EverQuest
Cleric Alternate Abilities
This guide is to describe Alternate Abilities that become available to clerics once they reach level 51. Most of the information provided here comes from the EQCleric forum and the Castersrealm site. Special recognition to the Original author of this page(which has been edited by me): Niphreedil, Antonius Bayle server.[The page he created is now a broken link]
SUMMARY
I. General
A. Requirements
B. Ranks
C. Activated abilities
D. Expendable abilities
E. Titles
F. List by categories
II. Abilities
A. Generic description
B. Alphabetic list of abilities
I. GENERAL
A cleric can begin acquiring Alternate Abilities (AA) at level 51, for abilities that were introduced with the Shadow of Luclin (SoL) and Omens of War (OoW) expansions, level 61 for abilities that came with the Planes of Power (PoP) and Gates of Discord (GoD) expansions, at level 66 for those introduced with Depths of Darkhollow (DoD), level 71 for abilites from the Serpent's Spine (TSS) expansion, level 76 for most of the Secrets of Faydwer (SoF) abilities, and finally level 81 for most of the abilities the Seeds of Destruction (SoD) expansion introduced. Note that many abilities are shared by expansions, but you cannot train them to their full power unless you own all expansions that introduced upgrades. This will be detailed later in this guide.
To acquire an ability, a cleric must spend a variable amount of experience to train it. Most abilities require a cleric to spend one or more AA points (the exact number is given in the ability's description), and each point can be acquired by killing approximately 20 creatures of the same level as the cleric. The decision to use the experience acquired this way for AA points or regular leveling is made in the Alternate Advancement window, by setting the percentage of experience going to the AA pool.
The Dragons of Norrath (DoN) expansion introduced Alternate Abilities that are obtained at intermediate steps of a progressive quest. A cleric doesn't need to train any AA points to acquire them, they are simply rewards for completing each step of the quest. The Prophecy of Ro (PoR) expansion also has one AA of that type.
In Depths of Darkhollow (DoD), the Curse of Blood ability is actually detrimental but is a result of completing some raid-scale events, and does not require to use points as well.
Also, Veteran Reward can be acquired simply by accumulating month of subscription to EQ. These rewards operate like others abilities, however a cleric doesn't need to do anything other than type /veteran and play the game to obtain them.
Finally, the Serpent's Spine expansion introduced expendable abilities. These can be acquired like other by spending AA points, however they can be used only one time, until the cleric has spent another set of points to train them again.
I.A. REQUIREMENTS.
Many abilities can be trained only if some requirement is fulfilled. There is a requirement on the cleric's level, and on other abilities that must be trained previously. All abilities follow a common requirement that depends on the category they belong to (there are 4 categories) plus some specific requirements, listed in the ability description.
The categories are:
- General, a cleric only need to be level 51 to train an ability of this category, in any order.
- Archetype, a cleric must be level 55, and have 6 AA points trained in any of the General abilities, to be able to train an Archetype ability.
- Class, a cleric must be level 59, and have 12 AA points trained in any of the Archetype abilities, to be able to train a Class ability. Since Archetype abilities have their own requirement, there is a minimum of 18 AA to train, 6 in General and 12 in Archetype, before a cleric has access to Class abilities.
- Special, a cleric only needs to be level 61 (for PoP), 66 (for OoW), 71 (for TSS) or 76 (for SoF) to train an ability of this category. However many have additional requirements. Several abilities introduced with GoD fall into this category.  Also, DoN abilities obtained along the progressive quest of this expansion require the cleric to be level 65 or higher.
- Special (subscription-restricted), abilities of this category are available only after several months of subscription to Everquest. They are grouped in the game with other abilities of the Special category for simplicity.
I.B. RANKS
Several abilities increase in power as you put more AA points into them. This is described by a rank system, a cleric can spend AA points to train the first rank of an ability, then more AA points to train the second, and so on until the last rank is trained. For instance, Innate Run Speed has 5 ranks, each costing 1 AA point. Therefore the first AA point a cleric spends in this ability gives him the benefits of the first rank, another AA point spent and he gets the benefits of the second rank, and three more AA point finally allow him to train this ability to the maximum possible rank.
Note that, while many abilities have ranks, some don't. And oftentimes the AA cost for the next rank is higher (like 2 AA, then 4 AA and finally 6 AA, for a total of 12 to train Spell Casting Mastery to its maximum rank).
In the game, the word 'level' is used instead of 'rank'. I have chosen to keep rank since it is commonly used by the cleric community, and to avoid confusion with regular levels.
I.C. ACTIVATED ABILITIES
Depending on how a cleric can use them, abilities are either activated or passive. A passive ability acts all the time while an activated ability must be triggered with a button or a command line. To obtain a button that triggers an ability, press alt-I or click on the inventory icon in the window selector, to open the inventory window. Then click on 'Alternate advancement'. This opens the Alternate Advancement window. Select the appropriate panel and the ability you're looking for, then click fast once on the hotkey button on the right, and you will have the button corresponding to the ability on the cursor. You can then click-replace a macro or a social button with this one.
To activate an ability from the command line, type /alt activate #, where # is the activation code. Here is a list of code for all activated abilities:
Activated abilities cannot be used at any time. Instead, they have a refresh timer attached to them, in the same way spells have a recast time. A given ability cannot be reused until its refresh timer allows it.
During the time such ability is unavailable, the corresponding button will look pressed, and clicking on it will display a message indicating what's left on the timer. The major difference between spell recast time and ability refresh timer is that, for abilities, the timer is real-time and counts down whether the cleric is online or not. For instance, Divine Resurrection has a refresh timer of 18 hours. If a cleric uses it to resurrect a corpse, then camps out of the game and logs back 2 days later, Divine Resurrection will be immediately available again. This is true for every ability.
I.D. EXPENDABLE ABILITIES
There are several abilities called expendable. Expendable abilities aren't different than other general abilities until they are used. It takes AA points to train them, they have level requirements, and can be activated with the /alt activate command, as well as with a hotkey.
However, once used, an expendable ability becomes unavailable until the cleric spends enough AA points to train it. It then becomes ready to be used once, again.
Note that all expendable abilities are activated.
I.E. TITLES
As a cleric trains more abilities, he gains the right to put a new title prefix to his name.
- After training 6 AA points in General category, the cleric can become Baron for male characters and Baronness for female.
- After training 12 additional AA points in Archetype category, the cleric can become Venerable.
- After training 24 additional AA points in Class category, the cleric can become Exarch.
Level-restricted abilities do not count against titles. To activate a title, you need to open the Title window, select it and click Change Title.
I.F. LIST BY CATEGORIES
General (Level 51)
Archetype (Level 55)
Class (Level 59)
Special
II. ABILITIES
II.A. GENERIC DESCRIPTION
Type
The ability type, can be either passive or activated. An activated ability must be triggered by the cleric whereas a passive one acts all the time. Expendable abilities can be activated only once before a cleric has to purchase them again.
Casting
This is valid only for activated abilities. It's the casting time of the ability, very similar to spell casting time in that you can be interrupted, and you can duck during this time. An interrupted casting let you try again immediately. However, Mass Group Buff is special in that aspect (see this ability for details).
An ability casting time can also be instant. In this case it cannot be interrupted, or ducked. You can even use it while running.
Duration
This is valid only for activated abilities. It's the duration of the ability's effect, usually instantaneous, or a given number of ticks. Like spells, each tick is 6 seconds.
Refresh
This is valid only for activated abilities. It's the refresh timer associated to the ability. A refresh timer is reset after the end of the casting (not the end of the effect).
Range
For abilities that affect a single target, the range is, like spells, the distance between the cleric and the target. For abilities that affect the group, it's the distance from the cleric to any member that can be affected.
Activation code
This is valid only for activated abilities. It's the number to use in the /alt activate # command.
Reference
This is valid only for activated abilities. An ability for which a spell description exists will be listed on the Lucy site. The reference points to the corresponding spell and is up-to-date (as opposed to my description, which may be out-of-date after a patch).
If the ability has several ranks, the reference lists all of them.
Requirement
List of requirements that must be fulfilled. A level requirement indicates what is the minimum level the ability can be trained at. If another ability is listed in the requirements, a cleric must have trained it at the listed rank in order to be able to train this one.
Ranks
The number of ranks for the ability. The description details the benefits of each rank.
Points per rank
The number of AA points that must be spent to train rank x of the ability. The first number corresponds to rank one, the second to rank two and so on up to the last rank. Their sum is the amount of AA points necessary to train the ability to its fullest power.
Usefulness
An indication of how useful the ability is to a cleric. This is a compromise between my own opinion and many people that voiced their own on EQCleric. Take it with a grain of salt, since each cleric has their play style. Train what is best for you. In this guide, usefulness can be very low, low, average, good or very good. The only exceptions is Innate Intelligence, for which I really don't see why a cleric would train it.
II.B. ALPHABETIC LIST OF ABILITIES
Abundant Healing
Type: Passive
Requirement: DoD, level 66, Healing Gift at rank 7
Reference: Rank 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - 13 - 14 - 15 at Lucy
Ranks: 15 Points per rank: 5 - 5 - 5 - 5 - 5 - 7 - 8 - 9 - 10 - 12 - 7 - 8 - 9 - 10 - 12
Usefulness: Average
Every time a cleric with this ability cast a direct heal of level 60 or above, they have a chance to also bestow on their target a heal over time, for 5 ticks. The power of this HoT depends on the rank of this ability. It stacks with almost all other heals over time or regeneration spells.
Ranks 1 to 5 can be trained from level 66 to 70, one per level, and the spell must be below level 75 for the Abundant Healing to occur.
At rank 1 the trigger rate is 2%, and the HoT will heal 50 hitpoints per tick.
At rank 2 the trigger rate is 4%, and the HoT will heal 100 hitpoints per tick.
At rank 3 the trigger rate is 6%, and the HoT will heal 150 hitpoints per tick.
At rank 4 the trigger rate is 8%, and the HoT will heal 200 hitpoints per tick.
At rank 5 the trigger rate is 10%, and the HoT will heal 250 hitpoints per tick.
Rank 6 can be trained at level 76 and the HoT will heal 275 hitpoints per tick.
Rank 7 can be trained at level 77 and the HoT will heal 300 hitpoints per tick.
Rank 8 can be trained at level 78 and the HoT will heal 325 hitpoints per tick.
Rank 9 can be trained at level 79 and the HoT will heal 350 hitpoints per tick.
Rank 10 can be trained at level 80 and the HoT will heal 400 hitpoints per tick.
Rank 11 can be trained at level 81.
Rank 12 can be trained at level 82.
Rank 13 can be trained at level 83.
Rank 14 can be trained at level 84.
Rank 15 can be trained at level 85.
Affliction of Blood
See Curse of Blood.
Armor of Experience
Type: Activated
Casting: Instant Duration: 90s Refresh: 20h
Range: Self Activation code: 2000 Reference: Rank 1 - 2 - 3 - 4 at Lucy
Requirement: Nine years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Average
Upon activating this ability, a cleric receives a buff that mitigates melee damage they receives.
The first 10 hits are mitigated for 100% of the damage, that is, no damage is taken. The next 10 hits are mitigated for 75%, then 50% and eventually 25%, for a total of 40 hits. The buff fades after 90 seconds or after 40 hits.
Each level of mitigation corresponds to a different buff effect, listed in the reference links above.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after nine years of subscription, or sooner depending on special offers.
Armor of Wisdom
Type: Passive
Requirement: SoD, level 81
Ranks: 5 Points per rank: 6 - 6 - 6 - 6 - 6
Usefulness: Low
This ability increases the cleric armor class, improving their resistance to melee damage.
Each rank increases the armor class by 10.
Baking Mastery
Type: Passive
Requirement: Level 59
Ranks: 3 Points per rank: 3 - 6 - 9
Usefulness: Average
This ability reduces the cleric chance to fail a baking combine. The probability of succeeding or failing is based on the cleric skill in baking and the difficulty of the recipe, and this ability is a modifier to the base chance of success.
Rank 1 multiplies the chance of failing by 0.9.
Rank 2 multiplies the chance of failing by 0.75.
Rank 3 multiplies the chance of failing by 0.5.
Bandage Wounds
Type: Passive
Requirement: DoD, level 66, First Aid at rank 3
Ranks: 5 Points per rank: 3 - 3 - 3 - 3 - 3
Usefulness: Very low
This ability increases the amount of hitpoints a cleric can heal using the Bind Wound skill. At 450 skill (current Bind Wound cap for a level 85 cleric as of April 2009) and with First Aid at rank 3 as required, a cleric can heal a character up to full and the amount healed by each application of Bind Wound is 340 HP.
This ability increases the effect of each bandaging, but the amount is so low it has no useful purpose. It can be improved with Combat Medic.
At rank 1 each bandaging heals for 204 HP.
Rank 2 can be trained at level 67 and each bandaging heals for 238 HP.
Rank 3 can be trained at level 68 and each bandaging heals for 272 HP.
Rank 4 can be trained at level 69 and each bandaging heals for 306 HP.
Rank 5 can be trained at level 70 and each bandaging heals for 340 HP.
Battle Ready
Type: Passive
Requirement: TSS, level 51
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Low
This ability allows the cleric to use extra slots in the bandolier, one per rank. The standard bandolier has 4 slots, and with this ability a cleric can have up to 7 different settings in their bandolier.
Rank 1 can be trained at level 51.
Rank 2 can be trained at level 56.
Rank 3 can be trained at level 61.
Bestow Divine Aura
Type: Activated
Casting: Instant Duration: Same as Divine Aura Refresh: 2h 24mn
Range: 100 Activation code: 39
Requirement: SoL, level 59
Ranks: 1 Points per rank: 6
Usefulness: Average
Abbreviation: BDA
This ability allows a cleric to instantly make a character invulnerable. The cleric selects a target and clicks the hotkey, or type /alt activate 39, to give the target all the benefits of the Divine Aura spell.
A character under Divine Aura can still click it off, can be death touched by some monsters and can be summoned, but is otherwise invulnerable to any type of attack and cannot attack, cast a spell or use an activated ability. A monk protected by BDA can still feign death, but a shadowknight or necromancer cannot (they cannot cast the spell). A caster protected by BDA after he has begun to cast a spell will finish casting and the spell will take effect, but not on him. For example if a wizard casting an evac spell is being hit by BDA mid-casting, he will not evac but the rest of his group will.
Spell Casting Reinforcement and Spell Casting Reinforcement Mastery increase the duration of the bestowed Divine Aura.
Bestowing Divine Aura generates aggro if the target is on a hate list.
This ability can be further improved with Hastened Divinity and Cascading Divine Aura.
