
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.! 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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.
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]
#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
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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

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, which grants infravision, but only Cazic Thule worshippers can easily get the faction for it.
Fright Forged Helm
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 - 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
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: TunareSymbol of Tunarian Worshipand other Tunare-only Cleric GearSymbol of Tunarian Worship
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
- High Elves can only worship Tunare, and can get the
- Humans:Humans have poor night vision. All Human Clerics can wear (but harder to get faction as a good religion) the Fright Forged Helmwhich grants infravision. Also Human Clerics can wear Robes.
Fright Forged Helm
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- Bertoxxulous-worshipers can get the Initiate Symbol of Bertoxxulousand other Bertoxxulous-only Cleric Gear.
Initiate Symbol of Bertoxxulous
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 - Innoruuk-worshipers can get the Regent Symbol of Innoruukand other Innoruuk-only Cleric Gear. Also their faction lets them complete quests for
Regent Symbol of Innoruuk
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: InnoruukDread Forged Shield,Dread Forged Shield
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 ERUFright Forged Helm(an instant-clickie that gives See Invis and Infravision), andFright Forged Helm
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 ERUTerror Forged Mask, which are difficult for other religions.Terror Forged Mask
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 - Humans can also worship the following gods, but none of them have symbol quests, just different cultural items:
- Bertoxxulous-worshipers can get the
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 Name | Spell Description | Era | Class | Location | Mana |
Courage | Increases HP and AC | Cla | Abj. | Vendor | 12 |
Cure Poison | Cures target of poison effects | Cla | Alt. | Vendor. | 20 |
Divine Aura | Self-only 18-second invulnerability | Cla | Abj. | Vendor. | 10 |
Flash of Light | Blinds target | Cla | Div. | Vendor. | 12 |
Lull | Reduces target's aggression | Cla | Alt. | Vendor. | 10 |
Minor Healing | Healing spell -Increase Hitpoints by 10 | Cla | Alt. | Vendor. | 10 |
Spook the Dead | Undead fear spell | Cla | Alt. | Vendor. | 10 |
Strike | Direct damage spell | Cla | Evo. | Vendor. | 12 |
True North | Faces you to the north | Cla | Div. | Vendor. | 5 |
Yaulp | Self-only combat buff spell | Cla | Abj. | Vendor. | 5 |
Level 5
Spell Name | Spell Description | Era | Class | Location | Mana |
Cure Blindness | Cures target of blindness effects | Cla | Alt. | Vendor. | 20 |
Cure Disease | Cures target of disease effects | Cla | Alt. | Vendor. | 20 |
Furor | Direct damage spell | Cla | Evo. | Vendor. | 20 |
Gate | Returns you to your bind point | Cla | Alt. | Vendor. | 70 |
Holy Armor | Increases AC | Cla | Abj. | Vendor. | 20 |
Light Healing | Healing spell - Increase Hitpoints by 26 (L5) to 33 (L18) | Cla | Alt. | Vendor. | 25 |
Reckless Strength | Temporarily increases strength | Cla | Alt. | Vendor. | 30 |
Stun | Stuns target (4.0 seconds) | Cla | Evo. | Vendor. | 35 |
Summon Drink | Summons a water source | Cla | Con. | Vendor. | 10 |
Ward Undead | DD to undead creatures | Cla | Evo. | Vendor. | 30 |
Level 9
Spell Name | Spell Description | Era | Class | Location | Mana |
Center | Increases HP and AC | Cla | Abj. | Vendor. | 40 |
Endure Fire | Increases fire resistance | Cla | Abj. | Vendor. | 20 |
Endure Poison | Increases poison resistance | Cla | Abj. | Vendor. | 20 |
Fear | Causes target to flee | Cla | Alt. | Vendor. | 40 |
Hammer of Wrath | Summons a Summoned: Hammer of Wrath | Cla | Con. | Vendor. | 50 |
Invigor | Restores endurance | Cla | Alt. | Vendor. | 20 |
