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Al’Kabor A Cleric’s Guide
Part 2: Spells
This discussion of spells is geared more towards the high level Clerics than to the low level Clerics (although when I get around to writing a section on leveling and soloing at lower levels, I will include more information there on lower level spells). For the most part, our spells come in specific "lines" of spells in which the use of a lower level spell is replaced entirely by the next spell in the line.
Recast times
A note about recast times: if you look them up on Lucy, you will see something called a fizzle time. This is the refresh rate of your gems (as a whole) when you cast this spell. For the most part, this is low, but some spells (like Supernal Remedy) have a higher fizzle time. That is, when you cast the spell, you have to wait the fizzle time before you can cast any other spell (not just to recast the spell you just cast). Usually this is pretty straight forward.
There is, however, a bug in the game. Since the game mechanics tend to round things off, a spell with a fizzle time of 2.25 seconds will refresh the gems after 2 seconds, and an immediate casting of a spell with a short cast time (like Yaulp VI – casting in .5 seconds) will often result in a message that the spell cannot be cast yet. This is considered a bug, and it remained in the EQ game until significantly after our code base split off. The best way to deal with this is to wait an extra moment to cast those spells that you know that this problem effects. There is a synchronization process that occurs periodically, that will keep this from happening (so that you won’t get such a failure on a longer casting spell), but it will happen with our fastest casting spells (our Yaulps, our stuns, and so on). And it won’t usually happen following a cast spell that has an unusual fizzle time (like Supernal Remedy).
Hate
Cleric spells generate aggro in much the same way as all casting classes do. In general, heal spells will generate aggro on a 2 for 3 or 1 for 3 for each point of health healed. Most spells have a base aggro generation that occurs even if the mob resists the spell. So, for Sound of Might (the Cleric level 63 stun) a Cleric generates 5000 aggro whether or not the spell actually lands on the target (sometimes these numbers are different as with the lower level stun Holy Might). I do not know the exact mechanics of how this translates for beneficial spells and mob aggro, but the base aggro generated by a CH is not 7500 (which is the maximum aggro it will generate), but 0. This means that there is a significant chance that a Cleric healing with a CH will generate no aggro at all. This happens with a relatively high frequency, and causes some annoyance when Clerics are trying to get faction adjustments in. This is true to a lesser extent for many Cleric heals, which is why Clerics will sometimes get no faction adjustment if they have only been healing – it is useful at times to get a minor damage clicky to be able to guarantee faction adjustments.
Spell Lines
For most spells, I am not going to discuss entire lines of spells – only the best ones or most useful ones.
Another thing worth mentioning is that ALL Cleric damage spells are magic based. The only focus effects worth getting for increased damage are those that affect all damage spells, or those that specifically affect Magic damage spells. Since specific magic type focuses are usually more effective, these are what we want most in terms of drops from raid targets.
Healing spells
In general, healing spells come in several varieties – instant heals (IH) – of which Complete Heal (CH) is a special sub-category, Heals over Time (HoT), Group Instant Heals (GIH) – of which Group Complete Heal (GCH) is a special sub-category, and Group Heals over Time (GHoT).
The Instant Heals line culminates in two different spells:
65: Supernal Light (600 Mana, Cast Time 3.75 sec, Recast Time 2.25 sec, Range 100, Alteration) Heals 2750 HPs.
61: Supernal Remedy (400 Mana, Cast Time 1.75 sec, Recast Time 2.25 sec, Range 200, Alteration) Heals 1450 HPs.
This generally follows the Luclin pattern of producing a normal moderate aggro heal, and a high aggro super fast heal. AAs affect these spells as follows – Advanced Healing Adept 3 adds 19% to the base value of an instant heal. The Improved Healing 4 focus adds an additional 1-20% to the base value (averages out to 10.5 percent). The typical heal for the two spells given AHA3 is SL: 3272 and SR: 1725. IH4 can improve these on average to SL: 3588 and SR: 1892. Advanced Healing Gift works with these, and AHG3 gives a 16% chance for a critical success, doubling healing.