Blessing of Resurrection
Type: Activated
Casting: 3s Duration: Instant Refresh: 12s
Range: 200 Activation code: 3800 Reference: Lucy
Requirement: SoF, level 65
Ranks: 1 Points per rank: 9
Usefulness: Good
This ability bestows a resurrection on a corpse and returns 96% of the lost experience. It has the same effect as the spell Reviviscence.
The main benefit of this ability is the low casting time, that allows it to be cast between two spells. It's also a good replacement for the cleric epic Water Sprinkler of Nem Ankh, since it's mana free and available even without gear.
Combining the epic and Blessing of Resurrection, a cleric can rezz someone every 7 seconds on average.
Blacksmithing Mastery
Type: Passive
Requirement: Level 59
Ranks: 3 Points per rank: 3 - 6 - 9
Usefulness: Average
This ability reduces the cleric chance to fail a blacksmithing combine. The probability of succeeding or failing is based on the cleric skill in blacksmithing and the difficulty of the recipe, and this ability is a modifier to the base chance of success.
Rank 1 multiplies the chance of failing by 0.9.
Rank 2 multiplies the chance of failing by 0.75.
Rank 3 multiplies the chance of failing by 0.5.
Brewing Mastery
Type: Passive
Requirement: Level 59
Ranks: 3 Points per rank: 3 - 6 - 9
Usefulness: Average
This ability reduces the cleric chance to fail a brewing combine. The probability of succeeding or failing is based on the cleric skill in brewing and the difficulty of the recipe, and this ability is a modifier to the base chance of success.
Rank 1 multiplies the chance of failing by 0.9.
Rank 2 multiplies the chance of failing by 0.75.
Rank 3 multiplies the chance of failing by 0.5.
Cascade of Life
Type: Passive
Requirement: SoD, level 75, Abundant Healing at rank 3
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Average
Every time a cleric with this ability cast a direct heal of level 60 or above, they have a chance to also bestow on their target a heal over time (with Abundant Healing) but also an additional amount of direct healing that depends on the ranks of this ability.
Rank 2 can be trained at level 80.
Rank 3 can be trained at level 85.
Cascading Divine Aura
Type: Activated
Casting: Instant Duration: Same as Divine Aura Refresh: 2h 24mn
Range: 100 Activation code: 1061 Reference: Lucy
Requirement: SoD, level 79, Bestow Divine Aura
Ranks: 1 Points per rank: 6
Usefulness: Average
This ability allows a cleric to instantly make a character invulnerable. In addition to this, the character receives a heal over time of 1000 HP/tick, that lasts until the invulnerability fades.
See the Bestow Divine Aura ability for the pros and cons of making someone invulnerable. The heal over time is very useful if the invulnerable player had low hitpoints because there is no other way to heal them if not in their group.
Note that this ability and Bestow Divine Aura are on the same timer.
This ability can be further improved with Hastened Divinity.
Celestial Hammer
Type: Activated
Casting: Instant Duration: 30 to 60 seconds Refresh: 22mn
Range: 100 Activation code: 391 Reference: Rank 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 at Lucy
Requirement: OoW, level 67
Ranks: 12 Points per rank: 5 - 5 - 5 - 5 - 5 - 5 - 8 - 9 - 10 - 8 - 9 - 10
Usefulness: Low
This ability allows the cleric to summon a powerful hammer. The cleric must send the hammer on a valid target or the ability will fail. Damage on a low level creature has been parsed and is in the order of 70 dps, including a proc Hand of the Gods (for approximately 10% of the total dps of the hammer), until the creature dies or the ability ends.
The hammer will attack additional creatures that have damaged the cleric, if any, until the end of its normal duration.
At rank 3 the Divine Hammer can do approximatelly 160 dps on low level creatures, 20% of this from an unresistable proc.
This ability can be further improved with Extended Swarm.
At rank 1 can be trained at level 67 and the duration is 30s.
At rank 2 can be trained at level 68 and the duration is 45s.
At rank 3 can be trained at level 69 and the duration is 60s.
Ranks 4 to 6 can be trained from level 72 to 74, one per level.
Ranks 7 to 9 can be trained from level 77 to 79, one per level.
Ranks 10 to 12 can be trained from level 82 to 84, one per level.
Celestial Regeneration
Type: Activated
Casting: Instant Duration: 8 ticks Refresh: 15mn
Range: 200 Activation code: 38 Reference: Ranks 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - 13 - 14 - 15 at Lucy
Requirement: SoL, level 59, Healing Gift at rank 3
Ranks: 15 Points per rank: 5 - 3 - 6 - 5 - 5 - 5 - 5 - 5 - 5 - 8 - 9 - 10
Usefulness: Good
This ability allows a cleric to put a heal over time buff on a group. Spell Casting Reinforcement and Spell Casting Reinforcement Mastery increase the duration of this buff, potentially healing each group member for 8400 HP in the span of 12 ticks.
This buff can be bestowed on another group if /tgb is on, and on everyone within range if using the Mass Group Buff ability.
This buff doesn't stack with other cleric heal over time spells.
Bestowing Celestial Regeneration generates aggro if one of the healed characters is on a hate list.
Rank 1 heals for 250 HP per tick.
Rank 2 can be trained at 63 and the heal becomes 275 HP per tick.
Rank 3 can be trained at 64 and the heal becomes 300 HP per tick.
Rank 4 can be trained at 67 and the heal becomes 333 HP per tick.
Rank 5 can be trained at 68 and the heal becomes 366 HP per tick.
Rank 6 can be trained at 69 and the heal becomes 400 HP per tick.
Rank 7 can be trained at 72 and the heal becomes 450 HP per tick.
Rank 8 can be trained at 73 and the heal becomes 500 HP per tick.
Rank 9 can be trained at 74 and the heal becomes 550 HP per tick.
Rank 10 can be trained at 77 and the heal becomes 600 HP per tick.
Rank 11 can be trained at 78 and the heal becomes 650 HP per tick.
Rank 12 can be trained at 79 and the heal becomes 700 HP per tick.
Rank 13 can be trained at 82 and the heal becomes 720 HP per tick.
Rank 14 can be trained at 83 and the heal becomes 740 HP per tick.
Rank 15 can be trained at 84 and the heal becomes 770 HP per tick.
Chaotic Jester
Type: Activated
Casting: 3s Duration: 15mn Refresh: 24h
Range: Self Activation code: 483 Reference: Lucy
Requirement: Three years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Good
Using this ability summons a Chaotic Jester. This creature will follow the cleric until they zone or die, or the 15mn ends. A Chaotic Jester doesn't attack others, or take any form of damage, and cannot be attacked. It will not take damage from area of effect spells either.
While active, the Jester randomly casts one of the following effects:
- Summon food or water. They come in stack of 10 and eating/drinking it can have beneficial effect like regeneration, or the poisoning opposite. If a food or drink produces a beneficial effect, the next ones the cleric uses will have the same effect if eaten before it wears off. This food and drink is temporary.
- Fill the mana, endurance or HP bar to full.
- Grow or shrink a character.
- Cast an illusion on a character using models of mobs in the zone. This illusion only changes the visual apparence of the character and doesn't provide any other benefits. However, the first person view will be affected depending on the model animation, the same way levitation does. Having an illusion buff from a potion or an enchanter provides immunity against this effect.
Any member of the caster's party can be affected, but not others in a raid or outside the group.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after three years of subscription, or sooner depending on special offers.
Combat Agility
Type: Passive
Requirement: SoL, level 55
Ranks: 28 Points per rank: 2 - 4 - 6 - 3 - 3 - 3 - 3 - 3 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 6 - 7 - 8 - 9 - 10 - 6 - 7 - 8 - 9 - 10
Usefulness: Average
Abbreviation: CA
This ability allows a cleric to be missed more in melee fight. Defensive abilities operates on two factors: avoidance (blows that don't land) and mitigation (blows that deal less damage). Combat Agility is an avoidance defensive ability. It affects melee hits and innate procs (procs that occur only on a hit) but neither nukes nor AoE damage.
At rank 1 the chance of a miss is increased by 2%.
At rank 2 the chance of a miss is increased by 5%.
At rank 3 the chance of a miss is increased by 10%.
Rank 4 to 12 can be trained from level 61 to 69, one per level.
Rank 13 to 18 can be trained at level 70.
Rank 19 to 28 can be trained from level 76 to 85, one per level.
The last five ranks increase the chances of a miss by at least 1% depending on the level of the creature you fight, the higher the level, the better the increase.
Combat Medic
Type: Passive
Requirement: TSS, level 71, Bandage Wounds at rank 5
Ranks: 5 Points per rank: 3 - 3 - 3 - 3 - 3
Usefulness: Very low
This ability increases the amount of hitpoints a cleric can heal using the Bind Wound skill. At 450 skill (current Bind Wounds cap for a level 85 cleric as of April 2009) and with Bandage Wounds at rank 5 as required, a cleric can heal a character up to full and the amount healed by each application of Bind Wounds is 340 HP.
At rank 1 each bandaging heals for 374 HP.
Rank 2 can be trained at level 72 and each bandaging heals for 408 HP.
Rank 3 can be trained at level 73 and each bandaging heals for 442 HP.
Rank 4 can be trained at level 74 and each bandaging heals for 476 HP.
Rank 5 can be trained at level 75 and each bandaging heals for 510 HP.
Combat Stability
Type: Passive
Requirement: SoL, level 55
Ranks: 28 Points per rank: 2 - 4 - 6 - 3 - 3 - 3 - 3 - 3 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 6 - 7 - 8 - 9 - 10 - 6 - 7 - 8 - 9 - 10
Usefulness: Low
Abbreviation: CS
This ability decreases the damage a cleric receives when being hit. Defensive abilities operates on two factors: avoidance (blows that don't land) and mitigation (blows that deal less damage). Combat Stability is a mitigation defensive ability, that translate into a chance that your opponent will hit for lowest damage instead of normal damage. It affects melee hits but neither procs nor AoE damage. Generally, clerics prefer to train Combat Agility before Combat Stability.
At rank 1 the chance that you're hit for minimum damage is increased by 2%.
At rank 2 the chance that you're hit for minimum damage is increased by 5%.
At rank 3 the chance that you're hit for minimum damage is increased by 10%.
Rank 4 to 12 can be trained from level 61 to 69, one per level.
Rank 13 to 18 can be trained at level 70.
Rank 19 to 28 can be trained from level 76 to 85, one per level.
Critical Affliction
Type: Passive
Requirement: SoF, level 69
Ranks: 6 Points per rank: 3 - 6 - 9 - 3 - 6 - 9
Usefulness: Low
With this ability, when a cleric casts a damage over time spell on a creature, this spell has a chance to perform additional critical damage.
The chance varies with the rank of this ability, and is calculated for every tick separately.
If critical damage is performed for a given tick, the amount of damage done is doubled on that tick, regardless of the rank.
At rank 6 the chance to perform a critical damage on a tick is 20%.
Curse of Blood
Type: Passive
Requirement: DoD
Ranks: 5 Points per rank: special, see below
Usefulness: None
This ability is a detrimental effect, and is active on a cleric as soon as they are in a zone where one of the progression raid events of Depths of Darkhollow take place. This ability is refreshed regularly until they zone back out, where it will last for the remaining of its duration (a few minutes).
Completing these events is the only way to obtain access to higher level raids, yet will forcefully give this ability to all participants.
The actual detrimental effect varies depending on the event. For instance, it's Draygun's Touch when facing Emperor Draygun and having only one rank in this ability.
Just to make my job harder, each rank of this ability has a different name, in the following order:
- Rank 1 is called Curse of Blood.
- Rank 2 is called Affliction of Blood.
- Rank 3 is called Torment of Blood.
- Rank 4 is called Temptation of Blood.
- Rank 5 is called Invitation of Blood.
Delay Death
Type: Passive
Requirement: OoW, level 66
Ranks: 25 Points per rank: 3 - 3 - 3 - 3 - 3 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Average
This ability changes how low in negative HP a cleric can stay unconscious without dying. When a character has received damage and is between 0 and –9 HP they are unconscious. Upon reaching –10 HP, the character dies and is sent naked to his bind point.
This ability extends this range up to –1259 HP. While very beneficial for melee characters, this ability is less useful for the cleric since there may be nobody to heal them out of the so-called "Purple Club".
Each rank increases the range from 0/–59 HP at rank 1 to 0/–1259 HP at rank 25.
Ranks 1 to 5 can be trained from level 66 to 70, one per level.
Ranks 6 to 10 can be trained at level 70.
Ranks 11 to 25 can be trained from level 71 to 85, one per level.
Destructive Fury
Type: Passive
Requirement: OoW, level 66, Fury of Magic at rank 6
Ranks: 12 Points per rank: 3 - 6 - 9 - 6 - 6 - 6 - 7 - 9 - 12 - 7 - 9 - 12
Usefulness: Low
This ability increases the damage done on a critical direct damage spells. See Spell Casting Fury for details about critical damage. Without this ability, the damage dealed on a critical nuke is doubled. Destructive fury increases the extra damage done by a percentage that depends on the rank.
For example, if a spell deals 1000 HP of damage, with this ability at rank 3 on a critical nuke (only) it will deal 1000 + 1000 x 25% = 2250 HP.
Rank 1 can be trained at level 66 and the additional damage of a critical nuke is increased by 7%.
Rank 2 can be trained at level 68 and the additional damage of a critical nuke is increased by 15%.
Rank 3 can be trained at level 70 and the additional damage of a critical nuke is increased by 25%.
Rank 4 can be trained at level 71 and the additional damage of a critical nuke is increased by 30%.
Rank 5 can be trained at level 73 and the additional damage of a critical nuke is increased by 35%.
Rank 6 can be trained at level 75 and the additional damage of a critical nuke is increased by 40%.
Rank 7 can be trained at level 76 and the additional damage of a critical nuke is increased by 45%.
Rank 8 can be trained at level 78 and the additional damage of a critical nuke is increased by 50%.
Rank 9 can be trained at level 80.
Rank 10 can be trained at level 81.
Rank 11 can be trained at level 83.
Rank 12 can be trained at level 85.
Discordant Defiance
Type: Passive
Requirement: OoW, level 66
Ranks: 10 Points per rank: 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Low
This ability increases the cap on all resists. For every character there is a cap of 575 on all resists (i.e. having 576 or more in a resist gives the same benefit as having only 575), and this ability increases the cap up to 625.
A clerics benefits from raising the cap only if one of his resists is above it.
Each rank increases the cap on all resists together by +5 points.
Ranks 1 to 10 can be trained from level 66 to 75, one per level.
