Cleric
Winged Elf healer — the only dedicated healer in PWI.
Class Overview
The Cleric is the only dedicated healer in PWI and one of the most sought-after classes in squad play. They combine powerful magical attacks with mighty healing spells — and are simply indispensable for many instances.
Core strength: Healing scales directly with magic attack. More MAG = stronger heals AND more damage at the same time.
| Stat | Effect for Cleric | Priority |
|---|---|---|
| MAG | Magic damage + heal strength + mag. defense | ★★★★★ Max! |
| STR | Only needed to equip armor/weapon | ★★ Minimum |
| VIT | +10 HP/point — helps, but costs MAG | ★ Optional |
| DEX | Accuracy (useless — Magic always hits!) | LA only |
Magic always hits! DEX increases accuracy — but magic attacks don't need it. DEX is completely pointless for Robe Clerics. Never invest in DEX (except LA build)!
These are the base values you gain per attribute point. Use them for concrete calculations — e.g. +10 VIT = +100 HP.
| Stat | Per point | Note |
|---|---|---|
| VIT | +10 HP | e.g. +10 VIT = +100 HP |
| STR | Req. only | Armor req. only — no damage bonus |
| DEX | +1 % Crit / 20 DEX | + Accuracy + Evasion (mostly minor for casters) |
| MAG | Mag. ATK ↑ · +MP | Primary stat! Damage + MP pool scale with MAG |
PvE Builds Compared
Pure MAG Build
- Maximum heal strength
- Maximum damage
- Best for squad/instances
- Low HP — dies fast
- More expensive gear required
Vit Arcane Build
- Beginner-friendly
- Survives more mistakes
- Restat after Lv90 recommended
- Slightly weaker heals
- Restat costs coins
Light Armor Build
- Better physical defense
- Cheaper alternative to Robe
- Easier to survive (mid-game)
- Less MAG = weaker heals
- Not recommended for endgame
★ PvE recommendation: Pure MAG Build is the standard for squad Clerics. Vit Arcane is ideal for beginners or solo leveling up to level 90. LA Build recommended only as a budget option.
The formula for Arcane Armor STR requirement is simple: STR = 4 + (Level ÷ 2, rounded up)
| Level | Min. STR | MAG (Pure) | MAG (Vit ~30) | Note |
|---|---|---|---|---|
| 1 | 5 | 5 | 5 | Start |
| 10 | 9 | 41 | 38 | – |
| 20 | 14 | 81 | 72 | – |
| 30 | 19 | 121 | 108 | – |
| 40 | 24 | 161 | 144 | First TT runs |
| 50 | 29 | 201 | 180 | – |
| 60 | 34 | 241 | 216 | – |
| 70 | 39 | 281 | 252 | BH70, FC |
| 80 | 44 | 321 | 288 | – |
| 90 | 49 | 361 | 322 | ★ Vit restat point |
| 100 | 54 | 401 | 362 | ★ Endgame heals maximal |
| 105 | 57 | 421 | 382 | Max. level |
Rule of thumb: Only as much STR as needed for your current robe and staff/scepter. Put the rest always into MAG. Never stockpile more STR than necessary.
Important Skills
| Skill | What for? | Priority |
|---|---|---|
| Ironheart Blessing (IHB) | Continuous HoT — core healing, always max! | ★★★★★ |
| Chromatic Healing Beam | Strongest instant heal (AoE around you) — always max | ★★★★★ |
| Plume Shot | Best single attack — max early | ★★★★★ |
| Revive | Resurrect others — must have | ★★★★★ |
| Stream of Rejuvenation | Strong single-target HoT — very valuable in instances | ★★★★ |
| Great Cyclone | Single-target damage + slow (debuff) — important while leveling | ★★★★ |
| Purify | Remove debuffs — situational but important | ★★★ |
| Metal Mastery | Passive: +20% metal damage (boosts Great Cyclone, Tempest, Wield Thunder) | ★★★ |
| Tempest | Strong AoE attack (useful for solo) | ★★★ |
| Wings of Protection | Damage shield on an ally: absorbs up to 40% of max HP (30s) — PvE emergency protection | ★★★ |
Gear Priorities
| Stat | Why important? | Prio |
|---|---|---|
| +MAG / Magic Attack | More healing AND more damage | ★★★★★ |
| −Channeling% | Shorter cast time = faster heals in emergencies | ★★★★★ |
| +HP / +VIT | Survivability, especially solo | ★★★ |
| +MP / Magic Points | Important in long instances (before Lv75) | ★★ |
| Phys. Defense Adorns | Compensates low phys. defense of Robe | ★★★ |
Channeling is king: -15% channeling reduces Chromatic Healing Beam from 4.5s to ~4.0s. -40% turns 2.0s Ironheart Blessing into just 1.6s. If you choose only one gear focus: Channeling + MAG! ?
