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Steam News23 June 202613d ago

Details on the Cleric Refresh

It is the Frail Age of Terminus. Since the Deicide War, true communion with the Celestials has become nearly unheard of.

In this update5

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Full Pantheon: Rise of the Fallen update

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What changed

0 fixes1 addition19 changes0 removals
  • Balance
  • Workshop
  • Performance
  • Gameplay
changedYet the same light that restores the faithful may also condemn the wicked. Clerics are vessels of righteous conviction, able to bring judgment against those who profane life, prey upon the innocent, or draw power from cursed sources. Against Undeath and other beings steeped in corruption, the Cleric’s affinity for Celestial light becomes especially fearsome.
changedMastery Path 1: Righteous (Healer) Mastery Path 2: Judgement (Spell DPS) Available Races: Dark Myr, Dwarf, Elf, Human Weapons: Hammer, Mace, Club, Great Hammer, Long Staff, Martial Staff, Flail Armor: Up to Light Plate Shields: Bucklers, Small Shields, Kite Shields
changedWeapon SkillsWeapon skills represent proficiency with different weapon types. They determine which weapons can be wielded, influence your chance to successfully hit an opponent, and contribute to the damage dealt when using that weapon type.
addedWeapon SkillsAs your skill with a specific weapon type increases, you may learn new weapon techniques associated with that weapon. At the highest skill levels, a weapon skill may grant access to an exotic version of that weapon type or unlock additional benefits.
changedWeapon SkillsBlunt (Hammer, Mace, Club)
changedWeapon SkillsGreat Hammer

Pantheon: Rise of the Fallen changes

changedYet the same light that restores the faithful may also condemn the wicked. Clerics are vessels of righteous conviction, able to bring judgment against those who profane life, prey upon the innocent, or draw power from cursed sources. Against Undeath and other beings steeped in corruption, the Cleric’s affinity for Celestial light becomes especially fearsome.
changedMastery Path 1: Righteous (Healer) Mastery Path 2: Judgement (Spell DPS) Available Races: Dark Myr, Dwarf, Elf, Human Weapons: Hammer, Mace, Club, Great Hammer, Long Staff, Martial Staff, Flail Armor: Up to Light Plate Shields: Bucklers, Small Shields, Kite Shields
changedWeapon skills represent proficiency with different weapon types. They determine which weapons can be wielded, influence your chance to successfully hit an opponent, and contribute to the damage dealt when using that weapon type.
addedAs your skill with a specific weapon type increases, you may learn new weapon techniques associated with that weapon. At the highest skill levels, a weapon skill may grant access to an exotic version of that weapon type or unlock additional benefits.
changedBlunt (Hammer, Mace, Club)

It is the Frail Age of Terminus. Since the Deicide War, true communion with the Celestials has become nearly unheard of. For this reason, Clerics bind themselves to the ancient Tomes of their Order; sacred vessels preserving the last echoes of Celestial power from an age when such communion was still possible.

Through disciplined study, Clerics learn to draw upon these Tomes as conduits of divine memory. Their restorative arts are among the most potent in all of Terminus, allowing them to mend grievous wounds in the midst of terrible danger. Through signets, writs, and ethereal shields, they can dramatically strengthen the defenses of their companions with the remnants of Celestial light.

Yet the same light that restores the faithful may also condemn the wicked. Clerics are vessels of righteous conviction, able to bring judgment against those who profane life, prey upon the innocent, or draw power from cursed sources. Against Undeath and other beings steeped in corruption, the Cleric’s affinity for Celestial light becomes especially fearsome.

In battle, a Cleric may stand as a beacon of restoration, shielding allies and saving them from death. But they may also become an instrument of judgment, invoking the power of their Celestials to strike down enemies with divine force.

Mastery Path 1

Righteous (Healer)

Mastery Path 2

Judgement (Spell DPS)

Available Races

Dark Myr, Dwarf, Elf, Human Weapons: Hammer, Mace, Club, Great Hammer, Long Staff, Martial Staff, Flail Armor: Up to Light Plate Shields: Bucklers, Small Shields, Kite Shields

Weapon Skills

Weapon skills represent proficiency with different weapon types. They determine which weapons can be wielded, influence your chance to successfully hit an opponent, and contribute to the damage dealt when using that weapon type.

