text:
EverQuest/Strategies/powerlevelling

taken from: http://everquest.allakhazam.com/forum.html?forum=1&mid=1118173098101489300#1118173098101489300

---

There are numerous disadvantages to power leveling. How serious they are, and whether or not they are correctable depends on your previous experience with EQ. An outline of some of the potential consequences follows.

 * 1) 1 – Missed Content – by being power leveled, you may miss some areas, especially in previous expansions, that you have paid for. Even if you return to these zones at a higher level, the experience you have is not the same.

 * 1) 2 – Lack of game knowledge – this is the number one reason why power leveling can be a bad idea. When your character hits the upper levels, your groupmates are going to expect you to know the mechanics of how this game works. This is not knowledge you can pick up from the manual, and even online guides such as this and others cannot do more than outline ideas. You will be expected to know what abbreviations mean, when sitting is a bad idea, why it’s important to avoid area effects around mezzed mobs and vertically oriented zones. Nothing will upset people more than a L50 character that doesn’t know how to contribute. If this is your first character in Everquest, do not power level him unless you have friends willing to spend substantial time with you, to teach you how to play the higher end game. Yes, it generally means an increase in overall power, but the mobs you’ll be facing will be bigger too, and will often have a lot of new tricks to boot. You miss out on a huge chunk of the EQ Experience if you PL. Even if playing with a friend, it may be a good idea for you to both create new characters:that way, both of you have an opportunity to try something new. Have your friend start a new character of a different class, possibly one intended to compliment the character you’ve selected. It’ll be a better experience for you, and a heck of a lot more fun for him.

 * 1) 3 – Lack of character knowledge – just because you know how to play the game doesn’t mean you automatically know how to play all types of characters effectively. If you’re trying out a new class, I generally find that power leveling isn’t detrimental in and of itself, but make a point to take a break and play the game for real every time you get a new ability, even if it’s one you’ve used playing another character. Feign pulling as a shadow knight is different from feign pulling as a monk. Dealing with charms and mezzes is very different between an enchanter and a bard. This is doubly true for abilities you haven’t used before. For instance, stuns and snares for paladins or shadow knights do a lot more than stop or slow a mob – they’re used for gaining agro so that your teammates don’t get beat to a bloody pulp for keeping you alive. This is not information that is in the spell description. Lull classes need to understand how lull works and when it’s necessary. Do the research and practice your skills, so that your groupmates can count on you.

 * 1) 4 – Unrealistic expectations – This is more of a problem for new players. Seeing several levels go by in the space of an hour when being power leveled does little to prepare a person for the slow xp of the 50s, where a single kill often means 1% xp or less. Similarly, new players may be frustrated with the xp rate offered by the blues and light blues they’re forced to take on cautiously when they have become accustomed to easily defeating a stream of reds.

 * 1) 5 – Weak melee skills – A L50 warrior with a defense of 3 and an offense of 7 is no good to anyone. There’s just no way around that fact. Even caster classes should at least work on getting defensive skills up so that they aren’t killed in one hit when they draw agro. Fortunately, there’s a way to fix these skills. For offensive skills, you want to get your dexterity as high as possible through gear and buffs. This is the only stat that is checked for skill ups – the others don’t matter for this purpose. Go find a something that cons at least light blue (if the mob isn’t worth experience to you, you won’t get skill ups) and swing at it. Every time you swing, you get a check to determine whether or not you skill up, so having haste items and/or spells on can be very beneficial, as can selecting weapons with as low a delay as possible – remember that for this you’re not looking to do damage as such, so for skill ups a 3/18 weapon is much better than a 24/25. One caveat – you need to have at least 1 skill point in the skill to start with, or it will take you an eternity to skill up. If your one hand blunt is at 0, you will take an hour or two skill up unless you go to your guild leader and add at least one point. For defensive skills, it’s almost the same story. You want to get hit, a lot. Obviously, hits from light blue mobs hurt a lot less. In fact, if your healer can handle it, getting hit by multiple mobs at once isn’t a bad idea. The faster the mob swings, the more skill up checks you get. Around level 25 or so, you can find some mobs that are ideal for this purpose in the Echo Caverns called Needlites – these are monk mosquitoes that hit very fast, but not too hard. You can also cheat a little on these skill ups by /dueling a pet class and having them summon a pet that is barely light blue to you for you to fight. That way you have definitely control over when the fight ends and won’t accidentally die in the middle of combat.