Divine Arbitration
Type: Activated
Casting: 0.75s Duration: Instant Refresh: 3mn
Range: 100 Activation code: 40 Reference: Ranks 1 - 2 - 3 at Lucy
Requirement: PoP, level 61
Ranks: 3 Points per rank: 3 - 3 - 3
Usefulness: Very good
Abbreviation: DvA or DivA
This ability allows a cleric to share all the damage done to his group evenly among all members. After casting, all hitpoints of every group member within range are added, and compared to their current maximum hitpoints. The difference is the sum of damage currently done to the group (again, within range). If this difference is 0, or the cleric is not grouped, or all other members are out of range, the ability fails with a message, and is immediately available for a next try.
In the case the group damage is not 0, a penalty is applied which depends on the rank of the ability, 20% at rank 1. That means at this rank the group damage is multiplied by 1.2. Once this penalty is applied, the group damage is then evenly redistributed to all members in range, assuming full hitpoints.
The benefits of this ability are multiple: it casts fast and since it's not a spell it can be used right after a heal. Assuming rank 3 (no penalty), if a member of a group of 6 is low on hitpoints and others are at their current maximum, the member with low hitpoints receives a heal equivalent to 5/6 of his current damage and all others suffer 1/6 of this same damage, which in situations where only one member is taking hits is a very fast and mana free heal. Also, it generates exactly zero aggro and for this reason is often used with pullers, to heal them without aggravating the creature they pulled.
A cleric under Divine Aura or Divine Barrier cannot use any activated ability including Divine Arbitration. However, there is no way to prevent the loss or gain of hitpoints due to this ability, so if another cleric in his group uses it, he will be healed or damaged even invulnerable. For the same reason, Bestow Divine Aura followed by Divine Arbitration will heal a now invulnerable group member.
Rank 1 can be trained at 61 or later and the penalty is 20%.
Rank 2 can be trained at 63 or later and the penalty is 10%.
Rank 3 can be trained at 65 or later and there is no penalty.
Divine Avatar
Type: Activated
Casting: 3s Duration: 3mn Refresh: 36mn
Range: Self Activation code: 254 Reference: Rank 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 at Lucy
Requirement: GoD, level 65
Ranks: 12 Points per rank: 3 - 6 - 9 - 3 - 6 - 9 - 9 - 10 - 12 - 9 - 10 - 12
Usefulness: Average
This ability gives a cleric a temporary surge of combat power, increasing their damage output and proc rate, and gives a self heal over time for the duration, up to 500 HP/tick. Spell Casting Reinforcement and Spell Casting Reinforcement Mastery increase the duration of this buff, up to 270 seconds.
This buff stacks with other cleric heal over time spells and abilities, and with the Yaulp line of spells. The heal over time effect is actually the best part of this ability.
All ranks give the same haste effect.
Rank 1 increases the damage modifier by 100%, the proc rate by 50%, and heals for 100 HP/tick.
Rank 2 increases the damage modifier by 150%, the proc rate by 75%, and heals for 150 HP/tick.
Rank 3 increases the damage modifier by 200%, the proc rate by 100%, and heals for 200 HP/tick.
Ranks 4 to 6 can be trained at level 70.
Rank 4 increases the damage modifier by 233%, the proc rate by 125%, and heals for 250 HP/tick.
Rank 5 increases the damage modifier by 266%, the proc rate by 150%, and heals for 300 HP/tick.
Rank 6 increases the damage modifier by 300%, the proc rate by 175%, and heals for 350 HP/tick.
Ranks 7 to 9 can be trained from level 78 to 80, one per level.
Rank 7 increases the damage modifier by 325%, the proc rate by 180%, and heals for 400 HP/tick.
Rank 8 increases the damage modifier by 350%, the proc rate by 185%, and heals for 450 HP/tick.
Rank 9 increases the damage modifier by 375%, the proc rate by 190%, and heals for 500 HP/tick.
Ranks 10 to 12 can be trained from level 83 to 85, one per level.
Rank 10 increases the damage modifier by 387%, the proc rate by 193%, and heals for 520 HP/tick.
Rank 11 increases the damage modifier by 399%, the proc rate by 196%, and heals for 540 HP/tick.
Rank 12 increases the damage modifier by 411%, the proc rate by 200%, and heals for 550 HP/tick.
Divine Resurrection
Type: Activated
Casting: Instant Duration: Instant Refresh: 18h
Range: 100 Activation code: 36 Reference: Lucy
Requirement: SoL, level 59, Healing Gift at rank 3
Ranks: 1 Points per rank: 5
Usefulness: Average
Abbreviation: DR or GM rezz
This ability allows a cleric to resurrect a corpse with several benefits: it's a 100% xp restoration, at full hitpoints and mana, and without rezz effect. All other conditions on resurrection spells apply. The target character will see a resurrection box pop up (with "divine resurrection" and the percentage displayed) and can still accept or reject the rezz. In any case, the ability is used and will not be available until the next 18 hours. The same thing occurs if the character is zoning, the ability is used and the resurrection fails.
A common use of this ability is to instantly rezz someone in the middle of a fight (it cannot be interrupted). Another one is to rezz the corpse normally (epic is best), let the character loot is corpse but for one item, then give the corpse a Divine Resurrection (since corpses can be resurrected several times). The character accepts the divine resurrection and is restored to full HP and mana, including everything that comes from his gear, which often amounts for a large part of his mana.
Like all resurrection spells, this ability doesn't generate any aggro.
Divine Retribution
Type: Activated
Casting: Instant Duration: 1m 30s Refresh: 36 mn
Range: Self Activation code: 392 Reference: Rank 1 - 2 - 3 - 4 at Lucy
Requirement: OoW, level 70
Ranks: 4 Points per rank: 12 - 9 - 9 - 9
Usefulness: Low
When a cleric activates this ability, all attacking creatures have a chance to be stunned for 4 seconds. The creatures must be below a fixed level that depends on the rank of this ability, and not immune to stun.
The use of this ability is situational, like when escaping a creature that moves at the same speed at the cleric, or when meleing unexpected adds. It's not really useful in raid situation where creatures will likely be high level, immune to stun, or controled in some other and safer way.
However, it's a protection when a cleric must be able to cast and therefore cannot use invulnerabilty spells.
Rank 1 can be trained at level 70, and stuns creatures up to level 70.
Rank 2 can be trained at level 75, and stuns creatures up to level 75.
Rank 3 can be trained at level 80, stuns creatures up to level 83 and reduces hate toward the cleric.
Rank 4 can be trained at level 85, stuns creatures up to level 88 and reduces hate toward the cleric.
Embrace of the Dark Reign
Type: Passive
Requirement: DoN, level 68
Ranks: 1 Points per rank: special, see below
Usefulness: Average
This ability increases by one the number of buffs a cleric can have simultaneously, much like Mystical Attuning.
This ability can be obtained by completing the third stage of the DoN progressive quest (evil side). A cleric can start this quest by speaking with Commander Zaerr Ty'Dar, in Lavastorm, but will need to raise his/her faction with Dark Reign to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing this stage of the quest. The previous stage gives Tenacity of the Dark reign, the next stage will give Power of the Dark reign.
The equivalent ability for clerics aligned to the DoN good side is Embrace of the Keeper. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Embrace of the Keeper
Type: Passive
Requirement: DoN, level 68
Ranks: 1 Points per rank: special, see below
Usefulness: Average
This ability increases by one the number of buffs a cleric can have simultaneously, much like Mystical Attuning.
This ability can be obtained by completing the third stage of the DoN progressive quest (good side). A cleric can start this quest by speaking with Chieftain Relae Aderi, in Lavastorm, but will need to raise his/her faction with Norrath's Keepers to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing this stage of the quest. The previous stage gives Valor of the Keeper, the next stage will give Power of the Keeper.
The equivalent ability for clerics aligned to the DoN evil side is Embrace of the Dark Reign. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Energetic Attunement
Type: Passive
Requirement: TSS, level 71
Ranks: 15 Points per rank: 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Low
This ability increases the maximum by which a cleric can raise hitpoint regeneration from items.
Without this ability, the maximum is 55 HP/tick. Each rank adds one hitpoint per tick to the maximum, up to 70 HP/tick.
Ranks 1 to 15 can be trained from level 71 to level 85, one per level.
Expansive Mind
Type: Passive
Requirement: OoW, level 66
Ranks: 20 Points per rank: 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 7 - 8 - 9 - 10 - 12 - 7 - 8 - 9 - 10 - 12
Usefulness: Good
This ability increases the maximum amount of mana regeneration a cleric can get from worn items. The normal cap is 15 and can be extended to 35 with this ability. Note that mana regeneration buffs and effects that are not considered "worn" are excluded from this cap, but tribute effects are included.
This ability is useful only to clerics that have items with mana regeneration exceeding the cap. Also note that a raised cap is less useful in raid condition where mana regeneration from buffs, auras and other class abilities can be maximized, and more useful in group and solo situtations where mana regeneration from gear is comparatively more significant.
Ranks 1 to 20 can be trained from level 66 to 85, one per level. Each rank adds 1 point to the cap for mana regeneration per tick, up to 35.
Expedient Recovery
Type: Activated
Casting: 3s Duration: Instant Refresh: 7 days
Range: Self Activation code: 484 Reference: Lucy
Requirement: Four years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Good
Activating this ability summons all corpses of the cleric from any zone and returns all the lost experience from those that still could have been resurected.
For any other class, this ability would be very good since it automatically rezzes the corpses. For clerics however, the main benefit is summoning them and this can also be done from the guild lobby at any time.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after four years of subscription, or sooner depending on special offers.
Exquisite Benediction
Type: Activated
Casting: Instant Duration: 5mn Refresh: 30mn
Range: 60 Activation code: 255 Reference: Rank 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 at Lucy
Requirement: GoD, level 65
Ranks: 8 Points per rank: 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Low
This ability allows a cleric to put a static healing ward around him, that heals for up to 45 HP/tick. Once put into place, the ward doesn't move. The healing it provides doesn't stack with other healing wards, whether they are from another cleric or druid. However, several wards can be set up at the same spot, only the more potent will have any effect. While active, the ward takes a slot in the bard song window, and looks like an invisible NPC casting healing spells.
This ability and Ward of Purity are on the same timer, and therefore cannot be used together by the same cleric.
At rank 1 the ward heals for 25 HP/tick.
At rank 2 the ward heals for 30 HP/tick.
At rank 3 the ward heals for 35 HP/tick.
At rank 4 the ward heals for 40 HP/tick.
At rank 5 the ward heals for 45 HP/tick.
Rank 6 can be trained at level 66 and the ward heals for 55 HP/tick.
Rank 7 can be trained at level 68 the ward heals for 65 HP/tick.
Rank 8 can be trained at level 70 the ward heals for 75 HP/tick.
Extended Swarm
Type: Passive
Requirement: SoD, level 81
Ranks: 3 Points per rank: 7 - 7 - 7
Usefulness: Low
This ability increases the duration of the Celestial Hammer ability.
Each rank increases the duration by one second.
Ranks 1 to 3 can be trained from level 81 to 85, every two levels.
Fervor of the Dark Reign
Type: Passive
Requirement: DoN, level 68
Ranks: 1 Points per rank: special, see below
Usefulness: Good
This ability gives the cleric a chance to resist any detrimental spell. The actual percentage is not yet know at the time of this writing (April 2009).
This ability can be obtained by completing the last stage of the DoN progressive quest (evil side). A cleric can start this quest by speaking with Commander Zaerr Ty'Dar, in Lavastorm, but will need to raise his/her faction with Dark Reign to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing the quest. The previous stage gives Power of the Dark reign.
The equivalent ability for clerics aligned to the DoN good side is Sanctity of the Keeper. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
First Aid
Type: Passive
Requirement: SoL, level 51
Ranks: 3 Points per rank: 1 - 1 - 1
Usefulness: Very low
This ability increases the percentage of total hitpoints a cleric can heal using the Bind Wounds skill. At 450 skill (current Bind Wounds cap for a level 85 cleric as of April 2009) a cleric can heal up to 70% and the amount healed by each application of Bind Wounds is 197 HP.
This ability does not increase the amount healed, but only the maximum number of hitpoints a cleric can heal, hence the very low usefulness of this ability.
This ability can be further improved with Bandage Wounds.
At rank 1 the percentage is increased by 10%.
At rank 2 the percentage is increased by 20%.
At rank 3 the percentage is increased by 30%. A cleric with maxed Bind Wounds can therefore heal a character completely with this skill.
Fletching Mastery
Type: Passive
Requirement: Level 59
Ranks: 3 Points per rank: 3 - 6 - 9
Usefulness: Average
This ability reduces the cleric chance to fail a fletching combine. The probability of succeeding or failing is based on the cleric skill in fletching and the difficulty of the recipe, and this ability is a modifier to the base chance of success.
Rank 1 multiplies the chance of failing by 0.9.
Rank 2 multiplies the chance of failing by 0.75.
Rank 3 multiplies the chance of failing by 0.5.
Focused Celestial Regeneration
Type: Activated
Casting: Instant Duration: 18s Refresh: 15mn
Range: Single Activation code: Reference: Rank 1 - 2 - 3 at Lucy
Requirement: SoD, level 82
Ranks: 3 Points per rank: 7 - 7 - 7
Usefulness: Average
By activating this ability, the cleric can instantly bestow a heal over time on their target. The duration can be focused with other abilities to make the regeneration last up to 30s.
Rank 1 can be trained at level 82 and heals for 1600 HP per tick.
Rank 2 can be trained at level 83 and heals for 1800 HP per tick.
Rank 3 can be trained at level 84 and heals for 2000 HP per tick.
Foraging
Type: Passive
Requirement: Level 51
Ranks: 1 Points per rank: 3
Usefulness: Very low
This ability gives access to the Forage skill, with a cap of 50.
Forceful Rejuvenation
Type: Activated
Casting: 1s Duration: Instant Refresh: 1h
Range: Self Activation code: 396 Reference: Lucy
Requirement: SoD, level 81
Ranks: 1 Points per rank: 7
Usefulness: Good
When activating this ability, all spell refresh timers are reset. A typical usage of this ability is to use it after Divine Aura to reuse that spell right away.
Another use can be to activate it after casting one of the Renewal spells (Desperate Renewal for instance) to avoid having to wait for 30 seconds before casting it again.
You can't use this ability to reset the refresh timer of a spell that only has been memorized but not cast.
Fundament of Wisdom
Type: Passive
Requirement: SoD, level 85
Ranks: 9 Points per rank: 1 - 1 - 1- 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric's mana pool and wisdom cap.
Each rank increases the mana pool by 10, and the wisdom cap by one.
Ranks 1 to 3 can be trained at level 85
Ranks 4 to 6 require rank 3 of the Fundament First Spire of Divinity ability.
