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(Added FAQ section)
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=FAQ=
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'''Q: Upon reaching a pre-designated level caster classes gain the research ability. What do clerics use for research to create their spells?'''
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 +
A: The cleric although a caster is consider a priest class. That being stated, no priest classes (Druid, Cleric, Shaman) are required to research components for higher level spells. All priest spells are availabe at vendors or 50+ as a dropped spell from a monster.
 +
 +
 +
'''Q: What do you specialize in if you are a Cleric?'''
 +
 +
A: Depends greatly on the cleric, however the cleric is generally the primary healer in groups and since healing uses the alteration skill, this is the most common specialization.
 +
 +
 +
'''Q: What are the timelimits for a corpse to stay online before it disappears, and is there a differant time length between whether you are logged on or off?'''
 +
 +
A: Corpses will last up to one week if you do not play at all after dying. If you do play however you have 24 game hours before it decays. Even playing another character, or being at the server select screen will reduce this. Resurrections cannot be performed after 3 hours online gameplay.
 +
 +
 +
'''Q: When does a cleric get to meditate?'''
 +
 +
A: Clerics can begin meditating at level eight. The character needs to put a practice point in at their guild for it to go into effect.
 +
 +
 +
'''Q: I just memmed my Level 1 Divine Aura spell but it's still greyed out. What gives? Am I doing something wrong?'''
 +
 +
A: Divine Aura can only be used once every fifteen minutes. Once you have memmed the spell you must wait 15 minutes before you can use it. When the gem appears normally it can be cast.
 +
 +
 +
'''Q: Do the symbol buffs increase in effect when levels are gained and does level effect duration?'''
 +
 +
A: Yes, on both questions.
 +
 +
 +
'''Q: Why does a cleric who is a priest to a deity/god not get any special 'ability' or even looks depending on thier deity/God?'''
 +
 +
 +
A: Religion serves only a few small purposes in EverQuest. For Clerics it can effect if they are like or dislike by other temple factions. It can also affect which imbue spells they can use.
 +
 +
 +
'''Q: If the cleric is considered "The Primary Healer" why don't they get the summon bandages spell. They can summon water, food, and hammers, why not bandages.'''
 +
 +
A: Good Question. Their God's must only believe in pure healing as opposed to rudimentary measures like band-aids.
 +
 +
 +
'''Q: Why are Clerics robbed of any type of an invisibility spell? We seem to be the only caster type, whether pure or hybrid, that lack this ability.'''
 +
 +
A: Your priestly abilities only allows you to cloak yourselves from the undead. It's simply the way it is.
 +
 +
 +
'''Q: Why is it when I cast devine barrier I can still be stunned? Apparently my god is powerful enough to protect my from any amount of damage. Yet isn't quite strong enough to keep me from being knocked loopy. Is there a actual reason for this or just an oversight in the programing?'''
 +
 +
A: Being stunned is just something which is not protected by the divine barrier. There is no other explanation except that it is just the way things are.
 +
 +
 +
'''Q: What are the imbued line of spells used for? What trade skill are they used for?'''
 +
 +
A: The imbued line of spells is for enchanting items made through tradeskills. Only one spell can be used for each deity however. Currently only blacksmithing utilizes the imbued stones created with the spells.
 +
 +
 +
'''Q: I heard something about clerics getting more efficient heals or +% to the amount they heal compared to other classes, is this true or are all heals equivalent whether cast by a cleric/druid/shaman/etc?'''
 +
 +
A: Clerics gain additional healing spells that are more efficient for the dmg healed to mana spent ratio. Also, a cleric's specialization will help cut down on the amount of mana used for various healing spells.