 * 1) 6 – Weak casting and triggered skills – Other skills are easy, if tedious, to skill up. Basically, a check is made every time you use the skill to determine if you’ve skilled up. High intelligence or wisdom increases the chance of a skill up. For spells, it doesn’t matter what the level of the spell is – a L1 spell has just as much chance of getting you a skill up as a L50 spell. This means when you’re working on casting skills, you should make a spell set with the cheapest spell in each discipline (Alteration, Abjuration, Conjuration, Divination, and Evocation) and just cast the spell again and again. Offensive spells can be cast on yourself or your pet, and if you’re in a neutral zone like POK, you won’t take any damage. If you have a device like a gravis gamepad (this is not banned by the EULA if you are present at your keyboard, since it’s a device rather than an external macro program – in fact it’s specifically mentioned in there), you can set it to keep on pounding your cast key and park your character in the guild hall in the regeneration pool. Triggered skills like lock pick and sense traps work the same way – you just have to do them a heck of a lot. Use the time waiting for groups to form to practice your triggered skills. Bards get a kind of get out of jail free thing on skill ups – if they’re only singing one song constantly and have an appropriate instrument equipped, they get a skill check for that instrument type every time the server ticks. If you’re working on song skills, make your bardling your trader and leave him singing his heart out in the bazaar. Do everyone a favor though – if you’re practicing brass with an AOE spell, park him in a safe spot no one goes, rather than a heavily populated zone – people don’t like having to turn off their spell effects to navigate. If you’re level 42 or above, you can sing the L42 group haste spell for brass and not have this problem.

 * 1) 7 Annoying other players – The last point I’d like to make is that power leveling, by it’s very nature, it’s disruptive. You’re going to be going through a lot of mobs very quickly, which often means that you’re taking mobs that could be xp for other players in the zone. A friendly /ooc to the effect that a power leveling session is going on in such and such a place is a bare minimum. Have a train warning macro set up and move to a different zone if you are inconveniencing others. Keep in mind that even though you are electing to bypass content in this way, others are not. (In recent times, it has become very easy to find an abandoned zone to PL in, so as to not bother other players.)

Ok, so, you’ve decided to help a lower level friend coast through a few levels? How can you make this happen? There are more than a few methods to discuss.

For the sake of convenience, we’re going to give the players in this scenario names. Mike is the lowly character hoping to rise rapidly through the ranks, and Anna is the godly high level character who is willing to spend a little time helping him get there.

The colloquial term “twink” is used to refer to a character with armor and weapons far exceeding the items normally available at the character’s current level. Older players often twink their new alts in the bazaar, spending thousands of plat to get the very best gear their new character will be allowed to use. Such a character is said to be “twinked” or “twinked out”. In and of itself, this is not power leveling, but it serves to make earlier levels almost trivial even with the character going out and soloing. For the earliest levels, it’s often important to select gear with no recommended or required level. The Smoldering Brand is a classic example of a “twink” weapon. It’s a 9/22 one hand blunt weapon, usable by all classes and races, with a proc effect “burn” that can cause an additional 12-13 damage when it goes off, and it does so right from level one. It’s not that useful past the teens, but for the very early levels, it can make kills very quick.
 * 1) 1 Twinkage

Buff loading is exactly what it sounds like – having a buff class cast pretty much every beneficial spell that will stick on Mike, raising his statistics to godly levels and making early content relatively trivial. Again, this is not usually considered power leveling as such, as that term usually reflects a situation where a higher level player stays with the character to assist on a constant basis.
 * 1) 2 Buff loading

Agro locking is a situation where Anna attempts to hold the mob’s attention while Mike kills the mob in relative safety, usually from behind. In this scenario, taunt skills and debuffing spells/songs are used to hold agro without actually doing damage to the mob. Some of the higher agro spells that can be used for this purpose are snares, slows, statistic debuffs, fears, and intentionally broken charms. For healing classes, heals also provide a very high level of agro, so merely keeping yourself at high health after you’ve initially acquired agro may be enough to hold it.
 * 1) 3 Agro locking

Nursing is a situation where a cleric, shaman, or druid merely tags along with Mike, keeping him constantly healed and out of danger while taking on harder content. It’s not the fastest power leveling method, but it’s better than soloing for the xp rate.
 * 1) 4 Nursing

