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Shattered-cleric splash art

Splash art

Cleric is a second Hero added to the Shattered Pixel Dungeon. To unlock them, the player must cleanse a cursed item. They lack passive effects other heroes start with or acquire through talents. Instead, they have an arsenal of offensive and utility spells they can access at any point by using their unique item, the Holy Tome. Their talents, subclasses, and armor abilities grant them access to new spells or strenghten existing ones.

This hero automatically identifies the Potion of Purity and the Scroll of Remove Curse.

Characteristics[]

Cleric starts with the Holy Tome as their unique item.

Holy Tome
A holy tome that acts as a focus for the Cleric's divine magic. Using the tome lets the Cleric cast a variety of magical spells.
he tome will steadily get more powerful as the Cleric uses it, giving the Cleric more maximum charges and slightly increasing the recharging speed.

Using the tome lets the Cleric choose a spell and cast it. The number of charges consumed depends on the spell chosen. Using the tome enough times causes it to gain an upgrade level (up to +10 like for other artifacts), but there is a soft cap scaling with the Hero level. Upgrading the tome increases its charge cap from 3 up to 10 while also increasing the recharging rate.

While other Hero's talents usually grant passive effects, almost all of Cleric's talents unlock new spells. Putting additional points into a talent makes the spell unlocked by it more powerful. As such, Cleric gains access to effects they can activate at will but at the cost of limited charges. They can still use a Scroll of Metamorphosis to access talents that don't interact with spells. Their talents are also accessible to other Heroes, although modified not to grant spells.

Spells[]

Spellcasting is a gameplay mechanic unique to the Cleric. The player can access spells through the Holy Tome or choose a single spell as a special action for quick access. Either way, the tome must be equipped for casting to be possible unless the player has put points into Light Reading talent.

Offensive spells are considered magic attacks; they completely bypass accuracy checks and deal damage that ignores armor but is subject to resistance/immunity to magic.

The Cleric cannot heal themselves through spells. Healing spells only restore HP to allies, and Cleric gains shielding instead.

Bless[]

Bless
The Cleric places a holy blessing on themselves or another character they can see.
When cast on themselves the effect is weaker, granting X turns of bless and Y barrier.
When cast on other characters the spell is more powerful, granting Z turns of bless and Y healing. Excess healing is converted into barrier.

Locked behind a T2 talent.

Cleanse[]

Cleanse
The Cleric instantly clears all harmful effects on themselves and visible allies. After the spell ends all characters affected also gain X turns of debuff immunity, and Y barrier.

Locked behind a T3 talent. This spell can remove the same debuffs as a Potion of Cleansing except for hungry/starving debuff.

Divine Sense[]

Divine Sense
The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 30 turns.

Locked behind a T2 talent.

Guiding Light[]

Guiding Light
The Cleric fires a bolt of magical energy which strikes a target, dealing 2-6 damage and illuminating them. The next physical attack made against an illuminated enemy is guaranteed to hit them.

One of Cleric's starting spells. Priest gains a stronger version of this spell.

Holy Intuition[]

Holy Intuition
The Cleric focuses their senses on an item and determines whether it is cursed or not without having to equip it.

Locked behind a T1 talent.

Holy Weapon[]

Holy Weapon
The Cleric enchants their worn weapon with holy energy, causing the weapon to deal an additional 2 magical damage any time they strike an enemy with it.
This enchantment lasts for 50 turns, and will override any beneficial enchantment the weapon has for the duration.

One of Cleric's starting spells. For 50 turns after casting this spell, any melee attack made by the Hero (even when unarmed) will deal additional 2 magic damage. The effect of this spell also overrides any enchantment present on equipped weapon. Holy Weapon is quite powerful in the early game, but becomes virtually useless when the player equips an enchanted weapon. Paladin gains a stronger version of this spell.

Holy Ward[]

Holy Ward
The Cleric imbues their worn armor with glyphs of holy light, increasing the armor's damage blocking by 1.
This glyph lasts for 50 turns, and will override any beneficial glyph the armor has for the duration.

One of Cleric's starting spells. For 50 turns after casting this spell, the Hero will take 1 less damage from any physical attack (even when not wearing armor). The effect of this spell also overrides any glyph present on equipped armor. Holy Ward is quite powerful in the early game, but becomes virtually useless when the player equips an armor with a glyph. Paladin gains a stronger version of this spell.