Revision as of 20:45, 12 November 2010

Contents

Description

Cleric.gif

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

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

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

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


Creation Guide

Statistics

Strength

Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. For Clerics their are two main factors to consider in relation to this stat. Firstly, Clerics wear plate armour which is quite heavy, and if wielding a weapon are heavier still. This can greatly reduce the amount of space left for carrying things. However, the second factor somewhat displaces this first one. Clerics get a number of spells which increase their strength. This somewhat lowers the need to not put bonus points into this statistic, but Strength will help in both your melee and general life in EQ, so some extra points here won't go astray.


Stamina Stamina affects how many hit points you have, and how long you can hold your breath. Clerics don't really need to worry about hit-points so much since they have excellent buffs in this area. This statistic is not worth putting any bonus points into at creation.


Agility Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Since clerics get hit a lot in combat, there is sound argument for putting points into this statistic. However, it doesn't seem to make a noticeable difference, and there are quite a few Agility increasing items in the game.


Dexterity Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special. This is important only in terms of the melee capacity of a Cleric. Whilst at lower levels one will melee a lot, it will diminish as you raise higher. It is not recommended to put bonus points into this statistic, but rather to focus on some extra dex items early in the game which you can later trade for other modifiers once you reduce the amount you melee.

Wisdom Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. It is the core statistic for Clerics and a good amount of your bonus points should be allocated here. Whilst some people may say it is easy to reach the soft cap of 200 wisdom through the many bonus items in the game, this is one stat which you can never have enough of. Once you reach 200 you can then free up slots for other stat enchancers such as for hit-points, direct mana, or AC.


Intelligence Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. Since a Cleric always has a higher wisdom, skill raising is based off that statistic. Do not put bonus points into intelligence.


Charisma This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. This is not a stat to worry about at creation. Although vendor prices do add up for purchasing spell components, you can easily raise your charisma with in game items.


Picking the Right Race

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

In terms of Faction, only the Dark Elf Clerics generally have problems. They will have difficulty trading in some areas and forced to seek out evil aligned vendors.

Experience wise halfling clerics level a little faster than the other races. You should also be aware that the smaller races (Gnomes, Dwarves, Halflings) have restrictions on the size armours they can wear. At later levels this is not so important however. Dark Elves and Halflings get the ability to hide. Halflings also get sneak. This is a valuable asset to the Cleric since they get no standard invisibility spell, only able to cloak themselves from eyes of the undead.

Humans and Erudites have no form of night-vision. This can make life difficult if you are not familiar with the geography of Norrath.

Gnomes have a very low wisdom, and because of this are rarely chosen as a cleric race.

File:Cleric-stats.png


Spending Your Bonus Points

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

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


Religion

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



Spells

Level 1

Spell NameSpell DescriptionEraClassLocationMana
CourageHP and AC buff Abj.Vendor.12
Cure PoisonCures target of poison effects Alt.Vendor.20
Divine Aura18 second invulnerablity Abj.Vendor.10
Flash of LightBlinds target Div.Vendor.12
LullReduce the target's aggression Alt.Vendor.10
Minor HealingHealing spell Alt.Vendor.10
Spook the DeadUndead only fear Alt.Vendor.10
StrikeDirect damage spell Evo.Vendor.12
True NorthFace to the north. Div.Vendor.5
YaulpSelf only combat buff spell Abj.Vendor.5


Level 5

Spell NameSpell DescriptionEraClassLocationMana
Cure BlindnessCures the target of blindness effects Alt.Vendor.20
Cure DiseaseCures the target of disease effects Alt.Vendor.20
FurorDirect damage spell Evo.Vendor.20
GateReturns you to your bind point Alt.Vendor.70
Holy ArmorAC buff Abj.Vendor.20
Light HealingHealing spell Alt.Vendor.25
Reckless StrengthTemporary strength buff Alt.Vendor.30
StunStuns the target Evo.Vendor.35
Summon DrinkSummons a water source Con.Vendor.10
Ward UndeadUndead DD line of spells Evo.Vendor.30


