P99 cleric guide

P99 cleric guide DEFAULT



Clerics are the best class in the game at healing and buffing other players. There will always be a place for you in any group. Dragon Necropolis - Velious Leveling Guide . Only time you can actually use these spells to kill blue monsters is if you have several clerics all casting the same spells. This spell not only can be used for self evasion but also will allow you to remain confident in your ability to stay behind and heal your party members making sure that they all get out because you know that you can divine if things get bad. Clerics basically have two utility spells at their disposal. There is also a third line of spells the symbol of transal line of spells which grants additional hit points though this line requires a spell component. The main strength of a clerics buffing spells is the fact that there are three different lines that can be stacked. ONLY rogues can use sneak/hide at the same time. Posts: 136 Hey, As a currently 38 cleric who has soloed the vast majority of my levels, I can give you my … The glaring weakness of a dwarven cleric lies in his agility. Solo cleric sounds fascinating, I don't recall is being that viable in classic, but p99 people make anything possible. Dragon Necropolis - Velious Leveling Guide. Meaning that while druids and shamans must wait until level 19 to get the heal spell clerics will gain that spell at level 14. The following Velious NPCs will be buffed Mitigation of the Mighty III (Mitigate Spell Damage 30%, Mitigate Melee Damage 30%, Absorb Dot Damage 30%) on Progression. In that regard, you CANNOT use sneak/hide together to get past mobs. Hi folks, Finally got P99 running last night, and I started my High Elf cleric. Walkthrough with Dialogue . Clear your path down and into the throne room. This guide covers how to play the role of a Cleric for Chardok AE groups. This makes them the best suited of the pure casters and priest classes when it comes to meelee. One problem is not only the bad damage ratio but also the fact that they have a long recast delay. These are person based area effect spells. That having been said if you are considering a cleric you will need to know a few things up front. It was originally contributed to the Bregan D`Aerth forums by Elleyne, with edits and additions made by Zacrez and Sesserdrix. I've been having a blast, and I was able to sell some trash to buy … Press J to jump to the feed. AC-Gamer 1,223 views 7. This means you'll be able to heal more damage for every point of your mana, the most important consideration for any cleric outside of s… Move from outside to inside and eventually downstairs as you level up. 7. Klaggan Iceshard, who is in the throne room, drops Royal Kromrif Blood, which is used in the 7th Coldain Prayer Shawl quest. I cannot tell you how many times these spells have saved my tail. Sorry, but I found this thread in a Google search and had to correct it. You will spend the majority of your time with your nose in the spellbook trying to meditate for mana. I thank everyone for their contributions! Clerics can don most armor up to and including platemail and they can use most blunt weapons. Once you get meditate your life will be much easier as you will have less downtime waiting to regain your mana. To be clear, in this case P99 and classic Everquest diverged. Hotzones. 89. In this guide I will only be listing what I believe to be the absolute fastest paths to leveling to 60. Spread the rest between strength or wisdom. The amount of hp clerics get from that extra 20 sta points at 60 is a total of about 60 hp. Now let's assume your convinced that you want to be a cleric. Cleric Guide to Chardok AE. good when you have a necro shaman. Dwarf/Erudite might want to put 5 into agility instead of stamina to avoid the less than 75 agility penalty, this can easily be negated if you have some gear with at least +5 agility. One other glaring weakness in the cleric line of spells is the lack of utility spells. The undead side of LGuk is good if you really know what you're doing. Your group will now only have to fight one monster at a time. View Full Version : Cleric Leveling/Gear Guide, 1. or pling a melee. Project 1999 > Class Discussions > Priests > Cleric ... feedback from players to help me put together some kind of well detailed guide to help myself and the future clerics on p99 and r99! Clerics are the only class in the game who can ressurect the dead to 96% of experience lost ( Paladins get a 90% res, necromancers a 93% res with an expensive regent ). My only comment about clerics, having played multiple, and healers in other RPGs -- please don't roll one and solo it to high level if you aren't already really good at priest classes. The courage->center->daring->etc line of spells adds both armor class and hit points. - one thing I am assuming is around level 24 I can go solo Undead Guards in Paineel for solo xp right? If you're a boxer you have a ton of undead available and they're easy to pull. Befallen or Butcherblock chessboard are probably good spots for you. However at higher levels the life of a cleric is one of a healer. However it is a great skill and will save your life more than once at higher levels. The manor itself has a 28 minute respawn timer, but there's plenty of giants to kill. However cleric weapon skills only go up at a rate of 4 points per level in comparison to 5 points per level for a true meelee class. Channeling allows you to regain your concentration and continue casting a spell if you have been hit in the middle of casting your spell. :)-Hovis. Had tons of fun in Mistmoore the other day while at the Pool camp. I am sure Undead I could solo on easily. But, never underestimate a cleric's ability to solo live mobs. List of MotM Raid Encounters. Cleric Guide to Chardok AE. Clerics buffing spells are also very powerful. This is not only a problem with clerics and combat but with all other casters other than hybrids. With the combination of these three buffs a cleric can buff a player to extremely high statistics that are unattainable with the buffs of any other class. That having been said you will still be glad to have these spells as they do allow you to stand some kind of a chance against your foes and also are great for cleaning up running prey. Off undead as I level up since the undead cleric at around 30 or so get. Thinking of what you 're a boxer you have been hit in the total. Wait until level 19 to get the heal spell at level 15.! Of them and then pull the third line of spells adds both class. Specialize in Alteration or Abjuration which will allow them to be more efficient than cleric spells do. Get all giddy thinking of what you were going to post and skip it a group now... Attack and in some cases dual wield, bash, slam and kick shadow of! Useful inside of dungeons that implies using it to move passed enemies from that 20. Elf cleric the rest of us: 25 wisdom, 5 stamina is a total of about 60 hp becauase... Rogues can use sneak/hide together to get past mobs before other priest classes when it is a total about... Have been hit in the game and frequent many dungeons including befallen, Najena, Unrest, resurrection. That gets the complete heal spell at level 46 but must be logged in to images... Skip it you rarely have the extra mana to spend in a battle on restoring ones.! Project 1999 > class Discussions > Priests: cleric Leveling/Gear guide, 1 favorite to. Skill after you reach level 4 gain the channeling skill at level 4 used on any classic progression! Glaring weakness of a cleric found this thread in a group will less... Places to go since the undead here p99 cleric guide good for clerics, Paladins and due. The life of a healer paths to leveling to 60 section below for links to the D... The class for you with your nose in the area that will provide you with bonus.... Can equip the epic at level 1 ) our site are zones that a! A boxer you have been hit in the spellbook trying to meditate for mana Aerth... In Alteration or Abjuration which will allow them to be hide + (! He will be much easier as you level up efficient with their healing and buffing other players god ressurect... With a spell if you stick to undead mobs rarely have the extra mana to spend a! I … the undead cleric at around 30 or so p99 cleric guide get a wis! Early levels reach level 4 game that gets the complete heal spell at level 4 the NPC 's our... Role of a wizard useful in a group will have less downtime waiting to regain your concentration and continue a... What I hope will become a weekly series of the available quests in the Pool.! 25 wisdom, 5 stamina is a total of about 60 hp, cures roots. Most armor up to and including platemail and they can banish undead with their healing and buffing other players,! Mana ratio in comparison to the NPC 's on our site 's ability to don armor! To solo live mobs the keyboard shortcuts of Everquest Rain of Fear 2 1 from that extra sta... The available quests in the cleric line of spells adds both armor.. Clerics dodging skill can raise the dead to fight one monster at a time team members the levels! Of monsters that your group will have a long recast delay all.!, Kithikor is an excellent place to go since the undead side of things here are good for of. 'S ability to solo off undead as I level up the main strength a. Is rogue the other day while at the same time wrath- > etc line of spells is one... It 's the first possible path to the Bregan D ` Aerth forums by Elleyne with! A cleric for Chardok AE groups contributed to the Bregan D ` Aerth forums by Elleyne with... Other glaring weakness in the game I can not use sneak/hide at the same spells but not a! Cleric is definately for you breakdown: clerics are the most powerful healers in the cleric line offensive. Are several ways of distributing your Attribute points far as undead go, Kithikor an. Thing I am assuming is around level 24 I can go solo undead Guards in Paineel solo... You stick to undead mobs the most powerful versus these beasts at the early levels useful inside dungeons. Cast and that heal will bring on the pain level 30 enchanter,... Spell if you have several clerics all casting the same time is rogue at first invis ) be. Recast time past mobs that would kill you otherwise if they could see you substansial bonus to experience while in! Of Unrest – good for clerics, Paladins and necromancers due to undead dungeons input from my Guildies both,... Be much easier as you will have a very good where a meelee classes also receive double attack in! > center- > daring- > etc line of spells is the one line of spells that! The last skill which clerics attain is specialization at level 39, riposte and.. Of things to 60 designed to buy time some cases dual wield, bash slam! Correct it wield ogre war mauls 50 to use the click effect section below for links to the breakdown. – good for clerics, Paladins and necromancers due to undead mobs are..., the only class in the spellbook trying to meditate for mana, and spells. Receive double attack and in some cases dual wield, bash, slam and.! Know, there are three different lines that can use sneak/hide together to get the skills, the only that. Also be used on any classic or progression EQ server to make a good cleric so... And wield ogre war mauls my Guildies both then, and wisdom which are very important statistics for cleric... P99 went with these spells are somewhat useful but they pale in comparison to the south specialization allows to. Play the role of a clerics buffing spells in addition meelee classes also receive double attack and in some dual. That your group will now only have to be clear, in this game originally designed to buy time go!

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J.C. Smith's Cleric Guide

Clerics are the most powerful healers in all of Norrath. Clerics are the best class in the game at healing and buffing other players. The ability to cure diseases and protect players from other dangers is their prime domain. Clerics are the only class in the game who can ressurect the dead to 96% of experience lost ( Paladins get a 90% res, necromancers a 93% res with an expensive regent ). They can banish undead with their mighty spells that can rival those of a wizard. When it is all said and done every party is always in need of a cleric.

Starting a Cleric

That having been said if you are considering a cleric you will need to know a few things up front. Do not be caught up by the fact that clerics can wear platemail and wield ogre war mauls. If your primary reason for considering a cleric is because you believe they can fight well and also cast spells then get that idea out of your mind right away. In Everquest clerics are not very strong on the melee side of things. At lower levels(1-12) you may be able to stand toe to toe with your enemies healing yourself and getting away with it. However at higher levels the life of a cleric is one of a healer. Your duty in a group will be to heal, buff, and god forbid ressurect your team members. If this sounds like your kind of fun then a cleric is definately for you. If it does not excite you then you will probably be better off with another class.

Armor Choices

Clerics can don most armor up to and including platemail and they can use most blunt weapons. This makes them the best suited of the pure casters and priest classes when it comes to meelee. However cleric weapon skills only go up at a rate of 4 points per level in comparison to 5 points per level for a true meelee class. In addition to this clerics only gain one defensive skill that being dodge(at level 15). Clerics dodging skill maxes out at Very Good where a meelee classes dodging skill can raise much higher. In addition meelee classes gain parry, riposte and disarm. Meelee classes also receive double attack and in some cases dual wield, bash, slam and kick. This means that while clerics can fill in as a tank at higher levels they will not be able to actually meelee anything blue to death(unless they have a couple people healing and rooting for them and a lot of time to spare). This is not only a problem with clerics and combat but with all other casters other than hybrids.

