The Adventurers Cleric Class Guide
Premier healer and radiant support — full restores for living allies, not resurrection.
Cleric is the premier healer in The Adventurers. Radiant magic and healing both live on Resolve: ten energy per Resolve point, magic damage from Resolve, and 1.0’s extra 25% magic damage on that stat. You are on the default start with Paladin and Wizard. That is not an accident. The kit is built to keep those two standing while you still contribute Holy Light, Celestial Nova, Divine Judgment, and Purge Unholy.
Read this next sentence twice. Divine Mending fully restores an ally’s health. Celestial Heal restores all other allies to full health once per combat. Neither is resurrection. If someone is already dead or in bleed-out, Cleric does not stand them back up. Mend the living. Do not plan around a raise that is not in the Adventurer Guide.
Health for the Cleric’s own body still comes from Vitality at ten per point. You are not a frontliner. Holy Sanctuary halves incoming damage, but that is a bonus you spend because someone reached you, not a reason to occupy Warrior’s hex. For timing, combat. For seats, party comps and the tier list.
Role and primary stats
Role: mid-back healer, party buffer, and radiant striker. Blessing Of Valor raises allies’ physical damage by 20% in range. Divine Energy doubles all other allies’ energy recovery. Beacon Of Light is a heal-over-time. Radiant Wave heals allies and damages enemies in range. You can win a fight without casting a single damage spell. You cannot win a hard fight if you only damage and never Mend Wounds.
Primary stat: Resolve. Secondary: Vitality so a stray hit does not delete the healer. Tertiary: Charisma if this Cleric is also the speech and shop face — highest Charisma in the party sets prices. Strength is a last resort.
Signature abilities by level
Default — Mend Wounds (Bonus). Minor heal for a small amount of health. This is the every-round top-up, not the panic button.
Level 2. Blessing Of Valor (Bonus) increases allies’ physical damage attacks by 20% within range. Healing Light (Bonus) touches an ally and restores health. Holy Light (Action) strikes an enemy with radiant damage and lowers their attack by 20%. Early Cleric is already a buffer: Valor for Warrior and Paladin, Holy Light to make the thing hitting them weaker.
Level 4. Holy Protection (Bonus) grants temporary health to an ally. Prayer Of Restoration (Bonus) heals all allies within range for a small amount. Celestial Nova (Action) releases a burst of radiant energy, dealing radiant damage to all surrounding enemies. Protection is the pre-hit shield. Prayer is the group drip. Nova is for when enemies clustered on you anyway.
Level 6. Holy Sanctuary (Bonus) halves incoming damage by 50%. Divine Mending (Action) fully restores an ally’s health. Divine Judgment (Action) summons a beam of radiant light, dealing heavy radiant damage with a chance to stun. Divine Mending is the premier single-target full restore. Use it on a living Paladin at 10%, not on a corpse. Judgment is your hard radiant hit when the healer has a free turn.
Level 8. Divine Energy (Bonus) doubles all other ally energy recovery. Beacon Of Light (Bonus) places a healing over time spell on an ally. Radiant Wave (Action) unleashes a wave of divine energy, healing allies and damaging enemies within range. Divine Energy is why Wizard and Paladin can keep casting in long fights. Wave is the mixed row when both sides are in range.
Level 10. Celestial Heal (Action) restores all other allies to full health; once impacted, you cannot call on celestial help again until the end of combat. Sacrificial Surge (Action) sacrifices all remaining energy to heal all allies for an equivalent amount. Purge Unholy (Action) deals massive radiant damage, with a chance to instant kill if the target is vulnerable to radiant. Celestial Heal is the once-per-combat party full restore for living allies. Sacrificial Surge is the dump-the-bar group heal. Purge Unholy is the execute, not a heal.
Positioning
Mid-back: close enough that Healing Light and Divine Mending reach the Paladin, far enough that Celestial Nova is a choice rather than a necessity. Blessing Of Valor and Prayer Of Restoration are range-limited — if Warrior charged three hexes forward, you either step or lose the aura. Do not stand on Archer’s Better Alone hex. Do not stand in front of Wizard’s Fireball lane.
Party fit
Cleric is the reason default Paladin / Wizard / Cleric works. Paladin Lay On Hands is a backup convert-energy-to-health, not a replacement. Warrior wants you more than Paladin does, because Warrior has no Lay On Hands. Archer and Thief live if you exist and die if you do not. Druid can HoT; Warlock can leech; neither matches Divine Mending plus Celestial Heal. If you already have Cleric, a second healer is usually worse than a second damage seat.
Cleric is honest: best healer in 1.0, real radiant damage, and no raise. Parties that skip Cleric can clear easy maps with potions and Paladin. Parties that skip Cleric on long, ugly maps spend more gold on wipes than they saved by hiring a fourth striker.
General ability suggestions
Sanctified Core increases all healing received by 25% — take it on the Paladin and Warrior you intend to Mend, and on the Cleric if you also drink your own Beacons. Enduring Aura adds one round to incoming buffs. Quick Breaths doubles energy recovery so Divine Energy’s partners are not the only ones refilling. Mental Toughness for 15% magic resistance. Never Tired so you do not open Mend Wounds on an empty bar. Weapon Mastery Staff or Mace to match the implement. Gifted if this Cleric is also your experience mule. Skip Berserker.
Compare Cleric to the other three support seats on Support Comparison. Then open Paladin if you still think one hybrid can replace this class.
Frequently Asked Questions
Quick answers about The Adventurers tactical RPG.
Can Cleric resurrect the dead?
No. Divine Mending fully restores a living ally. Celestial Heal fully restores other allies once per combat. Neither raises a character from death or bleed-out.
Is Cleric in the default start?
Yes. Default start is Paladin, Wizard, and Cleric. Custom can replace Cleric, but you lose the premier healer.
What stats does Cleric use?
Resolve for energy (10 per point) and magic, including 1.0's +25% magic damage. Vitality for the Cleric's own health (10 per point).
Divine Mending versus Celestial Heal?
Divine Mending (level 6) fully restores one living ally. Celestial Heal (level 10) fully restores all other living allies once per combat, then cannot be used again until the fight ends.
Is Cleric only a healbot?
No. Holy Light, Celestial Nova, Divine Judgment, Radiant Wave, and Purge Unholy are real radiant tools. Healing is still the reason you bring the class.
Who should I pair with Cleric?
Default Paladin and Wizard, or classic Warrior and Archer. See party comps and Support Comparison.