Level 9

Spell NameSpell DescriptionEraClassLocationMana
CenterHP and AC buff Abj.Vendor.40
Endure FireAdds to fire resistance Abj.Vendor.20
Endure PoisonSingle Target Poison Resist Buff (25) Abj.Vendor.20
FearFear spell Alt.Vendor.40
Hammer of WrathSummons a magical hammer Con.Vendor.50
InvigorRestores stamina Alt.Vendor.20
RootStops target's movement Alt.Vendor.30
Sense the DeadDetects undead creatures Div.Vendor.5
SootheReduces the target's aggression Alt.Vendor.30
Summon FoodSummons a food source Con.Vendor.10
Word of PainPoint blank AE direct damage spell Evo.Vendor.47


Level 14

Spell NameSpell DescriptionEraClassLocationMana
Bind AffinitySets bind point Alt.Vendor.100
Cancel MagicRemoves a magical effect Abj.Vendor.30
Endure ColdAdds to cold resistance Abj.Vendor.20
Endure DiseaseAdds to disease resistance Abj.Vendor.20
Expulse UndeadUndead DD spell Evo.Vendor.60
Halo of LightSummons a Halo of Light Con.Vendor.40
HealingHealing spell Alt.Vendor.60
Invisibility vs UndeadMakes target invisible vs undead creatures Div.Vendor.40
Sense SummonedWill target the nearest summoned creature around you Div.Vendor.5
SmiteDirect damage spell Evo.Vendor.70
Symbol of TransalIncrease Hitpoint Base (max: 73) Abj.Vendor.55


Level 19

Spell NameSpell DescriptionEraClassLocationMana
CalmReduces the target's aggression Alt.Vendor.50
DaringHP and AC buff Abj.Vendor.60
Endure MagicAdds to magic resist Abj.Vendor.40
Extinguish FatigueRestores stamina Alt.Vendor.35
Holy MightStuns target with a small amount of damage Evo.Vendor.60
Spirit ArmorAC buff Abj.Vendor.75
Ward SummonedSummoned DD spell Evo.Vendor.30
Word of ShadowPoint blank AE direct damage spell Evo.Vendor.85
Yaulp IISelf only combat buff spell Abj.Vendor.15


Level 24

Spell NameSpell DescriptionEraClassLocationMana
BraveryHP and AC buff Abj.Vendor.70
Counteract PoisonCures target of poison effects Alt.Vendor.50
Dismiss UndeadUndead DD spell Evo.Vendor.90
Greater HealingHealing spell Alt.Vendor.150
Hammer of StrikingSummons a magical hammer Con.Vendor.100
Inspire FearFear spell Alt.Vendor.80
Symbol of RyltanHP buff Abj.Vendor.111
Wave of FearPoint blank AE fear spell Alt.Vendor.90


Level 29

Spell NameSpell DescriptionEraClassLocationMana
Abundant DrinkSummons 4 water sources Con.Vendor.25
Counteract DiseaseCures target of disease effects Alt.Vendor.50
Divine Barrier18 seconds of invulnerability and HP regen Abj.Vendor.100
EnstillStops target's movement Alt.Vendor.60
Expulse SummonedSummoned DD spell Evo.Vendor.60
GuardAC buff Abj.Vendor.80
Imbue Black PearlCreate an Imbued Black Pearl Alt.Erudin.200
Imbue Black SapphireCreate an Imbued Black Sapphire Alt.Q.Cats.200
Imbue DiamondCreate an Imbued Diamond Alt.Freeport.200
Imbue EmeraldCreate an Imbued Emerald Alt.Felwithe.200
Imbue OpalCreate an Imbued Opal Alt.Qeynos.200
Imbue PeridotCreate an Imbued Peridot Alt.Vendor.200
Imbue Plains PebbleCreate an Imbued Plains Pebble Alt.Unknown.200
Imbue Rose QuartzCreate an Imbued Star Rose Quartz Alt.Freeport.200
Imbue RubyCreate an Imbued Ruby Alt.Vendor.200
Imbue SapphireCreate an Imbued Sapphire Alt.Neriak.200
Imbue TopazCreate an Imbued Topaz Alt.Erudin.200
Panic the DeadUndead fear spell Alt.Vendor.50
ReviveSummons a player to their corpse Alt.Vendor.300
Word of SpiritPoint blank AE direct damage spell Evo.Vendor.133
WrathDirect damage spell Evo.Vendor.145


