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Alternate Advancement: Cleric

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General Abilities

Name Cost to Max Cost Level Req. Type Pre-Req's Description
Innate Stats
Innate Strength 5 1 51 Passive No previous ability requirements. This ability raises your base Strength by 2 points for each ability level.
Innate Stamina 5 1 51 Passive No previous ability requirements. This ability raises your base Stamina by 2 points for each ability level.
Innate Agility 5 1 51 Passive No previous ability requirements. This ability raises your base Agility by 2 points for each ability level.
Innate Dexterity 5 1 51 Passive No previous ability requirements. This ability raises your base Dexterity by 2 points for each ability level.
Innate Wisdom 5 1 51 Passive No previous ability requirements. This ability raises your base Wisdom by 2 points for each ability level.
Innate Intelligence 5 1 51 Passive No previous ability requirements. This ability raises your base Intelligence by 2 points for each ability level.
Innate Charisma 5 1 51 Passive No previous ability requirements. This ability raises your base Charisma by 2 points for each ability level.
Advanced Stats
Advanced Innate Strength 10 1 61 Passive Innate Strength at Level 5. This ability raises your innate Strength by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Stamina 10 1 61 Passive Innate Stamina at Level 5. This ability raises your innate Stamina by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Agility 10 1 61 Passive Innate Agility at Level 5. This ability raises your innate Agility by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Dexterity 10 1 61 Passive Innate Dexterity at Level 5. This ability raises your innate Dexterity by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Wisdom 10 1 61 Passive Innate Wisdom at Level 5. This ability raises your innate Wisdom by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Intelligence 10 1 61 Passive Innate Intelligence at Level 5. This ability raises your innate Intelligence by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Charisma 10 1 61 Passive Innate Charisma at Level 5. This ability raises your innate Charisma by two points per rank. You may train this ability twice each level, beginning at level 61.
Innate Resistance
Innate Magic Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Magic by 2 points for each ability level.
Innate Fire Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Fire by 2 points for each ability level.
Innate Cold Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Cold by 2 points for each ability level.
Innate Poison Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Poison by 2 points for each ability level.
Innate Disease Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Disease by 2 points for each ability level.
Advanced Resistance
Shiritri's Protection 10 1 61 Passive Innate Magic Protection at Level 5 This ability raises your base resistance to magic-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Warding of Tarhyl 10 1 61 Passive Innate Fire Protection at Level 5 This ability raises your base resistance to fire-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Blessing of Shojar 10 1 61 Passive Innate Cold Protection at Level 5. This ability raises your base resistance to cold-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Shroud of Kaezul 10 1 61 Passive Innate Poison Protection at Level 5 This ability raises your base resistance to poison-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Gradelsh's Gift 10 1 61 Passive Innate Disease Protection at Level 5. This ability raises your base resistance to disease-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Utility
First Aid 3 1 51 Passive No previous ability requirements. This ability increases the amount you heal with bandages by 5, 15, and 25 percent.
Innate Lung Capacity 3 1 51 Passive No previous ability requirements. This ability increases the amount of air you have by 10, 25, and 50 percent.
Innate Metabolism 3 1 51 Passive No previous ability requirements. This ability decreases your food consumption by 10, 25, and 50 percent.
Innate Regeneration 3 1 51 Passive No previous ability requirements. This ability raises your regeneration ability by 1 point per ability level.
Innate Run Speed 3 1 51 Passive No previous ability requirements. This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Increase to Stats Caps / HP
Heroic Power 10 2 61 Passive No previous ability requirements. This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train this ability once each level, beginning at level 61.
Hidden Strength 18 3 51 Passive No previous ability requirements. This ability allows you to gain additional (hidden) benefits from your STR, STA, AGI, DEX, and CHA stats even beyond your stat cap. You gain less benefits per stat point above your cap than you do for stat points under it. Each rank of this ability increases your hidden cap by 30.
Innate Enlightenment 15 3 61 Passive No previous ability requirements. This ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61. (May only be trained by Priests and Casters.)
Heroic Durability 9 3 61 Passive No previous ability requirements. This ability adds an additional 1.5% to your maximum HP per rank. You may train in this ability once every other level, beginning at level 61. (May only be trained by Tanks.)
Priests and Casters Total: 238
Tanks Total: 232
Other Total: 223


