Benediction
7Light of Regeneration
8Condemnation
9Empyrean Lord’s Grace
10Healing Light
11Healing Enhancement
12Radiant Recovery, Nezekan board
13Immortal Veil
14Bolt
15Heal Block
16Defiance
17Prayer of Concentration
20Zikel board
21Earth’s Grace
22Stigma slot 1
23Survival Willpower
25Radiant Benediction
27 / 32 / 37Stigma slots 2, 3 and 4
30 / 40Vaizel and Triniel boards

From the Global client.

Daevanion boards

Buy the nodes in this order on each board. Route calculated from the Global client; crystal amounts as for every class (about 136 from levelling, 316 with district quests and sealed dungeons, 366 with the Nightmare shop).

How to read the boards

  • Every board starts at the starting node in the centre. You can only buy a node that sits directly above, below, left or right of a node you already own; diagonals don't count.
  • Nodes cost 1 to 4 Daevanion points. The grey ones give small base stats, the coloured ones give stronger stats or an extra level for a skill.
  • The numbers are the recommended buying order. The highlighted nodes in between are the cheapest path there; you pick them up along the way.
  • Click an entry or a number: the map shows the route up to that point and explains what the node gives.
  • 1 point
  • 2 points
  • 3 points
  • 4 points
  • not on the route
  • 1 order as in the list

Board node data: QuestLog.gg

Daevanion board Nezekan: route with 18 stops, starting node in the centre123456789101112131415161718

Tip: click an entry in the list or a number on the map to see what that node gives.

Nezekan, from level 12

  1. Condemnation
  2. Judgment Thunder
  3. Combat speed
  4. Combat speed
  5. Earth’s Retribution
  6. Divine Aura
  7. Cooldown −1.5%
  8. Cooldown −1.5%
  9. Empyrean Lord’s Grace
  10. Empyrean Lord’s Grace
  11. Healing Light
  12. Radiant Recovery
  13. Chain of Torment
  14. Light of Regeneration
  15. Healing Enhancement
  16. Healing Enhancement
  17. Bolt
  18. Debilitating Mark
Daevanion board Zikel: route with 18 stops, starting node in the centre123456789101112131415161718

Tip: click an entry in the list or a number on the map to see what that node gives.

Zikel, from level 20

  1. Condemnation
  2. Judgment Thunder
  3. Earth’s Retribution
  4. Divine Aura
  5. Damage amplification
  6. Damage amplification
  7. Earth’s Grace
  8. Earth’s Grace
  9. Healing Light
  10. Radiant Recovery
  11. Damage resistance
  12. Damage resistance
  13. Chain of Torment
  14. Light of Regeneration
  15. Bolt
  16. Debilitating Mark
  17. Survival Willpower
  18. Survival Willpower
Daevanion board Vaizel: route with 13 stops, starting node in the centre12345678910111213

Tip: click an entry in the list or a number on the map to see what that node gives.

Vaizel, from level 30

  1. Condemnation
  2. Judgment Thunder
  3. Earth’s Retribution
  4. Divine Aura
  5. Earth’s Grace
  6. Empyrean Lord’s Grace
  7. Critical damage amplification
  8. Critical damage amplification
  9. Healing Light
  10. Radiant Recovery
  11. Light of Regeneration
  12. Healing Enhancement
  13. Survival Willpower
Daevanion board Triniel: route with 14 stops, starting node in the centre1234567891011121314

Tip: click an entry in the list or a number on the map to see what that node gives.

Triniel, from level 40

  1. Condemnation
  2. Judgment Thunder
  3. Earth’s Retribution
  4. Divine Aura
  5. Earth’s Grace
  6. Empyrean Lord’s Grace
  7. Healing Light
  8. Radiant Recovery
  9. Light of Regeneration
  10. Healing Enhancement
  11. Multi-hit
  12. Multi-hit
  13. Multi-hit
  14. Survival Willpower
  • Skip: Heal Block, Empyrean Lords’ Benediction, Radiant Benediction, Prayer of Concentration, Defiance, multi-hit resistance, critical damage tolerance, MP and crit resistance. Lightning Strike Scattershot is disputed. disputed
  • Azphel, the PvP board, uses its own crystals; its damage and defence lines only work in PvP.