Root | Stops target's movement | Cla | Alt. | Vendor. | 30 |
Sense the Dead | Detects undead creatures | Cla | Div. | Vendor. | 5 |
Soothe | Reduces target's aggression | Cla | Alt. | Vendor. | 30 |
Summon Food | Summons a food source | Cla | Con. | Vendor. | 10 |
Word of Pain | Point blank AE DD spell | Cla | Evo. | Vendor. | 47 |
Level 14
Level 19
Spell Name | Spell Description | Era | Class | Location | Mana |
Calm | Reduces target's aggression | Cla | Alt. | Vendor. | 50 |
Daring | Increases HP and AC | Cla | Abj. | Vendor. | 60 |
Endure Magic | Increases magic resistance | Cla | Abj. | Vendor. | 40 |
Extinguish Fatigue | Restores endurance | Cla | Alt. | Vendor. | 35 |
Holy Might | Stun (6.0 seconds) and DD spell | Cla | Evo. | Vendor. | 60 |
Spirit Armor | Increases AC | Cla | Abj. | Vendor. | 75 |
Ward Summoned | DD to summoned creatures | Cla | Evo. | Vendor. | 30 |
Word of Shadow | Point blank AE DD spell | Cla | Evo. | Vendor. | 85 |
Yaulp II | Self-only combat spell | Cla | Abj. | Vendor. | 15 |
Level 24
Level 29
Level 34
Spell Name | Spell Description | Era | Class | Location | Mana |
Abundant Food | Summons 4 food sources | Cla | Con. | Vendor. | 25 |
Armor of Protection | Increases own HP and AC | Vel | Abj. | Vendor. | 110 |
Atone | Wipes target's hate list | Cla | Alt. | Vendor. | 60 |
Blinding Luminance | Blinds target | Cla | Div. | Vendor. | 50 |
Expel Undead | Undead DD spell (2.1 DPM) | Cla | Evo. | Vendor. | 130 |
Force | Stun (6.0 seconds) and DD spell | Cla | Evo. | Vendor. | 90 |
Frenzied Strength | Temporarily increases strength | Cla | Alt. | Vendor. | 90 |
Resist Fire | Increases fire resistance | Cla | Abj. | Vendor. | 50 |
Resist Poison | Increases poison resistance | Cla | Abj. | Vendor. | 50 |
Superior Healing | Healing spell - Increase Hitpoints by 565 (L34, 2.26 HPM) to 583 (L40, 2.33 HPM) | Cla | Alt. | Vendor. | 250 |
Symbol of Pinzarn | Increases HP | Cla | Abj. | Vendor. | 200 |
Tremor | AE DD spell | Cla | Evo. | Vendor. | 200 |
Valor | Increases HP and AC | Cla | Abj. | Vendor. | 90 |
Word of Health | AE healing spell | Cla | Alt. | Vendor. | 180 |
Level 39
Spell Name | Spell Description | Era | Class | Location | Mana |
Armor of Faith | Increases AC | Cla | Abj. | Vendor. | 150 |
Complete Healing | Completely restores HP | Cla | Alt. | Vendor. | 400 |
Dismiss Summoned | DD to summoned creatures (1.8 DPM) | Cla | Evo. | Vendor. | 90 |
Invoke Fear | Causes target to flee | Cla | Alt. | Vendor. | 100 |
Nullify Magic | Removes magical effects | Cla | Abj. | Vendor. | 50 |
Pacify | Reduces target's aggression | Cla | Alt. | Vendor. | 100 |
Resist Cold | Increases cold resistance | Cla | Abj. | Vendor. | 50 |
Resist Disease | Increases disease resistance | Cla | Abj. | Vendor. | 50 |
Resuscitate | Resurrects a player (restores 50% experience) | Cla | Alt. | Vendor. | 500 |
Turning of the Unnatural | Damage over time to undead creatures (400 HP over 1.6 minutes; 2.5 DPM) | Vel | Evo. | NPC Drop. | 160 |
Word of Souls | Point blank AE DD spell | Cla | Evo. | Vendor. | 171 |
Level 44
Spell Name | Spell Description | Era | Class | Location | Mana |
Banish Undead | Undead DD spell (585 damage; 2.6 DPM) | Cla | Evo. | Vendor. | 225 |
Celestial Healing | Heal over time (720 HP over 24 seconds; 3.2 HPM) | Vel | Alt. | NPC Drop. | 225 |
Earthquake | AE DD spell | Cla | Evo. | Vendor. | 375 |
Hammer of Requital | Summons a Summoned: Hammer of Requital Summoned: Hammer of Requital ![]() MAGIC ITEM NO DROP TEMPORARY | Cla | Con. | Vendor. | 150 |
Resist Magic | Increases magic resistance | Cla | Abj. | Vendor. | 95 |
Resolution | Increases HP and AC | Cla | Abj. | Vendor. | 110 |
Retribution | Direct damage spell (516 damage; 2.15 DPM) | Cla | Evo. | Vendor. | 240 |
Symbol of Naltron | Increases HP | Cla | Abj. | Vendor. | 315 |
Yaulp III | Self-only combat buff | Cla | Abj. | Vendor. | 25 |
Level 49
Spell Name | Spell Description | Era | Class | Location | Mana |
Abolish Poison | Removes poison effects | Cla | Alt. | Vendor. | 100 |
Expel Summoned | DD to summoned creatures (2.96 DPM) | Cla | Evo. | Vendor. | 130 |
Immobilize | Root. Stops target's movement | Cla | Alt. | Vendor. | 80 |
Resurrection | Resurrects a player (restores 90% experience) | Cla | Alt. | Vendor. | 700 |