Priest Class Archetypes

This chart is transcluded from Alternate Advancement.
Name Max AA Trains Cost Level Req. Type Pre-Req's Description
Healing Adept 3 2/4/6 55 Passive 6 General Abilities This ability increases the maximum effectiveness of your healing spells by 2, 5, and 10 percent.
Healing Gift 3 2/4/6 55 Passive 6 General Abilities This ability grants you a chance to score an exceptional heal at 3, 6, and 10 percent. An exceptional heal doubles the healing value of the spell.
Spell Casting Mastery 3 2/4/6 55 Passive 6 General Abilities This ability increases the effect of your Focus/Mind specialization skill.
Spell Casting Fury 3 2/4/6 55 Passive 6 General Abilities This ability gives you a chance to land critical hits with your direct damage and damage over time spells. The ability levels increase your chance to score a critical by 2, 4, and 7 percent.
Channeling Focus 3 2/4/6 55 Passive 6 General Abilities This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
Spell Casting Reinforcement 3 2/4/6 55 Passive 6 General Abilities This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
Spell Casting Subtlety 3 2/4/6 55 Passive 6 General Abilities After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
Spell Casting Expertise 3 2/4/6 55 Passive 6 General Abilities This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
Spell Casting Deftness 3 2/4/6 55 Passive 6 General Abilities This ability reduces the casting time of beneficial spells with a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
Natural Durability 3 2/4/6 55 Passive 6 General Abilities This ability increases your maximum hitpoints by 2,5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
Combat Ferocity 3 2/4/6 55 Passive 6 General Abilities This ability increases your melee precision by 2, 5, and 10 percent.
Combat Agility 3 2/4/6 55 Passive 6 General Abilities This ability increases your melee damage avoidance by 2, 5, and 10 percent.
Mental Clarity 3 2/4/6 55 Passive 6 General Abilities This ability increases your natural mana regeneration by 1 point per ability level.
Total: 144


Cleric Class Abilities

Name Cost Level Req. Type Pre-Req's Description
Soulbond 9 59 Active, 1:12:00 12 points in Archetype Abilities This ability makes the next beneficial duration spell you cast Soulbonded. A Soulbonded spell cannot be dispelled, and will remain even if the target dies. It will wear off normally when its duration runs out.
Call of the Blessed 5 59 Active, 18:00:00 Healing Gift at Level 3 This ability allows you to instantly call forth an exceptionally powerful healing force that affects all nearby allies, restoring their health to full continously over a short duration of time. The spell generates no aggression, but its power is such that when a player is affected by it, they may not be affected by another Call of the Blessed for 30 minutes. (/alt activate 36)
Innate Invis to Undead 3 59 Activated, 0:00:07 None This ability allows you to become invisible to the undead, nearly at will, without the need to memorize the spell.
Celestial Regeneration 5 59 Active, 0:15:00 Healing Gift at Level 3 This ability gives you the ability to cast a large heal over time spell at no mana cost.
Bestow Divine Aura 6 59 Active, 2:24:00 12 points in Archetype Abilities This ability gives you the ability to cast a Divine Aura spell on a Player target, temporarily rendering the target invulnerable.
Turn Undead 3/6/9 59 Active, 1:12:00 12 points in Archetype Abilities This ability grants you an AE Slow+DD spell useful against undead. Each ability level increases both the damage and the size of the slow. The slow will not take effect if there is already a larger slow effect on the target, but the damage will still apply.
Purify Soul 5 59 Active, 0:30:00 Healing Gift at Level 3 This ability allows you to cast a spell that cures all ailments except for charm, fear, and resurrection effects.
Spell Casting Reinforcement Mastery 8 59 Passive 12 points in Archetype Abilities This ability increases the duration of beneficial buffs that you cast by an additional 20 percent.
Total: 59


PoP Advanced Abilities (Shared among all Classes)