Stats and gear

Stat priorities
#StatReason
1AttackHealing Enhancement converts part of it into healing. There is no separate healing stat to build.
2Cooldown reductionFrom every source: Talisra wings (4%), two Nezekan nodes (1.5% each), titles and the Illusion Pantheon stat. Shortens the gaps in Chain of Torment and Earth Punishment, but doesn’t close them on Global.
3Weapon and critical damage amplificationThen damage amplification or frontal attack damage amplification. disputed
4Critical hitOutside Earth Punishment, only your own crit resets Condemnation. Take it up to the crit cap.

Lines, stones, Arcana

ManastonesWeapon and critical damage amplification, only on superior (including Abyss) manastones
Soul binding weapon, guardCombat speed, weapon damage amplification, damage amplification, power
Soul binding armourOn every piece Empyrean Lord’s Grace and Earth’s Grace. Plus helmet and cape Smite and attack, shoulders crit damage and Smite, chest damage amplification, gloves combat speed, boots movement speed.
JewelleryRings: power and Condemnation or other main skills. Necklace and earrings: power and the two graces; combat speed on the necklace, movement speed on the earrings.
Arcana linesMirror: Earth’s Grace. Bell: Empyrean Lord’s Grace. Compass: Divine Aura. Parchment: Condemnation and Radiant Recovery. Chalice: whatever falls short otherwise.
WingsTalisra for 4% cooldown reduction; Forest Spirit or Veil of Darkness as the damage choice. disputed

Belt, amulet and rune have fixed stats (Revelation Amulet with 10% weapon damage amplification). Endgame sets and item level gates are in the endgame guide.

PvP

Alone you’re a damage dealer who outlasts the enemy; in a group you keep your people alive and cleanse their debuffs. Light of Protection stays on in both cases; in PvP it works at half its PvE value.

  1. Chain of Torment first, or Condemnation won’t work.
  2. Earth Punishment, then Condemnation in a row. While the punishment burns, every Condemnation crits and resets.
  3. Voice of Doom on anything that heals or shields: −60% healing received and potion effect for 20 s on up to 4 enemies; from stigma level 10 it removes protective shields.
  4. Cleanse debuffs: Radiant Recovery removes one, two with the specialisation.
  5. Salvation as the panic button: 3 s immune to damage and status effects, from stigma level 5 +100% healing received. After that, no further Salvation, Tenaciousness or Barrier Spell on you for 30 s.
PvP preset compared with PvE
AreaPvP preset
Stigmas soloLight of Protection, Earth Punishment, Salvation, plus Voice of Doom or Yustiel’s Power disputed
Stigmas in a groupLight of Protection, Salvation, Yustiel’s Power, Absolution
Skill pointsSurvival Willpower to 10; keep Immortal Veil and Defiance at 10
Debilitating Mark20% chance of a 3 s stun instead of the damage reduction
Radiant RecoveryCooldown −3 s and remove up to 2 debuffs
AmuletFierce Battle Amulet (PvP damage amplification 20%)

Defiance is your only break-free skill, and apart from evading you have no sprint or leap skill. It doesn’t remove root, slow or silence.

Common mistakes

Putting everything in the macro

Bolt, the two auras and the heals belong on their own keys. The macro gets whatever should run constantly or deals damage.

Waiting to heal

Healing Light and Radiant Recovery have short cooldowns. Press them early, not only once several players are almost dead.

Doubling buffs with the Chanter

Light of Protection, Earth’s Grace and two debuffs overlap with the Chanter. Agree before the fight.

Divine Aura on a wandering boss

It doesn’t move. Only place it where the boss stays for a while.

Letting go of left click

The macro doesn’t trigger Earth’s Retribution itself. Without holding left click, you run out of MP.

Status and method

Compiled from Global client data, NC’s announcements and the builds of experienced players, cross-checked across several German and English sources. Only what is confirmed goes in; where experienced players disagree, both positions are given.

The guide is continuously maintained. What has changed is listed under News.