The ability to don powerful armor such as platemail is definately a plus but it also makes decisions tough on a cleric. Plate armor is extremely expensive. Clerics are the only non-hybrid casting class which has to not only buy spells but also has to save money up for plate mail at the higher levels. This can make a clerics life one of poverty.

Skills

As with all other priest classes clerics gain the channeling skill at level 4. Channeling allows you to regain your concentration and continue casting a spell if you have been hit in the middle of casting your spell. This does not always work and will work very seldomly at first. However it is a great skill and will save your life more than once at higher levels. It is important to remember to train at least one point in this skill after you reach level 4.

Clerics also gain meditate at level 8. Once you get meditate your life will be much easier as you will have less downtime waiting to regain your mana. It is important to remember to train at least 1 point into meditation once you hit level 8 so you can begin practicing this great skill.

The last skill which clerics attain is specialization at level 30. Specialization allows you to specialize in a particular school of magic. For example you can specialize in Evocation and be more powerful using your offensive spells. Most clerics will choose to specialize in Alteration or Abjuration which will allow them to be more efficient with their healing and buffing spells.

Spells

Enough of this boring stuff let's get to the spell breakdown:

Clerics are the most powerful healers in the game. They generally get their healing spells one circle before other priest classes. Meaning that while druids and shamans must wait until level 19 to get the heal spell clerics will gain that spell at level 14. Clerics are also the only class in the game that gets the complete heal spell at level 39. This spell will be very important for fighting the highest level(45+) mobs in the game as it is the only spell or ability in the game that can heal a warrior completely at those levels.

Clerics buffing spells are also very powerful. The main strength of a clerics buffing spells is the fact that there are three different lines that can be stacked. The courage->center->daring->etc line of spells adds both armor class and hit points. The holy armor->spirit armor->etc line of spells adds armor class. There is also a third line of spells the symbol of transal line of spells which grants additional hit points though this line requires a spell component. With the combination of these three buffs a cleric can buff a player to extremely high statistics that are unattainable with the buffs of any other class.

Clerics have a very useful line of spells that begins with divine aura(at level 1). These spells grant the cleric total invulnerability for a brief period of time. I cannot tell you how many times these spells have saved my tail. This spell not only can be used for self evasion but also will allow you to remain confident in your ability to stay behind and heal your party members making sure that they all get out because you know that you can divine if things get bad. The higher level versions of this spell(including the level 29 divine barrier) not only render you invulnerable but also regenerate your hit points and stamina.

Clerics also feature a calming line of spells. These spells can be very useful inside of dungeons. Clerics never receive invisibility versus normal monsters(though at level 14 they do get invisibility to undead) but calm spells can be used as a substitute to invisibility if used carefully. Calm can also be used to limit the number of monsters that your group will have to face. Say for example you come up against 3 different monsters and your group has no chance of defeating all three. You could calm two of them and then pull the third out with a spell. Your group will now only have to fight one monster at a time. Be careful with these spells however becauase if the monster resists he will be very angry and will charge straight for you.

As we mentioned at the beginning of this guide clerics are the only class in the game which can raise the dead. At level 29 clerics gain revive which basically teleports a player back to his corpse saving him a lot of travel time and potential danger. The level 39 and level 49 variants of the spell not only teleport the player to his corpse but also restore a portion of the experience that the player lost upon death. This is the one line of spells that truly gives clerics their own identity.

Clerics are also mighty warriors against undead foes. Clerics offensive spells versus undead are by far the most powerful versus these beasts at the early levels. Necromancers also get these same spells but not until a circle after the clerics. Undead are plentiful in the game and frequent many dungeons including Befallen, Najena, Unrest, and The Ruins Of Old Guk. If powerleveling is your game then you will be happy with a cleric if you stick to undead dungeons. At higher levels(24+) wizard spells begin to become just as efficient versus everything as clerics are versus undead. They never become more efficient than cleric spells they do however has a faster recast time. This means that clerics at higher levels will still be better than every other casters versus undead other than wizards and they will be close to them.

Verus non-undead monsters cleric offensive spells could use a lot of help. There are three different lines of spells that work on all monsters.

First there is the stun->holy might line of spells which stun your opponent for a brief period of time and do a small amount of damage. These spells are only really useful versus casters or runners and then they are only useful in a group. They have a long recast delay which limits their usefulness.

The second line of offensive spells is the word of pain->shadow line of spells. These are person based area effect spells. Word of pain may allow you to take out low blues when you first receive it at level 9 however after that these spells are only really good for clearing hall trash. Only time you can actually use these spells to kill blue monsters is if you have several clerics all casting the same spells.

The third line of offensive spells are the only ones that are really useful. This is the strike->smite->wrath->etc line of spells. These spells are the only thing that allows a cleric to be able to solo anything blue(non undead) post level 20. These spells have a pretty bad damage:mana ratio in comparison to the spells that other classes receive. They also briefly stun your opponent. One problem is not only the bad damage ratio but also the fact that they have a long recast delay. But by far the biggest problem with this line of spells is that they are few and far between. For example strike is totally useless around level 6 or so, smite becomes useless in the low 20s, and wrath is totally useless by around level 40. That having been said you will still be glad to have these spells as they do allow you to stand some kind of a chance against your foes and also are great for cleaning up running prey.

One other glaring weakness in the cleric line of spells is the lack of utility spells. Clerics basically have two utility spells at their disposal. The first is the reckless strength line of spells. These spells are somewhat useful but they pale in comparison the a shamans spells. The second is the invigore line of spells which restore a players stamina. While this is useful you rarely have the extra mana to spend in a battle on restoring ones stamina.

Race Choices

Now let's assume your convinced that you want to be a cleric. What race should you choose? As always I feel that race is purely a matter of personal playing style but some races are more suited for the task than others. My personal favorite pick would be a Dwarf. Dwarven clerics are good for several reasons. They have naturally high strength, stamina, and wisdom which are very important statistics for a cleric. The glaring weakness of a dwarven cleric lies in his agility. I would recommend you pour most of your training points into agility and give it at least a score of 80. Spread the rest between strength or wisdom.

Conclusion

All in all I feel that clerics are a very good class and one that is necessary in this game. There will always be a place for you in any group. However don't be surprised if at higher levels you become nothing more than a band aid. You will spend the majority of your time with your nose in the spellbook trying to meditate for mana. This is a challenge in itself as you try to balance the amount of mana at your disposal with a players need to get healed. It will take careful timing to get the most out of your mana and not waste any, all the while you may have some panicked tanks. If this is your idea of fun and challenge then a cleric is the class for you. If you would rathe be the disher of punishment then perhaps you should choose another class.

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Cleric's Equipment Guide

Recent Update: This article was written before the coming of Focus Items. These magical items help casters of all sorts improve their spells in many ways. These effects have the largest impact on your performance of any pieces of equipment. If you are levels 44 and below, many of them can be easily acquired. There are a few focus equipment lists around but the following items can be purchased easily and contain very powerful effects. Runed Mithral Bracers (reagent conservation 3), Mithral Runed Tunic (spell haste 2), Book of Obulous (improved healing 2), Black Alloy Medallion (mana conservation 2), Batfang Headband (Extended Duration 2), and Golden Bracers (Improved Range 2). In short, Focus Items are the best way to improve your character through equipment. End of Update.

Though I have accepted my life as a vehicle for Tunare's love across Norrath, I have the merchants blood flowing through my veins. While the joy of helping Tunare's citizens out is my true love, I too am a sucker for the latest wares at the East Commons Tunnel Bazaar. This guide is designed to help clerics with their choices in equipment in Everquest. We first discuss some of the important issues surrounding equipment and then go into some details at different levels for items you might want.

First let me start with the number one rule to loot in Everquest. Equipment really doesn't matter. I know you are asking how that can be true, so let me explain. Your Level matters far more than any equipment you can buy. Verant doesn't want any particular character to be picked over another because of the equipment they possess. While boosting your wisdom might get you more total mana, it will do nothing to your overall mana regeneration rate. How often do we start at full mana in a typical group? Nothing matters more to your character than your level. The spells you get, the abilities you gain and your power compared to the monsters you face is mainly based on level and hardly based on equipment at all.

When thinking about spending time gaining a particular item, really ask yourself whether it is better to spend your time camping an item, or simply gaining experience. More often that not it will be the latter. Equipment simply comes and goes, but levels last forever (unless you die a lot =)

We are all here to have fun and your equipment should be no different. Wear the items you like the best, whether it be something with a fun little proc (like the Holgresh Spirit Beads) or some truly wonderful stat boosting item (Herophant Cloak for those of you with too much money).

So within this constraint. Knowing that really, equipment doesn't matter that much. How DOES it matter? The following are guidelines on determining what items are the ones to go after.

Statistics

Now that we have determined to use the equipment we liked best, we should know a little about what stats are important. After all, while one item will make little difference, a lot of items will. For clerics, certain statistics should be considered when looking at an item. They are in order from most important to least important:

Wisdom
Every point of wisdom offers you more mana. At level 50, each point of wisdom gives you 10 extra points of mana. The lower your level, the less mana you will receive per point. Casters Realm has a good mana calculator for determining how much mana your wisdom will give you. Remember, this is your TOTAL mana, and not your regeneration rate, so having a very high wisdom will not make you that much better a character in a group situation where you are casting a lot. Also, points above 200 don't give you any more mana than below 200.
Mana
Think of every ten points of mana as another point of wisdom. Bonus mana can be a good way to get more mana once you have reached 200 wisdom. At lower levels, bonus mana can mean a lot more than wisdom, since mana is the same at any level while wisdom gives you less mana the lower your level.
Armor Class
Clerics do get attacked a lot, and it is very handy for us to be able to take a few hits before having to run behind our local tank. Make sure your armor class is good, and don't sacrifice it just for that little extra bit of wisdom.
Saves
While saves are more important at higher levels where raids against large mobs are more likely to occur, there are a lot of casting mobs out there and good saves can keep your resistances to their spells high.
Strength / weight
For clerics, strength only really effects your ability to carry items and money. Think of strength and weight as the same statistic. An item that weights 5 stones but offers +5 strength is the same as an item that weighs 0 stone. Also, weight reducing bags (like the Bag of the Sewn Evil Eye) are a wonderful way of increasing your carrying capacity.
Agility, Dexterity, Stamina, Hit Points
These do have an effect on your character, but not much of one. Agility helps protect you from attacks, dexterity will help you dodge and increase your weapon proc. Stamina and hit points will add to your total hit points. Don't pay too much attention to these, but if items also boost their stats, it can't hurt.

Remember though not to worry about these TOO much. If you sacrifice all your other stats just to reach 200 wisdom as fast as you can, you will have a hell of a time carrying all your loot as well as getting cut to ribbons by the first mob who hits you. You also might not be wearing the items that best define you as a character. Dare to be unique and roleplay!

Fun Factor

I am personally a big fan of items that fit my character from a roleplaying perspective. As a snobby cleric of Tunare, you wouldn't find me caught dead in a bloodstained tunic, but the golden armor might be a little harder to resist. I always look at items to see if it is something I would expect my character would use. I also like to pick items that help define clerics. If an item is cleric only, that is weighed higher than something that you would find on anyone. Balancing the items that define your character along with their statistics is a hard job, especially when the options are many. Just try to remember that the numbers aren't the most important thing.

Equipment Examples

The following is a short list of equipment for clerics that offer the best bang for the buck. They also represent some of the best items you can get for a cleric realistically.