Nuking or tanking for power leveling is fairly straight forward. XP for a mob goes to the player or group that has done the most damage to that mob when it dies. This means that if Mike does 51% of the damage to a mob and Anna does 49%, Mike will get all of the xp, as long as you are not grouped. There are a couple of caveats to this, however – the first being that all of the damage done to a mob is counted when figuring out xp assignment. This means if Mike does 60 damage to a target with 100 hp total, and Anna finishes it off with a 300 pt nuke, he’s not going to get the xp, because Anna did more damage than him, even though the mob was technically dead 260 hp ago. Also, certain effects, like damage shields, are not counted in crediting who has done the most damage to a mob, so if Mike does 40 damage to a mob and the damage shield he’s wearing did 25 damage, Anna can still only do 39 points of damage to the mob without stealing the kill. Note that this method can also be a good way to hold agro – in this scenario, Anna would nuke or tank the mob down to 51% and the mob would be agroed on her while Mike finished it off.
 * 1) 5 Nuking/Tanking (aka 50s)

In a pincushion scenario, Anna takes advantage of the fact that damage done to a mob by a damage shield is counted as neutral damage. As long as Anna does no damage to the mob directly, and Mike does at least 1 point of damage to the mob, when the mob finishes grinding itself to death on the damage shield, Mike will get all the xp. This can be hugely effective if Mike or someone in his group has an AE damage spell. Anna could potentially go and agro 20 mobs with an AE debuff, then retreat to a corner and cast her damage shield. Once Anna has firm agro, Mike pulses his smallest AE damage spell on all the mobs to avoid drawing too much agro away from Anna, makes sure that there are no resists from the mobs in question, and waits for the mobs to grind themselves to death on Anna’s damage shield. In lower levels, a single pull can generate multiple levels of xp this way. Two important notes on this method – mobs that have taken damage only from the damage shield will simply vaporize without giving loot or xp, so it’s important to make sure that each mob has been successfully hit at least once. If you are using melee to hit rather than an AE spell, it can be effective to have the person hit each mob while you are building the mass of mobs, right after you’ve established agro with each. The other thing you should be aware of is the corner I mentioned earlier. Spell interruptions are largely based on movement and knockback, so positioning yourself in a corner, facing outward to your target mobs, can greatly increase your chances of pulling off a heal or damage shield spell while masses of mobs are beating on you.
 * 1) 6 Pincushioning

One of the quirks of charm spells is that when a mob is charmed, all current damage to the mob from other mobs, for xp purposes, is wiped. This means if Anna charms a mob and throws it against a bunch of other mobs until it has been beat down to 2%, then breaks charm, Mike can take care of the last 2% and get the xp for the mob. This is a bit slow at lower levels, and rarely worth the time invested, but at higher levels it can be a good way to quickly rack up kills.
 * 1) 7 Charm breaking

A similar quirk is that when a character zones out, all damage done is wiped for xp purposes. This means that Anna could knock a mob down to 2%, then zone out or evac to effectively wipe the damage she’s done so that Mike can finish the mob off. Any effect that causes Anna to reload the zone is valid for this method, so while a gate spell won’t work (doesn’t reload), an evac (or levant or whathaveyou) will.
 * 1) 8 Zone out

Classes that get feign death make especially good power levelers for high levels. Yet another quirk of the game is that if you are feigned, the mob doesn’t count you anymore for xp crediting purposes. This can be a little tricky, and only seems to work reliably if the person being power leveled holds off on damaging or agroing the mob until after you have feigned. Probably has something to do with having them on the hate list when you feign. (Avoid using dots, or at least dots that will last past the time that you need to feign – screws up xp crediting) Anna just nukes or tanks the mob down to low health, feigns, and calls Mike over to do cleanup.
 * 1) 9 Feigning

Some well known quests provide a decent amount of xp for lower levels. Turning in bone chips in nearly any starting town, crushbone belts in Kaladim, and lightstones in North Karana are all examples of droppable items a higher level characters can collect and hand to the lowbie to generate faction and xp. Alternately, there are several higher level quests that require no drop items but still give decent xp. An example of this would be the sarnak berserker whips in the overthere. A high level character can easily wipe out a bunch of berserkers and allow the lower level character to loot all the whips.
 * 1) 10 Hand ins

title: EverQuest/Strategies/powerlevelling


text:
EverQuest/Strategies/raiding general

Some fundamental mechanics to raids, and some common mistakes that have been seen in guilds that don't have a long history of raiding.