Shield of Words | Increases AC | Cla | Abj. | Vendor. | 300 |
Sound of Force | Stun and DD spell | Cla | Evo. | Vendor. | 120 |
Word Divine | Point blank AE DD spell | Cla | Evo. | Vendor. | 304 |
Word of Healing | AE healing spell | Cla | Alt. | Vendor. | 600 |
Level 50
Spell Name | Spell Description | Era | Class | Location | Mana |
Improved Invis to Undead | Self-only invisibility to undead (fixed duration) | Vel | Abj. | NPC Drop. | 75 |
Level 51
Spell Name | Spell Description | Era | Class | Location | Mana |
Death Pact | Costs a Pearl, for 6 min gives recipient chance to be healed if they would die | Kun | Abj. | NPC Drop. | 100 |
Dread of Night | Undead fear spell | Kun | Alt. | Vendor. | 100 |
Remedy | Healing spell (433-438; 3s; 2.5 HPM; 146 HPS) | Kun | Alt. | Vendor. | 175 |
Sunskin | Group invisibility to undead | Kun | Div. | Quest. | 120 |
Level 52
Spell Name | Spell Description | Era | Class | Location | Mana |
Heroic Bond | Increases group's HP and AC | Kun | Abj. | Quest. | 420 |
Heroism | Increases HP and AC | Kun | Abj. | Vendor. | 140 |
Upheaval | AE DD spell | Kun | Evo. | NPC Drop. | 625 |
Word of Vigor | AE healing spell | Kun | Alt. | Quest. | 750 |
Level 53
Spell Name | Spell Description | Era | Class | Location | Mana |
Annul Magic | Removes magical effects | Kun | Abj. | Vendor. | 75 |
Divine Light | Healing spell (880-910; 4.5s; 2.6 HPM; 202 HPS) | Kun | Alt. | Vendor. | 350 |
Yaulp IV | Self-only combat buff | Kun | Abj. | NPC Drop. | 1 |
Level 54
Spell Name | Spell Description | Era | Class | Location | Mana |
Reckoning | Direct damage spell (675 damage; 2.25 DPM) | Kun | Evo. | NPC Drop. | 250 |
Symbol of Marzin | Increases HP | Kun | Abj. | Vendor. | 350 |
Unswerving Hammer | Summons an animated hammer. Unswerving Hammer of Faith once scribed. | Kun | Con. | Quest. | 600 |
Level 55
Spell Name | Spell Description | Era | Class | Location | Mana |
Exile Undead | DD to undead creatures (2.9 DPM) | Kun | Evo. | Vendor. | 250 |
Fortitude | Increases HP and AC | Kun | Abj. | NPC Drop. | 175 |
Stun Command | AE stun spell | Vel | Evo. | NPC Drop. | 150 |
Wake of Tranquility | Reduces target's aggression | Kun | Alt. | Quest. | 300 |
Level 56
Spell Name | Spell Description | Era | Class | Location | Mana |
Banish Summoned | DD to summoned creatures | Kun | Evo. | Vendor. | 225 |
Mark of Karn | Healing damage shield (restores 6 HP per hit) | Kun | Abj. | NPC Drop. | 125 |
Paralyzing Earth | Stops target's movement | Kun | Alt. | Vendor. | 100 |
Reviviscence | Resurrects a player (restores 96% experience) | Kun | Alt. | Vendor. | 600 |
Level 57
Spell Name | Spell Description | Era | Class | Location | Mana |
Aegis | Increases AC (long duration) | Kun | Abj. | NPC Drop. | 450 |
Bulwark of Faith | Increases AC | Kun | Abj. | Vendor. | 350 |
Trepidation | Causes target to flee | Kun | Alt. | Vendor. | 200 |
Word of Restoration | Group heal and cure spell | Kun | Alt. | NPC Drop. | 900 |
Level 58
Spell Name | Spell Description | Era | Class | Location | Mana |
Antidote | Removes poison effects | Kun | Alt. | Vendor. | 100 |
Enforced Reverence | Stun and DD spell | Kun | Evo. | NPC Drop. | 200 |
Naltron's Mark | Increases group's HP | Kun | Abj. | NPC Drop. | 500 |
Level 59
Spell Name | Spell Description | Era | Class | Location | Mana |
Celestial Elixir | Heal over time (1200 HP over 24 seconds; 4 HPM; 50 HPS) | Kun | Alt. | Vendor. | 300 |
The Unspoken Word | Point blank AE DD spell | Kun | Evo. | NPC Drop. | 427 |
Level 60
Spell Name | Spell Description | Era | Class | Location | Mana |
Aegolism | Increases HP and AC (long duration) | Vel | Abj. | NPC Drop. | 750 |
Banishment of Shadows | DD to undead creatures | Kun | Evo. | NPC Drop. | 750 |
Divine Intervention | Completely heals a player upon death | Kun | Abj. | NPC Drop. | 500 |
Word of Redemption | Group complete healing spell | Kun | Alt. | 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
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | Abjuration | 235 | 235 |
1 | No | Alteration | 235 | 235 |
1 | No | Conjuration | 235 | 235 |
1 | No | Divination | 235 | 235 |
1 | No | Evocation | 235 | 235 |
1 | No | Channeling | 200 | 200 |
8 | Yes | Meditate | 235 | 252 |