Level 32

Spell NameSpell DescriptionEraClassLocationMana
Abundant FoodSummons 4 food sources Con.Vendor.25
Armor of ProtectionSingle Target AC & HP Buff.Vel.Abj.Vendor.110
AtoneWipes NPC hate list Alt.Vendor.60
Blinding LuminanceBlinds target Div.Vendor.50
Expel UndeadUndead DD spell Evo.Vendor.130
ForceStuns target with a small amount of damage Evo.Vendor.90
Frenzied StrengthTemporary strength buff Alt.Vendor.90
Resist FireAdds to fire resistance Abj.Vendor.50
Resist PoisonAdds to poison resistance Abj.Vendor.50
Superior HealingHealing spell Alt.Vendor.250
Symbol of PinzarnHP buff Abj.Vendor.200
TremorArea effect DD spell Evo.Vendor.200
ValorHP and AC buff Abj.Vendor.90
Word of HealthArea effect healing spell Alt.Vendor.180


Level 39

Spell NameSpell DescriptionEraClassLocationMana
Armor of FaithAC buff Abj.Vendor.150
Complete HealingHealing spell, restores all hp loss Alt.Vendor.400
Dismiss SummonedDirect Damage againsed Summoned Targets. Evo.Vendor.90
Invoke FearFear spell Alt.Vendor.100
Nullify MagicRemoves magical effects Abj.Vendor.50
PacifyReduces the target's aggression Alt.Vendor.100
Resist ColdAdds to cold resistance Abj.Vendor.50
Resist DiseaseAdds to disease resistance Abj.Vendor.50
ResuscitateSummons a player to their corpse with some exp restored Alt.Vendor.500
Turning of the UnnaturalUndead Only Damage over Time (Max: 400hp)Vel.Evo.NPC Drop.180
Word of SoulsPoint blank AE direct damage spell Evo.Vendor.171


Level 44

Spell NameSpell DescriptionEraClassLocationMana
Banish UndeadUndead DD spell Evo.Vendor.225
Celestial HealingTarget over Time (748 over 24 Secs.)Vel.Alt.NPC Drop.225
EarthquakeArea effect DD spell Evo.Vendor.375
Hammer of RequitalSummons a magical hammer Con.Vendor.150
Resist MagicAdds to magic resistance Abj.Vendor.95
ResolutionHP and AC buff Abj.Vendor.110
RetributionDirect damage spell Evo.Vendor.240
Symbol of NaltronHP buff Abj.Vendor.315
Yaulp IIISelf only combat buff Abj.Vendor.25


Level 49

Spell NameSpell DescriptionEraClassLocationMana
Abolish PoisonRemoves poison effects Alt.Vendor.100
Expel SummonedSummoned DD spell Evo.Vendor.130
ImmobolizeStops target's movement Alt.Vendor.80
RessurectionSummons a player to their corpse with considerable exp restoration Alt.Vendor.700
Shield of WordsAC buff Abj.Vendor.300
Sound Of ForceStuns target with a small amount of damage Evo.Vendor.120
Word DivinePoint blank AE direct damage spell Evo.Vendor.304
Word of HealingArea effect healing spell Alt.Vendor.600


Level 50

Spell NameSpell DescriptionEraClassLocationMana
Improved Invisibility to UndeadSelf Only Fixed Duration Invis v. Undead.Vel.Abj.NPC Drop.75