Ranks 7 to 9 require rank 3 of the Fundament Second Spire of Divinity ability.
Fundament First Spire of Divinity
Type: Activated
Casting: Instant Duration: 5mn Refresh: 30mn
Range: Self Activation code: 484 Reference: Rank 1 - 2 - 3 at Lucy
Requirement: SoD, level 85, Fundament of Wisdom at rank 3
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Average
Activating this ability gives the cleric a buff that increases AC, mitigation, chance to perform a critical spell and chance to proc with a weapon.
The duration makes this ability very useful for hard fights.
Note that this ability, Fundament Second Spire of Divinity and Fundament Third Spire of Divinity share the same refresh timer. Therefore, the cleric must choose between these three abilities which to use.
Fundament Second Spire of Divinity
Type: Activated
Casting: Instant Duration: 5mn Refresh: 30mn
Range: Self Activation code: 484 Reference: Rank 1 - 2 - 3 at Lucy
Requirement: SoD, level 85, Fundament of Wisdom at rank 6
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Average
Activating this ability gives the cleric a buff that increases the power of all heal spells of level 75 or above.
The duration makes this ability very useful for hard fights.
Note that this ability, Fundament First Spire of Divinity and Fundament Third Spire of Divinity share the same refresh timer. Therefore, the cleric must choose between these three abilities which to use.
Rank 1 increases each heal by 1000 HP.
Rank 2 increases each heal by 1500 HP.
Rank 3 increases each heal by 2000 HP.
Fundament Third Spire of Divinity
Type: Activated
Casting: Instant Duration: 5mn Refresh: 30mn
Range: Self Activation code: 484 Reference: Rank 1 - 2 - 3 at Lucy
Requirement: SoD, level 85, Fundament of Wisdom at rank 9
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Average
Activating this ability gives to everyone in the cleric's group a buff that increases AC, melee mitigation, spell damage and melee damage.
The duration and the fact it affects the entire group makes this ability very useful for hard fights.
Note that this ability, Fundament First Spire of Divinity and Fundament Second Spire of Divinity share the same refresh timer. Therefore, the cleric must choose between these three abilities which to use.
Despite the fact it's a group buff, it can't be cast on multiple groups with Mass Group Buff
Fury of Magic
Type: Passive
Requirement: PoP, level 61, Spell Casting Fury at rank 3
Ranks: 12 Points per rank: 3 - 6 - 9 - 3 - 6 - 9 - 6 - 6 - 6 - 6 - 9 - 12
Usefulness: Low
This ability increases the chance for a cleric to perform a critical nuke on direct damage spells. See Spell Casting Fury for details.
This ability can be further improved with Power of the Dark reign and Power of the Keeper.
At rank 1 the chance of performing a critical nuke becomes 9%. Each additional rank adds 2% to this chance until rank 9. The rate isn't well known beyond that.
Rank 10 can be trained at level 76.
Rank 11 can be trained at level 78.
Rank 12 can be trained at level 80.
Gate
Type: Activated
Casting: 2s Duration: Instant Refresh: 1mn
Range: Self Activation code: 36 Reference: Lucy
Requirement: SoD, level 55
Ranks: 1 Points per rank: 3
Usefulness: Average
This ability gives the cleric an additional version of the Gate spell. The main benefit of this new Gate is the faster cast and the fact that it's no longer necessary to sit and memorize the spell.
General Sturdiness
Type: Passive
Requirement: SoF, level 76
Ranks: 10 Points per rank: 6 - 6 - 6 - 6 - 6 - 6 - 6 - 6 - 6 - 6
Usefulness: Average
Each rank of this ability adds 100 HP to the cleric's maximum hitpoints.
Rank 1 to 10 can be trained from level 76 to 85, one per level.
Gift of Amazing Exquisite Radiant Mana
Type: Passive
Requirement: SoD, level 81, Gift of Exquisite Radiant Mana
Reference: Lucy
Ranks: 1 Points per rank: 9
Usefulness: Very good
With this ability, every time a cleric cast a direct heal or direct damage spell of level 81 or above, there is a 10% chance the Gift of Exquisite Radiant Mana will trigger. When this happens, a short buff icon appears in the song window for 18 seconds, and during this time the next spell of level 85 or less the cleric casts will cost no mana.
This is an upgrade to Gift of Mana, Gift of Radiant Mana and Gift of Exquisite Radiant Mana, however note that this ability triggers on spells of level 81 to 85, as opposed to Gift of Mana that triggers on spells of level 65 to 70, Gift of Radiant Mana that triggers on spells of level 71 to 75, and Gift of Exquisite Radiant Mana that triggers on spells of level 76 to 80.
This effect is particularly useful because it results on average to a percentage of mana preservation, that stacks with abilities like Spell Casting Mastery and focii.
Gift of Exquisite Radiant Mana
Type: Passive
Requirement: SoF, level 76, Gift of Radiant Mana
Reference: Lucy
Ranks: 1 Points per rank: 9
Usefulness: Very good
With this ability, every time a cleric cast a direct heal or direct damage spell of level 76 to 80, there is a 10% chance the Gift of Exquisite Radiant Mana will trigger. When this happens, a short buff icon appears in the song window for 18 seconds, and during this time the next spell of level 80 or less the cleric casts will cost no mana.
This is an upgrade to Gift of Mana and Gift of Radiant Mana, however note that this ability triggers on spells of level 76 to 80, as opposed to Gift of Mana that triggers on spells of level 65 to 70, and Gift of Radiant Mana that triggers on spells of level 71 to 75.
The Gift of Amazing Exquisite Radiant Mana ability can be trained to obtain the same result on spells of level 81 to 85.
This effect is particularly useful because it results on average to a percentage of mana preservation, that stacks with abilities like Spell Casting Mastery and focii.
Gift of Mana
Type: Passive
Requirement: DoD, level 70, Spell Casting Mastery at rank 3
Reference: Lucy
Ranks: 3 Points per rank: 3 - 6 - 9
Usefulness: Very good
With this ability, every time a cleric cast a direct heal or direct damage spell of level 65 to 70, there is a chance the Gift of Mana will trigger. When this happens, an icon appears in the short buff window for 18 seconds, and during this time the next spell of level 70 or less the cleric casts will cost no mana.
This effect is particularly useful because it results on average to a percentage of mana preservation, that stacks with abilities like Spell Casting Mastery and focii.
The Gift of Radiant Mana, Gift of Exquisite Radiant Mana and Gift of Amazing Exquisite Radiant Mana abilities can be trained to obtain the same result on spells of level 71 to 75, level 76 to 80, and level 81 to 85 respectively.
At rank 1 the trigger rate is 3%.
At rank 2 the trigger rate is 6%.
At rank 3 the trigger rate is 10%.
Gift of Radiant Mana
Type: Passive
Requirement: TSS, level 71, Gift of Mana at rank 3
Reference: Lucy
Ranks: 1 Points per rank: 9
Usefulness: Very good
With this ability, every time a cleric cast a direct heal or direct damage spell of level 71 or above, there is a 10% chance the Gift of Radiant Mana will trigger. When this happens, a short buff icon appears in the song window for 18 seconds, and during this time the next spell of level 75 or less the cleric casts will cost no mana.
This is an upgrade to Gift of Mana, however note that the trigger rate remains the same (10%) and that this ability triggers on spells of level 71 to 75, as opposed to Gift of Mana that triggers on spell of level 65 to 70.
The Gift of Exquisite Radiant Mana and Gift of Amazing Exquisite Radiant Mana abilities can be trained to obtain the same result on spells of level 76 to 80 and 81 to 85 respectively.
This effect is particularly useful because it results on average to a percentage of mana preservation, that stacks with abilities like Spell Casting Mastery and focii.
Note that the spell Promised Renewal isn't affected if Gift of Radiant Mana has triggered and is active.
Gift of the Dark Reign
Type: Passive
Requirement: DoN, level 65
Ranks: 1 Points per rank: special, see below
Usefulness: Average
This ability increases all stats (agility, charisma, dexterity, intelligence, stamina, strength and wisdom), and the cap on all stats, by 10 points. See Planar Power for details on stat caps.
This ability can be obtained by completing the initial stage of the DoN progressive quest (evil side). A cleric can start this quest by speaking with Commander Zaerr Ty'Dar, in Lavastorm, but will need to raise his/her faction with Dark Reign to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing the first stage of the quest. The next stage will give Tenacity of the Dark reign.
The equivalent ability for clerics aligned to the DoN good side is Gift of the Keeper. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Gift of the Keeper
Type: Passive
Requirement: DoN, level 65
Ranks: 1 Points per rank: special, see below
Usefulness: Average
This ability increases all stats (agility, charisma, dexterity, intelligence, stamina, strength and wisdom), and the cap on all stats, by 10 points. See Planar Power for details on stat caps.
This ability can be obtained by completing the initial stage of the DoN progressive quest (good side). A cleric can start this quest by speaking with Chieftain Relae Aderi, in Lavastorm, but will need to raise his/her faction with Norrath's Keepers to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing the first stage of the quest. The next stage will give Valor of the Keeper.
The equivalent ability for clerics aligned to the DoN evil side is Gift of the dark reign. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Glyph of Angry Thoughts
Type: Activated, Expendable
Casting: Instant Duration: 15mn Refresh: 10mn
Range: Self Activation code: 5004 Reference: Lucy
Requirement: SoF, level 76
Ranks: 1 Points per rank: 4
Usefulness: Good
Using this ability, the cleric receives a buff that lasts 10 minutes. During this time, a cleric will generate 30% more hate when doing spell or melee damage, stacking with other forms of hate modifiers.
This ability is expendable and must be purchased once per use.
Glyph of Arcane Secrets
Type: Activated, Expendable
Casting: Instant Duration: 15mn Refresh: 10mn
Range: Self Activation code: 587 Reference: Lucy
Requirement: TSS, level 71
Ranks: 1 Points per rank: 4
Usefulness: Good
Using this ability, a cleric will use less mana to cast spells, except Complete Healing. The cleric receives a buff that lasts 15 minutes. During this time, all spells cast will use 20% less mana, stacking with other forms of mana preservation.
This ability is expendable and must be purchased once per use.
Glyph of Courage
Type: Activated, Expendable
Casting: Instant Duration: 90s Refresh: 10mn
Range: Self Activation code: 5000 Reference: Lucy
Requirement: TSS, level 71
Ranks: 1 Points per rank: 4
Usefulness: Average
Using this ability enables a cleric to have their spells effect increased by 15%. The cleric receives a buff that lasts for 90 seconds, and during this time all the spells that do damage or heal (directly or over time) have their efficiency increased. For damage over time and heal over time spells, the critical rate remains the same, but each tick deals 15% more damage, or heal for 15% more.
This ability is expendable and must be purchased once per use.
Glyph of Destruction
Type: Activated, Expendable
Casting: Instant Duration: 2mn Refresh: 10mn
Range: Self Activation code: 589 Reference: Lucy
Requirement: TSS, level 71
Ranks: 1 Points per rank: 4
Usefulness: Low
Using this ability enables a cleric to score more potent critical melee and spell hits. The cleric receives a buff that lasts for 2 minutes, and during this time all the critical melee or spell hits have their damage dealed increased by 50%.
This ability is expendable and must be purchased once per use.
Glyph of Draconic Potential
Type: Activated, Expendable
Casting: Instant Duration: 30mn Refresh: 10mn
Range: Self Activation code: 588 Reference: Lucy
Requirement: TSS, level 71
Ranks: 1 Points per rank: 4
Usefulness: Low
This ability can be used by a cleric to temporarily increase their maximum HP and mana. The cleric receives a buff that increases the maximum HP and mana by 1050, however it doesn't increase the current HP and mana when cast.
This buff will fade after 30 minutes.
This ability is expendable and must be purchased once per use.
Glyph of Dragon Scales
Type: Activated, Expendable
Casting: Instant Duration: 3mn Refresh: 10mn
Range: Self Activation code: 585 Reference: Lucy
Requirement: TSS, level 71
Ranks: 1 Points per rank: 4
Usefulness: Average
Using this ability, a cleric will be protected from all form of damage, be it melee or spell. The cleric receives a buff that absorbs 50% of incoming damage, up to 10 000 HP absorbed.
The buff will fade either when it has absorbed this amount of damage, or after 3 minutes.
This ability is expendable and must be purchased once per use.
Glyph of stored Life
Type: Activated, Expendable
Casting: Instant Duration: 10mn Refresh: 10mn
Range: Self Activation code: 5002 Reference: Lucy
Requirement: TSS, level 71
Ranks: 1 Points per rank: 4
Usefulness: Average
Using this ability, a cleric will be protected from melee damage, and will receive a heal when the protection fades.
The cleric receives a buff that absorbs 40% of incoming melee damage, up to 8 000 HP absorbed. The buff will fade either when it has absorbed this amount of damage, or after 10 minutes.
This ability is expendable and must be purchased once per use.
Group Perfected Invisibility to Undead
Type: Activated
Casting: 1s Duration: Infinite Refresh: 10s Activation code: 37
Requirement: SoD, level 75
Ranks: 1 Points per rank: 7
Usefulness: Low
This ability allows a cleric and their group to become invisible to undead creatures, similarly to the spell Invisibility to Undead and the ability Innate Invis to Undead. The difference is the infinite duration and the fact it affects the whole group.
Group Purify Soul
Type: Activated
Casting: Instant Duration: Instant Refresh: 30mn
Range: 100 Activation code: 41 Reference: Lucy
Requirement: SoD, level 79, Purify Soul
Ranks: 1 Points per rank: 7
Usefulness: Average
This ability allows a cleric to instantly cure everyone in their group of pretty much every detrimental effect. See the Purify Soul ability for details.
This ability is an upgrade of Purify Soul and can be improved with Hastened Purification of the Soul.
Harmonic Dissonance
Type: Activated
Casting: 30s Duration: Instant Refresh: 15mn
Range: Self Activation code: 574
Requirement: PoR, level 70
Ranks: 1 Points per rank: None
Usefulness: Low
This ability allows a cleric to be ported to Theater of Blood. To obtain this ability, a cleric simply need to complete the quest for access to that zone, and it will be available in the General category.
The quest giver is Emissary of Druzzil, in West Freeport (by the Arcstone portal).
Hastened Curing
Type: Passive
Requirement: GoD, level 65, Radiant Cure at rank 3
Ranks: 6 Points per rank: 4 - 4 - 4
Usefulness: Average
This ability reduces the refresh time on Radiant Cure. The base refresh time is 3mn.
At rank 1 the refresh time is reduced by 10% to become 2mn 42s.
At rank 2 the refresh time is reduced by 20% to become 2mn 24s.
At rank 3 the refresh time is reduced by 30% to become 2mn 6s.