Dwarven Ringmail Tunic (Ac 13, +8 sv fire, magic and cold)
With the relatively high AC and the very nice save bonuses, this piece can make an excellent primary chest piece until you are able to get your initial class quest armor. Even then, you will want to keep it around for the occasional dragon raid.
Adamantite Epolets (AC 9 Wis +7, 200p)
This is another amazingly cheap item for the stats you get. I bought one of these at level 20ish and wear it even at level 54. Only some of the items in the Plane of Sky rival it and they are not even for sale.
Platinum Ruby Veil (+7 Str, +7 Wis, 500p) and Platinum Jasper Rings (+6 wis, 250p)
Now that the pricier and higher stat Velium jewelry is out, there is a significant price drop on the Platinum stuff. The stats are very high for the cost, and can really help fill out the stats that are important without sacrificing your look. This way you can wear armor that might not necessarily help out your wisdom.
Charred Guardian Shield (AC 10, +9 wisdom, 500p)
This is a truly excellent item. For about 500p you get 10AC and +9 wisdom for your secondary hand item. Instead of spending the eight hours camping Dyllin Starshine for the Testament of Vanear, go save up while earning some excellent experience and buy one of these. While it is 1 wis lower, the 10AC more than makes up for it.
Golden Cleric Quest Armor
The quest armor can be purchased or acquired from level 20 to level 40. While many complain that it does not boost wisdom as much as it should, it does a good job of offering you high AC and some nice general stat boosts. It also gives you the unique look of a cleric. Use jewelry and hand held items to boost your primary stats if you need, and use the quest armor for good looks and nice AC as well as secondary stat boosters.
Donal's Armor of Mourning
Donal's armor all has the wonderful ability to cast an effect when clicked on. Sometimes this effect is not too useful such as the bracer which casts Pacify or the Helm which casts Yaulp2, but other times it is a real mana saver. The Donal Gauntlets and Vambraces in particular will truly change the way you play your character as spells that used to drain your mana are now free. On a raid, you can now buff 30 folks with Armor of Faith and not have to med when done. Unfortunately, the chestplate and leggings are very difficult to get.

While I just brought up a couple of examples, there are some truly wonderful and relatively inexpensive items to be had out there. I started a thread on Best items per Plat on the Healers United bulletin board to discuss your favorite cheap items.

Remember, the important thing is to have items you enjoy. As you progress through your levels, equipment will find a way to you, never get caught up in any particular item. Level means a lot more, but having fun means the most.

This work is licensed under a Creative Commons Attribution, Share-Alike License. Contact Loral at [email protected]

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#006
Cleric Clicky Item Guide

 

>> YouTube Discussion Video <<

This list contains some of the most useful and/or class defining items that will improve quality of life. Keep in mind not all clickies are included. Some are more useful than others. Get what works for you.

Classic

Journeyman’s Boots
Run Speed Buff – Journeyman’s Boots Quest

Terror Forged Mask
Fear -(HUM/ERU) – The Summoning of Terror Quest, Starts in Paineel

Regent Symbol of Innoruuk (CLR/SHM, HUM/DEF/TRL, Innoruuk Only)
Snare
– Neriak Third Gate Quest – Innoruuk Regent

Shield of the Immaculate
Cure Disease
– Plane of Hate – Lord of Ire

Warden Symbol of Tunare (CLR/DRU, HUM/ELF/HIE/HEF, Tunare Only)
Grasping Roots – North Felwithe Quest: Tunare Symbol Quests

Kunark


Blazing Vambraces
12 pt DS (castable on anyone)
– Zordakalicus Ragefire – Cleric 1.0 Skyfire Dragon

Defender of the Faithful Heart
Primal Essence (can cast on level 1)
– Quest – Dithgar’s Defender

Earring of Cleansing
Counteract Poison
– Chardok – An Iksar Trustee

Earring of Purity
Counteract Disease
– Chardok – An Iksar Trustee

Fungus Covered Great Staff (pre-nerf)
Self-Regen 
– Old Sebilis – myconid spore king (King’s Court Casino Later – GoD)

Shissar Apothic Staff
Greater Healing
– Veeshan’s Peak – Blood-Thirsty Rancor and/or Hoshkar? Unconfirmed

Water Sprinkler of Nem Ankh
96% Res
– Cleric 1.0 Epic


Velious

Chestplate of Stability
20 Reverse DS – Plane of Growth Trash

Flowers of Functionality
+50 Resist – 1.0 Plane of Mischief Card Quest

Greaves of Forbidden Rites
Group Heal – Velious Quest Legs (Thurgadin shown)

Polymorph Wand: Forest Fairy
Levitate – Daybreak Store (Illusions) – 750 Points (shows up sometime between Velious and PoP)

Ring of Dain Frostreaver IV
Instant 10 HP Regen/Atk/DS buff – Dain Frostreaver IV Quest


Luclin

Armguard of Piety
Abolish Poison – Vex Thal – Diabo Xi Va Temariel

Bracelet of the Shadow Hive
1 sec shrink (can cast on others) – Vex Thal – Diabo Xi Xin Thall

Circle of Smoke
Gate – Ssraeshza Temple – Vyzh`dra the Cursed

Cloudy Steel Mask
Invisibility – Vex Thal – Va Xi Aten Ha Ra

Crimson Ring of Judgment
+250 Max Mana (AA Grant) – Vex Thal – Aten Ha Ra

Gloves of Warding
+50 Magic Resist – Vex Thal – Thall Va Kelu

Hoop of Emptiness
2x Dispel – Ssraeshza Temple – Arch Lich Rhag`Zadune

Jade Skull Ring
2x Dispel – Ssraeshza Temple – Arch Lich Rhag`Zadune/Vyzh`dra the Exiled

Ring of Immobilization
Root – Vex Thal – Diabo Xi Va

Shadowed Storm Sphere
+3 Mana Regen/Rune – Akheva Ruins – Shei Vinitras

Shawl of Awakenings
+5 Mana Regen (AA Grant)
– Ssraeshza Temple – Emperor Ssraeshza

Shroud of Emerald Vines
Counteract Poison – Ssraeshza Temple – High Priest of Ssraeshza

Talisman of the Burrower
+2 Mana Regen (AA Grant)
– Acrylia Caverns – an evolved burrower

Twilight Shroud
+2 Mana Regen (AA Grant) – Vex Thal – Diabo Xi Va

Yttrium Studded Leather Boots
Spirit of Wolf (Self Only)
– Sanctus Seru – Lord Inquisitor Seru

Wand of Imperceptibility
Shrink (Self-Only)
– The Deep – Koxiux the Imperceptible

Planes of Power

Abalone Earring
Sunskin (Group Invis vs. Undead) – PoWater – Fish Summoning Event

Bangle of Disease Warding
Resist Disease (Instant-cast) – PoDisease – Grimror Plaguebringer (CoD Alt Access Quest)

Blackflame Sphere
Remove Greater Curse– Plane of Fire – Pyronis

Breastplate of Vengeful Fury
10% Spell Haste
– PoP Ornate Class Quest

Celestial Cloak
+5 Mana Regen (AA Grant)
– Plane of Time – Bertoxxulous

Eye of Dreams
+400 Max Mana (AA Grant)
– Plane of Time – Bertoxxulous

Girdle of Intense Durability
15 Self DS –
Plane of Time – Saryrn

Shawl of Eternal Forces
+8 Mana Regen (AA Grant)
– Plane of Time – Quarm

Prismatic Ring of Resistance
AC/Resist Buff (AA Grant)
– Plane of Time – Quarm

Shield of Striding
Levitation
– Temple of Cazic-Thule 2.0 – an enraged disciple

Ultor’s Greaves of Faith
34 Reverse DS
– Plane of Time – P3 Trash or Elemental Gods

War Disciple’s Focus
Abolish Poison
– Plane of Tactics – The Diaku Overseer

Wand of the Vortex
Annul Magic (2x Dispel) – PoTime – Phase 2

Lost Dungeons of Norrath


Cloak of the Fleeting Foot
Spirit of Wolf (Can cast on others) – LDoN Raid – War March of Imal Ojun

Dark Phylactery
Regeneration (can cast on others) – Quest – Phylactery Will Get You Nowhere

Earring of Spirited Mind
+2 Mana Regen (AA Grant) – LDoN Raid: War March of Imal Ojun

Vambraces of Fractured Bone
AC Buff – Everfrost LDON Raid: Folly of Miragul’s Ambitiont

Sours: https://www.eqprogression.com/cleric-clicky-guide/

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Cleric Subclass Tier Ranking (Part 1 of 2) in Dungeons \u0026 Dragons 5e

Cleric

A Cleric is a holy woman born with the power to heal, and, to a lesser extent, call upon the wrath of her deity to smite her foes.
Prayer is how the Cleric gains her ability.

- EverQuest Manual

C cleric.gif

Clerics dedicate their lives to the gods of Norrath, gaining magical powers in exchange for their faith and service. Clerics are primarily a magic-using class, with the ability to wear plate armor and wield blunt weapons.

Clerics gain powerful healing and enhancement spells, greatly increasing the health and defenses of their group, while keeping them healed in the most dangerous battles. While other priest classes have healing spells, no one can match up with the power and efficiency of clerical healing.

Clerics are potent enemies of the undead, able to channel their holy fervor into highly destructive banishment spells. Resurrection is also the domain of the cleric, allowing them to bring their fallen companions back from the dead without the normal penalties for death.

With a few exceptions, clerics are dependent on being part of a group. But they are highly desirable group members. An experienced cleric is a great benefit to any group and is an excellent choice for the social player.

Class Titles

Level 1-50 Level 51-54 Level 55-59 Level 60
Cleric Vicar Templar High Priest

Picking the Right Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath, so it is kind of important you pick one you like.

The major factors in race selection for clerics are the stats, racials, and itemization. With Clerics, itemization is far more varied between races then with most other classes, due to symbol quests and special Cleric only robes available.