Common wipes: Generally, there's only a few different ways raids in EQ totally collapse, and it's important to understand the different underlying reasons for each way, so you know how to best fix a problem.

A. Gutting, or Collapse of a Raid's Support structure. Generally, this is the way a raid wipes on a pull too big for it to handle. If you ask an inexperienced raider, 'What's a raid's defensive classes' they'll usually answer 'The tanks'. This is a bad way to think about raids, or at least not entirely correct. You want to think one level lower than that and say, 'The healers and crowd control'. Say you have a large, 8 pull come in unexpectedly. Here's how a gutting happens: the 2 enchanters on the raids try to mez. They are resisted, mobs immediately aggro on them. The healers try to heal, 4 untanked mobs immediately go on them. Healers and CC are overwhelmed since the entire pull (save the single one on the assist) is basically focused on them. They all die. At this point, usually, every melee is still standing... including most tanks. Then the tanks get aggro. No one is alive to heal them, or if they are, they rapidly get aggro from uncontrolled mobs and die soon after. Note, in this, the tanks die -last-. That's very important to understand. Tanks were the safest characters, and the least in need of support.

There's several ways to approach a Gutting situation like that. The first, and most obvious, is to try to split and do smaller pulls. In fact, a lot of high end guilds today use VERY exploitive pulling or delaying tactics to ensure just that, even in encounters specifically designed for you to have to engage a large amount of mobs at once. Personally, I hate that kind of thing, and tend to try the straight up method- for actual control, there's a few different things to checklist and remember:

1. First, what's mezzable and how resistant are they? There's a point where enchanters trying to mez something just becomes inefficient, because they are too resistant to be reliable or practical. For example, in the Valdoon raid (a death limit raid, I should note), there's some extremely magic resistant shadows. I put bards -only- on mezzing them. Bards generate nearly no aggro with songs, and have a -MR on mezzes. In effect, they can attempt to mez on incoming and be fine. Alternately, in other situations, I'll have shamans paired with enchanters, to assist on the same targets, and only a mezz attempt after malo is in. Lastly, I sometimes have knights, specifically paladins/SKs, use damageless aggro spells to aggro mobs on inc, and hold them until mez is in. Of course, sometimes mez is flat out a bad idea to even try, which lends itself to tanking.

2. Offtank situations. The difficulty here is two fold. One, you need to be positive all tanks have very rapid targetting on incoming mobs (pretargetting is a huge bonus if you can do it), or the untanked mobs will annihilate healers. Two, you need to make sure that tanks can generate enough aggro before they need the first heal, or again, healers will die. Divine Arbitration is extremely powerful for that. Having a near complete heal that's completely aggroless as a starting heal is huge. Similarly, divine intervention is, with high charisma on the target, an EXTREMELY powerful spell. In fact, in a dangerous clearings situation, I usually cycle DI on a tank, a high aggro debuffer, and myself in that order, and keep the 3 up at all times. I make sure all my clerics DI their tank, even people as far as 5 or 6 down a tank order, and themselves as well. Emerald cost does not justify the loss of hours of time from a wipe.

3. Debuffers, this is a tough one. The biggest problem is 'How important is it that debuff is on quickly, and how important is it the debuffer lives'. It can be either or. For example, when I first did Sol Ro, our equipment was bad enough where our tanks would have a devil of a time both holding aggro and living in the few seconds the mob goes unslowed. Now, he could just charge using fortitude before defensive (which is our usual method in hard boss fights), but back then that wasn't an option. So what I did was just have shaman/enchanter pairs suicide slow before we went. Duration was long enough where they could just go, slow, die, drag them, rebuff them, and go well before slow would fade. I did this for an awful lot of difficult encounters (Mithaniel Marr being a standout pain in the ass). In mass fights though, frequently debuffers need to stay up the entire fight. If you have to, tell your debuffers to go -slower- in casting. If the difference between getting slow on in 5 seconds vs 15 seconds isn't significant, there is no reason for them to take aggro and die to some random diaku. Hold them back.