Focus affects affecting spell haste do not work on spells casting in under 3 seconds. So, Spell Haste does not help speed up Supernal Remedy, but does help with Supernal Light. BoR reduces casting time by 10%, and various focus effects reduce it by an additional 20, 25 or 30 percent. With the Nightcaller Leggings and BoR, the casting time on SL is reduced 40% to 2.25 seconds. While still not as fast as SR, it is close enough to make SR less useful except when the extreme range is helpful. Unfortunately at that kind of range, HP updates are poor, and with the smaller healing of this spell, it is still a difficult choice. Nightcaller Leggins however are only available from the second floor of VT. Other haste items will reduce the casting time, and there are a few nice ones out there. Until a Cleric has the spell haste options, Supernal Remedy may still be viable – especially for healing characters with smaller HP totals. However Supernal Remedy has a relatively long fizzle time of 3.5 seconds – meaning that while the spell lands relatively quickly, it actually takes a longer cast window, since it picks up an extra 1.25 seconds on the wait for gem refreshes. So the difference (before focus considerations) is smaller than at first glance. SR casts in 1.75 with a 3.5 second fizzle for a total of 5.25 seconds (for the purposes of chain casting). SL casts in 3.75 with a 2.5 fizzle for a total of 6.25 – a difference of only 1 second. When fully reduced by focus effects and cast spell haste SL can be reduced to a 2.2 second cast time – for a total cast time of 4.7 seconds – significantly less than SR.
Because SL has a higher mana/hp efficiency, it is preferable, even for casters, against mobs that can tear through the minimal healing of a SR faster than we can recast. At the same time, SR is a high aggro producing spell compared with SL (generating twice the aggro for the same healing). So it use is generally not recommended early in fights. In my opinion, once a Cleric has a spell haste focus item, SR should be abandoned completely as a useful healing spell. The only arguments in favor of SR remain its huge range (200) which is twice the normal healing range (and can be further enhanced with distance focus gear) – which also reduces casting aggro, and its lower mana cost (although this is only useful when a full heal isn’t necessary – usually a HoT for the same mana cost is a better deal). (As a side note, even with the huge range, SR is nowhere near the max range for spells generating aggro of 400, so you cannot avoid aggro altogether with this spell).
39: Complete Healing (400 Mana, Cast Time 10 sec, Recast Time 2.25 sec, Range 100, Alteration) Heals up to 7500.
Complete Heal is a little different. It is not affected by any kind of spell haste (which is a rather good thing, it allows us to set up predictable healing rotations). It is not affected by Improved Healing focus items either. The AAs do affect this spell, allowing for a normal CH to land for 8925 HPs and a crit to land for 17850 HPs (if only we had tanks with that many HPs). Mana preservation also does not work with CH. This is the spell used in CH rotations. With a range of 100, we also tend to look for an ER item to use with this spell, although at level 39, an ER3 item will work just fine.
There are two important Group Instant Heals (although they are rarely used):
64: Word of Replenishment (1100 Mana, Cast Time 4.5 sec, Recast Time 2.25, AE Range 70, Alteration) Heals 2500, Decrease Poison Counter 14, Decrease Disease Counter 14, Decrease Curse 7.
60: Word of Redemption (1100 Mana, Cast Time 12 sec, Recast Time 2.25, AE Range 70, Alteration) Heals 7500.
Word of Replenishment is a relatively nice fast casting large heal to your entire party. It costs a lot of mana. It is affected by all AAs and Focus equipment that apply, meaning that it hits everyone in the party for a heal a little smaller than a Supernal Light. With optimum spell haste, it casts at 2.7 seconds. The secondary effects, reducing the Poison, Disease and Curse counters seem nice, but in reality they aren’t terribly helpful in the encounters where we might use a spell like this. Grummus, for example, has three spell effects – a single target disease based DoT and debuff, an AE diseases based DoT and debuff, and a Curse. Both the disease based DoTs come with 36 Disease counters, while the curse has 9 counters. 3 Casts of WoR would use most of your mana pool, and probably complete about the time that Grummus managed to fire off a new round. By Comparison, Bert’s massive AE Disease based DoT (the 500 per tick one) comes with 72 Disease Counters. This is also a fairly high aggro spell, despite following the normal hate ratios for our instant cast heals.
Word of Redemption is a Group Complete Heal and is subject to all of the normal issues associated with CH spells (no focus effects or Spell haste effects improve the cast time). Its very long cast time makes it of very limited value, although it is capable of healing an awful lot of damage. Like CH, this spell does have a hate cap on it, although it is sufficiently high enough that you are likely to get aggro in some situations where you may want to cast it.
Both of these spells are important additions (if rarely used) to your spell book.
There are a couple of critical Heal over Time and Group Heal over Time spells.
62: Supernal Elixir (480 Mana, Cast Time 4 sec, Recast Time 2.25 sec, Range 100, Duration 24 seconds, Alteration) Increase HPs by 600 per tick.