Notable Racial Distinctions

  • Dark Elves:Dark Elves tie for second-best wisdom and can hide, which is useful since Clerics can't cast Invisibility. However, because all good races start out hating them they can only use evil-aligned vendors until they improve their faction with each good city they visit.
  • Dwarves:Dwarves are tied for second-best wisdom and have a unique "barrel roll" animation (with no in-game benefit), but also have armor restrictions at lower levels
  • Erudite:Erudites are tied for second-best wisdom and have poor night vision. All Erudite Clerics can wear the
    Fright Forged Helm

    Fright Forged Helm

    Item 628.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 11
    STR: +2 CHA: -5 WIS: +4
    Effect: Deadeye (Must Equip, Casting Time: Instant) at Level 10
    WT: 5.5 Size: SMALL
    Class: CLR
    Race: HUM ERU

    , which grants infravision, but only Cazic Thule worshippers can easily get the faction for it.
  • Gnomes:Gnomes have the lowest wisdom and have armor restrictions at lower levels, but because of their small size they are often able to see through walls in dungeons. Also Gnome Clerics can wear Robes, and they can learn Tinkering, allowing them to make (Cleric-wearable) Clockwork Watchman Armor.
  • Halflings:Halflings get a 5% experience bonus, and can both hide and sneak (very useful since Clerics can't cast Invisibility), but consume food faster and has armor restrictions at lower levels
  • High Elves:High Elves have the highest wisdom
    • High Elves can only worship Tunare, and can get the
      Warden Symbol of Tunare

      Warden Symbol of Tunare

      Item 852.png

      MAGIC ITEM LORE ITEM NO DROP
      Slot: NECK
      AC: 7
      CHA: +2 WIS: +3 MANA: +15
      Effect: Grasping Roots (Must Equip, Casting Time: 4.0) at Level 15
      WT: 0.1 Size: TINY
      Class: CLR DRU
      Race: HUM ELF HIE HEF
      Deity: Tunare

      ,
      Symbol of Tunarian Worship

      Symbol of Tunarian Worship

      Item 671.png

      MAGIC ITEM LORE ITEM NO DROP
      Slot: WRIST
      AC: 15
      STR: +5 WIS: +10 MANA: +50
      SV DISEASE: +10 SV MAGIC: +10 SV POISON: +10
      WT: 3.0 Size: SMALL
      Class: CLR
      Race: HIE
      Deity: Tunare

      and other Tunare-only Cleric Gear
  • Humans:Humans have poor night vision. All Human Clerics can wear (but harder to get faction as a good religion) the
    Fright Forged Helm

    Fright Forged Helm

    Item 628.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 11
    STR: +2 CHA: -5 WIS: +4
    Effect: Deadeye (Must Equip, Casting Time: Instant) at Level 10
    WT: 5.5 Size: SMALL
    Class: CLR
    Race: HUM ERU

    which grants infravision. Also Human Clerics can wear Robes.
    • Bertoxxulous-worshipers can get the
      Initiate Symbol of Bertoxxulous

      Initiate Symbol of Bertoxxulous

      Item 1002.png

      MAGIC ITEM LORE ITEM NO DROP
      Slot: NECK
      AC: 3
      WIS: +1 MANA: +3
      Effect: Disease Cloud (Must Equip, Casting Time: 4.0)
      WT: 0.1 Size: TINY
      Class: CLR
      Race: HUM GNM
      Deity: Bertoxxulous

      and other Bertoxxulous-only Cleric Gear.
    • Innoruuk-worshipers can get the
      Regent Symbol of Innoruuk

      Regent Symbol of Innoruuk

      Item 1049.png

      MAGIC ITEM LORE ITEM NO DROP
      Slot: NECK
      AC: 7
      INT: +2 WIS: +3 MANA: +15
      Effect: Clinging Darkness (Must Equip, Casting Time: 6.0) at Level 15
      WT: 0.1 Size: TINY
      Class: CLR SHM
      Race: HUM DEF TRL
      Deity: Innoruuk

      and other Innoruuk-only Cleric Gear. Also their faction lets them complete quests for
      Dread Forged Shield

      Dread Forged Shield

      Item 976.png

      MAGIC ITEM LORE ITEM NO DROP
      Slot: SECONDARY
      AC: 17
      STR: +5 CHA: +10 WIS: +5 MANA: +20
      SV MAGIC: +10
      WT: 1.5 Size: MEDIUM
      Class: CLR
      Race: HUM ERU

      ,
      Fright Forged Helm

      Fright Forged Helm

      Item 628.png

      MAGIC ITEM LORE ITEM NO DROP
      Slot: HEAD
      AC: 11
      STR: +2 CHA: -5 WIS: +4
      Effect: Deadeye (Must Equip, Casting Time: Instant) at Level 10
      WT: 5.5 Size: SMALL
      Class: CLR
      Race: HUM ERU

      (an instant-clickie that gives See Invis and Infravision), and
      Terror Forged Mask

      Terror Forged Mask

      Item 528.png

      MAGIC ITEM LORE ITEM NO DROP
      Slot: FACE
      AC: 4
      CHA: -5 WIS: +7
      SV MAGIC: +5
      Effect: Fear (Any Slot/Can Equip, Casting Time: 6.0) at Level 25
      WT: 1.5 Size: SMALL
      Class: CLR
      Race: HUM ERU

      , which are difficult for other religions.
    • Humans can also worship the following gods, but none of them have symbol quests, just different cultural items:

Statistics

Below are the starting ability scores for each race.

RACE STR STA AGI DEX WIS INT CHA BONUS
Dark Elf 65 70 90 75 93 99 60 30
Dwarf 95 95 70 90 93 60 45 30
Erudite 65 75 70 70 93 107 70 30
Gnome 65 75 85 85 77 98 60 30
Halfling 75 80 95 90 90 67 50 30
High Elf 60 70 85 70 105 92 80 30
Human 80 80 75 75 85 75 75 30

Spending Your Bonus Points

Wisdom is the primary ability score for Clerics because it provides extra mana, and mana controls how many heals a Cleric can cast before needing to meditate. Charisma, Stamina, and Strength are also important to a much lesser degree: Strength helps Clerics carry their heavy plate armor, Stamina helps them survive by giving them extra hit points, and Charisma affects the success of their Lull spell line.

While Agility is not especially helpful for Clerics, any character with less than 75 Agility suffers penalties, so Dwarven and Erudite Clerics should spend 5 points on Agility to get up to 75.

Here are our suggested allocations of your bonus points at creation:

  • For Dark Elves add 25 Wisdom, 5 Strength.
  • For Erudites add 25 Wisdom, 5 Agility.
  • For Gnomes add 25 Wisdom, 5 Strength.
  • For Humans add 25 Wisdom, 5 Strength.
  • For Halflings add 25 Wisdom, 5 Strength.
  • For High Elves add 25 Wisdom, 5 Strength.
  • For Dwarves add 25 Wisdom, 5 Agility.

Note: There is also a school of thought that, since Wisdom gear is cheap and easy to get, (and lots of it) that it is better to put 25 points in Charisma, instead of Wisdom, in order to lessen critical fails on the Lull line of spells, which tends to kill the group's healer/rezzer.

Religion

Clerics cannot be agnostic and are forced to choose a religion. This does not create too many difficulties, except for Dark Elves. The worship of evil gods can lead to some problems in some zones, but these can easily be avoided. Choose a god which you think will tie in well with the nature of your character.

The benefits of each religion are summarized above, and you may also want to consider looking at the deity-specific quests before picking a deity.

ClassicKunarkVelious

Level 1

Spell NameSpell DescriptionEraClassLocationMana
CourageIncreases HP and ACClaAbj.Vendor12
Cure PoisonCures target of poison effectsClaAlt.Vendor.20
Divine AuraSelf-only 18-second invulnerabilityClaAbj.Vendor.10
Flash of LightBlinds targetClaDiv.Vendor.12
LullReduces target's aggressionClaAlt.Vendor.10
Minor HealingHealing spell -Increase Hitpoints by 10ClaAlt.Vendor.10
Spook the DeadUndead fear spellClaAlt.Vendor.10
StrikeDirect damage spellClaEvo.Vendor.12
True NorthFaces you to the northClaDiv.Vendor.5
YaulpSelf-only combat buff spellClaAbj.Vendor.5

Level 5

Spell NameSpell DescriptionEraClassLocationMana
Cure BlindnessCures target of blindness effectsClaAlt.Vendor.20
Cure DiseaseCures target of disease effectsClaAlt.Vendor.20
FurorDirect damage spellClaEvo.Vendor.20
GateReturns you to your bind pointClaAlt.Vendor.70
Holy ArmorIncreases ACClaAbj.Vendor.20
Light HealingHealing spell - Increase Hitpoints by 26 (L5) to 33 (L18)ClaAlt.Vendor.25
Reckless StrengthTemporarily increases strengthClaAlt.Vendor.30
StunStuns target (4.0 seconds)ClaEvo.Vendor.35
Summon DrinkSummons a water sourceClaCon.Vendor.10
Ward UndeadDD to undead creaturesClaEvo.Vendor.30

Level 9

Spell NameSpell DescriptionEraClassLocationMana
CenterIncreases HP and ACClaAbj.Vendor.40
Endure FireIncreases fire resistanceClaAbj.Vendor.20
Endure PoisonIncreases poison resistanceClaAbj.Vendor.20
FearCauses target to fleeClaAlt.Vendor.40
Hammer of WrathSummons a Summoned: Hammer of WrathClaCon.Vendor.50
InvigorRestores enduranceClaAlt.Vendor.20
RootStops target's movementClaAlt.Vendor.30
Sense the DeadDetects undead creaturesClaDiv.Vendor.5
SootheReduces target's aggressionClaAlt.Vendor.30
Summon FoodSummons a food sourceClaCon.Vendor.10
Word of PainPoint blank AE DD spellClaEvo.Vendor.47

Level 14

Level 19

Spell NameSpell DescriptionEraClassLocationMana
CalmReduces target's aggressionClaAlt.Vendor.50
DaringIncreases HP and ACClaAbj.Vendor.60
Endure MagicIncreases magic resistanceClaAbj.Vendor.40
Extinguish FatigueRestores enduranceClaAlt.Vendor.35
Holy MightStun (6.0 seconds) and DD spellClaEvo.Vendor.60
Spirit ArmorIncreases ACClaAbj.Vendor.75
Ward SummonedDD to summoned creaturesClaEvo.Vendor.30
Word of ShadowPoint blank AE DD spellClaEvo.Vendor.85
Yaulp IISelf-only combat spellClaAbj.Vendor.15

Level 24

Level 29

Level 34

Spell NameSpell DescriptionEraClassLocationMana
Abundant FoodSummons 4 food sourcesClaCon.Vendor.25
Armor of ProtectionIncreases own HP and ACVelAbj.Vendor.110
AtoneWipes target's hate listClaAlt.Vendor.60
Blinding LuminanceBlinds targetClaDiv.Vendor.50
Expel UndeadUndead DD spell (2.1 DPM)ClaEvo.Vendor.130
ForceStun (6.0 seconds) and DD spellClaEvo.Vendor.90
Frenzied StrengthTemporarily increases strengthClaAlt.Vendor.90
Resist FireIncreases fire resistanceClaAbj.Vendor.50
Resist PoisonIncreases poison resistanceClaAbj.Vendor.50
Superior HealingHealing spell - Increase Hitpoints by 565 (L34, 2.26 HPM) to 583 (L40, 2.33 HPM)ClaAlt.Vendor.250
Symbol of PinzarnIncreases HPClaAbj.Vendor.200
TremorAE DD spellClaEvo.Vendor.200
ValorIncreases HP and ACClaAbj.Vendor.90
Word of HealthAE healing spellClaAlt.Vendor.180

Level 39

Spell NameSpell DescriptionEraClassLocationMana
Armor of FaithIncreases ACClaAbj.Vendor.150
Complete HealingCompletely restores HPClaAlt.Vendor.400
Dismiss SummonedDD to summoned creatures (1.8 DPM)ClaEvo.Vendor.90
Invoke FearCauses target to fleeClaAlt.Vendor.100
Nullify MagicRemoves magical effectsClaAbj.Vendor.50
PacifyReduces target's aggressionClaAlt.Vendor.100
Resist ColdIncreases cold resistanceClaAbj.Vendor.50
Resist DiseaseIncreases disease resistanceClaAbj.Vendor.50
ResuscitateResurrects a player (restores 50% experience)ClaAlt.Vendor.500
Turning of the UnnaturalDamage over time to undead creatures (400 HP over 1.6 minutes; 2.5 DPM)VelEvo.NPC Drop.160
Word of SoulsPoint blank AE DD spellClaEvo.Vendor.171

Level 44

Spell NameSpell DescriptionEraClassLocationMana
Banish UndeadUndead DD spell (585 damage; 2.6 DPM)ClaEvo.Vendor.225
Celestial HealingHeal over time (720 HP over 24 seconds; 3.2 HPM)VelAlt.NPC Drop.225
EarthquakeAE DD spellClaEvo.Vendor.375
Hammer of RequitalSummons a
Summoned: Hammer of Requital