Recall Inscription[]

Recall Inscription
The Cleric uses holy magic to re-cast the effect of a magical rune found on a runestone or scroll they used in the last %s turns.
Recall Inscription cannot be used to replicate scrolls of upgrade. This spell's charge cost varies based on which item was used recently: 2 for a runestone, 3 for a scroll, 4 for an exotic scroll. This charge cost is also doubled when replicating a scroll of transmutation, or alchemy items that must be crafted using transmutation or upgrade.

Locked behind a T2 talent.

Replication cost
Item Charge cost
Most runestones 2
Most scrolls 3
Stone of Enchantment, Stone of Augmentation, most exotic scrolls 4
Scroll of Transmutation 6
Scroll of Enchantment, Scroll of Metamorphosis 8

Shield of Light[]

Shield of Light
The Cleric creates a thin barrier of light between themselves and an enemy, increasing their armor's block power against that enemy by 2-4 for X turns.
This spell takes no time to cast, but cannot be used against multiple targets simultaneously.

Locked behind a T2 talent.

Sunray[]

Sunray
The Cleric fires a ray of blinding light at a target, dealing X-Y damage and blinding them for Z turns. Sunray always deals maximum damage to undead and demonic targets.
After being struck with this spell an enemy's vision will adjust, preventing them from being blinded by it again. However, if they are struck again while blinded by this spell, then the light is overwhelming and paralyses them instead.

Locked behind a T2 talent.

Generic Talents[]

Tier 1[]

Satiated Spells

Satiated Spells
+1: Eating food causes the Cleric to gain 3 shielding the next time they cast a spell.
+2: Eating food causes the Cleric to gain 5 shielding the next time they cast a spell.

If this talent is gained by a different hero it will instead grant shielding immediately, which will start to decay normally after 10 turns.

Holy Intuition

Holy Intuition
+1: The Cleric can cast Holy Intuition, a spell that reveals whether an item is cursed at the cost of 3 charges.
+2: The Cleric can cast Holy Intuition, a spell that reveals whether an item is cursed at the cost of 2 charges.

If this talent is gained by a different hero it will instead let the hero identify the curse status on a cursed item just before equipping it, 15% of the time at +1 or 25% of the time at +2.

Searing Light

Searing Light
+1: The Cleric's physical attacks on enemies illuminated by Guiding Light deal +3 damage.
+2: The Cleric's physical attacks on enemies illuminated by Guiding Light deal +5 damage.

If this talent is gained by a different hero it will instead grant its bonus damage after a wand or artifact is used on an enemy, with a 20 turn cooldown.

Shield of Light

Shield of Light
+1: The Cleric can cast Shield of Light, a spell that is cast instantly and grants them 2-4 armor against a target for 4 turns at the cost of 1 charge.
+2: The Cleric can cast Shield of Light, a spell that is cast instantly and grants them 2-4 armor against a target for 6 turns at the cost of 1 charge.

If this talent is gained by a different hero it will instead reduce physical damage taken from your targeted enemy by 1, 33% of the time at +1 or 50% of the time at +2.

Tier 2[]

Enlightening Meal

Enlightening Meal
+1: Eating food takes the Cleric 1 turn and grants them 1 charge on their holy tome.
+2: Eating food takes the Cleric 1 turn and grants them 1.5 charges on their holy tome.

If this talent is gained by a different hero it will instead grant 2 turns of wand and artifact recharging at +1, or 3 turns at +2.

Recall Inscription

Recall Inscription
+1: The Cleric can cast Recall Inscription, a spell that lets them repeat the effect of the last runestone or scroll they used within 10 turns.
+2: The Cleric can cast Recall Inscription, a spell that lets them repeat the effect of the last runestone or scroll they used within 300 turns.

Recall Inscription cannot be used with scrolls of upgrade. This spell's charge cost varies based on which item was used recently: 2 for a runestone, 3 for a scroll, 4 for an exotic scroll. This charge cost is also doubled when used with a scroll of transmutation, or alchemy items that must be crafted using transmutation or upgrade.

If this talent is gained by a different hero it will instead refund any scroll or runestone 10% of the time at +1 or 15% of the time at +2. Scrolls of Upgrade are exempt from this effect.

Sunray

Sunray
+1: The Cleric can cast Sunray, A spell that deals 2-8 damage and blinds the target for 4 turns, at the cost of 1 charge.
+2: The Cleric can cast Sunray, A spell that deals 3-12 damage and blinds the target for 6 turns, at the cost of 1 charge.