60: Ethereal Elixir (975 Mana, Cast Time 5 sec, Recast Time 2.25 Sec, AE Range 75, Duration 24 sec, Alteration) Increase HPs by 300 per tick.
Supernal Elixir is a fairly efficient healing spell, particularly when you have SCRM and a buff extension focus item. While SCRM will add 2 ticks (12 seconds) to the length of the spell, the focus effect has a 50 percent chance of adding another tick. A spell lasting 7 ticks will heal 4200 HPs (which is decent for that mana expenditure). Its larger use is in providing constant healing to help balance out other heals, or to use when a party member has taken some damage (not enough for a SL), and is likely to continue taking some damage (as a Ramp Tank might). It is also useful as a cast before an engage. Often an unslowed mob can chew through an MT, however, this spell slows the damage down some and gives you time to gauge what kind of heals are necessary.
Ethereal Elixir is quite expensive, and doesn’t heal as much as Supernal Elixir. But it has one thing going for it. It is a group HoT – and takes a buff slot. This is important because it can be MGBed. It is used in this fashion when fighting a mob with an AE DoT. Its 300 HP per tick healing is reasonably decent in most such circumstances. It will not be enough to overcome the later effects of splurt type spells though.
HP and AC buffs.
HP buffs come in several types. We have single target HP only, Single Target AC only, Single Target HP and AC, Group HP only, Group HP and AC (what happened to our Group AC?) and the Self only armor spells. Our real concerns with these spells is viewed in terms of maximum HPs, AC, and so on. And unlike our heals, we are much more concerned about stacking affects with these spells.
63: Kazad’s Mark (1800 Mana, Casting Time 5 sec, Recast Time 2.25 sec, AE Range 100, Duration 63 minutes, Abjuration) Increase Max HPs by 910
61: Symbol of Kazad (600 Mana, Casting Time 5 sec, Recast Time 2.25 sec, Range 100, Duration 63 minutes, Abjuration) Increase max HPs by 910
The basic symbol spell is our bread and butter on raids. It pretty much stacks with everything. The only initial concern a Cleric has is that the duration of the spell (63 minutes) is less than the reuse timer on MGB (72 minutes). SCRM takes care of this as does most Buff extender focus items.
61: Ward of Gallantry (425 Mana, Casting Time 7 sec, Recast Time 2.25 sec, Range 100, Duration 81 minutes, Abjuration) Increase AC by 54.
This is our basic AC buff. It also stacks with just about everything. This much AC makes a decent amount of mitigation difference. It has a nice duration.
65: Hand of Virtue (2500 Mana, Casting Time 24 sec, Recast Time 2.25 sec, AE Range 100, Duration 2 Hours 30 Minutes, Abjuration) Increase Max HPs by 1405 and adds 72 AC.
62: Virtue (1000 Mana, Casting Time 14 sec, Recast Time 2 sec, AE Range 100, Duration 2 Hours 30 Minutes, Abjuration) Increase Max HPs by 1405 and adds 72 AC.
This is a long lasting AC and HP buff. Modified with a Coldain Prayer Shawl (1-20 percent), and SCRM AAs (50 percent), this comes out to lasting just over 4 hours on average. It does however have significant stacking issues, discussed below.
65: Armor of the Zealot (400 Mana, Casting Time 4.5 sec, Recast Time 2.25 sec, Duration, 2 hours 24 minutes, Abjuration) Adds 450 HPs to Max HPs, adds 36 AC, and adds 8 Mana Regen.
Virtue doesn’t stack with 9s. But it does stack with the Cleric self buff AotZ. Virtue is designed to replace both Symbol and Ward of Gallantry in a single long lasting buff. And it actually out performs both of them. But, in raid environments, we also have to look at the other high level buffs – 9s and Focus. Since Virtue does not stack with 9s, it isn’t an option for most of the raid. Since the Cleric Self Buff AotZ falls into the same slot as 9s, Virtue/AotZ becomes a viable option for Clerics (since mana regen > HPs for us). However, AotZ is overwritten by Focus, which means losing a few HPs. Paladin’s likewise can use their self-buffs, and for them, it is more efficient to get Virtue. For Clerics, however, it is a toss up – using only two buff slots and skipping out on some HPs, or taking all four buff slots and maxing it.
