Divine Self-Regeneration
EliteRestoration, DivineWrap yourself in a warm, holy aura that continuously mends your wounds over time.
When its last active effect on you ends, the log shows “Ended Divine Self-Regeneration”. Expiration, dispelling and actions that break the effect all count; refreshing it does not.
- Mana
- 63 → 119
- Action points
- 60
- Duration
- 13 → 16 turns
- Delivery
- Target
- Target
- Yourself
- Tier proficiency
- 7
- Reference build can cast from
- Level 3 (Cleric, Restoration 7)
- Chance to learn
- 51% → 100%
Effects
| Effect | First castableLevel 3, Restoration 7 | At its bestLevel 50, Restoration 10 |
|---|---|---|
| Restore HealthOn you | 3 per turn for 13 turns | 12 per turn for 16 turns |
Cast in a test arena at its best: spent 119 mana; caster gains Restore Health 12 per turn for 16 turns; placed: Divine Self-Regeneration attached to the caster (the scene shows it and applies any contact effects; see Effects).
Effect strengths describe potential output. Projectile and area contacts are not simulated, and abilities that need a chest, trap or another special target still require that situation in play.
Who can learn it
| Class | Restoration cap | Standing |
|---|---|---|
| Mage | 10 | Reaches the tier |
| Cleric | 10 | Reaches the tier |
| Monk | 8 | Reaches the tier |
| Shaman | 8 | Reaches the tier |
| Paladin | 6 | Below tier: needs 7, costs more mana, hard to learn |
| Druid | 6 | Below tier: needs 7, costs more mana, hard to learn |
| Bard | 5 | Below tier: needs 7, costs more mana, hard to learn |
| Ranger | 4 | Below tier: needs 7, costs more mana, hard to learn |
| Spell Sword | 4 | Below tier: needs 7, costs more mana, hard to learn |
| Warrior | 2 | Below tier: needs 7, costs more mana, hard to learn |
| Thief | 2 | Below tier: needs 7, costs more mana, hard to learn |
| Barbarian | 2 | Below tier: needs 7, costs more mana, hard to learn |