Sunray can only blind each target once, but if the target is already blinded by Sunray then it paralyses instead. Sunray always deals maximum damage to demonic and undead foes.

If this talent is gained by a different hero it will instead cause wands and artifacts to blind enemies for 4 turns, 15% of the time at +1 or 25% of the time at +2.

Divine Sense

Divine Sense
+1: The Cleric can cast Divine Sense, a spell that grants them 8 tiles of Mind Vision for 30 turns, at the cost of 2 charges.
+2: The Cleric can cast Divine Sense, a spell that grants them 12 tiles of Mind Vision for 30 turns, at the cost of 2 charges.

If this talent is gained by a different hero it will instead grant them mind vision for a brief moment after using a wand or artifact with a range of 3 tiles at +1 or 5 tiles at +2.

Bless

Bless
+1: The Cleric can cast Bless, a spell that grants 4 turns of bless and 10 shielding when cast on themselves or 6 turns of bless and 10 healing when cast on another character, at the cost of 1 charge.
+2: The Cleric can cast Bless, a spell that grants 6 turns of bless and 15 shielding when cast on themselves or 10 turns of bless and 15 healing when cast on another character, at the cost of 1 charge.

If this talent is gained by a different hero it will instead boost accuracy and evasion for the hero and all allies by 3% at +1 or 5% at +2.

Tier 3[]

Cleanse

Cleanse
+1: The Cleric can cast Cleanse, a spell which is cast instantly, removes negative status effects from the Cleric and any nearby allies, and grants them 10 shielding, at the cost of 2 charges.
+2: The Cleric can cast Cleanse, a spell which is cast instantly, grants 3 turns of negative status immunity to the Cleric and any nearby allies, and grants them 20 shielding, at the cost of 2 charges.
+3: The Cleric can cast Cleanse, a spell which is cast instantly, grants 5 turns of negative status immunity to the Cleric and any nearby allies, and grants them 30 shielding, at the cost of 2 charges.

If this talent is gained by a different hero it will instead cleanse negative status effects on the hero after using a wand or artifact, 10/20/30% of the time at +1/+2/+3.

Light Reading

Light Reading
+1: The Cleric can use their holy tome when it is not equipped, but it recharges at 25% speed when unequipped.
+2: The Cleric can use their holy tome when it is not equipped, but it recharges at 50% speed when unequipped.
+3: The Cleric can use their holy tome when it is not equipped, but it recharges at 75% speed when unequipped.

If this talent is gained by a different hero it will instead increase the recharging speed of all wands by 7/13/20% at +1/+2/+3.

Tier 4[]

Heroic Energy

Heroic Energy
+1: The hero's armor ability has a 12% reduced charge cost.
+2: The hero's armor ability has a 23% reduced charge cost.
+3: The hero's armor ability has a 32% reduced charge cost.
+4: The hero's armor ability has a 40% reduced charge cost.

Subclasses[]

Subclass can be chosen after defeating the second boss and using the Tengu's mask. Cleric's subclasses don't provide any passive benefits or unique special actions. Instead, each subclass grants access to new spells and empower some existing ones.

Priest[]

Priest
The Priest gains a variety of new and upgraded spells that emphasize ranged combat and synergy with magical items.
The Priest can cast Guiding Light for free once every 100 turns, and can consume the illumination debuff with allies, wands, and some artifacts for bonus damage equal to their level.
The Priest also gains the Radiance spell, which dispels darkness and illuminates and briefly stuns all visible enemies at the cost of 2 charges.

This subclass is focused on ranged magic attacks and gains access to several spells for damaging enemies from distance and inflicting debuffs. However, Hallowed Ground and Mnemonic Prayer also function as support spells.

Priest Spells[]

Radiance
The Priest erupts in holy light, stunning all visible enemies for 3 turns and illuminating them as if they were hit by Guiding Light. Radiance will also cause the Priest to glow for 100 turns if the current floor is dark.


Guiding Light
_This spell is more powerful when cast by the Priest._ The first cast of the spell every 100 turns costs no tome charges, and illumination will be consumed by wands, other characters, and artifacts that directly affect enemies. When illuminated is used in this way, it deals bonus magic damage equal to the Priest's level.