Symbol/9s/Focus/WoG:2072 HPs, AC 76, Mana Regen 8, Str 75, Dex 70
Virtue/AotZ: 1855 HPs, 108 AC, Mana Regen 8
Of course, whenever Druid cast 9s is not available, there isn’t any reason not to use Virtue/AotZ. My personal preference is to go with the raid buffs. At some point, I expect my AC to be high enough that WoG becomes completely unnecessary (as it won’t help once the character is at the cap). AotZ also has some other peculiarities. It also won’t stack with certain Ranger/Druid DSs, But at least it overwrites these and blocks them.
Yaulp
65: Yaulp VI (10 Mana, Casting Time .5 sec, Recast Time 18 sec, Duration 24 seconds, Abjuration) Increase ATK 60, Mana Regen 12, Dex 90, Haste 30%.
Yaulp is our self only combat ATK buff. Well its classified as an ATK buff, but we really see it as a Dex buff. It cannot be used in conjunction with meditating. Sitting on a horse, or sitting down cancels the spell. It does not stack well with a range of other spells. It overwrites Vallons (Enchanter Haste) because of the Dex conflict. It works well with other haste spells that do not have a Dex component. On the other hand, haste DOES NOT affect the proc rate of a weapon, only Dexterity does, and the 90 Dex given by this spell adds impressively to our proc rates. This stacks with most other Dex buffs. And since most of our melee damage comes from our procs in any case, this makes this spell very useful. It also does not stack with the BL SV line (the ATK causes the conflict). Strength of Tunare (and that line of Ranger spells) blocks it also.
Damage Shields
65: Mark of the Righteous (200 Mana, Cast Time 3 sec, Recast Time 3 sec, Range 200, Duration 15 minutes, Abjuration). 34 point reverse damage shield.
This is a reverse damage shield. Every time the mob hits something it takes 34 points of damage. It pretty much stacks with everything. This does generate aggro, but is very useful for extended fights, and in battles with single larget targets. It is useless against hordes of smaller mobs. Once a mob gets slowed, it tends to lose some of its efficiency. It is based on MR, and can be resisted. The earlier version, Mark of Retribution, can be found as a clicky on Velious era BPs, and can be used instead of the spell in many circumstances for a mana free Reverse DS.
64: Mark of Kings (75 Mana, Cast Time 2 sec, Recast Time 5 sec, Range 200, Duration 4 minutes, Abjuration) Decreases Damage Shield by 20.
This spell reduces the DS by 20 and can make the DS become a negative number on a mob, meaning that everyone who hits it gets healed. This spell has far less utility than even the Reverse Damage Shield. On mobs where they are going to last through the full 4 minute duration, usually only the MT should be being damaged to begin with. 20 additionally HPs per hit isn’t too terribly spectacular. What it does do that can be very important, is that as a DS iteslef, it overwrites most DS spells – so, if the mob has a DS, this will not only clear the DS, but will provide some minor healing benefits as well.
Lull
65: Pacification (350 Mana, Cast Time 4.5 sec, Recast Time 2.25 sec, Range 200, Duration 42 seconds*, Alteration) Reduce Frenzy and Reaction Radius – up to level 65.
55: Wake of Tranquility (300 Mana, Cast Time 4.5 sec, Recast Time 18 sec, Range 200, AE Range 35, Duration 42 sec*, Alteration) Reduce Frenzy and Reaction Radius AE up to level 60.
These spells reduce the frenzy radius (the proximity aggro radius) of a mob and the reaction radius (the radius at which it responds to others’ aggro). But it merely reduces it. This means that while you can get very close, getting too close will still result in aggro. If you pull a mob that moves on top of the Pacified mob, it may well move within the minimal reaction radius and bring it along. So be careful with this aspect of the spell. Charisma is the effective stat for determining resistance to it (which has a very good chance of aggroing the mob – but won’t always – particularly if the mobs are not KOS to begin with). On Al’Kabor, the duration of these spells are broken. Prior to getting any of the SCR/SCRM AAs, these spells can last as long as 8 minutes. Purchasing the AAs fixes the duration to its intended 42 second duration.
Stuns
We have several kinds of stuns. Simple stuns (with only the stun effect), Stuns with a damage affect, AE stuns with and without damage components, and then stuns with a damage component and a debuff. While all of our stuns are of value, there are lots of issues to look at with each one. The ones which we use the most for farming are those which are fairly unqiue on Al’Kabor (they are quite different for us than the PC).