Ranks 4 to 6 can be trained at level 70.
At rank 4 the refresh time is reduced by 30% to become 1mn 48s.
At rank 5 the refresh time is reduced by 40% to become 1mn 30s.
At rank 6 the refresh time is reduced by 50% to become 1mn 12s.
Hastened Divine Avatar
Type: Passive
Requirement: SoF, level 76, Divine Avatar at rank 3
Ranks: 6 Points per rank: 6 - 6 - 6 - 6 - 6 - 6
Usefulness: Low
This ability reduces the refresh time on Divine Avatar. The base refresh time is 36mn.
Rank 1 can be trained at level 76 and the refresh time is reduced to 33mn
Rank 2 can be trained at level 77 and the refresh time is reduced to 30mn
Rank 3 can be trained at level 78 and the refresh time is reduced to 27mn
Rank 4 can be trained at level 81 and the refresh time is reduced to 24mn
Rank 5 can be trained at level 82 and the refresh time is reduced to 21mn
Rank 6 can be trained at level 83 and the refresh time is reduced to 18mn
Hastened Divinity
Type: Passive
Requirement: PoP, level 63, Bestow Divine Aura
Ranks: 3 Points per rank: 2 - 2 - 2
Usefulness: Low
Abbreviation: HD
This ability reduces the refresh time on Bestow Divine Aura. The base refresh time is 2h 24mn.
Rank 1 can be trained at level 63 and the refresh time is reduced by 10% to become 2h 9mn 36s.
Rank 2 can be trained at level 64 and the refresh time is reduced by 20% to become 1h 55mn 12s.
Rank 3 can be trained at level 65 and the refresh time is reduced by 30% to become 1h 40mn 48s.
Hastened Origin
Type: Passive
Requirement: SoF, level 68, Origin
Ranks: 6 Points per rank: 3 - 3 - 3 - 3 - 3 - 3
Usefulness: Low
This ability reduces the refresh time on Origin. The base refresh time is 1h 12mn.
Rank 1 can be trained at level 68 and the refresh time is reduced to 1h 6mn.
Rank 2 can be trained at level 69 and the refresh time is reduced to 1h.
Rank 3 can be trained at level 70 and the refresh time is reduced to 54mn.
Rank 4 can be trained at level 73 and the refresh time is reduced to 48mn.
Rank 5 can be trained at level 74 and the refresh time is reduced to 42mn.
Rank 6 can be trained at level 75 and the refresh time is reduced to 36mn.
Hastened Purification of the Soul
Type: Passive
Requirement: PoP, level 63, Purify Soul
Ranks: 7 Points per rank: 2 - 2 - 2 - 2 - 2 - 2 - 2
Usefulness: Low
This ability reduces the refresh time on Purify Soul. The base refresh time is 30mn.
It has no effect on Group Purify Soul.
Rank 1 can be trained at level 63 and the refresh time is reduced by 10% to become 27mn.
Rank 2 can be trained at level 64 and the refresh time is reduced by 20% to become 24mn.
Rank 3 can be trained at level 65 and the refresh time is reduced by 30% to become 21mn.
Rank 4 can be trained at level 67 and the refresh time is reduced by 40% to become 18mn.
Rank 5 can be trained at level 69 and the refresh time is reduced by 50% to become 15mn.
Rank 6 can be trained at level 72 and the refresh time is reduced by 60% to become 12mn.
Rank 7 can be trained at level 74 and the refresh time is reduced by 70% to become 9mn.
Hastened Sanctuary
Type: Passive
Requirement: TSS, level 71, Sanctuary
Ranks: 6 Points per rank: 3 - 3 - 3 - 7 - 9 - 12
Usefulness: Low
This ability reduces the refresh time on Sanctuary. The base refresh time is 1h 12mn.
Rank 1 can be trained at level 71 and the refresh time is reduced by 17% to become 1h.
Rank 2 can be trained at level 73 and the refresh time is reduced by 33% to become 48mn.
Rank 3 can be trained at level 75 and the refresh time is reduced by 50% to become 36mn.
Rank 4 can be trained at level 76 and the refresh time is reduced by 57% to become 31mn.
Rank 5 can be trained at level 78 and the refresh time is reduced by 64% to become 26mn.
Rank 6 can be trained at level 80 and the refresh time is reduced by 71% to become 21mn.
Hastened Silent Casting
Type: Passive
Requirement: SoF, level 76, Silent Casting at rank 3
Ranks: 6 Points per rank: 6 - 6 - 6 - 6 - 6 - 6
Usefulness: Low
This ability reduces the refresh time on Silent Casting. The base refresh time is 36mn.
Rank 1 can be trained at level 74 and the refresh time is reduced to 33mn.
Rank 2 can be trained at level 76 and the refresh time is reduced to 30mn.
Rank 3 can be trained at level 78 and the refresh time is reduced to 27mn.
Rank 4 can be trained at level 79 and the refresh time is reduced to 24mn.
Rank 5 can be trained at level 81 and the refresh time is reduced to 21mn.
Rank 6 can be trained at level 83 and the refresh time is reduced to 18mn.
Hastened Turn Undead
Type: Passive
Requirement: SoD, level 60, Turn Undead at rank 1
Ranks: 3 Points per rank: 6 - 6 - 6
Usefulness: Low
This ability reduces the refresh time on Turn Undead by 15 seconds per rank. The base refresh time is 5mn.
Rank 1 can be trained at level 60 and the refresh time is reduced to 4mn 45s.
Rank 2 can be trained at level 65 and the refresh time is reduced to 4mn 30s.
Rank 3 can be trained at level 70 and the refresh time is reduced to 4mn 15s.
Healing Adept
Type: Passive
Requirement: SoL, level 55, 6 AA points spent in General category
Ranks: 9 Points per rank: 2 - 4 - 6 - 2 - 4 - 6 - 3 - 6 - 9
Usefulness: Good
Abbreviation: HA
This ability increases the amount of hitpoints healed on every direct heal spells. It doesn't affect heal over time spells. If a critical heal is performed, it doubles the increased amount. This ability also works with Complete Heal, group direct heal spells and procs that do a direct heal (single target or group).
At rank 1 base healing is increased by 2%.
At rank 2 base healing is increased by 5%.
At rank 3 base healing is increased by 10%.
Rank 4 can be trained at 62 or later and base healing is increased by 13%.
Rank 5 can be trained at 63 or later and base healing is increased by 16%.
Rank 6 can be trained at 64 or later and base healing is increased by 19%.
Rank 7 can be trained at 66 or later and base healing is increased by 22%.
Rank 8 can be trained at 67 or later and base healing is increased by 25%.
Rank 9 can be trained at 68 or later and base healing is increased by 28%.
Healing Boon
Type: Passive
Requirement: OoW, level 66
Ranks: 12 Points per rank: 3 - 6 - 9 - 6 - 6 - 6 - 7 - 7 - 7 - 7 - 9 - 12
Usefulness: Average
Abbreviation: HB
This ability gives a cleric a chance to perform a critical heal on heal over time spells. It doesn't affect direct heal spells like Remedy. A critical heal can happen for every tick, and then doubles the amount of hitpoints healed on this tick.
This ability is not as useful as Healing Gift since heal over time spells are more interesting for the low amount of aggro they generate than their healing power. Nevertheless, in situations where a heal over time is useful, the doubled amount will be valuable.
At rank 1 the chance to perform a critical heal each tick is 3%.
Rank 2 can be trained at level 68 and the chance to perform a critical heal each tick is 6%.
Rank 3 can be trained at level 70 and the chance to perform a critical heal each tick is 9%.
Rank 4 can be trained at level 71 and the chance to perform a critical heal each tick is 12%.
Rank 5 can be trained at level 73 and the chance to perform a critical heal each tick is 14%.
Rank 6 can be trained at level 75 and the chance to perform a critical heal each tick is 20%.
Rank 7 can be trained at level 76.
Rank 8 can be trained at level 78.
Rank 9 can be trained at level 80.
Rank 10 can be trained at level 81.
Rank 11 can be trained at level 83.
Rank 12 can be trained at level 85.
Healing Gift
Type: Passive
Requirement: SoL, level 55
Ranks: 18 Points per rank: 2 - 4 - 6 - 2 - 3 - 4 - 3 - 6 - 9 - 6 - 6 - 6 - 7 - 9 - 12 - 7 - 9 - 12
Usefulness: Good
Abbreviation: HG
This ability gives a cleric a chance to perform a critical heal on direct heal spells. It doesn't affect heal over time spells. If a critical heal is performed, it doubles the amount of hitpoints healed (after increase from Healing Adept and Improved Healing focus effect, if any). This ability also works with Complete Heal, group direct heal spells and procs that do a direct heal (single target or group).
This ability can be further improved with Power of the Dark reign and Power of the Keeper.
At rank 1 the chance of performing a critical heal is 3%.
At rank 2 the chance of performing a critical heal becomes 6%.
At rank 3 the chance of performing a critical heal becomes 10%.
Rank 4 can be trained at 62 or later and the chance of performing a critical heal becomes 12%.
Rank 5 can be trained at 63 or later and the chance of performing a critical heal becomes 14%.
Rank 6 can be trained at 64 or later and the chance of performing a critical heal becomes 16%.
Rank 7 can be trained at 66 or later and the chance of performing a critical heal becomes 18%.
Rank 8 can be trained at 68 or later and the chance of performing a critical heal becomes 20%.
Rank 9 can be trained at 70 or later and the chance of performing a critical heal becomes 22%.
Rank 10 can be trained at 71 or later and the chance of performing a critical heal becomes 24%.
Rank 11 can be trained at 73 or later and the chance of performing a critical heal becomes 26%.
Rank 12 can be trained at 75 or later and the chance of performing a critical heal becomes 28%.
Rank 13 can be trained at 76 or later and the chance of performing a critical heal becomes 30%.
Rank 14 can be trained at 78 or later and the chance of performing a critical heal becomes 32%.
Rank 15 can be trained at 80 or later and the chance of performing a critical heal becomes 34%.
Rank 16 can be trained at 81.
Rank 17 can be trained at 83.
Rank 18 can be trained at 85.
Holy Root
Type: Passive
Requirement: SoF, level 73
Ranks: 6 Points per rank: 6 - 6 - 8 - 6 - 6 - 8
Usefulness: Low
A cleric with this ability has a lesser chance of breaking a root when doing direct spell damage to a rooted creature.
Rank 1 can be trained at level 73 and the break rate is reduced by 10%.
Rank 2 can be trained at level 75 and the break rate is reduced by 30%.
Rank 3 can be trained at level 77 and the break rate is reduced by 50%.
Rank 4 can be trained at level 78.
Rank 5 can be trained at level 80.
Rank 6 can be trained at level 82.
Infusion of the Faithful
Type: Activated
Casting: 3s Duration: 15mn Refresh: 24h
Range: Self Activation code: 482 Reference: Lucy
Requirement: Two years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Good
This ability, once activated, maxes all stats (agility, charisma, dexterity, intelligence, stamina, strength and wisdom) and resists, and gives faster movement, for 15mn. It leaves a buff, that can be dispelled and wears off on death.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after two years of subscription, or sooner depending on special offers.
Innate Agility
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base agility. A cleric might consider training this ability if, with gear and buffs factored, his agility is right below a threshold. The most common issue is for dwarf and erudite clerics to reach 75 agility, since this dramatically affects their AC.
Each rank increases the cleric base agility by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Charisma
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base charisma. This ability is almost useless because, at the level it becomes available, it is often possible to obtain for cheap two of these items:
Opal Encrusted Stein
Slot: PRIMARY, SECONDARY
CHA: +25 MANA: +10
WT: 0.6 Size: SMALL
Class: ALL
Race: ALL
For the purpose of selling to or buying from vendors, almost every cleric holding these two steins will reach 104 charisma, which gives the best prices.
Death Pact and Divine Intervention (cast on self) and Lull spells are also charisma-based. For the purpose of maximizing chances of success for these spells, a cleric could consider raising his charisma.
Each rank increases the cleric base charisma by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Cold Protection
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base cold resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.
Each rank increases the cleric base cold resistance by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Dexterity
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base dexterity. A cleric might consider training this ability if, with gear and buffs factored, his dexterity is right below a threshold. Dexterity plays a role for 56+ clerics wielding a summoned hammer to deal damage (as opposed to nuking or DoTing).
Each rank increases the cleric base dexterity by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Disease Protection
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base disease resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.
Each rank increases the cleric base disease resistance by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Enlightenment
Type: Passive
Requirement: PoP, level 61
Ranks: 5 Points per rank: 3 - 3 - 3 - 3 - 3
Usefulness: Good
Abbreviation: IE
This ability increases the cap on intelligence and wisdom. See Planar Power for details on stat caps. A cleric can spend 3 AA points in this ability for each level he has beyond 60, up to 15 AA points at 65. Note that this is the maximum AA points that can be spent, a cleric is not required to spend them at a given level but can instead spend 12 points in one shot at 64 for instance, to raise the cap by 40.
A clerics benefits from raising the cap only if one of his stats is above it.
Each rank increases the cap on intelligence and wisdom together by +10 points. When Planar Power and Innate Enlightenment are trained to their maximum ranks, the cap on wisdom becomes 455.
Ranks 1 to 5 can be trained from level 61 to 65, one per level.
Innate Fire Protection
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base fire resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.
Each rank increases the cleric base fire resistance by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Intelligence
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Nil
This ability increases the cleric base intelligence. There are almost no situations in the game where a cleric of the required level may need more intelligence (the statistic).
Each rank increases the cleric base intelligence by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Invis to Undead
Type: Activated
Casting: Instant Duration: Random Refresh: 7s Activation code: 37
Requirement: SoL, level 59
Ranks: 1 Points per rank: 3
Usefulness: Low
Abbreviation: Innate ITU
This ability allows a cleric to become invisible to undead creatures, similarly to the spell Invisibility to Undead. The duration of this invisibility is random, but fortunately the refresh time is quite short.
The use of this ability is situational, as it can often be replaced with Improved Invisibility to Undead, which gives a long, fixed duration. It's a convenient ability in that it's doesn't take a spell slot, and is instant.
The Group Perfected Invisibility to Undead ability has an even better, infinite duration, however it has a casting time when this ability is instant.
Innate Lung Capacity
Type: Passive
Requirement: SoL, level 51
Ranks: 6 Points per rank: 1 - 1 - 1 - 2 - 3 - 5
Usefulness: Low
This ability increases the duration a cleric can hold their breath. At the level this ability becomes available, clerics begin to have access to enduring breath items. The usefulness of this skill is therefore very situational.
At rank 1 the duration is increased by 10%.
At rank 2 the duration is increased by 25%.