B. Outer collapse or, 'Whoops, the tanks are dead'. This is a tough one to fix because it's always possible you do everything right, and are trying something so far ahead of your gear that you basically have to hope that you don't get a spike and lose. I've had a lot of those. Flawlessly performed, badroll, it's over (see my comment about DI above for hedging those bets). Still, there is some things you can do about it.

1. Let's face it, we all know some clerics that have a zen-like awareness of who is going to take damage, predict it 7 seconds in advance and land a ch 2 seconds into a tank having massive aggro and still manage to avoid getting aggro themselves. We also know clerics that for a minute and a half as you are dying to a low green you say, 'TURN OFF THE TV AND HEAL ME' and then they come back and complain you just 'instantly died'. Not everyone is cut out to be a healer, and some are worthless enough where you give serious thought to suggesting that maybe a melee is more their speed. Sometimes you can fix it (apathy), sometimes you can't (stupidity). But usually, when you can't, as a leader it's just your responsibility to do the best with what you have. I pretty much always build every group on every raid my guild does. That gives me a LOT of control over what healers go where, and to build groups that have double, triple, even quadruple coverage if they need it, while making sure my best clerics aren't covering groups that simply do not need it. Play to your people's strengths. Does the wizard group need a cleric? Then give them a druid and double up 2 strong clerics with the maintank on a tough clearing. Are there a lot of AE's? Then why aren't the paladins spread around, and why aren't the bards covering a rogue group that can benefit the most from the dps jumps while still being protected by Veeshan. Know your members, know their capabilities, and put them where they do the most good. Don't tolerate whining. Your first obligation is to succeed for everyone who isn't complaining, not to group Cleric that afks to cyber Wiz in same group when it obviously does not fit the raid.

2. Similarly, do not allow entitlements to interfere with winning. Sure, everyone likes to be the tank that saves the day, and some people want to have an important job. But if someone will get you killed for making them an offtank, or if that cleric is lagging and simply cannot lead the complete heal chain, do not do it. If I can think of one thing that wipes up and coming guilds the most, it is leaders that are afraid of offending members putting people they KNOW are poorly suited for a role specifically in that role. And listen, you don't have to be an @#%^ about this. You can very calmly, very rationally say that you need X in there for Y and Z reasons. You don't have to say they are a bad player or anything like that. But you still do not have to sacrifice the success of your raid in order to make a few people feel more needed. And you should never, ever tolerate stupidity from guests because you are afraid of offending them.

3. About complete heal chains and keeping a main tank up, there's only so much variation you can do with them really. I personally hate pauses and never use them, because I feel they are dangerous. Other people swear by them. I measure complete heals in exact seconds between the CHs landing, other people measure them by the count between clerics casting (an important but confusing difference- 6 clerics by my method would be a 2 second rotation, since at 10 sec + 2 sec recycle they could cast quickly enough after one another to do exactly that. Other guilds would say a '6 cleric 0 second rotation' to describe the exact same thing. I like my method because it describes the exact rate of healing, while saying '0 sec rot' only is descriptive if you know exactly how many clerics are involved. Sorry for the aside). There's a few things you can do to tune it. Firstly, do you tank swap? In some harder fights you might have to. Carefully organize who is tanking and when defensive is wearing off, second tank ae taunts to keep a smooth tanking transition with nonstop defensive. Some people might think, 'What's so different than the tank just grabbing aggro when the main tank dies?' Well, the difference is the second tank has the rotation slip seamlessly on him by knowing exactly when he is getting aggro and starting the first CH 8 seconds before he does. The second method has him tanking 10 seconds on random heals and praying to god. Often, God tells him to go screw himself and the raid wipes.

4. If you can, chain bulwark of vie and keep Divine intervention on the main tank during a boss. Also bards with AC songs and DSes are the win. Enough said there really.

5. Tanking without a complete heal chain is only done well if you have really, really sharp clerics that communicate with one another very well, and predict things very well. Because healing based on health bar is totally meaningless on any difficult fight, since it won't update until well after the tank is dead. So you need to simulately a complete heal chain by clerics knowing exactly about when the next ch needs to land based on who said what when, and it's still only a real marginal gain in efficiency. The only times you should really not use a CH chain are when the raid is either too easy to make it necessary, or the situation is too chaotic make it effective. Clerics being too proud to do one is stupid, inefficient, and destructive. Clerics doing one poorly or not being able to catch other people's mistakes in one is likewise inexcusable, and will wipe the raid.