Holy Lance
The Priest concentrates a large amount of energy into a devastating thrown lance made of light. This lance deals X-Y damage and always deals maximum damage to undead and demonic targets.
This spell is very expensive, and has a cooldown of 50 turns.


Hallowed Ground
The Priest focuses their divine magic into the ground nearby, creating a 3x3/5x5/7x7 area of hallowed terrain for 20 turns.
When it is cast, this spell heals all allies for 10 HP (healthy allies and the Priest get shielding), briefly roots enemies, and spreads short grass.
The hallowed terrain heals allies for 1 HP per turn (healthy allies and the Priest get shielding), cripples enemies, and randomly causes tall grass to grow.
Hallowed terrain is destroyed by fire, and will produce furrowed grass if passive regen effects are disabled or the Priest has not gained exp in a while.


Mnemonic Prayer
The Priest utters a prayer that extends the duration of all buffs or debuffs on a specific target by 3/4/5 turns. Positive effects will last longer on allies (including the Priest themselves), and harmful effects will last longer on enemies. This spell will also re-apply illuminated to an enemy that has been illuminated previously.
Mnemonic Prayer can only extend a specific instance of a buff or debuff once, and cannot extend buffs granted from armor abilities.


For buffs with potency decreasing over time, the spell stops them from decaying for the extra turns granted by it. For health restoring buffs, the spell increases the amount of HP to be restored instead of directly extending duration. For Bleeding and Deferred Damage, the spell increases amount of damage to be dealt instead of directly extending duration.

Priest Talents[]

Holy Lance

Holy Lance
+1: The Priest can cast Holy Lance, a devastating spell that deals 30-55 damage at the cost of 4 charges.
+2: The Priest can cast Holy Lance, a devastating spell that deals 45-88 damage at the cost of 4 charges.
+3: The Priest can cast Holy Lance, a devastating spell that deals 60-110 damage at the cost of 4 charges.

Holy Lance always deals maximum damage to demonic and undead foes. Holy Lance has a 50 turn cooldown before it can be cast again.


Hallowed Ground

Hallowed Ground
+1: The Priest can cast Hallowed Ground, a spell that hallows terrain in a 3x3 area for 20 turns, at the cost of 2 charges.
+2: The Priest can cast Hallowed Ground, a spell that hallows terrain in a 5x5 area for 20 turns, at the cost of 2 charges.
+3: The Priest can cast Hallowed Ground, a spell that hallows terrain in a 7x7 area for 20 turns, at the cost of 2 charges.

When it is cast, Hallowed Ground heals allies for 10 HP, briefly roots enemies, and spreads short grass. Afterward, it slowly heals allies, cripples enemies, and causes tall grass to randomly grow. Hallowed ground grants shielding to the Priest instead of healing and is destroyed by fire.


Mnemonic Prayer

Mnemonic Prayer
+1: The Priest can cast Mnemonic Prayer, a spell that extends buffs/debuffs on an ally/enemy for 3 turns at 1 charge cost.
+2: The Priest can cast Mnemonic Prayer, a spell that extends buffs/debuffs on an ally/enemy for 4 turns at 1 charge cost.
+3: The Priest can cast Mnemonic Prayer, a spell that extends buffs/debuffs on an ally/enemy for 5 turns at 1 charge cost.

Mnemonic Prayer also re-illuminates the target if they were illuminated previously. Mnemonic Prayer can only extend a particular instance of a buff/debuff once, and cannot extend buffs from armor abilities.

Paladin[]

This subclass hasn't been implemented yet

Class armor abilities[]

After defeating the fourth boss the Cleric can use the Dwarf King's crown to transform their armor into warrior suit of armor and pick one of three class armor abilities.

Ascended Form[]

Ascended Form
The Cleric projects holy energy from themselves, assuming an extended radiant form for 10 turns. While in this form the Cleric can cast new spells, gains 2 attack range, 30 shielding, and any additional spells they cast will grant 10 shielding per holy tome charge used.
The shielding from ascended form and its spells does not decay normally, but will immediately fade once ascended form ends. The ability can be re-used to refresh ascended form's duration.

Charge cost: 50


Ascended Form Talents[]

Divine Intervention

Divine Intervention
+1: While in Ascended Form, the Cleric can cast Divine Intervention, which boosts the Cleric and all allies up to 200 shielding.
+2: While in Ascended Form, the Cleric can cast Divine Intervention, which boosts the Cleric and all allies up to 250 shielding.
+3: While in Ascended Form, the Cleric can cast Divine Intervention, which boosts the Cleric and all allies up to 300 shielding.
+4: While in Ascended Form, the Cleric can cast Divine Intervention, which boosts the Cleric and all allies up to 350 shielding.