At rank 3 the duration is increased by 50%.
Ranks 1 to 3 can be trained at level 51.
Ranks 4 and 5 can be trained at level 61.
Ranks 6 can be trained at level 68.
Innate Magic Protection
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base magic resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.
Each rank increases the cleric base magic resistance by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Metabolism
Type: Passive
Requirement: SoL, level 51
Ranks: 3 Points per rank: 1 - 1 - 1
Usefulness: Average
Abbreviation: Metabolism
This ability reduces the rate at which a cleric consumes food and drink. This ability becomes especially useful when using a mount and stat food and drink. Without stat food and drink, a cleric can summon bread and water on its own for free, so training this ability is a matter of convenience. However some stat food and drink can be expensive, and force feeding normal bread and water quickly becomes annoying. For these reasons Innate Metabolism is quite a popular ability among clerics.
At rank 1 the rate of consumption is reduced by 10%.
At rank 2 the rate of consumption is reduced by 25%.
At rank 3 the rate of consumption is reduced by 50%. Food and drink last twice as long.
Innate Poison Protection
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base poison resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.
Each rank increases the cleric base poison resistance by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Regeneration
Type: Passive
Requirement: SoL, level 51
Ranks: 25 Points per rank: 1 - 1 - 1 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3
Usefulness: Average
Abbreviation: Regen
This ability gives clerics improved hitpoints regeneration. Even though clerics obviously can heal themselves efficiently, it is still a popular ability for its convenience. This regeneration stacks with everything else in the game.
Each rank adds one hitpoint per tick.
Ranks 1 to 3 can be trained at level 51.
Ranks 4 and 5 can be trained at level 61.
Ranks 6 to 25 can be trained from level 66 to 85, one per level.
Innate Run Speed
Type: Passive
Requirement: SoL, level 51
Ranks: 5 Points per rank: 1 - 1 - 1 - 5 - 5
Usefulness: Very good
Abbreviation: Run
This ability increases the cleric base speed. Unless you own an item with speed increasing effect (like Journeyman's Boots) this ability is probably the first one you should train. The increased speed it gives works everywhere, including dungeons.
However, it doesn't stack with other effects. When using a mount, the cleric moves at the mount's speed even if it's slower than what this ability gives.
At rank 1 the cleric base speed is increased by 10%.
At rank 2 the cleric base speed is increased by 20%.
At rank 3 the cleric base speed is increased by 30%.
Ranks 1 to 3 can be trained at level 51.
Ranks 4 and 5 can be trained at level 61.
Innate See Invis
Type: Passive
Requirement: DoD, level 70
Ranks: 1 Points per rank: 9
Usefulness: Average
This ability allows the cleric to see invisible creatures. Note that some creatures can use stronger invisibility effects, and this ability won't work on them.
Innate Stamina
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base stamina. Since increasing stamina increases hitpoints as well, clerics with lots of AA points eventually train this ability (unless they have so good a gear that stamina is maxed already). However, the hitpoint gain per stamina is low, ranging from 2.5 to 3.3 HP/sta. The Natural Durability ability gives better results.
Each rank increases the cleric base stamina by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Strength
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Low
This ability increases the cleric base strength. You might consider training this ability if being encumbered is a recurrent problem for you (it lowers agility and therefore AC as well). Strength plays only a minor role in the ability for a cleric to deal damage.
Each rank increases the cleric base strength by 2 points.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Innate Wisdom
Type: Passive
Requirement: SoL, level 51
Ranks: 15 Points per rank: 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1 - 1
Usefulness: Average
This ability increases the cleric base wisdom. There are two schools regarding this ability. Even though wisdom is the primary stat for clerics and more wisdom gives more mana, many feel that they will max their wisdom eventually (if not already), and that these points will be wasted. The other school argues that since clerics must spend 6 points in general abilities before having access to archetype abilities, they might as well increase their wisdom.
Obviously a gnome cleric in low-end gear needs more wisdom increase than a high-elf cleric with high-end gear. So just choose what's best for you.
Each rank increases the cleric base wisdom by 2 points.
For how much mana per wisdom a cleric has, the rule of thumb is (shamelessly taken from Saarem's F.a.q. post at EQCleric):
- Each point of wisdom below 200 is worth 10 mana at 50, and 12 mana at 60.
- Each point of wisdom over 200 is worth 5 mana at 50 and 6 mana at 60.
- Each point of wisdom above 255 is worth 3 mana at 61+.
Ranks 1 to 5 can be trained at level 51
Ranks 6 to 15 can be trained from level 61 to 65, two per level.
Intensity of the Resolute
Type: Activated
Casting: 3s Duration: 5mn Refresh: 24h
Range: Self Activation code: 487 Reference: Lucy
Requirement: Seven years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Very Good
This ability, once activated, multiplies by 50% melee damage, and chances to crit spells including healing spells. It doesn't leaves a buff (and therefore cannot be dispelled) but adds a particule effect to the character.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after seven years of subscription, or sooner depending on special offers.
Invitation of Blood
See Curse of Blood.
Jewel Craft Mastery
Type: Passive
Requirement: Level 59
Ranks: 3 Points per rank: 3 - 6 - 9
Usefulness: Average
This ability reduces the cleric chance to fail a jewelcraft combine. The probability of succeeding or failing is based on the cleric skill in jewel crafting and the difficulty of the recipe, and this ability is a modifier to the base chance of success.
Rank 1 multiplies the chance of failing by 0.9.
Rank 2 multiplies the chance of failing by 0.75.
Rank 3 multiplies the chance of failing by 0.5.
Lesson of the Devoted
Type: Activated
Casting: 3s Duration: 30mn Refresh: 24h
Range: Self Activation code: 481 Reference: Lucy
Requirement: One year of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Good
This ability, once activated, doubles the amount of experience gained by killing creatures, for 30mn. It leaves a buff, that can be dispelled and wears off on death. The xp bonus does not apply to experience obtained by completing quests.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after one year of subscription, or sooner depending on special offers.
Mass Group Buff
Type: Activated
Casting: Instant Duration: Until used Refresh: 1h 12mn
Activation code: 35
Requirement: SoL, level 59
Ranks: 1 Points per rank: 9
Usefulness: Good
Abbreviation: MGB
This ability allows a cleric to cast a single-group buff onto several groups or characters. When a cleric activates this ability, he receives a message indicating that the next group buff he casts will affect everyone in the buff range. Only spells that can be cast on other groups can benefit of this ability. As of April 2009 the list goes as follow:
- Ancient Gift of Aegolism
- Aura of Devotion
- Aura of Loyalty
- Aura of Purpose
- Aura of Resolve
- Aura of Reverence
- Balikor's Mark
- Blessing of Aegolism
- Blessing of Temperance
- Darianna's Mark
- Elixir of Atonement
- Elixir of Divinity
- Elixir of Expiation
- Elixir of Redemption
- Elushar's Mark
- Ethereal Elixir
- Hand of Conviction
- Hand of Gallantry
- Hand of Temerity
- Hand of Tenacity
- Hand of Virtue
- Heroic Bond
- Kaerra's Mark
- Kazad's Mark
- Marzin's Mark
- Naltron's Mark
- Order of the Resolute
- Order of the Devout
- Rallied Aegis of Vie
- Rallied Shield of Vie
- Repel Corruption
Celestial Regeneration can also be cast on multiple groups.
Sunskin, Fool of the Fallen, Shared Purity and Rallied Palladium of Vie, while technically group buffs, are not affected by this ability. If you activate MGB but cast a non-eligible group buff, the ability is lost until refreshed.
Level limits for buff spells also apply to characters in the range. Therefore a low-level character will not receive the benefit of Ethereal Elixir even when using MGB.
Casting the buff spell also uses up to twice the normal mana, even if only the group is in range. Up to means that if this extra mana is available, it will be used. But if it isn't the spell still affects everyone in the range.
Example with Blessing of Aegolism: if a cleric is full mana (let's say 4500 for the sake of this example), clicking the MGB hotkey or typing /alt activate 35, then casting Blessing of Aegolism (on a target which will be the center of the affected area) will use 4000 mana. If the same cleric had 3200 mana, he would still be able to use MGB and all his mana would be used. If he had less than 2000 mana, he wouldn't be able to cast the spell, until he meditates to 2000 mana.
Note however that mana reduction abilities and focii make this example academic.
Leaving the zone or camping out doesn't reset the timer, but disable the use of MGB until refreshed. To reset MGB, cast a group buff (any group spell will do) and duck mid-casting. This resets the ability timer and you can activate MGB again and use it.
Mastery of the Past
Type: Passive
Requirement: GoD, level 62
Ranks: 15 Points per rank: 3 - 3 - 3 - 5 - 5 - 5 - 7 - 7 - 7 - 8 - 8 - 8 - 8 - 8 - 8
Usefulness: Average
This ability makes it impossible for the cleric to fizzle spells, up to a certain spell level that depends on the rank.
Note that at rank 1 a cleric no longer fizzle on Complete Healing, making this ability already quite valuable.
Ranks 1 to 3 can be trained at level 62, and work on spells up to level 53, 55 and 57 respectively.
Rank 4 can be trained at level 67 and works on spells up level 61.
Rank 5 can be trained at level 68 and works on spells up level 63.
Rank 6 can be trained at level 69 and works on spells up level 65.
Rank 7 can be trained at level 72 and works on spells up level 66.
Rank 8 can be trained at level 73 and works on spells up level 68.
Rank 9 can be trained at level 74 and works on spells up level 70.
Rank 10 can be trained at level 76 and works on spells up level 71.
Rank 11 can be trained at level 77 and works on spells up level 73.
Rank 12 can be trained at level 78 and works on spells up level 75.
Rank 13 can be trained at level 81 and works on spells up level 76.
Rank 14 can be trained at level 82 and works on spells up level 78.
Rank 15 can be trained at level 83 and works on spells up level 80.
Mental Clarity
Type: Passive
Requirement: SoL, level 55
Ranks: 18 Points per rank: 2 - 4 - 6 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Good
Abbreviation: MC
This ability increases the cleric mana regeneration. This mana regeneration stacks with all other sources including items, tribute and mana regeneration buffs.
Each rank increases the cleric mana regeneration by 1/tick.
Ranks 1 to 3 can be trained at level 55.
Ranks 4 to 18 can be trained from level 71 to 85, one per level.
Mental Fortitude
Type: Passive
Requirement: SoD, level 75
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Low
This ability protects the cleric from charm spells.
Ranks 1 to 3 can be trained from level 75 to 85, one every five level.
Mental Stamina
Type: Passive
Requirement: SoD, level 65
Ranks: 5 Points per rank: 5 - 5 - 5 - 5 - 5
Usefulness: Good
This ability increases the cleric mana pool. This additional mana stacks with all other sources including mana pool buffs like the Clarity line.
Each rank increases the cleric mana pool by 50.
Ranks 1 to 5 can be trained from level 65 to 85, one every five levels.
Mnemonic Retention
Type: Passive
Requirement: OoW, level 55
Ranks: 2 Points per rank: 3 - 6
Usefulness: Very good
After training AA points in this ability, a cleric can memorize spells in addition to the 8 every cleric get. Each rank gives an additional spell, up to 10.
This ability is extremely useful and pretty cheap to buy.
Rank 1 can be trained at level 55.
Rank 2 can be trained at level 75.
Mystical Attuning
Type: Passive
Requirement: OoW, level 51
Ranks: 7 Points per rank: 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Good
This ability increases the number of buffs a cleric can have simultaneously. Without this ability, a cleric is limited to a maximum of 15 buffs including detrimental effects.
By training points in this ability, clerics and especially raiders can receive more buffs and / or detrimental effects simultaneously.
Each rank adds one buff slot to the maximum, up to 22 slots. Embrace of the Keeper and Embrace of the Dark Reign also give an additional slot for up to 23 slots (since they are mutually exclusive).
Rank 1 can be trained at level 51.
Ranks 2 to 7 can be trained from level 55 to 80, one every five levels.
Natural Durability
Type: Passive
Requirement: SoL, level 55
Ranks: 6 Points per rank: 2 - 4 - 6 - 2 - 4 - 6
Usefulness: Average
Abbreviation: ND
This ability increases the cleric base hitpoints by up to 13%. This base is calculated with +HP gear but without +HP buffs, and takes into account the current stamina, buffs included.
Tenacity of the Dark Reign and Valor of the Keeper also increase the base hitpoints by another 3%, for up to 16% (since these two abilities are mutually exclusive).
At rank 1 the base hitpoints is increased by 2%.
At rank 2 the base hitpoints is increased by 5%.
At rank 3 the base hitpoints is increased by 10%.
Ranks 4 to 6 can be trained at level 60.
At rank 4 the base hitpoints is increased by 11%.
At rank 5 the base hitpoints is increased by 12%.
At rank 6 the base hitpoints is increased by 13%.
New Tanaan Crafting Mastery
Type: Passive
Requirement: SoL, level 51
Ranks: 6 Points per rank: 3 - 3 - 3 - 3 - 3 - 3
Usefulness: Average
This ability allows a cleric to reach a skill level greater than 200 in tradeskills. Without any points put into this ability, anyone can reach 250 in a single tradeskill but is limited to 200 in all others. By training ranks in this ability, a cleric overcomes this limitation for other tradeskills.
A new rank can be trained at any time. Each rank opens for the cleric the possibility to reach skill 201 or more in as many tradeskills as ranks, plus one.
Origin
Type: Activated
Casting: 15 seconds Duration: Instant Refresh: 1h 12mn
Range: Self Activation code: 331 Reference: Lucy
Requirement: OoW, level 67
Ranks: 1 Points per rank: 7
Usefulness: Low
Once this ability is activated, the cleric is ported to a fixed location in his starting city, usually near his guildmaster. While very useful for classes that cannot cast the gate spell, and even to casters to which it brings the safety of a fixed port location, clerics don't have much use of this ability once they make or buy a faithstone (easy to obtain at the required level) since it ports to the same location. The longer cast time on the item is usually not a factor, and it has no refresh timer.
This ability can be improved with Hastened Origin.
Quickened Radiant Cure
Type: Passive
Requirement: SoD, level 75, Radiant Cure at rank 1
Ranks: 3 Points per rank: 6 - 6 - 6
Usefulness: Good
This ability reduces the cast time of the Radiant Cure ability.
Each rank reduces the cast time by 10%, up to 30%.
Quickened Renewal
Type: Passive
Requirement: SoD, level 81
Ranks: 3 Points per rank: 6 - 6 - 6
Usefulness: Low
This ability reduces the refresh time on the Renewal spell line: Desperate Renewal and Frantic Renewal. The base refresh time is 30s and each rank reduces it by 2 seconds.