PB AE Nukes with detrimental duration effect
65: The Silent Command (550 Mana, Casting Time 1 sec, Recast Time 120 sec, PB Range 20, Duration 3 Sec, Evocation) 605 DD, Fear (up to level 55)
59: The Unspoken Word (427 Mana, Casting Time 1 sec, Recast Time 120 sec, PB Range 20, Duration 3 sec, Evocation) 605 DD, Blind (up to level 55)
Although they are classified with the stuns, and are extensions of the AE stun line. Unlike Lucy’s description, our Level 65 The Silent Command has a short term fear component (although it is limited as to what it works on) instead of a stun. These are farming spells, and I find little use for them on raids (mostly due to the long recast time). Their very short casting time makes them useful when AEing more than 10 or 15 mobs. The fear component and the blindness do not stack. If you cast The Silent Command, and then immediately cast The Unspoken Word, The Unspoken Word will not land. I am not aware of any other stacking issues because I do not use these when grouped.
Single Target Stuns
63: Sound of Might (75 Mana, Cast Time .75, Recast Time 30 Sec, Range 200, Evocation), 5 second Stun up to level 65.
5: Stun (35 Mana, Cast Time 1.5 Sec, Recast Time 12, Range 200, Evocation) Stun 4 sec.
Singe Target Stuns with DD component
61: Tarnation (250 Mana, Cast time 2 sec, Recast Time 24 sec, Range 200, Evocation) 300 DD, 8 Sec Stun. (I have no idea what level this stun works up to, it is less than 65, it might be limited to level 60).
58: Enforced Reverence (200 Mana, Cast Time 3 sec, Recast Time 24 sec, Range 200, Evocation) 300 DD, 8 sec stun up to level 55.
46: Sound of Force (120 Mana, Cast Time 3 sec, Recast Time 24 sec, Range 200, Evocation) 220 DD, Stun 9 sec (up to level 55).
31: Force (90 Mana, Cast Time 2.5 sec, Recast Time 18 sec, Range 200, Evocation) 90 DD, 6 Sec Stun.
16: Holy Might (60 Mana, Cast Time 2.5, Recast Time 18, Range 200, Evocation) 60 DD, 6 Sec Stun.
Targeted AE Stuns
55: Stun Command (150 Mana, Cast Time 1 sec, Recast Time 30 sec, Range 200, AE Range 20, Evocation) 9 second Stun (up to level 55).
39: Sacred Word (120 Mana, Cast Time 3 sec, Recast Time 18 sec, Range 200, AE Range 20, Evocation) 6 sec stun.
I listed all of the stuns. The stun is the bread and butter of the Cleric tank. It is about the only way we can maintain aggro (unless we want to try with heal aggro, but I don’t recommend that, except in a boxing situation where you can control all of the aggro tightly). Usually, for those mobs that give Exp, only the highest couple of stuns will actually stun them, although they all generate aggro. I usually mem 3-4 stuns when tanking and cycle through them. The stuns (when they land) also provide significant damage mitigation. All of the stuns except for Sound of Might and Stun also have a knockback component (usually 2 or 3). This can be quite large, so be prepared for it. Finally, Stun and Sound of Might can be used to prebreak mezzed targets (although why a Cleric would want to ….) All of a Cleric’s stuns are MR based, and highly Magic Resistant targets will not be affected by these spells.
Nukes
We have several kinds of Nukes, single target and PB AE, as well as Undead only and Summoned only nukes. Because our Summoned only nukes end a bit prematurely, there isn’t any reason to use them (the high level normal nukes are much more efficient).
62: Condemnation (365 Mana, Cast Time 6 sec, Recast Time 7 secs, Range 200, Evocation) 1100 DD.
Because of the long recast time, it cannot be chain cast. If you need to chain Nuke, I would recommend adding the level 56 Judgment spell.
64: Catastrophe (650 Mana, Cast Time 5 sec, Recast Time 24 sec, AE Range 35, Evocation) PB AE for 850 damage.
This is our bread and butter AE spell. The recast time is long – but not as long as our fast AE stuns w/ DD components. I usually start in on 30 mobs or so with this and then cast the two fast ones. I do use this from time to time when raiding. I don’t use any of the lower level PB AE nukes – there isn’t any reason to. If you want to chain PBAE, you can mix in Upheaval.
64: Destroy Undead (248 Mana, Cast Time 5 sec, Recast Time 2.25 sec, Range 200, Evocation) 1200 DD Undead Only
This can be chain cast so there isn’t a need for earlier Undead nukes.