Evolved tip (server-specific): Grab the EP blessings from Wang Tsai — they grant +4000 MP (on top of other stats). Ideal for the Cleric, whose continuous-channel healing spells constantly drain the MP pool.
Endgame: Demon, Sage & Glyphs
From level 89 you choose between Demon and Sage in the Cultivation quest. This choice permanently changes certain skills — each class gets its own Demon and Sage versions of its most important abilities. The choice affects no stat distribution, only skill effects.
Demon
- Faster casting time on certain skills
- Higher crit rate on key skills
- Demon Spark: increased attack speed
- Longer CC effects (stun, paralyze)
- Generally better for PvP / burst
- Often less base damage than Sage
- Chi generation often worse
Sage
- Higher base damage on key skills
- Better chi generation (more Triple Sparks!)
- Stronger healing effects & HoTs
- Better defense & resistances
- Generally better for PvE / squad
- Less burst than Demon
- Casting often slightly slower
| Skill | Demon version | Sage version | PvE winner |
|---|---|---|---|
| Ironheart Blessing (IHB) | Higher crit chance on heal | Additionally increases health regen (+10%) | Sage |
| Chromatic Healing Beam | Heals an extra +600 HP | +5 m range (to 25 m) | Demon (more healing) |
| Revive | Faster cast (−3s channeling) | Target returns with more HP | Sage |
| Stream of Rejuvenation | +100% phys. def. on the target (shield) | Generates 20 chi | Sage (chi) |
| Plume Shot | Higher crit rate | Higher base damage | Sage (PvE DPS) |
PvE recommendation: Sage Cleric — Stronger heals, more chi for Triple Spark, better HoTs for long instance fights. Demon is only useful if you play very PvP-focused or specifically need Chromatic Healing Beam speed. (PvP: Demon for faster Revive & crit heals in 1v1 situations.)
The Glyph System (Neverfall expansion)
Before you unlock the glyph system you need Reawakening II and level 100+. Reawakening sends you back to level 1 twice (for extra stats) — the prerequisite is level 100 + level 89 cultivation.
From the Neverfall expansion (2017) there is the Chaotic Soul Cultivation — a tier above Demon/Sage. It combines your Sage and Demon skills into Sanctified Skills, onto which you can then apply glyphs. You do not lose your existing skills in the process!
Prerequisite: Reawakening II + Level 100+ + Chaotic Soul Cultivation Quest in Neverfall (Western Steppes). The first Glyph Slots are available earlier via quests at the Glyph Masters in front of City Hall in Neverfall.
- Golden (Earth) — Usually: +damage or heal amplification on the skill
- Verdant (Wood) — Usually: +chi generation or HoT effects
- Ethereal (Water) — Usually: +channeling reduction or debuffs
- Sanguine (Fire) — Usually: +burst damage or CC extension
- Argent (Metal) — Usually: instant cast / channeling effects (very strong!)
- Verdant (Wood) — Usually: +chi generation or HoT effects
- Ethereal (Water) — Usually: +channeling reduction or debuffs
- Sanguine (Fire) — Usually: +burst damage or CC extension
- Argent (Metal) — Usually: instant cast / channeling effects (very strong!)
| Glyph level | Slots needed | Bonus stats (Cleric, approx.) | How to farm? |
|---|---|---|---|
| Lv 1 | Slot 1 (free quest) | +small skill effect | Glyph Master Quest, Dawnlight Halls |
| Lv 2–3 | More slots | +slightly stronger effect | Combine 3× Lv1 → Lv2 |
| Lv 5 | Chaotic Soul | +HP, +Phys.Res., +Mag.Res., +Atk | Combine 4× Lv4 |
| Lv 8 | Celestial Saint | +Spirit, +Def Level | Rare drops / expensive |
| Lv 10 | Celestial Saint | +4 Atk Level, +4 Def Level, +50 Spirit | Endgame / very expensive |
Cleric glyph recommendation PvE: Verdant glyphs on IHB (stronger HoT) and Ethereal on Chromatic Healing Beam (less channeling). Golden on Plume Shot for more damage while leveling. Argent glyphs on channeling-intensive skills as soon as available — enormous time savings!
Gems & Shards
Gems and shards strengthen every piece of gear. Pick by budget — from farmable Lv1 shards up to whale-level gems.