Name Max AA Trains Cost Level Req. Type Pre-Req's Description
Advanced Innate Strength 10 1 61 Passive Innate Strength at Level 5 This ability raises your innate Strength by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Stamina 10 1 61 Passive Innate Stamina at Level 5 This ability raises your innate Stamina by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Agility 10 1 61 Passive Innate Agility at Level 5 This ability raises your innate Agility by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Dexterity 10 1 61 Passive Innate Dexterity at Level 5 This ability raises your innate Dexterity by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Intelligence 10 1 61 Passive Innate Intelligence at Level 5 This ability raises your innate Intelligence by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Wisdom 10 1 61 Passive Innate Wisdom at Level 5 This ability raises your innate Wisdom by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Charisma 10 1 61 Passive Innate Charisma at Level 5 This ability raises your innate Charisma by two points per rank. You may train this ability twice each level, beginning at level 61.
Warding of Tarhyl 10 1 61 Passive Innate Fire Protection at Level 5 This ability raises your base resistance to fire-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Blessing of Shojar 10 1 61 Passive Innate Cold Protection at Level 5 This ability raises your base resistance to cold-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Shiritri's Protection 10 1 61 Passive Innate Magic Protection at Level 5 This ability raises your base resistance to magic-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Shroud of Kaezul 10 1 61 Passive Innate Poison Protection at Level 5 This ability raises your base resistance to poison-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Gradelsh's Gift 10 1 61 Passive Innate Disease Protection at Level 5 This ability raises your base resistance to disease-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Heroic Power 5 2 61 Passive None This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train this ability once each level, beginning at level 61.
Innate Enlightenment 5 3 61 Passive None This ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61. (May only be trained by Priests and Casters.)
Heroic Durability 3 3 61 Passive None This ability adds an additional 1.5% to your maximum HP per rank. You may train in this ability once every other level, beginning at level 61. (May only be trained by Tanks.)
Total: 145

Cleric PoP Abilities

Name Cost Level Req. Type Pre-Req's Description
Advanced Healing Adept 2/4/6 62 Passive Healing Adept at Level 3 This ability increases the maximum effectiveness of your healing and healing over time spells by three percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Advanced Healing Gift 2/3/4 62 Passive Healing Gift at Level 3 This ability increases your chance to score an exceptional heal by two percent per rank. An exceptional heal doubles the healing value of the spell. You may train in this ability once per level, upon reaching the levels 62, 63, and 64.
Lightning Reflexes 3/3/3/3/3 61 Passive Combat Agility at Level 3 This ability further increases your chance of completely avoiding incoming melee damage. You may train in this ability once each level after reaching level 61.
Unerring Precision 3/3/3/3/3 61 Passive Combat Ferocity at Level 3 This ability further increases your chance of striking your foe in melee combat. You may train in this ability once each level after reaching level 61.
Divine Rage 2/4/6 61 Active, 00:03:00 None This ability grants its wielder the ability to cast a spell that imbues them with a powerful combat proc that deals unresistable damage. Each level of the skill increases the damage dealt. You may train in the ranks of this ability at of after levels 61, 63, and 65.
Hastened Divinity 2/2/2 63 Passive Bestow Divine Aura at Level 1 This ability decreases the amount of time required between uses of Bestow Divine Aura by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Turning 2/2/2 63 Passive Turn Undead at Level 1 This ability decreases the amount of time required between uses of Turn Undead by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Purification of the Soul 2/2/2 63 Passive Purify Soul at Level 1 This ability decreases the amount of time required between uses of Purify Soul by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Divine Unbinding 3/3/3 61 Active, 0:03:00 None This ability frees the target of the cleric of any magical bonds trapping them. The first rank of this ability will instantly dispel any movement-altering spells affecting the target. The second rank will additionally dispel any root type spells as well. The third rank will additionally dispel fearing and mesmerizing spells. You may train the ranks of this ability at or after levels 61, 63, and 65. (/alt activate 169)
Celestial Renewal 3/6 63 Passive Celestial Regeneration at Level 1 This ability grants improvements to your existing Celestial Regeneration. You may train in the two ranks of this ability at or after levels 63 and 64.
Eternal Benevolence 2/4/6 61 Passive None Those most favored in the eyes of their deity are sometimes protected from blows that would otherwise slay them. For each rank bought in this ability, the cleric gains a chance to survive a killing blow, as they are protected by a Divine-Aura type spell rather than succumbing. Each rank in the ability increases the frequency of the save. You gain the ability to train an additional rank at levels 61, 63, and 65.
Fury of Magic 3/6/9 61 Passive Spell Casting Fury at Level 3 This ability further increases your chance to score a critical hit with your direct damage and damage over time spells.
Total: 120