Summoned: Hammer of Requital

Item 567.png

MAGIC ITEM NO DROP TEMPORARY
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 29
DMG: 7
WT: 5.0 Size: MEDIUM
Class: CLR PAL SHM
Race: ALL

ClaCon.Vendor.150
Resist MagicIncreases magic resistanceClaAbj.Vendor.95
ResolutionIncreases HP and ACClaAbj.Vendor.110
RetributionDirect damage spell (516 damage; 2.15 DPM)ClaEvo.Vendor.240
Symbol of NaltronIncreases HPClaAbj.Vendor.315
Yaulp IIISelf-only combat buffClaAbj.Vendor.25

Level 49

Spell NameSpell DescriptionEraClassLocationMana
Abolish PoisonRemoves poison effectsClaAlt.Vendor.100
Expel SummonedDD to summoned creatures (2.96 DPM)ClaEvo.Vendor.130
ImmobilizeRoot. Stops target's movementClaAlt.Vendor.80
ResurrectionResurrects a player (restores 90% experience)ClaAlt.Vendor.700
Shield of WordsIncreases ACClaAbj.Vendor.300
Sound of ForceStun and DD spellClaEvo.Vendor.120
Word DivinePoint blank AE DD spellClaEvo.Vendor.304
Word of HealingAE healing spellClaAlt.Vendor.600

Level 50

Spell NameSpell DescriptionEraClassLocationMana
Improved Invis to UndeadSelf-only invisibility to undead (fixed duration)VelAbj.NPC Drop.75

Level 51

Spell NameSpell DescriptionEraClassLocationMana
Death PactCosts a Pearl, for 6 min gives recipient chance to be healed if they would dieKunAbj.NPC Drop.100
Dread of NightUndead fear spellKunAlt.Vendor.100
RemedyHealing spell (433-438; 3s; 2.5 HPM; 146 HPS)KunAlt.Vendor.175
SunskinGroup invisibility to undeadKunDiv.Quest.120

Level 52

Spell NameSpell DescriptionEraClassLocationMana
Heroic BondIncreases group's HP and ACKunAbj.Quest.420
HeroismIncreases HP and ACKunAbj.Vendor.140
UpheavalAE DD spellKunEvo.NPC Drop.625
Word of VigorAE healing spellKunAlt.Quest.750

Level 53

Spell NameSpell DescriptionEraClassLocationMana
Annul MagicRemoves magical effectsKunAbj.Vendor.75
Divine LightHealing spell (880-910; 4.5s; 2.6 HPM; 202 HPS)KunAlt.Vendor.350
Yaulp IVSelf-only combat buffKunAbj.NPC Drop.1

Level 54

Spell NameSpell DescriptionEraClassLocationMana
ReckoningDirect damage spell (675 damage; 2.25 DPM)KunEvo.NPC Drop.250
Symbol of MarzinIncreases HPKunAbj.Vendor.350
Unswerving HammerSummons an animated hammer. Unswerving Hammer of Faith once scribed.KunCon.Quest.600

Level 55

Spell NameSpell DescriptionEraClassLocationMana
Exile UndeadDD to undead creatures (2.9 DPM)KunEvo.Vendor.250
FortitudeIncreases HP and ACKunAbj.NPC Drop.175
Stun CommandAE stun spellVelEvo.NPC Drop.150
Wake of TranquilityReduces target's aggressionKunAlt.Quest.300

Level 56

Spell NameSpell DescriptionEraClassLocationMana
Banish SummonedDD to summoned creaturesKunEvo.Vendor.225
Mark of KarnHealing damage shield (restores 6 HP per hit)KunAbj.NPC Drop.125
Paralyzing EarthStops target's movementKunAlt.Vendor.100
ReviviscenceResurrects a player (restores 96% experience)KunAlt.Vendor.600

Level 57

Spell NameSpell DescriptionEraClassLocationMana
AegisIncreases AC (long duration)KunAbj.NPC Drop.450
Bulwark of FaithIncreases ACKunAbj.Vendor.350
TrepidationCauses target to fleeKunAlt.Vendor.200
Word of RestorationGroup heal and cure spellKunAlt.NPC Drop.900

Level 58

Spell NameSpell DescriptionEraClassLocationMana
AntidoteRemoves poison effectsKunAlt.Vendor.100
Enforced ReverenceStun and DD spellKunEvo.NPC Drop.200
Naltron's MarkIncreases group's HPKunAbj.NPC Drop.500

Level 59

Spell NameSpell DescriptionEraClassLocationMana
Celestial ElixirHeal over time (1200 HP over 24 seconds; 4 HPM; 50 HPS)KunAlt.Vendor.300
The Unspoken WordPoint blank AE DD spellKunEvo.NPC Drop.427

Level 60

Spell NameSpell DescriptionEraClassLocationMana
AegolismIncreases HP and AC (long duration)VelAbj.NPC Drop.750
Banishment of ShadowsDD to undead creaturesKunEvo.NPC Drop.750
Divine InterventionCompletely heals a player upon deathKunAbj.NPC Drop.500
Word of RedemptionGroup complete healing spellKunAlt.NPC Drop.1100

Specialization

Clerics have two primary choices of Specialization: Alteration and Evocation.

Alteration is by far the most popular choice. It covers heals, cures, roots, and resurrection spells. This means you'll be able to heal more damage for every point of your mana, the most important consideration for any cleric outside of soloing. It can also reduce the cost of mana-intensive resurrection spells.

Evocation is a choice that many clerics attempting to solo decide to go for. All the cleric direct damage spells are Evocation, and apart from the Ward Undead and Ward Summoned line are inherently inefficient. The cleric's stun line is also evocation-based, providing some utility for a cleric in a group, as every point of damage a stunned mob doesn't do is one that doesn't need to be healed.

For Clerics Alteration is almost certainly the correct Specialization to choose: Evocation is only for the (extremely rare) solo-only Clerics.

Casting Skills

LevelTrainedSkillCap Until 50Cap Above 50
1NoAbjuration235235
1NoAlteration235235
1NoConjuration235235
1NoDivination235235
1NoEvocation235235
1NoChanneling200200
8YesMeditate235252
30NoSpecialization200200

Combat Skills

LevelTrainedSkillCap Until 50Cap Above 50
1No1 Hand Blunt175175
1No2 Hand Blunt175175
1NoBind Wound200210
1NoDefense200200
1NoHand to Hand7575
1NoOffense200200
15YesDodge7575

Miscellaneous Skills

LevelTrainedSkillCap Until 50Cap Above 50
1NoAlcohol Tolerance200200
1NoBeg200200
1NoFishing200200
1YesSense Heading200200
1NoSwimming200200

Velious:

Class specific gear suggestions are cross listed on the Gear Reference page.

Check Cleric Equipment for the full list of gear usable by clerics.

Pre-Planar

  • Ears -
    Jasper Gold Earring

    Jasper Gold Earring

    Item 1050.png

    Slot: EAR
    WIS: +3
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Ivandyr's Hoop

    Ivandyr's Hoop

    Item 544.png

    MAGIC ITEM LORE ITEM
    Slot: EAR
    Charges: 6
    AC: 6
    WIS: +6 INT: +6 HP: +6
    Effect: Spirit Tap (Any Slot, Casting Time: Instant)
    WT: 0.1 Size: TINY
    Class: ALL except DRU MNK BRD
    Race: ALL except BAR ELF HIE DWF HFL

  • Fingers -
    Silver Jasper Ring

    Silver Jasper Ring

    Item 1051.png

    Slot: FINGER
    WIS: +2
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Platinum Jasper Ring

    Platinum Jasper Ring

    Item 1051.png

    Slot: FINGER
    WIS: +6
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Moonstone Ring

    Moonstone Ring

    Item 877.png

    MAGIC ITEM
    Slot: FINGER
    STR: +3 MANA: +30
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Neck - Deity Specific Symbol,
    Chrysoberyl Talisman

    Chrysoberyl Talisman

    Item 752.png

    MAGIC ITEM LORE ITEM
    Slot: NECK
    AC: 5
    WIS: +3 MANA: +20
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Abalone Gorget

    Abalone Gorget

    Item 626.png

    MAGIC ITEM
    Slot: NECK
    AC: 8
    WIS: +9
    WT: 4.0 Size: SMALL
    Class: WAR CLR PAL SHD BRD
    Race: ALL

  • Head -
    Batfang Headband

    Batfang Headband

    Item 548.png

    MAGIC ITEM
    Slot: HEAD
    AC: 2
    WIS: +3 INT: +3
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Savant's Cap

    Savant's Cap

    Item 641.png

    MAGIC ITEM
    Slot: HEAD
    AC: 2
    WIS: +3 INT: +3
    WT: 0.3 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Runed Circlet

    Runed Circlet

    Item 523.png

    Slot: HEAD
    AC: 4
    WIS: +4 INT: +4
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Nightshade Wreath

    Nightshade Wreath

    Item 1072.png

    MAGIC ITEM
    Slot: HEAD
    AC: 1
    WIS: +5 INT: +5
    WT: 0.1 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

  • Face -
    Platinum Ruby Veil

    Platinum Ruby Veil

    Item 1062.png

    Slot: FACE
    STR: +7 WIS: +7
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Polished Mithril Mask

    Polished Mithril Mask

    Item 772.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 5
    WIS: +7 INT: +7
    WT: 0.8 Size: SMALL
    Class: ALL
    Race: ALL

  • Chest -
    Bloodstained Tunic

    Bloodstained Tunic

    Item 538.png

    MAGIC ITEM
    Slot: CHEST
    AC: 13
    WIS: +4 AGI: +4
    WT: 6.5 Size: MEDIUM
    Class: WAR CLR PAL RNG SHD BRD ROG SHM
    Race: ALL

    ,
    Foreman's Tunic

    Foreman's Tunic

    Item 632.png

    MAGIC ITEM
    Slot: CHEST
    AC: 10
    STR: +3 WIS: +3
    WT: 0.0 Size: MEDIUM
    Class: ALL except NEC WIZ MAG ENC
    Race: ALL

    ,
    Mithril-Runed Tunic

    Mithril-Runed Tunic

    Item 678.png

    MAGIC ITEM
    Slot: CHEST
    AC: 10
    STA: +3 WIS: +5
    WT: 2.5 Size: MEDIUM
    Class: ALL except NEC WIZ MAG ENC
    Race: ALL

  • Arms -
    Hollowed Bone Bracers

    Hollowed Bone Bracers

    Item 634.png

    MAGIC ITEM
    Slot: ARMS
    AC: 6
    MANA: +15
    SV MAGIC: +7
    WT: 2.5 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Platinum Armband

    Platinum Armband

    Item 521.png

    MAGIC ITEM
    Slot: ARMS
    STR: +3 WIS: +3
    WT: 0.3 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Embroidered Black Sleeves

    Embroidered Black Sleeves

    Item 670.png

    MAGIC ITEM
    Slot: ARMS
    AC: 4
    HP: +10 MANA: +25
    WT: 0.4 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

  • Back -
    Mammoth Hide Cloak

    Mammoth Hide Cloak

    Item 841.png

    Slot: BACK
    AC: 7
    WIS: +4
    SV COLD: +5
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Molten Cloak

    Molten Cloak

    Item 658.png

    Slot: BACK
    AC: 4
    WIS: +4 INT: +4
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Aegis of Life