As your skill with a specific weapon type increases, you may learn new weapon techniques associated with that weapon. At the highest skill levels, a weapon skill may grant access to an exotic version of that weapon type or unlock additional benefits.

  • Blunt (Hammer, Mace, Club)

  • Great Hammer

  • Martial Staff

  • Long Staff

  • *Flail

*Note: Flail weapons will be implemented in future updates.

Combat Skills

Combat skills govern the effectiveness of various aspects of combat, including the performance of class abilities. Reaching higher levels in these skills may unlock additional abilities or Mastery selections for the Cleric to choose from.

  • Shield

  • Dodge

  • Parry

Spell Skills

Spell skills represent your proficiency with different schools of magic and determine which spells your character can cast.

As your skill in a school of magic increases, spells from that school are less likely to be resisted.

  • Augmentation

  • Conjuration

  • Consecration

  • Fortification

  • Invocation

  • Manifestation

  • Restoration

Base Class Abilities

Note: This is not a complete list of Cleric abilities available in the game. It is intended only to provide a general overview of the class. Many abilities also have upgrades, variations, or specialized forms that become available as the character advances.

AbilityDescription
RebukeRebuke an enemy with a shock of divine energy, dealing Divine damage.
Healing SparkRelease a swift burst of healing light, directly healing your target.
Ward UndeathJudge an Undead target with divine power, dealing Divine damage.
Awaken CourageAwaken a sense of courage in an ally, increasing their Health and Armor Class.
Sacred ShieldEnvelope the target in a luminous shield, absorbing damage plus a portion of your maximum health before dissipating.
DawnfireBlast an enemy with a cantrip of fiery light, dealing Divine damage.
ResurrectionBrings a fallen ally back to life at the location where they were slain.
Symbol of KorceraBless an ally with the symbol of Korcera, increasing their attributes.
Shackle DeathBind an Undead enemy to the ground, rooting them in place.
ExhortationRally the spirits of your allies, increasing your group’s Attack and Spell Power.
Signet of ForceInvoke a signet of divine power, stunning the enemy.
Spook the DeadInstill a surge of dread in an undead enemy, causing it to flee in fear.
Signet of PeaceInvoke a signet of divine power, reducing an ally’s Threat Generation.
Divine FavorBless a target’s weapon, giving their successful auto attacks a chance to restore a small amount of their health.
InvigorateBless your target with renewed vigor, recovering their Endurance and increasing their Endurance regeneration rate.
Awaken HonorAwaken a sense of honor in your ally or group, increasing their Health and Armor Class.
Divine AuraConsecrate yourself in divine power to become invulnerable for a short duration. While under the effects of Divine Aura, your movement speed is reduced and you are unable to attack or cast spells.

Cleric Mastery

Cleric may specialize into one of two primary Mastery branches: Righteous or Judgement, while still retaining the freedom to hybridize their build by drawing select options from both paths.

The Mastery abilities shown below are intended as select highlights only. They represent a small sample of the options available within each branch, not the full list of Mastery choices.

Righteous Mastery Examples

The Righteous Cleric is a pious healer who draws upon sacred Tomes, signets and Celestial light to restore the wounded and shield their allies.