30 | No | Specialization | 200 | 200 |
Combat Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | 1 Hand Blunt | 175 | 175 |
1 | No | 2 Hand Blunt | 175 | 175 |
1 | No | Bind Wound | 200 | 210 |
1 | No | Defense | 200 | 200 |
1 | No | Hand to Hand | 75 | 75 |
1 | No | Offense | 200 | 200 |
15 | Yes | Dodge | 75 | 75 |
Miscellaneous Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | Alcohol Tolerance | 200 | 200 |
1 | No | Beg | 200 | 200 |
1 | No | Fishing | 200 | 200 |
1 | Yes | Sense Heading | 200 | 200 |
1 | No | Swimming | 200 | 200 |
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
Slot: EAR
WIS: +3
WT: 0.1 Size: TINY
Class: ALL
Race: ALLIvandyr's HoopIvandyr's Hoop
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
Slot: FINGER
WIS: +2
WT: 0.1 Size: TINY
Class: ALL
Race: ALLPlatinum Jasper Ring,Platinum Jasper Ring
Slot: FINGER
WIS: +6
WT: 0.1 Size: TINY
Class: ALL
Race: ALLMoonstone RingMoonstone Ring
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
MAGIC ITEM LORE ITEM
Slot: NECK
AC: 5
WIS: +3 MANA: +20
WT: 1.0 Size: SMALL
Class: ALL
Race: ALLAbalone GorgetAbalone Gorget
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
MAGIC ITEM
Slot: HEAD
AC: 2
WIS: +3 INT: +3
WT: 1.5 Size: SMALL
Class: ALL
Race: ALLSavant's Cap,Savant's Cap
MAGIC ITEM
Slot: HEAD
AC: 2
WIS: +3 INT: +3
WT: 0.3 Size: SMALL
Class: ALL
Race: ALLRuned Circlet,Runed Circlet
Slot: HEAD
AC: 4
WIS: +4 INT: +4
WT: 1.0 Size: SMALL
Class: ALL
Race: ALLNightshade WreathNightshade Wreath
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
Slot: FACE
STR: +7 WIS: +7
WT: 0.1 Size: TINY
Class: ALL
Race: ALLPolished Mithril MaskPolished Mithril Mask
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
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: ALLForeman's Tunic,Foreman's Tunic
MAGIC ITEM
Slot: CHEST
AC: 10
STR: +3 WIS: +3
WT: 0.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALLMithril-Runed TunicMithril-Runed Tunic
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
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: ALLPlatinum Armband,Platinum Armband
MAGIC ITEM
Slot: ARMS
STR: +3 WIS: +3
WT: 0.3 Size: SMALL
Class: ALL
Race: ALLEmbroidered Black SleevesEmbroidered Black Sleeves
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
Slot: BACK
AC: 7
WIS: +4
SV COLD: +5
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALLMolten Cloak,Molten Cloak
Slot: BACK
AC: 4
WIS: +4 INT: +4
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALLAegis of LifeAegis of Life
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
Slot: WAIST
AC: 2
HP: +10 MANA: +10
WT: 1.0 Size: SMALL
Class: ALL
Race: ALLReed BeltReed Belt
MAGIC ITEM
Slot: WAIST
AC: 6
WIS: +5 HP: +10
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL - Shoulders - Adamantite Epaulets
Adamantite Epaulets
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
MAGIC ITEM
Slot: WRIST
AC: 4
WIS: +5
WT: 2.0 Size: SMALL
Class: ALL
Race: ALLRuned Mithril Bracer,Runed Mithril Bracer
MAGIC ITEM
Slot: WRIST
AC: 4
STR: +3 WIS: +5
WT: 2.3 Size: SMALL
Class: ALL
Race: ALL except IKSBracers of the ReverentBracers of the Reverent
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
MAGIC ITEM
Slot: LEGS
AC: 7
HP: +10 MANA: +10
WT: 7.5 Size: LARGE
Class: ALL
Race: ALL except IKSGatorscale LeggingsGatorscale Leggings
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
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
MAGIC ITEM
Slot: FEET
AC: 2
AGI: +7 MANA: +20
WT: 0.5 Size: SMALL
Class: ALL
Race: ALLGolden Efreeti BootsGolden Efreeti Boots
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
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: ALLTainted Battleworn Morning Star,Tainted Battleworn Morning Star
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: ALLSharkbone WarhammerSharkbone Warhammer
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
MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
WIS: +10 MANA: +10
WT: 2.0 Size: SMALL
Class: ALL
Race: ALLCharred Guardian Shield,Charred Guardian Shield
MAGIC ITEM
Slot: SECONDARY
AC: 10
WIS: +9
WT: 8.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALLAegis of LifeAegis of Life
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