    Aegis of Life

    Item 805.png

    MAGIC ITEM LORE ITEM NODROP
    Slot: BACK SECONDARY
    Charges: 1
    AC: 12
    WIS: +10
    SV DISEASE: +25
    Effect: Superior Healing (Must Equip, Casting Time: Instant) at Level 30
    WT: 9.5 Size: LARGE
    Class: CLR PAL
    Race: ALL except TRL OGR IKS

  • Waist -
    Lizardscale Belt

    Lizardscale Belt

    Item 564.png

    Slot: WAIST
    AC: 2
    HP: +10 MANA: +10
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Reed Belt

    Reed Belt

    Item 549.png

    MAGIC ITEM
    Slot: WAIST
    AC: 6
    WIS: +5 HP: +10
    WT: 0.8 Size: SMALL
    Class: ALL
    Race: ALL

  • Shoulders -
    Adamantite Epaulets

    Adamantite Epaulets

    Item 798.png

    MAGIC ITEM
    Slot: SHOULDERS
    AC: 9
    WIS: +7
    WT: 4.5 Size: SMALL
    Class: WAR CLR PAL SHD BRD
    Race: ALL

  • Wrists -
    Chipped Bone Bracelet

    Chipped Bone Bracelet

    Item 505.png

    MAGIC ITEM
    Slot: WRIST
    AC: 4
    WIS: +5
    WT: 2.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Runed Mithril Bracer

    Runed Mithril Bracer

    Item 671.png

    MAGIC ITEM
    Slot: WRIST
    AC: 4
    STR: +3 WIS: +5
    WT: 2.3 Size: SMALL
    Class: ALL
    Race: ALL except IKS

    ,
    Bracers of the Reverent

    Bracers of the Reverent

    Item 516.png

    MAGIC ITEM
    Slot: WRIST
    AC: 9
    WIS: +5
    WT: 3.0 Size: SMALL
    Class: CLR
    Race: ALL except BAR ELF TRL OGR IKS

  • Legs -
    Black Chitin Leggings

    Black Chitin Leggings

    Item 540.png

    MAGIC ITEM
    Slot: LEGS
    AC: 7
    HP: +10 MANA: +10
    WT: 7.5 Size: LARGE
    Class: ALL
    Race: ALL except IKS

    ,
    Gatorscale Leggings

    Gatorscale Leggings

    Item 635.png

    MAGIC ITEM
    Slot: LEGS
    AC: 7
    WIS: +4 HP: +15
    WT: 0.4 Size: MEDIUM
    Class: ALL
    Race: ALL

  • Hands -
    Split Paw Hide Gloves

    Split Paw Hide Gloves

    Item 636.png

    MAGIC ITEM
    Slot: HANDS
    AC: 4
    DEX: +3 WIS: +2
    WT: 2.0 Size: TINY
    Class: ALL except NEC WIZ MAG ENC
    Race: ALL

  • Feet -
    Wolf Fur Slippers

    Wolf Fur Slippers

    Item 666.png

    MAGIC ITEM
    Slot: FEET
    AC: 2
    AGI: +7 MANA: +20
    WT: 0.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Golden Efreeti Boots

    Golden Efreeti Boots

    Item 764.png

    MAGIC ITEM
    Slot: FEET
    AC: 5
    WIS: +9 INT: +9
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM

  • Primary -
    Paw of Opolla

    Paw of Opolla

    Item 743.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY SECONDARY
    AC: 9
    STA: +5 CHA: -5 WIS: +9 AGI: +9 MANA: +5
    SV DISEASE: -5
    WT: 0.2 Size: SMALL
    Class: CLR DRU SHM
    Race: ALL

    ,
    Tainted Battleworn Morning Star

    Tainted Battleworn Morning Star

    Item 741.png

    MAGIC ITEM NO DROP
    Slot: PRIMARY SECONDARY
    Skill: 1H Blunt Atk Delay: 30
    DMG: 7
    WIS: +6
    SV DISEASE: -5
    WT: 9.0 Size: MEDIUM
    Class: ALL except NEC WIZ MAG ENC
    Race: ALL

    ,
    Sharkbone Warhammer

    Sharkbone Warhammer

    Item 567.png

    MAGIC ITEM
    Slot: PRIMARY SECONDARY
    Skill: 1H Blunt Atk Delay: 26
    DMG: 8
    WIS: +5
    WT: 3.0 Size: MEDIUM
    Class: ALL except NEC WIZ MAG ENC
    Race: ALL

  • Secondary -
    Testament of Vanear

    Testament of Vanear

    Item 865.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    WIS: +10 MANA: +10
    WT: 2.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Charred Guardian Shield

    Charred Guardian Shield

    Item 805.png

    MAGIC ITEM
    Slot: SECONDARY
    AC: 10
    WIS: +9
    WT: 8.0 Size: MEDIUM
    Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
    Race: ALL

    ,
    Aegis of Life

    Aegis of Life

    Item 805.png

    MAGIC ITEM LORE ITEM NODROP
    Slot: BACK SECONDARY
    Charges: 1
    AC: 12
    WIS: +10
    SV DISEASE: +25
    Effect: Superior Healing (Must Equip, Casting Time: Instant) at Level 30
    WT: 9.5 Size: LARGE
    Class: CLR PAL
    Race: ALL except TRL OGR IKS

  • Range -
    Small Wisdom Deity

    Small Wisdom Deity

    Item 1007.png

    Slot: RANGE PRIMARY SECONDARY
    WIS: +2
    WT: 0.1 Size: TINY
    Class: CLR DRU
    Race: ALL

Planar

  • Ears -
    Ivandyr's Hoop

    Ivandyr's Hoop

    Item 544.png

    MAGIC ITEM LORE ITEM
    Slot: EAR
    Charges: 6
    AC: 6
    WIS: +6 INT: +6 HP: +6
    Effect: Spirit Tap (Any Slot, Casting Time: Instant)
    WT: 0.1 Size: TINY
    Class: ALL except DRU MNK BRD
    Race: ALL except BAR ELF HIE DWF HFL

    , ,
    Blue Diamond Electrum Earring

    Blue Diamond Electrum Earring

    Item 1042.png

    MAGIC ITEM
    Slot: EAR
    MANA: +15
    SV FIRE: +6 SV DISEASE: +11 SV COLD: +6 SV MAGIC: +4 SV POISON: +11
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Truewind Earring

    Truewind Earring

    Item 1042.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    DEX: +5 WIS: +9
    SV COLD: +10
    WT: 0.1 Size: TINY
    Class: CLR
    Race: ALL

  • Fingers -
    Platinum Jasper Ring

    Platinum Jasper Ring

    Item 1051.png

    Slot: FINGER
    WIS: +6
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    , ,
    Moonstone Ring

    Moonstone Ring

    Item 877.png

    MAGIC ITEM
    Slot: FINGER
    STR: +3 MANA: +30
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Djarns Amethyst Ring

    Djarns Amethyst Ring

    Item 612.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AGI: +9 HP: +80
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Neck - ,
    Abalone Gorget

    Abalone Gorget

    Item 626.png

    MAGIC ITEM
    Slot: NECK
    AC: 8
    WIS: +9
    WT: 4.0 Size: SMALL
    Class: WAR CLR PAL SHD BRD
    Race: ALL

  • Head -
    Ethereal Mist Helm

    Ethereal Mist Helm

    Item 746.png

    MAGIC ITEM NO DROP
    Slot: HEAD
    AC: 16
    STR: +5 WIS: +5
    SV DISEASE: +13
    WT: 4.5 Size: SMALL
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

    ,
    Platinum Tiara

    Platinum Tiara

    Item 523.png

    MAGIC ITEM LORE ITEM
    Slot: HEAD
    AC: 3
    HP: +35 MANA: +50
    WT: 1.2 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

  • Face -
    Polished Mithril Mask

    Polished Mithril Mask

    Item 772.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 5
    WIS: +7 INT: +7
    WT: 0.8 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Terror Forged Mask

    Terror Forged Mask

    Item 528.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 4
    CHA: -5 WIS: +7
    SV MAGIC: +5
    Effect: Fear (Any Slot/Can Equip, Casting Time: 6.0) at Level 25
    WT: 1.5 Size: SMALL
    Class: CLR
    Race: HUM ERU

    ,
  • Chest -
    Ethereal Mist Chestplate

    Ethereal Mist Chestplate

    Item 624.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 28
    STA: +15 WIS: +15 HP: +25 MANA: +25
    WT: 7.5 Size: LARGE
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

  • Arms -
    Embroidered Black Sleeves

    Embroidered Black Sleeves

    Item 670.png

    MAGIC ITEM
    Slot: ARMS
    AC: 4
    HP: +10 MANA: +25
    WT: 0.4 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Ethereal Mist Vambraces

    Ethereal Mist Vambraces

    Item 622.png

    MAGIC ITEM NO DROP
    Slot: ARMS
    AC: 15
    STR: +9
    SV MAGIC: +7
    WT: 4.9 Size: SMALL
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

  • Back -
    Aegis of Life

    Aegis of Life

    Item 805.png

    MAGIC ITEM LORE ITEM NODROP
    Slot: BACK SECONDARY
    Charges: 1
    AC: 12
    WIS: +10
    SV DISEASE: +25
    Effect: Superior Healing (Must Equip, Casting Time: Instant) at Level 30
    WT: 9.5 Size: LARGE
    Class: CLR PAL
    Race: ALL except TRL OGR IKS

    ,
    White Dragonscale Cloak

    White Dragonscale Cloak

    Item 657.png

    MAGIC ITEM
    Slot: BACK
    AC: 10
    WIS: +9 INT: +9 MANA: +75
    SV COLD: +25
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

  • Waist -
    Girdle of the Diligent

    Girdle of the Diligent

    Item 549.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 10
    STA: +5 WIS: +5
    WT: 0.5 Size: SMALL
    Class: CLR
    Race: ALL

    ,
    Grotesque Girdle

    Grotesque Girdle

    Item 503.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 8
    WIS: +10 INT: +10 HP: +100 MANA: +100
    WT: 0.0 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Shoulders -
    Prayer Shawl

    Prayer Shawl

    Item 665.png

    MAGIC ITEM
    Slot: SHOULDERS
    AC: 5
    WIS: +8
    WT: 0.4 Size: SMALL
    Class: CLR DRU SHM
    Race: ALL

    ,
    Weight of the Gods

    Weight of the Gods

    Item 642.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 12
    WIS: +5 AGI: +5 MANA: +50
    SV MAGIC: +25
    WT: 3.0 Size: MEDIUM
    Class: CLR
    Race: ALL

  • Wrists -
    Ethereal Mist Bracers

    Ethereal Mist Bracers

    Item 516.png

    MAGIC ITEM NO DROP
    Slot: WRIST
    AC: 9
    DEX: +9 CHA: +9 MANA: +20
    WT: 3.0 Size: SMALL
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

    ,
    Runed Mithril Bracer

    Runed Mithril Bracer

    Item 671.png

    MAGIC ITEM
    Slot: WRIST
    AC: 4
    STR: +3 WIS: +5
    WT: 2.3 Size: SMALL
    Class: ALL
    Race: ALL except IKS

  • Legs -
    Ethereal Mist Greaves

    Ethereal Mist Greaves

    Item 540.png

    MAGIC ITEM NO DROP
    Slot: LEGS
    AC: 15
    STR: +5 WIS: +9 AGI: +5
    SV POISON: +7
    WT: 5.6 Size: LARGE
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