C. Lastly, the attritional wipe. This is bad from a morale perspective because usually it looks like your raid was crushed and there wasn't a whole lot you could do about it. Appearances are deceiving. I had a raid against Kelerdrix with 50 people that was slaughtered when all the clerics slowly went oom, and we wiped at an embarrassing 70% or so. We then killed the next day with 40, with less healers, with no deaths and most clerics having 70%+ mana at the win. Small improvements in efficiency can multiply the survivability of the raid.

1. First, groupping. There is no raid where groupping is more important than an AE fight. I strongly, strongly encourage anyone in a 'just grab 5 other people and go' style raiding guild to try focused group building on our next ae-focused encounter. The difference it makes can be overwhelming if your pick up style groups aren't very efficient. Placement of every class is important- are the SKs where they can use their group ATK buffs the most effectively? How about their group mana tap? Who are the bards amplifying and why- do you gain more dps from their atk/overhaste or from muse and why, who needs veeshan the most? Where are the paladins, and who needs their group heals the most? And so on. I can't overstress how big a help this is. People that know their roles need to have an opportunity to do just that.

2. Secondly, resists and preparation. If you are fighting something with chromatic AE, people bragging about their 4 500's and their 1 300 resist are going to get annihilated by the chromatic AE with a significant resist adj. People have to understand what is important for a fight, and adjust accordingly. Some fights I have and would use shaman potions for. Some I need to assign bards with ae songs to cover multiple areas of the fights, to be sure both melee and casters get AE resists. Sometimes you need to use circle of summer's stacking, or DMF. Don't overlook everything you have at your disposal and take damage you can't afford.

3. Mana drain fights- there's a lot of them. First, is there anything mindwrackable in the encounter? A complete heal rotation with a necro for mindwrack is a pretty stable thing, even with some mana drains. Second, if it's cureable, who is assigned to cures? Never, ever trust people to manage this on their own. Third, if you are trusting people to cure themselves, for the love of god call the ae and get the point across they need to cure themselves now, or some dim bulb will be saying, 'oom oom' 30 seconds later. Trust me on that one. Lastly, don't use dispel as a tactic lightly, but there are some encounters where it's a real good idea. Careful about ruling things out.

4. Masses. Use them, get it organized, get everyone with the AA for it. Make sure everyone has the buff slots free to support it in big fights. My clerics seldom use mass anymore for anything BUT mass CR.

D. Lastly, stupidity. Part of the job of a raid leader is to predict stupid things happening and just to warn members not to do it before they do. You'd really, really be surprised how big of a problem this is even for the highest guilds. Generally, I find humor is the best cure for stupidity. Things like, 'Please don't run into the huge dragon ahead of us' works pretty well, and everyone laughs, but I swear to god the one time you don't say it some idiot flips on numlock while grabbing a coke and wipes you.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: EverQuest/Strategies/raiding general


text:
EverQuest/AA info/Alt AA/wizard

result of /alt list for wizards

 * Ability #1: Innate Strength Wiz
 * Description: This ability raises your base Strength by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #2: Innate Stamina
 * Description: This ability raises your base Stamina by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #3: Innate Agility
 * Description: This ability raises your base Agility by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #4: Innate Dexterity
 * Description: This ability raises your base Dexterity by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #5: Innate Intelligence
 * Description: This ability raises your base Intelligence by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #6: Innate Wisdom
 * Description: This ability raises your base Wisdom by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #7: Innate Charisma
 * Description: This ability raises your base Charisma by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #8: Innate Fire Protection
 * Description: This ability raises your base Save Vs Fire by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #9: Innate Cold Protection
 * Description: This ability raises your base Save Vs Cold by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #10: Innate Magic Protection
 * Description: This ability raises your base Save Vs Magic by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #11: Innate Poison Protection
 * Description: This ability raises your base Save Vs Poison by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #12: Innate Disease Protection
 * Description: This ability raises your base Save Vs Disease by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #13: Innate Run Speed
 * Description: This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
 * Cost per Level: 1

 * Ability #15: Innate Metabolism
 * Description: This ability decreases your food consumption by 10, 25 and 50 percent.
 * Cost per Level: 1

 * Ability #16: Innate Lung Capacity
 * Description: This ability increases the amount of air you have by 10, 25, and 50 percent.
 * Cost per Level: 1