Beginner
| Slot | Gem | Effect |
|---|---|---|
| Armor | Garnet Shard (Lv1–3) | +Phys. Def. — farmable, cheap |
| Armor alt. | Citrin Shard (Lv1–3) | +HP — vital survival buffer |
| Weapon | Sapphire Shard (Lv1–3) | +Magic attack — directly more heal+dmg |
| Jewelry | Citrin Shard (Lv1–2) | +HP — cheapest survival option |
Tip: Lv1–3 Shards are very cheap via crafting or AH. Lv1 Garnets even drop from normal mobs. Perfect for getting started!
Pro / whale
| Slot | Gem | Effect |
|---|---|---|
| Armor | Garnet Shard (Lv8–9) | +massive Phys. Def. bonus |
| Armor alt. | Citrin Shard (Lv7–9) | +2000–3000 HP per slot! |
| Weapon | Sapphire Shard (Lv8–9) | +enormous magic attack → healing +20–30% ? |
| Jewelry | Drakeflame/Drakestone | Special gems: HP+Def combined |
Tip: Lv8+ Shards cost millions of coins or gold bars. Priority: Sapphire Lv8 in weapon → Garnet Lv8 in chest/pants → rest based on budget.
| Gem level | Cost (approx.) | Sapphire MAG bonus | Citrin HP bonus | Garnet Phys.Def |
|---|---|---|---|---|
| Lv 1 | Free / drops | +4 MAG | +30 HP | +50 P.Def |
| Lv 2 | Very cheap | +8 MAG | +65 HP | +100 P.Def |
| Lv 3 | Cheap (AH) | +14 MAG | +110 HP | +160 P.Def |
| Lv 4 | Medium | +22 MAG | +160 HP | +230 P.Def |
| Lv 5 | More expensive | +32 MAG | +225 HP | +310 P.Def |
| Lv 6 | Expensive | +44 MAG | +300 HP | +400 P.Def |
| Lv 7 | Very expensive | +58 MAG | +385 HP | +500 P.Def |
| Lv 8 | Extremely expensive | +74 MAG | +480 HP | +610 P.Def |
| Lv 9 | Whale territory | +92 MAG | +585 HP | +730 P.Def |
Beginner strategy: Start with Lv1–3 Garnets in all armor slots + Lv1–3 Sapphires in the weapon. This costs almost nothing and already gives you a noticeable boost. Upgrade step by step as you farm more coins.
Tips & Restat
Cultivation timing
Demon/Sage choice at level 89. Don't rush — carefully read through the skill differences for your preferred playstyle before choosing. Switching is possible later but expensive (Supreme Celestial Schism).
Demon/Sage choice at level 89. Don't rush — carefully read through the skill differences for your preferred playstyle before choosing. Switching is possible later but expensive (Supreme Celestial Schism).
Managing heal aggro
Healing generates aggro! As Cleric never heal too early or you'll pull mobs. Wait 2–3 seconds after the tank's pull.
Healing generates aggro! As Cleric never heal too early or you'll pull mobs. Wait 2–3 seconds after the tank's pull.
Shards: Citrin vs. Garnet
Robe Cleric: Garnet Shards (Phys. Def.) in armor compensate the biggest weakness. Alternative: Citrin for HP (beginners).
Robe Cleric: Garnet Shards (Phys. Def.) in armor compensate the biggest weakness. Alternative: Citrin for HP (beginners).
Vit restat timing
If you play VIT build: restat at level 90–100. At that point you have enough gear to survive without VIT, and your heal output explodes.
If you play VIT build: restat at level 90–100. At that point you have enough gear to survive without VIT, and your heal output explodes.
Genie recommendation
Genie with 'Second Wind' (emergency HP) or 'Fortify' (def boost). Clerics die quickly — a genie can buy seconds of survival time.
Genie with 'Second Wind' (emergency HP) or 'Fortify' (def boost). Clerics die quickly — a genie can buy seconds of survival time.
Level Purify
Maxing Purify reduces channeling time — but only minimally. No early focus needed, max IHB + Plume Shot first.
Maxing Purify reduces channeling time — but only minimally. No early focus needed, max IHB + Plume Shot first.
Restat & Reskilling Guide
| Situation | From | To | Why? |
|---|---|---|---|
| Lv 90–100 (VIT build) | VIT Arcane | Pure MAG | Gear compensates HP loss — heals explode |
| Armor switch: Robe → LA | Pure MAG | +DEX +STR | LA needs DEX — MAG must be slightly reduced |
| Armor switch: LA → Robe | LA Build | Pure MAG | Convert DEX points to MAG — maximum heals |
| Endgame Nirvana/R9 | Any build | Pure MAG | R9/Nirvana gear provides enough HP — VIT/DEX unnecessary |
Restat cost: Restat costs Mirage Celestones (farmable via daily quests & BH) or Tokens of Best Luck (Boutique). Plan the restat timing carefully — never restat mid-progression without good gear!