While in Ascended Form, the Cleric can cast Divine Intervention, which boosts the Cleric and all allies up to 200 shielding.


Judgement

Judgement
+1: While in Ascended Form, the Cleric can cast Judgement, which deals 10-20 damage to all visible enemies.
+2: While in Ascended Form, the Cleric can cast Judgement, which deals 15-30 damage to all visible enemies.
+3: While in Ascended Form, the Cleric can cast Judgement, which deals 20-40 damage to all visible enemies.
+4: While in Ascended Form, the Cleric can cast Judgement, which deals 25-50 damage to all visible enemies.

Judgement costs 3 tome charges. Judgement deals an additional 5-10 damage for every spell the Cleric has cast since entering ascended form or since the last cast of Judgement.


Flash

Flash
+1: While in Ascended Form, the Cleric can cast Flash to teleport up to 3 tiles away.
+2: While in Ascended Form, the Cleric can cast Flash to teleport up to 3 tiles away.
+3: While in Ascended Form, the Cleric can cast Flash to teleport up to 3 tiles away.
+4: While in Ascended Form, the Cleric can cast Flash to teleport up to 3 tiles away.

Flash costs 1 tome charge initially, and 1 more charge for each use in the same ascended form.

Trinity[]

Trinity
The Cleric gains a Trinity of armor abilities, which can be assigned to various item effects by using three new spells. Each of these spells focuses on emulating the effects of different kinds of equipment that the Cleric has identified during this run: body form (weapons and armor), mind form (wands and thrown weapons), and spirit form (rings and artifacts).

Each Trinity form can be imbued with one effect at a time, and the Cleric chooses which one to activate when using Trinity. Trinity will not duplicate the effect of something you already have equipped.


Body Form
The Cleric chooses an enchantment or glyph that they have identified this run and imbues Trinity with its effect.

When Trinity is used, The Cleric gains the effect of the chosen enchantment or glyph for 20/27/33/40 turns. This temporary enchant or glyph will work with any effect that a regular enchantment or glyph would.

This spell replaces any other body effect that Trinity is currently imbued with.

Charge cost: 2

All enchantments, glyphs and curses use 25 charge to cast once imbued, with the exception of the Grim, Vampiric, and Corrupting Enchants and glyphs of Antimagic, Thorns, and Affection, which require 50.

Mind Form
The Cleric chooses a wand or thrown weapons that they have identified this run and imbues Trinity with its effect.

When Trinity is used, The Cleric can make a single attack as if they were using the chosen item at +3/4/5/6. This will trigger all effects that using that type of item would normally trigger.

This spell replaces any other mind effect that Trinity is currently imbued with.

Charge cost: 3


Spirit Form
The Cleric chooses a ring or artifact that they have identified this run (except the holy tome) and imbues Trinity with its effect.

If a ring is chosen, then Trinity grants that ring's effect at +1/2/3/4 for 20 turns.

If an artifact is chosen, then Trinity replicates that Artifact's effect at +4/6/8/10. Each artifact has different specific behaviors and armor charge costs when used with Trinity.

This spell replaces any other spirit effect that Trinity is currently imbued with.

Charge cost: 4

Note that identifying a ring type (such as through Thief's Intuition, Scroll of Divination, or Stone of Intuition) allows it to be used for this.

Artifact Effect Base Charge Use
Dried Rose Spawn corrupted Wraith at a random position. Wraith has 36/52/68/84 health. 50
Chains Use chains on a selected cell [how much charge?] 35
Alchemists Toolkit Do Alchemy 25
Horn of Plenty Eat, restoring 90 satiety 25
Master Thieves' Armband Use Armband 25
Sandals of Nature Trigger one of Blindweed, Fadeleaf, Firebloom, Icecap, Sorrowmoss, and Stormvine at targeted cell. 25
Talisman of Foresight Use artifact on selected cell [range?] 25
Timekeepers Hourglass 4/6/8/10 turns of Swifthistle's time bubble, which is essentially the same thing as Time Freeze 25
Unstable Spellbook Use Spellbook [can you use exotic scrolls?] 25

Power of Many[]

This armor ability hasn't been implemented yet

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