Level 51

Spell NameSpell DescriptionEraClassLocationMana
Death PactHeal When Near Death BuffKun.Abj.NPC Drop.100
Dread of NightUndead Only Fear SpellKun.Alt.Vendor.100
RemedyHealing SpellKun.Alt.Vendor.175
SunskinGroup Invisible to UndeadKun.Div.NPC Drop.120


Level 52

Spell NameSpell DescriptionEraClassLocationMana
Heroic BondGroup HP and AC BuffKun.Abj.NPC Drop.420
HeroismHP and AC buffKun.Abj.Vendor.140
UpheavalArea Effect DD SpellKun.Evo.NPC Drop.625
Word of VigorArea Effect HealingKun.Alt.NPC Drop.750


Level 53

Spell NameSpell DescriptionEraClassLocationMana
Annul MagicRemoves magical effectsKun.Abj.Vendor.75
Divine LightHealing SpellKun.Alt.Vendor.350
Yaulp IVSelf Only Combat BuffKun.Abj.NPC Drop.1


Level 54

Spell NameSpell DescriptionEraClassLocationMana
ReckoningDirect Damage spellKun.Evo.NPC Drop.250
Symbol of MarzinHP BuffKun.Abj.Vendor.350
Unswerving Hammer of FaithSummon a Animated Hammer.Kun.Con.Vendor.600


Level 55

Spell NameSpell DescriptionEraClassLocationMana
Exile UndeadUndead DD SpellKun.Evo.Vendor.250
FortitudeHP and AC BuffKun.Abj.NPC Drop.175
Stun CommandLow Resistance Area StunVel.Evo.NPC Drop.150
Wake of TranquilityReduces the target's aggressionKun.Alt.Vendor.300


Level 56

Spell NameSpell DescriptionEraClassLocationMana
Banish SummonedSummon Only Direct DamageKun.Evo.Vendor.225
Mark of KarnHealing Damage ShieldKun.Abj.NPC Drop.125
Paralyzing EarthUpgraded Root SpellKun.Alt.NPC Drop.100
ReviviscenceSummons a player to their corpse with considerable exp restorationKun.Alt.Vendor.600


Level 57

Spell NameSpell DescriptionEraClassLocationMana
AegisLong Duration AC BuffKun.Abj.NPC Drop.450
Bulwark of FaithAC BuffKun.Abj.Vendor.350
TrepidationFear SpellKun.Alt.Vendor.200
Word of RestorationGroup heal and cureKun.Alt.NPC Drop.900


Level 58

Spell NameSpell DescriptionEraClassLocationMana
AntidoteReoccurring Abolish PoisonKun.Alt.NPC Drop.100
Enforced ReverenceStun with Direct DamageKun.Evo.NPC Drop.200
Naltrons MarkGroup Symbol Spell (Max: 446hp)Kun.Abj.NPC Drop.500


Level 59

Spell NameSpell DescriptionEraClassLocationMana
Celestial ElixirHeal and Cure over 24 SecondsKun.Alt.Firiona Vie.300
The Unspoken WordPoint Blank Area Effect Direct Damage SpellKun.Alt.NPC Drop.427


Level 60

Spell NameSpell DescriptionEraClassLocationMana
AegolismLong Duration Single Target AC + HP (1100hp)Vel.Abj.NPC Drop.750
Banishment of ShadowsDirect Damage against UndeadKun.Evo.NPC Drop.750
Divine InterventionSave target from death.Kun.Abj.NPC Drop.500
Word of RedemptionGroup Complete HealKun.Alt.NPC Drop.1100


Specialization

Clerics only have 2 real choices of specialization, Alteration and Evocation.

Alteration is by far the most popular choice. It covers heals, cures, roots, and res spells. This means you'll have more heals, and be able to channel heals through on a more consistent basis. It will also reduce the mana cost of those expensive resurrection spells.

Evocation is a choice that many clerics attempting to solo decide to go for. All the cleric direct damage spells are Evocation, this will allow more nukes for you mana, which is critical as your spells aren't very mana efficient in the first place.