Genie Guide
Genies are small spirit companions you receive from level 1 from the Watcher of the Earth in Heroes' Terrace. They have their own skills that work separately from your character skills — and can be lifesaving at critical moments. Skills cost energy (regenerates automatically) and stamina (regenerates only through Chi Stones / Perfect Stones).
- Zeal (Orange) — PvE recommendation — Starts with Earthflame (flame debuff, 25 m). Best all-rounder for PvE. Ideal with 71+ Lucky Points!
- Discipline (White) — Starts with Wind Force (+aerogear speed). Good for DEX builds and fast travel.
- Longevity (Green) — Starts with Tree of Protection . Good for defensive/support builds. Popular for healers.
- Infliction (Red) — Starts with Tangling Mire . Good for offensive/debuff-oriented players.
- Discipline (White) — Starts with Wind Force (+aerogear speed). Good for DEX builds and fast travel.
- Longevity (Green) — Starts with Tree of Protection . Good for defensive/support builds. Popular for healers.
- Infliction (Red) — Starts with Tangling Mire . Good for offensive/debuff-oriented players.
Genie stats briefly explained: VIT = more energy pool (more skills possible). MAG = faster energy regen (usable more often). STR = strengthens certain skills (Cloud Eruption, Second Wind, Tangling Mire). DEX = extends effect duration of some skills (Holy Path, Expel).
| Skill | Effect | Rec. level | Priority PvE |
|---|---|---|---|
| Holy Path | Movement speed to maximum (15 m/s) for a short time | Lv 10 | ★★★★★ |
| Absolute Domain (AD) | 5 sec. immunity to almost all damage + 2 sec. anti-stun afterward | Lv 10 | ★★★★★ |
| Cloud Eruption | Instant +1 Spark (= 100 chi) + 3–30 extra chi (scales with genie STR) | Lv 1 (!) | ★★★★★ |
| Second Wind | Instant heal: 800 HP + 2% per STR point of the genie | Lv 10 | ★★★★ |
| Tree of Protection | HP buffer +X% for 6 sec. + heal over time; scales with STR/DEX | Lv 10 | ★★★★ |
| Tangling Mire | Reduces target's Phys. Def. up to −35% + movement speed −15% (10s) | Lv 10 | ★★★★ |
| Extreme Poison | Target takes 20% more damage for 1.5–6 sec. (buff for entire squad!) | Lv 10 | ★★★★ |
| Earthquake | AoE knockback + skill interrupt; Lv10 = 100% interrupt chance | Lv 10 | ★★★ |
| Fortify | Brief anti-stun + small elem. res. debuff; good for QPQ combo | Lv 1 | ★★★ |
| Earthflame (Zeal only) | Flame pillar (25m): −4% target ATK/DEF (5s); ranged poke to pull single mobs | Lv 1 | ★★★★ (PvE) |
Leave Cloud Eruption at Lv1! At Lv1 it costs ~130 energy — just right. Higher levels cost more energy but give barely more chi. Lv1 is the perfect cost/benefit ratio for the Spark boost.
| Skill | Why for Cleric? | Prio |
|---|---|---|
| Absolute Domain | When as healer suddenly gaining aggro — immunity gives time to react | ★★★★★ |
| Holy Path | Too slow for squad? HP brings you to maximum speed | ★★★★★ |
| Cloud Eruption | Instant Spark for Triple Spark → stronger heals & more damage | ★★★★★ |
| Second Wind | Emergency self-heal when nobody heals you — low-level lifesaver | ★★★★ |
| Tree of Protection | HP buffer replaces Second Wind in endgame — scales better | ★★★★ |
| Extreme Poison | +20% damage for entire squad — ideal when no Assassin on team | ★★★ |
Recommended Cleric Genie: Longevity (green) — Starts with Tree of Protection. Combined with AD + Holy Path + Cloud Eruption it covers all emergencies. Alternative: Zeal Genie for Earthflame (ranged pull) + same skills.
Quick Summary & Sources
- Pure MAG (Recommended): Min. STR for gear · Everything else → MAG · VIT = 5 (starting value)
- Vit Arcane (Beginner): Min. STR for gear · 30–50 VIT until Lv90 · Everything else → MAG
- Vit Arcane (Beginner): Min. STR for gear · 30–50 VIT until Lv90 · Everything else → MAG
Golden rule: MAG = heal strength = damage. Every point of MAG makes you simultaneously a better healer AND stronger DPS. There is no other class in PWI where the primary stat is as dominant as with the Cleric.
Sources: Game mechanics per PWpedia (retail PWI) · server values per Evolved PW · values marked ? are server-specific and not yet fully verified.