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Cleric Spellbook

Fervor and Hallowed Ground: Choose mercy or judgement, and light the floor either way.

Fervor and Hallowed Ground

Fervor and Hallowed Ground

Choose mercy or judgement, and light the floor either way.

Builders add Fervor pips. Spenders choose judgement (Verdict of Dawn), mercy (Benediction) or ground (Hallow), which consecrates the floor to heal allies and mark foes.

Keystone: Sentence Passed · Chase legendary: The Last Verdict

The mechanic arrives with your first Spellbook page, at level 4; before that a Cleric plays as it always did. See the Cleric class guide for the core skills and subclasses.

Cleric pages

7 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.

Kindled Blow

Page pick at level 4 · Melee strike · 10 Spell Points · 2s cooldown

A sweep of radiant force from your weapon. It builds Fervor.

Builds: The Verdict · Dawnbringer

Variants (one active at a time)

  • Ringing Blow mastery 2 The blow rings on: foes up to 3 strides behind the sweep take half.
  • Mending Blow mastery 5 Each foe the blow hits mends the most wounded ally for 1% of their health, up to 5% a swing.
  • Dawn Reach mastery 8 A narrow thrust of light that reaches 3.2 strides and always Marks.

Verdict of Dawn

Page pick at level 4 · Area · 6 Spell Points · 1s cooldown

Spend your Fervor on judgement: a column of dawn-light falls on the pack.

Builds: The Verdict · Stormcaller

Variants (one active at a time)

  • Lance of Dawn mastery 2 One tight column of light (1.2 strides) that hits two and a half times as hard: the boss verdict. No pillars on other foes.
  • Procession mastery 5 The pillars walk out from you along your aim, one a pip, two strides apart: the corridor verdict.
  • Storm Verdict mastery 8 The column and its pillars are thunderbolts, and they Shock what they strike.

Hallow

Page pick at level 4 · Area · 6 Spell Points · 2s cooldown

Spend up to 3 Fervor (at least 1) to consecrate ground at your target, twice as wide and long as the same pips would buy.

Builds: The Verdict · Choir of the Sun

Variants (one active at a time)

  • Walking Ground mastery 2 The ground follows you as a smaller sanctuary (60% as wide): the moving sanctuary.
  • Sanctum mastery 5 Allies on the ground take 8% less damage, and foes on it deal 8% less.
  • Judgement Ground mastery 8 A foe that dies on the ground gives you a pip of Fervor (one a second at most).

Benediction

Page pick at level 9 · Heal · 8 Spell Points · 1s cooldown

Spend your Fervor on mercy: you and every ally near you heal, are cleansed and are raised if fallen, and the ground under the most wounded is consecrated.

Builds: Dawnbringer

Variants (one active at a time)

  • Shielding Word mastery 2 Each ally also gains a barrier of 2% of their health a pip (10% at most).
  • Second Wind mastery 5 The most wounded ally also runs 20% faster and takes 20% less damage for 3 seconds.
  • Vow mastery 8 It spends at most 3 Fervor, at 80% strength, and hands one back: a Benediction for the price of two.

Storm Peal

Page pick at level 9 · Area · 8 Spell Points · 0.5s cooldown

Hold to chant: thunder rolls out from you in rings, Shocking what it strikes and mending allies in the ring. It builds Fervor. Let go and a thunderbolt falls on the thickest knot.

Builds: Stormcaller

Variants (one active at a time)

  • Gathering Peal mastery 2 Each peal draws foes within 4 strides 0.3 tiles toward you: the gathering form.
  • Mercy Peal mastery 5 The thunder mends: allies in the ring heal 2.5% a peal, the peals hit 40% lighter, and the release heals instead of striking.
  • Crashing Peal mastery 8 Slower, heavier peals: one every 0.8 s at 1.8 times the force, each able to Stun briefly. You walk at 0.6.

Wings of Dawn

Page pick at level 14 · Dash · 10 Spell Points · 0.5s cooldown

Take wing: fly five strides and sear what you land among. Steer nowhere and it flies to the nearest ally under half health instead, and mends them on arrival. It holds two flights.

Builds: Dawnbringer

Variants (one active at a time)

  • Wingbeat mastery 2 A beat of wings blasts everything you leave behind (2.2 strides) and can Stun it.
  • Dawnstride mastery 5 A long flight of seven strides that strews Hallowed Ground along its path for 3 seconds and leaves you fleet: +20% move speed for 4 seconds.
  • Guardian Wings mastery 8 Arriving beside an ally wards them (8% of their health) and you keep half.

Litany of the Dawn

Page pick at level 18 · Buff · 30 Spell Points · 24s cooldown

Chant over the party: for 20 seconds you and every ally near you mend 6 health a second, and the ground you consecrate is a fifth wider and lasts half again as long.

Builds: Dawnbringer · Choir of the Sun

Variants (one active at a time)

  • Litany of Warding mastery 2 A wall of words: allies take 8% less damage and resist everything 10% more, instead of mending.
  • Litany of Radiance mastery 5 A burning chant: allies hit 10% harder and every foe near you is Marked for 6 seconds.
  • Long Vigil mastery 8 A long vigil: the litany lasts 40 seconds at three-quarters strength.

How you get them

  • Page picks. A Cleric gets page picks at levels 4, 9, 14 and 18: one page from up to 3 offered.
  • The mentor. Pages you passed over can be bought from the class mentor for 30 gold × your level squared.
  • Variants. Every page has variants that change how it plays. Choose the active one on the hero sheet's Spellbook tab.

How the Spellbook works