 * Ability #17: First Aid
 * Description: This ability increases the maximum that you can bind wound by 10 percent for each ability level.
 * Cost per Level: 1

 * Ability #20: Spell Casting Mastery
 * Description: This ability gives you an increased chance of making your specialization checks. It also reduces your chance to fizzle and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent.
 * Cost per Level: 2

 * Ability #20: Spell Casting Mastery
 * Description: This ability gives you an increased chance of making your specialization checks. It also reduces your chance to fizzle and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent.
 * Cost per Level: 4

 * Ability #23: Spell Casting Fury
 * Description: This ability gives you a chance to land critical hits with your direct damage spells. The ability levels increase your chance to score a critical by 2, 4, and 7 percent.
 * Cost per Level: 6

 * Ability #24: Channeling Focus
 * Description: This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
 * Cost per Level: 2

 * Ability #25: Spell Casting Subtlety
 * Description: After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
 * Cost per Level: 2

 * Ability #25: Spell Casting Subtlety
 * Description: After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
 * Cost per Level: 4

 * Ability #26: Spell Casting Expertise
 * Description: 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.
 * Cost per Level: 2

 * Ability #27: Spell Casting Deftness
 * Description: This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
 * Cost per Level: 2

 * Ability #28: Natural Durability
 * Description: 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.)
 * Cost per Level: 2

 * Ability #33: Combat Stability
 * Description: This ability increases melee damage mitigation by 2, 5, and 10 percent.
 * Cost per Level: 2

 * Ability #34: Combat Agility
 * Description: This ability increases your melee damage avoidance by 2, 5 and 10 percent.
 * Cost per Level: 2

 * Ability #42: Quick Evacuation
 * Description: This ability reduces the casting time on your evacuation and succor spells by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #43: Exodus
 * Description: This ability gives you the ability to cast an extremely fast-casting, no mana cost evacuation or succor spell.
 * Cost per Level: 6

 * Ability #44: Quick Damage
 * Description: This ability reduces the casting time on your damage spells that have a casting time greater than four seconds by 2, 5 and 10 percent.
 * Cost per Level: 3

 * Ability #52: Improved Familiar
 * Description: This ability will summon an improved familiar that is an upgrade from the greater familiar. This improved familiar is higher in level, has more hitpoints, and is very resistant to all spells.
 * Cost per Level: 9

 * Ability #53: Nexus Gate
 * Description: This ability gives you an instant-cast self gate spell to the Nexus.
 * Cost per Level: 6

 * Ability #114: Spell Casting Fury Mastery
 * Description: This ability gives you an increased chance to score a critical hit with your direct damage spells.
 * Cost per Level: 3

 * Ability #117: Strong Root
 * Description: This ability will grant you the ability to cast an extremely low resistance Root-type spell.
 * Cost per Level: 5

 * Ability #129: Advanced Innate Strength
 * Description: This ability raises your innate Strength by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #130: Advanced Innate Stamina
 * Description: This ability raises your innate Stamina by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #131: Advanced Innate Agility
 * Description: This ability raises your innate Agility by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #132: Advanced Innate Dexterity
 * Description: This ability raises your innate Dexterity by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #133: Advanced Innate Intelligence
 * Description: This ability raises your innate Intelligence by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #134: Advanced Innate Wisdom
 * Description: This ability raises your innate Wisdom by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #135: Advanced Innate Charisma
 * Description: This ability raises your innate Charisma by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #136: Warding of Solusek
 * Description: This ability raises your base resistance to fire-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #137: Blessing of E'ci
 * Description: This ability raises your base resistance to cold-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #138: Marr's Protection
 * Description: This ability raises your base resistance to magic-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #139: Shroud of The Faceless
 * Description: This ability raises your base resistance to poison-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #140: Bertoxxulous' Gift
 * Description: This ability raises your base resistance to disease-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #141: New Tanaan Crafting Mastery
 * Description: Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200).  (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.)
 * Cost per Level: 3

 * Ability #142: Planar Power
 * Description: This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train in this ability once each level, beginning at level 61.
 * Cost per Level: 2

 * Ability #144: Innate Enlightenment
 * Description: Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of 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.
 * Cost per Level: 3

 * Ability #150: Mastery of the Past
 * Description: This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 54. The second, on all spells below level 56.  The third, on all spells below level 58.  You may train in this ability once each level, upon reaching levels 62, 63, and 64.
 * Cost per Level: 3