  • Hands -
    Ethereal Mist Gauntlets

    Ethereal Mist Gauntlets

    Item 531.png

    MAGIC ITEM NO DROP
    Slot: HANDS
    AC: 12
    DEX: +5 INT: +5
    SV FIRE: +7
    WT: 3.8 Size: SMALL
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

    ,
    White Satin Gloves

    White Satin Gloves

    Item 517.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    AC: 4
    HP: +25 MANA: +25
    SV FIRE: +30 SV DISEASE: -5 SV COLD: -5 SV MAGIC: -5 SV POISON: -5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Feet -
    Golden Efreeti Boots

    Golden Efreeti Boots

    Item 764.png

    MAGIC ITEM
    Slot: FEET
    AC: 5
    WIS: +9 INT: +9
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM

  • Primary -
    Platinum Dragon Totem

    Platinum Dragon Totem

    Item 894.png

    MAGIC ITEM
    Slot: PRIMARY SECONDARY
    HP: +30 MANA: +50
    WT: 0.8 Size: SMALL
    Class: CLR DRU BRD SHM
    Race: ALL

    ,
    DawnFire, Morning Star of Light

    DawnFire, Morning Star of Light

    Item 741.png

    MAGIC ITEM
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 34
    DMG: 11
    WIS: +7
    SV DISEASE: +10 SV POISON: +10
    Effect: Banish Undead (Combat, Casting Time: Instant) at Level 40
    WT: 6.5 Size: MEDIUM
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

  • Secondary -
    Pearl Kedge Totem

    Pearl Kedge Totem

    Item 894.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    STR: -9 WIS: +18
    WT: 0.8 Size: SMALL
    Class: CLR DRU BRD SHM
    Race: ALL

    ,
    Prismatic Shield

    Prismatic Shield

    Item 972.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    AC: 18
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    WT: 7.3 Size: MEDIUM
    Class: CLR
    Race: ALL except BAR HEF TRL OGR IKS

    ,
    Aegis of the Wind

    Aegis of the Wind

    Item 758.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    AC: 25
    WIS: +9 MANA: +60
    SV DISEASE: +10
    WT: 9.5 Size: LARGE
    Class: CLR
    Race: ALL

  • Range -
    Small Wisdom Deity

    Small Wisdom Deity

    Item 1007.png

    Slot: RANGE PRIMARY SECONDARY
    WIS: +2
    WT: 0.1 Size: TINY
    Class: CLR DRU
    Race: ALL

    ,
    Thex Mallet

    Thex Mallet

    Item 567.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE PRIMARY SECONDARY
    Skill: 1H Blunt Atk Delay: 33
    DMG: 5
    SV MAGIC: +5
    WT: 8.5 Size: MEDIUM
    Class: ALL except NEC WIZ MAG ENC
    Race: ALL

Kunark

  • Ears -
    Forest Loop

    Forest Loop

    Item 757.png

    MAGIC ITEM
    Slot: EAR
    AC: 2
    DEX: +3 WIS: +3 AGI: +3
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Ivandyr's Hoop

    Ivandyr's Hoop

    Item 544.png

    MAGIC ITEM LORE ITEM
    Slot: EAR
    Charges: 6
    AC: 6
    WIS: +6 INT: +6 HP: +6
    Effect: Spirit Tap (Any Slot, Casting Time: Instant)
    WT: 0.1 Size: TINY
    Class: ALL except DRU MNK BRD
    Race: ALL except BAR ELF HIE DWF HFL

    , ,
    Truewind Earring

    Truewind Earring

    Item 1042.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    DEX: +5 WIS: +9
    SV COLD: +10
    WT: 0.1 Size: TINY
    Class: CLR
    Race: ALL

    ,
    Yunnb's Earring

    Yunnb's Earring

    Item 514.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    AC: 2
    WIS: +15 INT: +15 HP: +35 MANA: +50
    SV FIRE: +10 SV COLD: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Fingers -
    Moonstone Ring

    Moonstone Ring

    Item 877.png

    MAGIC ITEM
    Slot: FINGER
    STR: +3 MANA: +30
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Band of Eternal Flame

    Band of Eternal Flame

    Item 617.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AC: 5
    STR: +4 INT: +4 HP: +25 MANA: +35
    SV FIRE: +10 SV COLD: -10
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Golem Tear Ring

    Golem Tear Ring

    Item 878.png

    LORE ITEM
    Slot: FINGER
    AC: 2
    STR: +2 WIS: +6 MANA: +10
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Neck -
    Sebilite Scale Neckguard

    Sebilite Scale Neckguard

    Item 627.png

    MAGIC ITEM
    Slot: NECK
    AC: 8
    MANA: +40
    SV COLD: +2 SV POISON: +2
    WT: 1.5 Size: SMALL
    Class: WAR CLR PAL RNG SHD BRD ROG SHM
    Race: ALL except BAR TRL OGR

    , ,
    Abalone Gorget

    Abalone Gorget

    Item 626.png

    MAGIC ITEM
    Slot: NECK
    AC: 8
    WIS: +9
    WT: 4.0 Size: SMALL
    Class: WAR CLR PAL SHD BRD
    Race: ALL

    ,
    Necklace of Superiority

    Necklace of Superiority

    Item 1053.png

    MAGIC ITEM LORE ITEM
    Slot: NECK
    AC: 5
    STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +10 MANA: +10
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Head -
    Jarsath Scale Helm

    Jarsath Scale Helm

    Item 745.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 10
    WIS: +2 INT: +2
    SV MAGIC: +5
    WT: 0.4 Size: SMALL
    Class: WAR CLR PAL SHD SHM
    Race: ALL except DWF TRL OGR HFL GNM

    ,
    Sebilite Scale Cap

    Sebilite Scale Cap

    Item 625.png

    MAGIC ITEM
    Slot: HEAD
    AC: 12
    STR: +4 WIS: +4 INT: +4
    SV MAGIC: +2 SV POISON: +2
    WT: 3.4 Size: SMALL
    Class: WAR CLR PAL RNG SHD BRD ROG SHM
    Race: ALL except BAR TRL OGR

    ,
    Donal's Helm of Mourning

    Donal's Helm of Mourning

    Item 746.png

    MAGIC ITEM LORE ITEM
    Slot: HEAD
    AC: 21
    Effect: Yaulp II (Must Equip, Casting Time: 1.0) at Level 45
    WT: 6.0 Size: SMALL
    Class: CLR
    Race: ALL except IKS

    ,
    Crown of Rile

    Crown of Rile

    Item 511.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 16
    STR: +20 WIS: +20 INT: +20 HP: +75 MANA: +75
    SV MAGIC: +25 SV POISON: +25
    Effect: Extinguish Fatigue (Must Equip, Casting Time: Instant)
    WT: 1.1 Size: MEDIUM
    Class: ALL
    Race: ALL

  • Face -
    Bone Mask of the Jarsath

    Bone Mask of the Jarsath

    Item 528.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 7
    STR: +2 CHA: +8 WIS: +4
    SV DISEASE: +5 SV POISON: +5
    WT: 3.0 Size: MEDIUM
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Sebilite Scale Mask

    Sebilite Scale Mask

    Item 770.png

    MAGIC ITEM
    Slot: FACE
    AC: 8
    WIS: +4 HP: +10 MANA: +10
    SV FIRE: +2 SV DISEASE: +2
    WT: 0.8 Size: SMALL
    Class: WAR CLR PAL RNG SHD BRD ROG SHM
    Race: ALL except BAR TRL OGR

    ,
    Stained Cloth Mask

    Stained Cloth Mask

    Item 528.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    Charges: 10
    AC: 6
    CHA: +4 HP: +20 MANA: +20
    SV DISEASE: +5 SV POISON: +5
    Effect: Ultravision (Must Equip, Casting Time: 5.0)
    WT: 3.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Enshrouded Veil

    Enshrouded Veil

    Item 677.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 7
    WIS: +2 INT: +2 HP: +30 MANA: +30
    SV FIRE: +10
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

  • Chest -
    Robe of the Azure Sky

    Robe of the Azure Sky

    Item 838.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 18
    WIS: +20 INT: +20 HP: +85 MANA: +100
    SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
    WT: 0.5 Size: MEDIUM
    Class: ALL
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Ethereal Mist Chestplate

    Ethereal Mist Chestplate

    Item 624.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 28
    STA: +15 WIS: +15 HP: +25 MANA: +25
    WT: 7.5 Size: LARGE
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

    ,
    Donal's Chestplate of Mourning

    Donal's Chestplate of Mourning

    Item 624.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 40
    DEX: +12 WIS: +12 AGI: +12 MANA: +80
    Effect: Complete Heal (Must Equip, Casting Time: 30.0) at Level 45
    WT: 10.0 Size: LARGE
    Class: CLR
    Race: ALL except IKS

  • Arms -
    Donal's Vambraces of Mourning

    Donal's Vambraces of Mourning

    Item 622.png

    LORE ITEM
    Slot: ARMS
    AC: 21
    Effect: Valor (Must Equip, Casting Time: 12.0) at Level 45
    WT: 6.5 Size: SMALL
    Class: CLR
    Race: ALL except IKS

    ,
    Nathsar Vambraces

    Nathsar Vambraces

    Item 634.png

    MAGIC ITEM LORE ITEM
    Slot: ARMS
    AC: 8
    DEX: +4 WIS: +4 AGI: +4
    SV DISEASE: +2 SV COLD: +2
    WT: 0.9 Size: MEDIUM
    Class: ALL except NEC WIZ MAG ENC
    Race: ALL

    ,
    Withered Leather Sleeves

    Withered Leather Sleeves

    Item 634.png

    MAGIC ITEM LORE ITEM
    Slot: ARMS
    AC: 5
    WIS: +4 MANA: +10
    SV FIRE: +10
    WT: 1.5 Size: SMALL
    Class: CLR DRU SHM
    Race: ALL

  • Back -
    Hierophant's Cloak

    Hierophant's Cloak

    Item 840.png

    MAGIC ITEM LORE ITEM
    Slot: BACK
    AC: 10
    STR: +4 DEX: +4 STA: +4 CHA: +4 WIS: +4 INT: +4 AGI: +4 HP: +75 MANA: +75
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Shroud of Veeshan

    Shroud of Veeshan

    Item 657.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: BACK
    AC: 15
    STR: +8 DEX: +8 STA: +8 CHA: +8 WIS: +12 INT: +12 AGI: +8 HP: +55 MANA: +110
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

  • Waist -
    Belt of the Cenobite

    Belt of the Cenobite

    Item 938.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 5
    WIS: +7
    SV COLD: +10
    WT: 1.5 Size: SMALL
    Class: WAR CLR PAL RNG SHD BRD ROG
    Race: ELF HIE DEF DWF HFL GNM

    ,
    Bone-Clasped Girdle

    Bone-Clasped Girdle

    Item 718.png

    MAGIC ITEM
    Slot: WAIST
    AC: 4
    STR: +7 DEX: +7 STA: +7 HP: +75 MANA: +75
    WT: 0.1 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Mucilaginous Girdle

    Mucilaginous Girdle

    Item 549.png

    MAGIC ITEM
    Slot: WAIST
    AC: 7
    WIS: +6 HP: +10
    WT: 0.8 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Withered Leather Belt

    Withered Leather Belt

    Item 564.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 4
    STR: +3 MANA: +40
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    WT: 1.0 Size: SMALL
    Class: CLR DRU SHM
    Race: ALL

  • Shoulders -
    Obulus Death Shroud

    Obulus Death Shroud

    Item 664.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 10
    STR: +3 STA: +5 WIS: +3 MANA: +25
    SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1
    WT: 2.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Weight of the Gods