MasteryDescription
Ability Unlock: Arc of LightHurl a bolt of restorative light at an ally, healing them. After the heal occurs, jumps to the most injured group member.
Ability Unlock: Celestial LightSurround the target in restorative light, directly healing them.
Ability Unlock: Bond of ProtectionForm a bond of celestial light with a group member. Whenever that player takes damage, a percentage of the damage will be redirected to you.
Ability Unlock: Flash HealRelease a surge of healing light, instantly healing your target.
Ability Unlock: BolsterEncase the target in a celestial guard, granting immunity to Stun and Knockdown effects and reducing incoming Physical damage.
Ability Unlock: Word of RadianceUtter a divine word that releases a surge of radiant light, healing each member of your group.
InspirationHealing Spark’s critical heals refund a portion of Healing Spark’s Mana cost.
Soul-TendingWhen Flash Heal heals a target protected by Sacred Shield, it reduces Fatigued Spirit’s remaining duration by 2 sec. If it is a critical heal, Fatigued Spirit’s remaining duration is reduced by 4 sec.
Permeating LightYour healing spells ignore 30% of healing reduction effects on the target.
Fractured ShelterWhen Sacred Shield breaks from absorbing too much damage, the target gains Fractured Shelter for 6 seconds. Casting Celestial Light on the target will consume Fractured Shelter and increase Celestial Light’s healing by 25%.
Sudden LifeWhen Flash Heal critically heals, your next Healing Spark is instant cast. When Healing Spark critically heals, the cast time of your next Celestial Light is reduced by 2 sec and its chance to critically heal is increased by 10%.
Threaded MercyIf an Arc of Light jump critically heals, it will add an extra jump to its lowest-health ally progression. Cannot exceed 4 total jumps after the initial heal.
Arc ReturnalThe initial heal of Arc of Light also heals you.
Unbroken SparkConsecutive Healing Sparks on the same target increases Healing Spark’s healing on that target by 2% for 6 sec. Stacks up to 3 times.
AegisHealing Spark’s critical heals apply an absorb shield equal to 20% of the healing done. If Sacred Shield is already active on the target, the absorption from Aegis will be added to the amount remaining for Sacred Shield without altering Sacred Shield’s duration.
Triage of the OrderWhen your Bond of Protection target falls below 20% Health, your next Flash Heal is free and guaranteed to critically heal.

Judgement Mastery Examples

The Judgement Cleric is a wrathful spellcaster who turns the fading power of the Celestials into divine rebuke and holy ruin.

MasteryDescription
Ability Unlock: SmiteSmite an enemy with a torrent of divine power, dealing Divine damage.
Ability Unlock: Searing LightBurn an enemy with searing light, dealing Divine damage and then additional damage over time.
Ability Unlock: TribunalLanding a critical hit with Rebuke will activate Tribunal. While Tribunal is active, Smite deals increased damage and gains increased critical hit chance. Each consecutive Smite cast during Tribunal reduces Smite’s cast time. When Tribunal ends, you gain Repose for 10 sec. Tribunal cannot be triggered while Repose is active.
Ability Unlock: Castigor’s RageStoke your righteous indignation, increasing the casting speed of your Divine damage spells and reducing their Mana cost.
Ability Unlock: Writ of the SageRecite a blessed writ, granting you the mind of a sage, increasing your Wisdom and granting your spells a chance to restore Mana.
Righteous VerdictRestores a percentage of your total Mana when Tribunal ends.
Divine FervorReduces the duration of Repose by 5 sec.
Break of DawnWhile Tribunal is inactive, Dawnfire extends the duration of Searing Light by 1 sec, or 2 sec when Dawnfire critically hits.
Arcing WrathWhen Smite critically hits, 50% of the damage will jump to another target within 6m that is affected by Searing Light.
Resilient PagesHaving a Tome equipped increases your resistance to spell pushback.
CondemnationCritical hits with Smite during Tribunal grant Condemnation, stacking up to 5 times. Each stack of Condemnation increases Smite’s critical hit chance by a percentage.
Unyielding LightWard Undeath deals extra damage against Undead below 25% Health. If the target is affected by Searing Light and Ward Undeath deals the killing blow, 50% of the Mana cost is refunded and Searing Light will spread to one Undead target already in combat within 6m.
DawncallerWhen Tribunal ends, consume all stacks of Condemnation. Your next Dawnfire will be instant cast and will deal 5% more damage for each stack of Condemnation consumed.
IndictmentWhile Writ of the Sage is active and you have Tome of Judgement, Tome of Divine Fury, or any of the Sacred Tomes equipped, Righteous Verdict will restore 5% additional Mana when Tribunal ends.
Inescapable JudgementWhile Tribunal is active, critical hits with Smite will reduce the cast time of your next Smite by 50%.
Judged in LightDuring Tribunal, each consecutive Smite against a target affected by Searing Light increases Searing Light’s next periodic tick by 2%, up to a max of 20%. Additionally, when Searing Light’s periodic damage critically hits during Tribunal, you will gain +1% of your total Mana.

Source

Steam News / 23 June 2026

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