Divine Self-Regeneration

EliteRestoration, Divine

Wrap 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

EffectFirst castableLevel 3, Restoration 7At its bestLevel 50, Restoration 10
Restore HealthOn you3 per turn for 13 turns12 per turn for 16 turns
Cast by a Cleric, the class that can take Restoration furthest. Its casting attribute (Wisdom) was 5 at first and 10 at its best. The minimum respects the level’s proficiency budget; other attribute allocations and equipment can change when you can afford it.

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

ClassRestoration capStanding
Mage10Reaches the tier
Cleric10Reaches the tier
Monk8Reaches the tier
Shaman8Reaches the tier
Paladin6Below tier: needs 7, costs more mana, hard to learn
Druid6Below tier: needs 7, costs more mana, hard to learn
Bard5Below tier: needs 7, costs more mana, hard to learn
Ranger4Below tier: needs 7, costs more mana, hard to learn
Spell Sword4Below tier: needs 7, costs more mana, hard to learn
Warrior2Below tier: needs 7, costs more mana, hard to learn
Thief2Below tier: needs 7, costs more mana, hard to learn
Barbarian2Below tier: needs 7, costs more mana, hard to learn