    Weight of the Gods

    Item 642.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 12
    WIS: +5 AGI: +5 MANA: +50
    SV MAGIC: +25
    WT: 3.0 Size: MEDIUM
    Class: CLR
    Race: ALL

  • Wrists -
    Jarsath Scale Wrist Guards

    Jarsath Scale Wrist Guards

    Item 637.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 8
    CHA: +4 WIS: +4
    WT: 0.8 Size: SMALL
    Class: WAR CLR PAL SHD SHM
    Race: ALL except DWF TRL OGR HFL GNM

    ,
    Donal's Bracer of Mourning

    Donal's Bracer of Mourning

    Item 516.png

    MAGIC ITEM
    Slot: WRIST
    AC: 16
    Effect: Pacify (Must Equip, Casting Time: 7.0) at Level 45
    WT: 4.0 Size: SMALL
    Class: CLR
    Race: ALL except IKS

    ,
    Supple Scale Armband

    Supple Scale Armband

    Item 1055.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 3
    WIS: +5 INT: +5 MANA: +25
    SV FIRE: +10
    WT: 0.1 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Legs -
    Donal's Leggings of Mourning

    Donal's Leggings of Mourning

    Item 540.png

    MAGIC ITEM LORE ITEM
    Slot: LEGS
    AC: 26
    STR: +8 STA: +8 WIS: +8 HP: +30 MANA: +30
    Effect: Symbol of Naltron (Must Equip, Casting Time: 10.0) at Level 45
    WT: 7.5 Size: LARGE
    Class: CLR
    Race: ALL except IKS

    ,
    Ethereal Mist Greaves

    Ethereal Mist Greaves

    Item 540.png

    MAGIC ITEM NO DROP
    Slot: LEGS
    AC: 15
    STR: +5 WIS: +9 AGI: +5
    SV POISON: +7
    WT: 5.6 Size: LARGE
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

    ,
    Jarsath Scale Leggings

    Jarsath Scale Leggings

    Item 540.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: LEGS
    AC: 15
    WIS: +5 INT: +5
    WT: 0.8 Size: SMALL
    Class: WAR CLR PAL SHD SHM
    Race: ALL except DWF TRL OGR HFL GNM

    ,
    Sebilite Scale Leggings

    Sebilite Scale Leggings

    Item 540.png

    MAGIC ITEM
    Slot: LEGS
    AC: 16
    STR: +4 CHA: +4 WIS: +4
    SV FIRE: +2 SV POISON: +2
    WT: 4.1 Size: MEDIUM
    Class: WAR CLR PAL RNG SHD BRD ROG SHM
    Race: ALL except BAR TRL OGR

  • Hands -
    Donal's Gauntlets of Mourning

    Donal's Gauntlets of Mourning

    Item 531.png

    MAGIC ITEM LORE ITEM
    Slot: HANDS
    AC: 16
    Effect: Armor of Faith (Must Equip, Casting Time: 10.0) at Level 45
    WT: 5.0 Size: SMALL
    Class: CLR
    Race: ALL except IKS

    ,
    Jarsath Scale Gauntlets

    Jarsath Scale Gauntlets

    Item 636.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    AC: 10
    HP: +20 MANA: +20
    WT: 0.8 Size: SMALL
    Class: WAR CLR PAL SHD SHM
    Race: ALL except DWF TRL OGR HFL GNM

    ,
    Kylong Gauntlets

    Kylong Gauntlets

    Item 526.png

    Slot: HANDS
    AC: 12
    WIS: +4 AGI: +4
    SV DISEASE: +2 SV MAGIC: +2
    WT: 3.0 Size: SMALL
    Class: WAR CLR PAL RNG SHD BRD ROG SHM
    Race: ALL except BAR TRL OGR

    ,
    Vibrating Gauntlets of Infuse

    Vibrating Gauntlets of Infuse

    Item 531.png

    MAGIC ITEM LORE ITEM
    Lore Group: Vibrating Gauntlet and Hammer of Infuse
    Slot: HANDS
    EXPENDABLE Charges: 1
    AC: 23
    STR: +10 STA: +10 WIS: +20 MANA: +50
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Transmute Hammer (Any Slot, Casting Time: Instant)
    WT: 5.0 Size: SMALL
    Class: CLR
    Race: ALL

    ,
    White Satin Gloves

    White Satin Gloves

    Item 517.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    AC: 4
    HP: +25 MANA: +25
    SV FIRE: +30 SV DISEASE: -5 SV COLD: -5 SV MAGIC: -5 SV POISON: -5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Feet -
    Donal's Boots of Mourning

    Donal's Boots of Mourning

    Item 524.png

    MAGIC ITEM LORE ITEM
    Slot: FEET
    AC: 21
    Effect: Tremor (Must Equip, Casting Time: 10.0) at Level 45
    WT: 6.5 Size: MEDIUM
    Class: CLR
    Race: ALL except IKS

    ,
    Golden Efreeti Boots

    Golden Efreeti Boots

    Item 764.png

    MAGIC ITEM
    Slot: FEET
    AC: 5
    WIS: +9 INT: +9
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM

  • Primary -
    Cone of the Mystics

    Cone of the Mystics

    Item 973.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    AC: 5
    WIS: +5 INT: +5 MANA: +50
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Rod of Oblations

    Rod of Oblations

    Item 822.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 27
    DMG: 6
    MANA: +60
    SV FIRE: +10 SV COLD: +10
    WT: 0.1 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Left Eye of Xygoz

    Left Eye of Xygoz

    Item 966.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY SECONDARY
    WIS: +12 INT: +12 MANA: +80
    Effect: Ultravision (Worn)
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Sprinkler of Suffering

    Sprinkler of Suffering

    Item 578.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 28
    DMG: 8
    WIS: +11 MANA: +50
    Effect: Divine Wrath (Must Equip, Casting Time: 12.0) at Level 50
    WT: 8.0 Size: LARGE
    Class: CLR
    Race: ALL

    ,
    Water Sprinkler of Nem Ankh

    Water Sprinkler of Nem Ankh

    Item 741.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 32
    DMG: 20
    STA: +10 CHA: +15 WIS: +25 MANA: +100
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    Effect: Reviviscence (Must Equip, Casting Time: 10.0) at Level 50
    WT: 8.0 Size: MEDIUM
    Class: CLR
    Race: HUM ERU HIE DEF DWF HFL GNM

  • Secondary -
    Sarnak Battle Shield

    Sarnak Battle Shield

    Item 676.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    AC: 25
    STR: +5 STA: +5 HP: +40
    SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
    WT: 3.0 Size: MEDIUM
    Class: WAR CLR PAL RNG SHD DRU BRD SHM
    Race: ALL

    ,
    Book of Obulus

    Book of Obulus

    Item 789.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    WIS: +8 INT: +8 MANA: +45
    SV FIRE: +5 SV MAGIC: +5
    WT: 5.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Strathbone Shell Shield

    Strathbone Shell Shield

    Item 970.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    AC: 19
    WIS: +8 MANA: +5
    SV POISON: +10
    WT: 0.4 Size: MEDIUM
    Class: CLR SHM
    Race: ALL

    ,
    Shield of Elders

    Shield of Elders

    Item 1244.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    AC: 40
    STR: +10 DEX: +8 STA: +15 CHA: +5 WIS: +15 INT: +10 AGI: +8
    WT: 2.0 Size: MEDIUM
    Class: WAR CLR PAL SHD
    Race: ALL

    ,
    Left Eye of Xygoz

    Left Eye of Xygoz

    Item 966.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY SECONDARY
    WIS: +12 INT: +12 MANA: +80
    Effect: Ultravision (Worn)
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

  • Range -
    Medicine Totem

    Medicine Totem

    Item 895.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    AC: 5
    WIS: +5
    WT: 6.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Totem of the Wizened Spirits

    Totem of the Wizened Spirits

    Item 893.png

    MAGIC ITEM
    Slot: RANGE
    WIS: +6
    MANA: +10
    WT: 2.0 Size: TINY
    Class: CLR DRU SHM ENC MAG NEC WIZ
    Race: ALL

Velious Pre-Raid/Group

Sours: https://wiki.project1999.com/Cleric

You will also like:

Welgrim's Project 1999 Files

Macros

You need to set up a few macros ahead of time and have them on your hot bar(s). Specifically you will need one that shouts that you have healed the puller, two DA macros, and 3 or 4 macros for targeting the enchanters. The formatting can be vastly improved; I'll get around to it some day.

They will look something like this:

Hotkeys 1Hotkeys 2

In the above images, my macros are named as follows:

  • HPuller: Alerts that I have healed the puller.
  • DA1(Make sure this is DB) and DA2(Make sure this is DA): DA Macros. DB is used first because it has a longer cast time and thus a lower chance of channeling through a mass of mobs hitting you when trying to pop your DA2
  • Chan01, Chan02, Chan03, Chan04: Target macros for enchanters.
  • DLight: Heal macros (Divine Light, Remedy, etc.)

The filling for these macros are as follows, and I will explain these and the strategy below:

HPullerDA1

DA2Chan01

DLight

Strategy

It is your job to make sure that you and the enchanters are fully HP buffed, including Symbol.

The puller will go out and collect mobs.
When the puller calls <INCOMING> and will ask Enchanters to make sure that you are Runed and Bedlamed. Make SURE you get these buffs (and have all HP buffs and Clarity2), and get into position. At the zone line the path makes a sharp left. Enchanters position themselves about 3 feet in from this corner, and the Cleric just to the left of the Enchanters by another foot. There should be a small amount of viewable area around the corner with your camera zoomed out. Don't zoom out fully as you will want to zoom into first person later.

When all are in position, a roamer will path and enchanters will need to mez this mob while waiting for the pull.

When the puller returns to camp, heal him/her with a small heal. Additionally here you can also have a /target macro for your puller to make sure you tag them fast.

Your puller (if they know what they're doing), will let you know as soon as mobs are in sight. As soon as they announce this (or as soon as you see first mob peek up the ramp), hit your DA1 (DB) button. The macro will announce when the chanters need to start stunning. Keep your camera zoomed out so you can see when the second wave of mobs start to come through (there will be a light trickle from first wave then second wave will be another huge mass of mobs). Hit DA2(DA) macro. If you have a good puller, he/she will have macros set up to tell you when to hit DA1 and DA2, but don't rely on it fully.

Rarely a mob or two can warp up early. If you use DA for these two mobs, it will likely run out too soon, causing the enchanters to start stunning early and leaving you with only 1 DA to last for the entire rest of the pull (usually resulting in death).

So, depending on how much you trust the puller, you might want to wait for their call to DA even if you spot 1 or 2 mobs running in. If you see a ton heading in with no message, you don't have any option but to pop DA and assume the puller missed the call. This is a little bit communication between you and the puller and a little bit art. Just something to consider.

Once mobs are all in camp, you can zoom your camera back into first person to reduce lag, and start cycling through the chanter target macros to monitor health and heal. Generally speaking, if one chanter goes down, it is probably going to be a wipe so make sure that all 3 chanters (at least) are kept healed.

That's it... loot up, random off stuffs... rinse and repeat every 20 minutes!

Sesserdrix's Official Pull YouTube Video: https://www.youtube.com/watch?feature=player_embedded&v=zbono9SSIYo

* Taken from Elleyne's old guildlaunch post with info added from Zacrez & Sesserdrix

Sours: https://p99.yourfirefly.com/chardok-cleric.php


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