Slot: RANGE PRIMARY SECONDARY
WIS: +2
WT: 0.1 Size: TINY
Class: CLR DRU
Race: ALL
Planar
- Ears - Ivandyr's Hoop, ,
Ivandyr's Hoop
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 HFLBlue Diamond Electrum Earring,Blue Diamond Electrum Earring
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: ALLTruewind EarringTruewind Earring
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
Slot: FINGER
WIS: +6
WT: 0.1 Size: TINY
Class: ALL
Race: ALLMoonstone Ring,Moonstone Ring
MAGIC ITEM
Slot: FINGER
STR: +3 MANA: +30
WT: 0.1 Size: TINY
Class: ALL
Race: ALLDjarns Amethyst RingDjarns Amethyst Ring
MAGIC ITEM LORE ITEM
Slot: FINGER
AGI: +9 HP: +80
WT: 0.1 Size: TINY
Class: ALL
Race: ALL - Neck - , Abalone Gorget
Abalone Gorget
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
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 GNMPlatinum TiaraPlatinum Tiara
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
MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 5
WIS: +7 INT: +7
WT: 0.8 Size: SMALL
Class: ALL
Race: ALLTerror Forged Mask,Terror Forged Mask
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
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
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: ALLEthereal Mist VambracesEthereal Mist Vambraces
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
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 IKSWhite Dragonscale CloakWhite Dragonscale Cloak
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
MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 10
STA: +5 WIS: +5
WT: 0.5 Size: SMALL
Class: CLR
Race: ALLGrotesque GirdleGrotesque Girdle
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
MAGIC ITEM
Slot: SHOULDERS
AC: 5
WIS: +8
WT: 0.4 Size: SMALL
Class: CLR DRU SHM
Race: ALLWeight of the GodsWeight of the Gods
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
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 GNMRuned Mithril BracerRuned Mithril Bracer
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
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
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 GNMWhite Satin GlovesWhite Satin Gloves
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
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
MAGIC ITEM
Slot: PRIMARY SECONDARY
HP: +30 MANA: +50
WT: 0.8 Size: SMALL
Class: CLR DRU BRD SHM
Race: ALLDawnFire, Morning Star of LightDawnFire, Morning Star of Light
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
MAGIC ITEM LORE ITEM
Slot: SECONDARY
STR: -9 WIS: +18
WT: 0.8 Size: SMALL
Class: CLR DRU BRD SHM
Race: ALLPrismatic Shield,Prismatic Shield
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 IKSAegis of the WindAegis of the Wind
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
Slot: RANGE PRIMARY SECONDARY
WIS: +2
WT: 0.1 Size: TINY
Class: CLR DRU
Race: ALLThex MalletThex Mallet
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
MAGIC ITEM
Slot: EAR
AC: 2
DEX: +3 WIS: +3 AGI: +3
WT: 0.1 Size: TINY
Class: ALL
Race: ALLIvandyr's Hoop, ,Ivandyr's Hoop
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 HFLTruewind Earring,Truewind Earring
MAGIC ITEM LORE ITEM NO DROP
Slot: EAR
DEX: +5 WIS: +9
SV COLD: +10
WT: 0.1 Size: TINY
Class: CLR
Race: ALLYunnb's EarringYunnb's Earring
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
MAGIC ITEM
Slot: FINGER
STR: +3 MANA: +30
WT: 0.1 Size: TINY
Class: ALL
Race: ALLBand of Eternal Flame,Band of Eternal Flame
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: ALLGolem Tear RingGolem Tear Ring
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
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 OGRAbalone Gorget,Abalone Gorget
MAGIC ITEM
Slot: NECK
AC: 8
WIS: +9
WT: 4.0 Size: SMALL
Class: WAR CLR PAL SHD BRD
Race: ALLNecklace of SuperiorityNecklace of Superiority
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
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 GNMSebilite Scale Cap,Sebilite Scale Cap
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 OGRDonal's Helm of Mourning,Donal's Helm of Mourning
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 IKSCrown of RileCrown of Rile
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
