Tree of Savior Forum

Divine Mighty [Cleric]

I’ve leveled divine mighty to level 5 in my cleric and i realise that no matter what level it is, it will always increase only 1 level of yours skills and always last 1 minute… the difference of leveling it up is SP consumed?

The buff applies to x skills, x being equal to the skill lvl. So the higher it is the more use you get out of it. And it’s a team buff now, but still quite bad compared to what it used to be.

it used to increase 10 levels my friend said, right?
but it wasnt a team buff? o:
Oh cool, i like the skill anyway, dont regret the 5 levels i’ve put on it haha xD
thanks :smiley:

It’s +1 skill lv for xx times skill use (xx = your divine might skill lv)

ex. fire ball lv1 + divine might lv5 = fire ball lv2 for 5 times use.

OOH now that makes more sense… i was wondering why divinty mighty seems to be ending before 1 minute, so if i use my level 5 divine mighty, the next 5 skill i use will be 1 level higher, right ?

yes that’s how it work :sparkles:

@Tsuyucchi thank you :smiley:

More questions for divine might, does the skill Level abilities past their max. For example does a lvl 15 heal with divine might making it a lvl 16 skill actually increase the amount it heals or will it just heal by the same amount rendering divine might pointless?

From what I’ve heard they nerfed it so it doesn’t go over cap, so no it won’t go over 15.

It was like that from the start. The original DM allow versatility in build, allowing me to just get 5 level in a skill that I rarely use and max out more frequently used skills. I would only use DM to buff my lvl 5 skills to the max lvl 15 base on the situations. No matter how much skill level buff you get from DM, the skill cap never pass lvl 15.

The current one is nerf heavily and that’s why many clerics are turning to Priest instead.

It only gives 1 level now, so i guess taking skills to lvl 14 instead for me

That’s sad :frowning: ty for the info tho :smile:

It’s really sad that it was nerfed but I still find it useful having +1 to every skill that you will cast x times of the level.

Well you pay one skill point for one use of divine might so for solo putting points into it and casting it only uses time and spirit points and is even worse considering what skills you use with it, you can pay two stacks of divine might using up stock for one skill (e.g. cleric cure or paladin smite) and already maxed skills gain no benefit but still use a stock.
For a party it’s okay but is still lacking in my opinion, to make it a skill worth taking second circle cleric for they’d need to increase the duration and/or the uses of it per level or letting it increase skills past their max by a level making it Unique also letting it use on itself would be nice, currently you have to wait for divine might to run-out before you can recast which can be a pain. From my point of view it’s not worth the cleric advancement but yeah ill let the developers decide on the balancing.

TLDR: Divine might isn’t worth advancing a cleric for.

Are you sure it won’t go over the max level? Any screenshot or video to show it only stays at level 15?
But I agree isn’t worth advancing a Cleric, unless you need level 10 Safety Zone and other skills.

I’m not see a note about divine might will not +1 pass skill lv cap.
I might missing patch note but still kinda believe it can goes up to lv 16 skill since ludas staff can make my skill up to 16 from 15.

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Lv 10+ Safety Zone is an amazing skills, but since I’m going Monk, I have Iron Skin and Golden Bell Shield to compensate for my Lv 5 Safety Zone.

The only reason to level cleric is for the Heal and Protect Zone. If you want to keep your teammates alive, Heal still rein superior since each plates heal at least 10% of your Cleric’s MaxHP for a total of at least 50% plus you can double cast it before the cool down is trigger. The heal formula gets stronger as you level it up plus it also have a cooldown of 20s. Very effective for single target healing.

Mass Heal is weaker but it heals all your teammates, but is much weaker and has a cooldown of 30s.


I obviously lose out on the protection capability and healing support, but I get party buff instead as priest. My main dilemma is if I want Priest C3 for stronger buffs, or Priest C2 & Paladin C1 for the Smite ability since it is one of the stronger skills to use when I have no more stamina to spam Double Punch. Lets not forget it is the only AoE the monk will have. I also definitely want God Finger Flick Lv 1 to finish off near death enemy that starts running away.

I honestly wish they would buff Divine Might to be +5 instead of +1.

What is your reference for Mass Heal is weaker than Heal?

Not only you said Divine Might cannot get past max level with no reference, also, the conversation from other testers say the opposite about Mass Heal weaker than Heal. Heal will be stronger with ~300 or more INT, as I heard, but through out the Beta, you probably won’t get that many stats if I am correct.

It’s something called math, they literally gave you the formula on how it is calculated.

Lv 15 Heal: 10% HP + ( ( 50 + ( 147 + INT ) ) x 1.5 ) x 1.1 to 10% HP + ( ( 50 + ( 147 + INT ) ) x 1.5 ) x 1.3
Lv 10 Mass Heal: 38% HP + ( 100 + INT + SPR )

If the cleric has ~2000HP, it requires ~300 INT for Heal to out heal Mass Heal with a single plate for a single target. If you were do the calculation, for every additional 1000HP a cleric has, it require an additional 300 INT for a single heal plate to match Mass Heal.

Assuming you have a max of 1000 int, you need 4,400HP to have Mass Heal to out-heal a single Heal plate at ~2,780HP. If we were using a max of 10 int, 1,025HP is able for Mass Heal to start out-heal a single Heal plate of ~510HP.

But if we were to talk about a single target, Heal can create 5 plates, and double cast, creating 10 time the amount of heal to a single target best case scenario.

In terms of party healing, Mass Healing is obviously more effective for party heal due to it’s ease of use and not having to gather in a single tight locations, but you can also be wasting heals on a full HP teammate so it’s not always efficient compare to Heal. Heal plates no longer activate when a player with full hp walks over it, and you can turn off the dmg affect of heal, only allowing it to heal wounded making. With a team of 5, casting double heal, each party member gets 2 plates of heal and thus easily stronger than Mass Heal. Lets not forget the cool down of the two skills. If you have the heal attribute, the spell also heals yourself each time you cast the spell too. In short, it has the power of flexibility. For example, one teammate needs 3 plates while the rest just need 1 or 2.

Anyway, that’s my reasoning as to why I say Heal is much stronger compare to Mass Heal, just not as convenient. Not sure if I convey what I want to get across since I’m not good at making sense through technical talk.


The DM effect was reference from back in CBT1 when players from the Korean version told us about it.

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My bad, with this update it shows skills definitely scale to levels above their max :smiley:

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