Rank 1 can be trained at level 81 and the refresh time is reduced to 28s.
Rank 2 can be trained at level 82 and the refresh time is reduced to 26s.
Rank 1 can be trained at level 83 and the refresh time is reduced to 24s.
Packrat
Type: Passive
Requirement: GoD, level 61
Ranks: 11 Points per rank: 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3
Usefulness: Low
This ability increases the weight a cleric can bear without being encumbered. It may seem useful, for races with low strength (elves, gnomes and erudites) in particular. However at the level it can be purchased, the availability of weight reduction bags makes it less attractive.
Each rank of this ability reduces the current weight the cleric has to carry by 3%. At rank 5, the effective weight is thus reduced by 15%.
Ranks 1 to 5 can be trained at level 61.
Ranks 6 to 8 can be trained at level 65.
Ranks 9 to 11 can be trained at level 70.
Persistant Casting
Type: Passive
Requirement: GoD, level 55
Ranks: 6 Points per rank: 3 - 6 - 9 - 6 - 6 - 6
Usefulness: Low
This ability allows a cleric to channel a spell or ability even if stunned. In conjunction with Channeling Focus (note: this ability has been removed from the game), Persistant casting is a nice safety belt, however the cost of this ability makes it less desirable.
The percentage per rank of chance to channel a spell through stun is not yet known at this time.
Ranks 1 to 3 can be trained at level 55.
Ranks 4 to 6 can be trained at level 60.
Planar Power
Type: Passive
Requirement: PoP, level 61
Ranks: 20 Points per rank: 2 - 2 - 2 - 2 - 2 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Good
Abbreviation: PP
This ability increases the cap on all stats (agility, charisma, dexterity, intelligence, stamina, strength and wisdom). For all stats, there is a cap level beyond which a high value gives no benefit. The cap is identical for all stats and depends only on the cleric level and the number of AA spent in this ability and its upgrades.
Up to level 60 the cap is 255 (i.e. having 256 or more in a stat gives the same benefit as having only 255). Then, the cap is raised by 5 points per level beyond 60 (for up to +125) and ranks in this ability, as well as either Gift of the Keeper or Gift of the Dark Reign (for up to +10), for a maximum cap of 490.
With Innate Enlightenment, the cap on both intelligence and wisdom can be further raised to 540 (see this ability for details).
Ranks 1 to 20 can be trained from level 61 to 80, one per level.
Pottery Mastery
Type: Passive
Requirement: Level 59
Ranks: 3 Points per rank: 3 - 6 - 9
Usefulness: Average
This ability reduces the cleric chance to fail a pottery combine. The probability of succeeding or failing is based on the cleric skill in pottery and the difficulty of the recipe, and this ability is a modifier to the base chance of success.
Rank 1 multiplies the chance of failing by 0.9.
Rank 2 multiplies the chance of failing by 0.75.
Rank 3 multiplies the chance of failing by 0.5.
Power of the Dark Reign
Type: Passive
Requirement: DoN, level 68
Ranks: 1 Points per rank: special, see below
Usefulness: Good
This ability increases the probability to perform a critical hit, heal, or nuke.  The current percentage by which the rate of critical is increased is not yet know but is estimated to be 1%.
Note that to be able to perform a critical hit, a cleric must have an item with the Cleave effect equipped.
For details about critical heals see Healing Gift, and for nukes see Spell Casting Fury.
This ability can be obtained by completing the fourth stage of the DoN progressive quest (evil side). A cleric can start this quest by speaking with Commander Zaerr Ty'Dar, in Lavastorm, but will need to raise his/her faction with Dark Reign to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing this stage of the quest. The previous stage gives Embrace of the Dark reign, the next stage will give Fervor of the Dark reign.
The equivalent ability for clerics aligned to the DoN good side is Power of the Keeper. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Power of the Keeper
Type: Passive
Requirement: DoN, level 68
Ranks: 1 Points per rank: special, see below
Usefulness: Good
This ability increases the probability to perform a critical hit, heal, or nuke.  The current percentage by which the rate of critical is increased is not yet know but is estimated to be 1%.
Note that to be able to perform a critical hit, a cleric must have an item with the Cleave effect equipped.
For details about critical heals see Healing Gift, and for nukes see Spell Casting Fury.
This ability can be obtained by completing the fourth stage of the DoN progressive quest (good side). A cleric can start this quest by speaking with Chieftain Relae Aderi, in Lavastorm, but will need to raise his/her faction with Norrath's Keepers to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing this stage of the quest. The previous stage gives Embrace of the Keeper, the next stage will give Sanctity of the Keeper.
The equivalent ability for clerics aligned to the DoN good side is Power of the Dark reign. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Purify Soul
Type: Activated
Casting: Instant Duration: Instant Refresh: 30mn
Range: 100 Activation code: 41 Reference: Lucy
Requirement: SoL, level 59, Healing Gift at rank 3
Ranks: 1 Points per rank: 5
Usefulness: Low
This ability allows a cleric to instantly cure a single target of pretty much every detrimental effect it's suffering. See the reference link above for details. Any use of this ability is however very situational, because several other abilities (Radiant Cure) or spells (Abolish Poison, Abolish Disease, Greater Remove Curse) can cure a target, or even the group, and they have very low refresh time. Note that only Radiant Cure has a chance of curing a detrimental effect that has no counter, but it does it on the group rather than on a single target. On the other hand, Purify Soul is much more powerful at curing such effects, and cures several of them at the same time.
Neither Radiant Cure or Purify Soul cure charm, fear or remove the resurrection effect.
This ability can be further improved with Hastened Purification of the Soul and Group Purify Soul.
Quick Buff
Type: Passive
Requirement: SoD, level 59
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Low
This ability allows a cleric to cast beneficial spells that have a duration faster.
At ranks 1 spells are cast 10% faster.
At ranks 2 spells are cast 25% faster.
At ranks 3 spells are cast 50% faster.
Quick Draw
Type: Passive
Requirement: TSS, level 51
Ranks: 2 Points per rank: 5 - 5
Usefulness: Low
This ability allows the cleric to use extra slots in the potion belt. The standard potion belt has 2 slots, and some items add one to it. With this ability a cleric can have up to 5 potion belt slots.
Rank 1 can be trained at level 51
Rank 2 can be trained at level 56
Radiant Cure
Type: Activated
Casting: 3.5s Duration: Instant Refresh: 3mn
Range: 100 Activation code: 41 Reference: Ranks 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 at Lucy
Requirement: PoP, level 61
Ranks: 9 Points per rank: 2 - 4 - 6 - 3 - 6 - 9 - 6 - 6 - 6
Usefulness: Good
Abbreviation: RC
This ability allows a cleric to cure all members of his group (within range) of many detrimental effects including effects that have no counters. It is much less powerful than Purify Soul, but acts on the group and has a much shorter refresh time. See the reference links above for details. The first rank of the ability cannot cure more than one effect of each type (poison, disease, curse and counter-less effects). Next ranks remove more counters, but still can only cure one effect of each type.
Neither Radiant Cure or Purify Soul cure charm, fear or remove the resurrection effect.
This ability can have its casting time reduced with Quickened Radiant Cure, and refresh time with Hastened Curing.
Rank 1 can be trained at 61 or later and cures 9 poison, disease and curse counters.
Rank 2 can be trained at 63 or later and cures 12 poison, disease and curse counters.
Rank 3 can be trained at 65 or later and cures 16 poison, disease and curse counters.
Rank 4 can be trained at 66 or later and cures 19 poison, disease and curse counters.
Rank 5 can be trained at 68 or later and cures 22 poison, disease and curse counters.
Rank 6 can be trained at 70 and cures 25 poison, disease and curse counters.
Rank 7 can be trained at 71 or later and cures 27 poison, disease and curse counters.
Rank 8 can be trained at 73 or later and cures 29 poison, disease and curse counters.
Rank 9 can be trained at 75 and cures 31 poison, disease and curse counters.
Recourse of Life
Type: Passive Reference: Ranks 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 at Lucy
Requirement: SoF, level 72
Ranks: 10 Points per rank: 6 - 6 - 6 - 6 - 6 - 6 - 6 - 6 - 6 - 6
Usefulness: Low
This ability gives a cleric a chance to proc a group buff (recourse) every time they cast a stun spell.
The recourse is a Heal over Time buff that additionally mitigates 10% of the incoming melee damage. Both the heal amount and maximum mitigated damage depend on the rank of this ability.
The recourse has a chance to proc even if the spell is resisted, if the target of the stun is immune, or even if the recourse is already active.
Ranks 1 to 10 can be trained from level 72 to 81 (one per level), and the chance to proc a recourse is 5% per level, up to 50%.
Salvage
Type: Passive
Requirement: OoW, level 60
Ranks: 3 Points per rank: 5 - 5 - 5
Usefulness: Average
This ability allows the cleric a chance to recover components of a failed tradeskill combine. The probability of succeeding or failing is based on the cleric skill in that tradeskill and the difficulty of the recipe. With this ability, even on a failure the components may not be lost and the combine can be tried again, so it's beneficial mostly when combining rare or expensive components.
The salvage check is made on each component, i.e. if a combine takes four components, there will be four checks, with a chance to save up to all four.
Rank 1 can be trained at 60 or later and gives a chance to save a component that is not yet known but should be around 5%.
Rank 2 can be trained at 65 or later and the chance to save a component becomes 15%.
Rank 3 can be trained at 70 or later and the chance to save a component becomes 25%.
Sanctified Blessing
Type: Passive
Requirement: SoD, level 75
Ranks: 1 Points per rank: 6 - 6 - 6
Usefulness: Low
With this ability, every time a cleric casts a cure spell (successfully or not) onto a character, the current cleric's target has a chance to receive a direct heal.
The amount of HP healed depends on the rank of the ability. The chance to perfom this heal is not know at the time of this writing.
The cure spell must be comprised between level 60 and the level at which a rank can be purchased. For example, if a cleric has trained this ability to rank 2, only cure spells of level 60 to 80 can trigger the heal.
Rank 1 can be trained at level 75 and heals for 1000 HP.
Rank 2 can be trained at level 80 and heals for 1250 HP.
Rank 3 can be trained at level 85 and heals for 1500 HP.
Sanctity of the Keeper
Type: Passive
Requirement: DoN, level 68
Ranks: 1 Points per rank: special, see below
Usefulness: Good
This ability gives the cleric a chance to resist any detrimental spell. The actual percentage is not yet know at the time of this writing (April 2009).
This ability can be obtained by completing the final stage of the DoN progressive quest (good side). A cleric can start this quest by speaking with Chieftain Relae Aderi, in Lavastorm, but will need to raise his/her faction with Norrath's Keepers to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing the quest. The previous stage gives Power of the Keeper.
The equivalent ability for clerics aligned to the DoN good side is Fervor of the Dark reign. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Sanctuary
Type: Activated
Casting: 1.5s Duration: 3mn Refresh: 1h 12mn
Range: Self Activation code: 396 Reference: Lucy
Requirement: OoW, level 70
Ranks: 1 Points per rank: 12
Usefulness: Good
When activating this ability, a cleric instantly becomes the last target to consider by all attacking creatures. All other characters will be attacked first, providing they don't use themselves some form of invulnerability like the Divine Aura or Harmshield spells. If all other possible targets are invulnerable, or if the cleric is the last on the aggro list of a creature, he/she will be attacked and the sanctuary will be broken.
Therefore, this spell offers no protection when traveling alone.
The sanctuary will also be broken if the cleric take any action toward another character or NPC, such as healing or casting a detrimental spell. Clicking a rod will also break it. Only spells and abilities used on self will keep the sanctuary undisturbed, including heals, self cure, invulnerability spells. When taking an action on some other target, the sanctuary is broken as soon as the spell or ability cast starts.
Given the long duration, it is possible to camp while staying undisturbed, as long as there always is another character to attack during the camp.
This ability can be further improved with Hastened Sanctuary.
Secondary Forte
Type: Passive
Requirement: GoD, level 55
Ranks: 1 Points per rank: 9
Usefulness: Low
This ability enables a cleric to raise a second specialisation skill above 50. A cleric can train specialisation at level 20 in every skill, and without this ability all specialisation skills are capped at 50, except one capped at 200. With Secondary Forte, another specialisation skill can be raised to a maximum of 100.
At 200, a specialisation skill reduces the mana used casting a spell by 10%. At 100, this mana saving is only 5%.
Shield Block
Type: Passive
Requirement: TSS, level 71
Ranks: 6 Points per rank: 3 - 6 - 9 - 7 - 9 - 12
Usefulness: Good
This ability allows a cleric wearing a shield to parry attacks. Only a fixed amount of attacks can be parried, regardless of the cleric defensive skills and abilities.
You can train rank 1 of this ability at level 71 and it reduces incoming melee damage by 1%.
You can train rank 2 of this ability at level 73 and it reduces incoming melee damage by 2.5%.
You can train rank 3 of this ability at level 75 and it reduces incoming melee damage by 5%.
You can train rank 4 of this ability at level 76 and it reduces incoming melee damage by 6%.
You can train rank 5 of this ability at level 78 and it reduces incoming melee damage by 7%.
You can train rank 6 of this ability at level 80 and it reduces incoming melee damage by 8%.
Silent Casting
Type: Activated
Casting: 2.5s Duration: 1mn Refresh: 36mn
Range: Self Activation code: 494 Reference: Rank 1 - 2 - 3 - 4 - 5 at Lucy
Requirement: DoD, level 66, Spell Casting Subtlety at rank 3
Ranks: 5 Points per rank: 5 - 5 - 5 - 5 - 5
Usefulness: Average
While this ability is active, all spells a cleric casts will generate much less hate than usual. Contrary to Spell Casting Subtlety, this ability is activated and lasts only for a short time. It's however much more powerful, up to reducing the normal amount of hate to only 1.
The hate reduction factor is random, from 1% to a maximum that depends on the rank in this ability.
It is unknown if this hate reduction stacks with other focus effects (from Harmony of the Soul for instance) and abilities like Spell Casting Subtlety.
At rank 1 the hate is reduced by 1% to 20%.
At rank 2 the hate is reduced by 1% to 40%.
At rank 3 the hate is reduced by 1% to 60%.
At rank 4 the hate is reduced by 1% to 80%.
At rank 5 the hate is reduced by 1% to 100%.
Spell Casting Fury
Type: Passive
Requirement: SoL, level 55, 6 AA points spent in General category
Ranks: 3 Points per rank: 2 - 4 - 6
Usefulness: Low
Abbreviation: SCF
This ability gives a cleric a chance to perform a critical nuke on direct damage spells. It doesn't affect damage over time spells. If a critical nuke is performed, it increases the amount of damage dealt (before increase from focus effects, if any).