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: ALLSebilite Scale Mask,Sebilite Scale Mask
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 OGRStained Cloth Mask,Stained Cloth Mask
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: ALLEnshrouded VeilEnshrouded Veil
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
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 IKSEthereal Mist Chestplate,Ethereal Mist Chestplate
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 GNMDonal's Chestplate of MourningDonal's Chestplate of Mourning
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
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 IKSNathsar Vambraces,Nathsar Vambraces
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: ALLWithered Leather SleevesWithered Leather Sleeves
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
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: ALLShroud of VeeshanShroud of Veeshan
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
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 GNMBone-Clasped Girdle,Bone-Clasped Girdle
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: ALLMucilaginous Girdle,Mucilaginous Girdle
MAGIC ITEM
Slot: WAIST
AC: 7
WIS: +6 HP: +10
WT: 0.8 Size: SMALL
Class: ALL
Race: ALLWithered Leather BeltWithered Leather Belt
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
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: ALLWeight of the GodsWeight of the Gods
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
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 GNMDonal's Bracer of Mourning,Donal's Bracer of Mourning
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 IKSSupple Scale ArmbandSupple Scale Armband
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
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 IKSEthereal Mist Greaves,Ethereal Mist Greaves
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 GNMJarsath Scale Leggings,Jarsath Scale Leggings
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 GNMSebilite Scale LeggingsSebilite Scale Leggings
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
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 IKSJarsath Scale Gauntlets,Jarsath Scale Gauntlets
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 GNMKylong Gauntlets,Kylong Gauntlets
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 OGRVibrating Gauntlets of Infuse,Vibrating Gauntlets of Infuse
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: ALLWhite Satin GlovesWhite Satin Gloves
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
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 IKSGolden Efreeti BootsGolden Efreeti Boots
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
MAGIC ITEM LORE ITEM
Slot: PRIMARY
AC: 5
WIS: +5 INT: +5 MANA: +50
WT: 0.1 Size: SMALL
Class: ALL
Race: ALLRod of Oblations,Rod of Oblations
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: ALLLeft Eye of Xygoz,Left Eye of Xygoz
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: ALLSprinkler of Suffering,Sprinkler of Suffering
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: ALLWater Sprinkler of Nem AnkhWater Sprinkler of Nem Ankh
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
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: ALLBook of Obulus,Book of Obulus
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: ALLStrathbone Shell Shield,Strathbone Shell Shield
MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 19
WIS: +8 MANA: +5
SV POISON: +10
WT: 0.4 Size: MEDIUM
Class: CLR SHM
Race: ALLShield of Elders,Shield of Elders
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: ALLLeft Eye of XygozLeft Eye of Xygoz
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
MAGIC ITEM LORE ITEM
Slot: RANGE
AC: 5
WIS: +5
WT: 6.5 Size: SMALL
Class: ALL
Race: ALLTotem of the Wizened SpiritsTotem of the Wizened Spirits
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
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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:
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:
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