If you are a cleric, I heavily recommend Alteration as your specialization.


Skills

Casting Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No Abjuration 235 235
1 No Alteration 235 235
1 No Conjuration 235 235
1 No Divination 235 235
1 No Evocation 235 235
4 No Channelling 200 220
8 Yes Meditate 235 252
30 Yes Specialisation 235 235


Combat Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No 1 Hand Blunt 175 175
1 No 2 Hand Blunt 175 175
1 No Bind Wound 200 200
1 No Defense 200 200
1 No Hand to Hand 75 75
1 No Offense 200 200
15 Yes Dodge 75 75


Miscellaneous Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No Alcohol Tolerance 200 200
1 No Beg 200 200
1 No Fishing 200 200
1 No Sense Heading 200 200
15 Yes Swimming 75 75


FAQ

Q: Upon reaching a pre-designated level caster classes gain the research ability. What do clerics use for research to create their spells?

A: The cleric although a caster is consider a priest class. That being stated, no priest classes (Druid, Cleric, Shaman) are required to research components for higher level spells. All priest spells are availabe at vendors or 50+ as a dropped spell from a monster.


Q: What do you specialize in if you are a Cleric?

A: Depends greatly on the cleric, however the cleric is generally the primary healer in groups and since healing uses the alteration skill, this is the most common specialization.


Q: What are the timelimits for a corpse to stay online before it disappears, and is there a differant time length between whether you are logged on or off?

A: Corpses will last up to one week if you do not play at all after dying. If you do play however you have 24 game hours before it decays. Even playing another character, or being at the server select screen will reduce this. Resurrections cannot be performed after 3 hours online gameplay.


Q: When does a cleric get to meditate?

A: Clerics can begin meditating at level eight. The character needs to put a practice point in at their guild for it to go into effect.


Q: I just memmed my Level 1 Divine Aura spell but it's still greyed out. What gives? Am I doing something wrong?

A: Divine Aura can only be used once every fifteen minutes. Once you have memmed the spell you must wait 15 minutes before you can use it. When the gem appears normally it can be cast.


Q: Do the symbol buffs increase in effect when levels are gained and does level effect duration?

A: Yes, on both questions.


Q: Why does a cleric who is a priest to a deity/god not get any special 'ability' or even looks depending on thier deity/God?


A: Religion serves only a few small purposes in EverQuest. For Clerics it can effect if they are like or dislike by other temple factions. It can also affect which imbue spells they can use.


Q: If the cleric is considered "The Primary Healer" why don't they get the summon bandages spell. They can summon water, food, and hammers, why not bandages.

A: Good Question. Their God's must only believe in pure healing as opposed to rudimentary measures like band-aids.


Q: Why are Clerics robbed of any type of an invisibility spell? We seem to be the only caster type, whether pure or hybrid, that lack this ability.

A: Your priestly abilities only allows you to cloak yourselves from the undead. It's simply the way it is.


Q: Why is it when I cast devine barrier I can still be stunned? Apparently my god is powerful enough to protect my from any amount of damage. Yet isn't quite strong enough to keep me from being knocked loopy. Is there a actual reason for this or just an oversight in the programing?

A: Being stunned is just something which is not protected by the divine barrier. There is no other explanation except that it is just the way things are.


Q: What are the imbued line of spells used for? What trade skill are they used for?

A: The imbued line of spells is for enchanting items made through tradeskills. Only one spell can be used for each deity however. Currently only blacksmithing utilizes the imbued stones created with the spells.


Q: I heard something about clerics getting more efficient heals or +% to the amount they heal compared to other classes, is this true or are all heals equivalent whether cast by a cleric/druid/shaman/etc?

A: Clerics gain additional healing spells that are more efficient for the dmg healed to mana spent ratio. Also, a cleric's specialization will help cut down on the amount of mana used for various healing spells.