Root
We have several root spells. In general, root spells vary widely in duration and in what resists them. While the longer roots are nice, they are mana expensive. I rarely root things except in groups to handle some basic CC. I recommend getting a ring of Immobilization of you root a lot (VT root clicky), as it becomes easy to chain root something. Unlike stuns, roots are not terribly high aggro generators. While root-nuking works well at early levels for cleric soloers, by level 65, we simply aren’t very efficient at soloing for EXP in this fashion. Roots are useful to part mobs (and the longer duration, higher level spells are better for this), or to manage aggro (since rooted mobs go for the closest target, not necessarily the most hated one).
64: Petrifying Earth (180 Mana, Cast Time 2.5 sec, Recast Time 2.5 sec, Range 200, Alteration) 3 Min duration.
49: Immobilize (80 Mana, Cast Time 1.75 sec, Recast Time 3 sec, Range 200, Alteration) 1 Min duration.
Spell Haste
62: Blessing of Reverence (300 Mana, Cast Time 6 sec, Recast Time 2.5 sec, Range 100, Duration 40 Minutes, Alteration) Increase Spell Haste by 10%.
This is a raid necessary buff. I generally keep it memmed all the time, and frequently cast it on myself and others.
Undead DoT
62: Sermon of Penitance (305 Mana, Cast Time 3 sec, Recast Time 2.25 Sec, Range 100, Evocation) A DoT lasting 30 seconds doing 305 damage per tick to Undead only.
Banishment
Clerics can only banish Undead. We have limited uses for this spell:
60: Banishment of Shadows (750 Man, Cast Time 4 sec, Recast Time 2 min, Range 200, Evocation) Banishes an Undead target, takes a Star Ruby as a reagent.
Divine Intervention
60: Divine Intervention: (500 Mana, Cast Time 6 sec, Recast Time 90 sec, Range 100, Abjuration, Duration 10 minutes)
Takes 2 Emeralds. It is similar to Death Pact (although unfortunately not a true upgrade – they don’t stack either). This spell gives a chance of a large boost to health when the targets HPs drop to within a certain range. The exact range is unknown although it seems to be around 15-20 percent health. Its chance of firing is based on the CHA of the target, although the UD3 AA helps with this spell. It tends to not fire at all if something takes the tank below this trigger range without stopping in it. This is especially true of some PoP targets who are capable of doing extreme damage (5K life taps and such).
Divine Aura
29: Divine Barrier (100 Mana, Cast Time 1 sec, Recast Time 15 minutes, Duration 18 sec, Abjuration) 18 second invulnerability plus 876 HP heal.
1: Divine Aura (10 Mana, Cast Time 1 sec, Recast Time 15 minutes, Duration 18 sec, Abjuration) 18 second invulnerability.
I usually keep Divine Aura memmed. You CANNOT cast, attack, or be attacked or be cast on while this spell is in effect. If you get it off and you have no life left, you will probably get low HP aggro and die when it drops. But, it can save your life while others build aggro during your period of inactivity.
Utility Spells
Not all of these might be strictly classified as utility. Although I tend to consider them utility because I only use them as needed. Some of these are more important than others.
58: Antidote: decreases poison counters by 64.
57: Trepidation: Our highest level fear spell
56: Revivisance: 96 Percent Rez.
54: Remove Greater Curse: Remove Curse Counter by 45.
54: Unswerving Hammer of Faith: Cleric Hammer Pet spell (go Hammer DPS)
53: Annul Magic: Our highest debuff.
51: Sunskin: Group ITU
50: Improved Invisibility to Undead: Fixed duration ITU self only
44: Resist Magic: our best Magic Resistance buff.
39: Resist Disease: our best Disease Resistance buff
39: Resist Cold: our best Cold Resistance buff.
34: Resist Poison: our best Poison Resistance buff.
34: Resist Fire: our best Fire Resistance buff.
34: Atone: Cleric Memblur
29: Counteract Disease: Remove 8 Disease Counters
14: Sense Summoned: face and target nearest summoned mob (useful for targeting through walls, doors, etc)
14: Bind Affinity: Bind target
9: Sense the Dead: face and target nearest undead mob
5: Gate: Gate to bind spot
Summoning Spells
64: Imbue Valor (Takes a Raw Diamond and Metallic Liquid) Summons a Yellow Diamond of Valor
63: Hammer of Damnation Summons a high frequency proccing hammer (530% proc rate)
34: Abundant Food
29: Imbue XXX (Our gem imbue spells, deity specific)
29: Abundant Drink
Continued in part 3
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