This ability also works with AoE damage spells and procs that do direct damage (single target or group) including Hands of the Gods and Hand of Order.
This ability can be further improved with Fury of Magic, Power of the Dark reign, Power of the Keeper and Destructive Fury.
At rank 1 the damage is increased by 33% and the chance of performing a critical nuke is 2%.
At rank 2 the damage is doubled and the chance of performing a critical nuke becomes 4%.
At rank 3 the damage the chance of performing a critical nuke becomes 7%.
Spell Casting Mastery
Type: Passive
Requirement: SoL, level 55, 6 AA points spent in General category
Ranks: 3 Points per rank: 2 - 4 - 6
Usefulness: Very good
Abbreviation: SCM
This ability reduces the mana a cleric spends to cast a spell. It works on almost every spell (notable exception is Promised Renewal), and stacks with focus effects. However, a cleric must have enough mana without taking this ability into account to be able to start casting a spell. Mana reduction abilities and effects (including specialisation) operate after the spell cast has been started.
The cleric community considers this ability one of the best.
At rank 1 the mana saving is 2%.
At rank 2 the mana saving is 5%.
At rank 3 the mana saving is 10%.
Spell Casting Reinforcement
Type: Passive
Requirement: SoL, level 55, 6 AA points spent in General category
Ranks: 3 Points per rank: 2 - 4 - 6
Usefulness: Good
Abbreviation: SCR
This ability increases the duration of all beneficial buffs, including heal over time. It stacks with focus effects, however most focus effects have a minimum duration requirement or exclude certain spells, and therefore don't increase the duration of Supernal Elixir or Divine Aura for instance.
This ability can be further improved with Spell Casting Reinforcement Mastery.
At rank 1 the duration is increased by 5%.
At rank 2 the duration is increased by 15%.
At rank 3 the duration is increased by 30%.
Spell Casting Reinforcement Mastery
Type: Passive
Requirement: SoL, level 59, Spell Casting Reinforcement at rank 3
Ranks: 1 Points per rank: 8
Usefulness: Good
Abbreviation: SCRM
This ability increases buffs duration. A cleric with Spell Casting Reinforcement at rank 3 has buffs duration extended by 30%, with this ability the increase becomes 50%. See the description of Spell Casting Reinforcement for more information.
Spell Casting Subtlety
Type: Passive
Requirement: GoD, level 71
Ranks: 12 Points per rank: 3 - 6 - 9 - 4 - 4 - 4 - 7 - 9 - 12 - 7 - 9 - 12
Usefulness: Good
Abbreviation: SCS
This ability reduces the hate generated when casting a spell that can aggravate a creature. Often a cleric has no choice but heal fast and that can quickly attract the attention of monsters. With this ability, monsters take less easily notice of the cleric, always a good thing for the party.
While operating differently, Silent Casting also reduces hate from spells.
Rank 1 reduces aggro by 5%.
Rank 2 reduces aggro by 10%.
Rank 3 reduces aggro by 20%.
Rank 4 can be trained at level 71 and reduces aggro by 1%.
Rank 5 can be trained at level 73 and reduces aggro by another 1%.
Rank 6 can be trained at level 75 and reduces aggro by another 1%.
Rank 7 can be trained at level 76.
Rank 8 can be trained at level 78.
Rank 9 can be trained at level 80.
Rank 10 can be trained at level 81.
Rank 11 can be trained at level 83.
Rank 12 can be trained at level 85.
Staunch Recovery
Type: Activated
Casting: 3s Duration: Instant Refresh: 24h
Range: Self Activation code: 486 Reference: Lucy
Requirement: Six years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Very good
This ability refills the HP, mana and endurance bar of the cleric.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after six years of subscription, or sooner depending on special offers.
Steadfast Servant
Type: Activated
Casting: 3s Duration: 15mn Refresh: 24h
Range: Self Activation code: 485 Reference: Lucy
Requirement: Five years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Low
Using this ability summons a Steadfast Servant. This creature will follow the cleric until they zone or die, or the 15mn ends. A Servant doesn't attack others, or take any form of damage, and cannot be attacked. It will not take damage from area of effect spells either.
While active, the servant will cast heals and small buffs (if they can stack) on members of the caster's party.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after five years of subscription, or sooner depending on special offers.
Summon Clockwork Banker
Type: Activated
Casting: Instant Duration: 10mn Refresh: 20h
Range: Self Activation code: 8130
Requirement: Eleven years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Average
When using this ability, a cleric summons a banker NPC that operates like a regular banker.
The banker disappears after 10mn.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after eleven years of subscription, or sooner depending on special offers.
Summon Resupply Agent
Type: Activated
Casting: Instant Duration: 10mn Refresh: 20h
Range: Self Activation code: 8081
Requirement: Ten years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Low
When using this ability, a cleric summons a vendor NPC that operates like a regular vendor.
The vendor disappears after 10mn.
This ability is one of the Veteran Rewards and a cleric obtains it automatically without spending points after ten years of subscription, or sooner depending on special offers.
Tailoring Mastery
Type: Passive
Requirement: Level 59
Ranks: 3 Points per rank: 3/6/9
Usefulness: Average
This ability reduces the cleric chance to fail a tailoring combine. The probability of succeeding or failing is based on the cleric skill in tailoring and the difficulty of the recipe, and this ability is a modifier to the base chance of success.
Rank 1 multiplies the chance of failing by 0.9.
Rank 2 multiplies the chance of failing by 0.75.
Rank 3 multiplies the chance of failing by 0.5.
Temptation of Blood
See Curse of Blood.
Tenacity of the Dark Reign
Type: Passive
Requirement: DoN, level 65
Ranks: 1 Points per rank: special, see below
Usefulness: Good
This ability increases the cleric mana by 200, and base hitpoints, in a way similar to Natural Durability, by an additional 3%. Therefore, with this ability and all ranks trained in Natural Durability the cleric can increase his/her base hitpoints by 13%.
This ability can be obtained by completing the second stage of the DoN progressive quest (evil side). A cleric can start this quest by speaking with Commander Zaerr Ty'Dar, in Lavastorm, but will need to raise his/her faction with Dark Reign to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing this stage of the quest. The previous stage gives Gift of the Dark reign, the next stage will give Embrace of the Dark reign.
The equivalent ability for clerics aligned to the DoN good side is Valor of the Keeper. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Throne of Heroes
Type: Activated
Casting: 16s Duration: Instant Refresh: 1h 12mn
Range: Self Activation code: 511 Reference: Lucy
Requirement: Eight years of subscribtion to Everquest
Ranks: 1 Points per rank: None
Usefulness: Average
A character can use this ability to gate once a day to the Guild Lobby. While not very useful to players, that often have access to many different ways of gating to safe zones like Plane of Knowledge or The Nexus, this ability give melee classes an option.
Casters also like it when they bind in other places, since it's the closest gate spot one can have to the Guild Hall.
Last but not the least, this ability is available at all levels.
Torment of Blood
See Curse of Blood.
Touch of the Divine
Type: Passive
Requirement: GoD, level 65
Ranks: 10 Points per rank: 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5 - 5
Usefulness: Average
This ability gives the cleric a chance to survive death, even a death touch. It has a chance to trigger everytime the cleric dies, and when it does the cleric receives the following benefits:
- The cleric actually doesn't die, is not sent to bind point and doesn't loose experience.
- His buffs are not stripped, but detrimental effects aren't removed either.
- He's restored to 1 HP.
- The cleric gets a healing buff similar to the celestial line that heals for 534 HP/tick for 6 ticks.
- The cleric gets an invulnerability buff similar to Divine Aura that lasts for 6 ticks, and will overwrite another buff if there is no buff slot available.
Note that 6 ticks is more than 30s. That means if the cleric immediately camps he will do it successfully, in all situations. This is one of the best benefits of this ability.
At rank 1 the probability of surviving death is 2%.
At rank 2 the probability of surviving death is 4%.
At rank 3 the probability of surviving death is 6%.
At rank 4 the probability of surviving death is 8%.
At rank 5 the probability of surviving death is 10%.
Ranks 6 to 10 can be trained from level 76 to 80, one per level.
Trials of Mata Muram
Type: Passive
Requirement: OoW, level 66
Ranks: 6 Points per rank: Special
Usefulness: Average
This ability increases all resist caps. Initially, it is not available to clerics, they must complete one of the trials available in Muramite Proving Grounds. When a trial is completed successfully, this ability appears in the Omens Abilities Window, and beating more trials increases the ranks, up to rank 6 when all trials are completed.
Ranks 1 to 5 increase all resist caps by +8 points, for a total of +40 at rank 5.
Ranks 6 increases all resist caps by +10 points, for a total of +50.
Turn Undead
Type: Activated
Casting: 2.5s Duration: 4 ticks Refresh: 5mn
Range: 200 Activation code: 558 Reference: Rank 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 at Lucy
Requirement: SoL, level 59
Ranks: 8 Points per rank: 3 - 6 - 9 - 9 - 9 - 12 - 12 - 12
Usefulness: Low
This ability allows a cleric to put a damage over time spell on an undead creature. The DoT last for 4 ticks, however each rank inflicts more damage per tick. It also has a 5% chance to do a direct 32k to 38k damage on that creature. And last but not least, this effect has a -500 resist modifier and is therefore pretty much irresistible.
The duration of this ability is not increased by Spell Casting Reinforcement.
This ability can be improved with Hastened Turn Undead.
At rank 1 the DoT is 100 HP per tick.
At rank 2 the DoT is 200 HP per tick.
At rank 3 the DoT is 300 HP per tick.
Rank 4 can be trained at level 65 and the DoT becomes 500 HP per tick.
Rank 5 can be trained at level 70 and the DoT becomes 700 HP per tick.
Rank 6 can be trained at level 75 and the DoT becomes 1000 HP per tick.
For ranks 7 and 8 the chance to also do a direct nuke becomes 6% and it does 38k damage.
Rank 7 can be trained at level 80 and the DoT becomes 2000 HP per tick.
Rank 8 can be trained at level 85 and the DoT becomes 2200 HP per tick.
Twincast
Type: Passive
Requirement: SoD, level 81
Ranks: 3 Points per rank: 7 - 7 - 7
Usefulness: Low
With this ability, every time the cleric cast a direct damage spell there is a chance they will automatically recast it right away at no mana cost. This mechanism is known as twincast.
The chance to perform the twincast depends on the rank of this ability.
Rank 1 can be trained at level 81 and the chance to twincast is 1%
Rank 2 can be trained at level 82 and the chance to twincast becomes 2%
Rank 3 can be trained at level 83 and the chance to twincast becomes 3%
Unfailing Divinity
Type: Passive
Requirement: PoP, level 61
Ranks: 3 Points per rank: 2 - 4 - 6
Usefulness: Average
Abbreviation: UD
This ability increases the likelihood of a Death Pact or Divine Intervention spell to successfully heal their target.
As we understand these spells today (April 2009), if a character buffed with Death Pact or Divine Intervention takes damage and his hitpoints drop below 15% of his maximum, there is a chance that he will get healed, and the spell then fades (oversimplified view of the spell mechanics, but what matters is the trigger concept). Death Pact heals for 300 HP, Divine Intervention completely heals the character.
The probability that the spell fires off is based on the character's charisma, the higher the charisma, the better the probability. Unfailing Divinity increases this probability, additional ranks giving an even better chance of success. Also, with Divine Intervention it gives a chance to get a small heal even if the spell fails, the amount healed being of the order of 1500 HP per rank.
Rank 1 can be trained at 61 or later.
Rank 2 can be trained at 63 or later.
Rank 3 can be trained at 65 or later.
Valor of the Keeper
Type: Passive
Requirement: DoN, level 65
Ranks: 1 Points per rank: special, see below
Usefulness: Good
This ability increases the cleric mana by 200, and base hitpoints, in a way similar to Natural Durability, by an additional 3%. Therefore, with this ability and all ranks trained in Natural Durability the cleric can increase his/her base hitpoints by 13%.
This ability can be obtained by completing the second stage of the DoN progressive quest (good side). A cleric can start this quest by speaking with Chieftain Relae Aderi, in Lavastorm, but will need to raise his/her faction with Norrath's Keepers to pursue the quest. A cleric doesn't need to spend any point to train this ability, it's a reward for completing this stage of the quest. The previous stage gives Gift of the Keeper, the next stage will give Embrace of the Keeper.
The equivalent ability for clerics aligned to the DoN evil side is Tenacity of the dark reign. These two abilities are mutually exclusive, since they operate only when a cleric has the proper faction with one of these opposite sides.
Ward of Purity
Type: Activated
Casting: Instant Duration: 5mn Refresh: 30mn
Range: 60 Activation code: 506 Reference: Rank 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 at Lucy
Requirement: DoD, level 70, Exquisite Benediction at rank 5
Ranks: 12 Points per rank: 7 - 7 - 7 - 5 - 5 - 5 - 7 - 9 - 12 - 7 - 9 - 12
Usefulness: Low
This ability allows a cleric to put a static curing ward around him, that cures for up to 9 counters of poison and disease every other tick.
Details on the cleansing effect can be found on Lucy for ranks 1 to 12. Once put into place, the ward doesn't move. The curing it provides doesn't stack with other curing wards, whether they are from another cleric or druid, but will stack with healing wards.
Several wards can be set up at the same spot however, but only the more potent will have any effect. While active, the ward takes a slot in the bard song window, and looks like an NPC casting curing spells.
A ward tick is set to 10 seconds, therefore it will cure every other tick only, not every tick.
This ability and Exquisite Benediction are on the same timer, and therefore cannot be used together by the same cleric.
At rank 1 the ward cures 1 counter every other tick.
At rank 2 the ward cures 2 counters every other tick.
At rank 3 the ward cures 3 counters every other tick.
Rank 4 can be trained at level 71 and the ward cures 4 counters every other tick.
Rank 5 can be trained at level 73 and the ward cures 5 counters every other tick.
Rank 6 can be trained at level 75 and the ward cures 6 counters every other tick.
Rank 7 can be trained at level 76 and the ward cures 7 counters every other tick.
Rank 8 can be trained at level 78 and the ward cures 8 counters every other tick.
Rank 9 can be trained at level 80 and the ward cures 9 counters every other tick.
Rank 10 can be trained at level 81.
Rank 11 can be trained at level 83.
Rank 12 can be trained at level 85.
Written Prayer
Type: Passive
Requirement: SoD, level 51
Ranks: 10 Points per rank: 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3 - 3
Usefulness: Low
This ability increases the cleric's skill cap in Spell Research. Each rank increases the cap by 10 points, from 200 to 300.
This ability is not particularly useful since INT-based casters can make research combines for any class, and have access to abilities that increase the success rate.
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