 * Ability #151: Lightning Reflexes
 * Description: 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.
 * Cost per Level: 3

 * Ability #152: Innate Defense
 * Description: This ability further increases your mitigation of incoming melee damage. You may train in this ability once each level after reaching level 61.
 * Cost per Level: 3

 * Ability #159: Hastened Exodus
 * Description: This ability decreases the amount of time required between uses of Exodus by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
 * Cost per Level: 2

 * Ability #160: Hastened Root
 * Description: This ability decreases the amount of time required between uses of Strong Root by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
 * Cost per Level: 2

 * Ability #172: Harvest of Druzzil
 * Description: This ability gathers streams of additional mana into your being. You may train this ability at or after level 62.
 * Cost per Level: 2

 * Ability #179: Allegiant Familiar
 * Description: This ability will cause your existing Improved Familiar to summon an even more powerful companion. This familiar provides even greater benefits to its owner than its predecessor.
 * Cost per Level: 6

 * Ability #208: Call of Xuzl
 * Description: This ability calls a number of swords of Xuzl into existence directed at a target. The swords attack the target until they dissipate 45 seconds later.  The initial rank of this ability calls two swords.  Additional ranks add one sword each.  You may train the ranks of this ability at or after levels 61, 63, and 65.
 * Cost per Level: 3

 * Ability #216: Fury of Magic Mastery
 * Description: This ability further increases your chance to score a critical hit with your direct damage spells.
 * Cost per Level: 2

 * Ability #224: Mental Clarity
 * Description: This ability increases your natural mana regeneration by 1 point per ability level.
 * Cost per Level: 2

 * Ability #224: Mental Clarity
 * Description: This ability increases your natural mana regeneration by 1 point per ability level.
 * Cost per Level: 4

 * Ability #225: Innate Regeneration
 * Description: This ability raises your regeneration ability by 1 point per ability level.
 * Cost per Level: 1

 * Ability #226: Mana Burn
 * Description: This ability allows you to do non-resistable damage in an amount based off of your current mana.
 * Cost per Level: 5

 * Ability #230: Swift Journey
 * Description: This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
 * Cost per Level: 5

 * Ability #231: Convalescence
 * Description: This ability raises your regeneration ability by 1 point per ability level.
 * Cost per Level: 3

 * Ability #232: Lasting Breath
 * Description: This ability increases the amount of air you can hold in your lungs.
 * Cost per Level: 2

 * Ability #233: Packrat
 * Description: Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.
 * Cost per Level: 3

 * Ability #236: Secondary Forte
 * Description: This ability allows you to advance a second arcane specialization past the limit of 50. After acquiring this ability, the next specialization to go over 50 becomes your secondary forte.  The second specialization is limited to a maximum skill of 100.
 * Cost per Level: 9

 * Ability #237: Persistent Casting
 * Description: Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
 * Cost per Level: 3

 * Ability #246: Wrath of Xuzl
 * Description: This ability provides an upgrade to your Call of Xuzl, summoning flaming swords to attack your target. The first rank of this ability calls two swords.  The second rank calls forth three.
 * Cost per Level: 5

 * Ability #303: Ro's Flaming Familiar
 * Description: This ability provides you with a familiar that strengthens the effects of your fire-based spells.
 * Cost per Level: 12

 * Ability #304: E'ci's Icy Familiar
 * Description: This ability provides you with a familiar that strengthens the effects of your ice-based spells.
 * Cost per Level: 12

 * Ability #305: Druzzil's Mystical Familiar
 * Description: This ability provides you with a familiar that strengthens the effects of your magic-based spells.
 * Cost per Level: 12

 * Ability #306: Advanced Fury of Magic Mastery
 * Description: This ability further increases your chance to score a critical hit with your direct damage spells.
 * Cost per Level: 5

 * Ability #307: Ward of Destruction
 * Description: Use of this ability creates a stationary ward that damages every enemy within its range. Increased ranks improve the damage of the ward.
 * Cost per Level: 3

 * Ability #308: Frenzied Devastation
 * Description: When activated, every direct damage spell the wizard casts will have an increased chance to have a critical effect, but will cost more mana.
 * Cost per Level: 3

 * Ability #323: Eternal Breath
 * Description: This ability grants you the permanent ability to breathe underwater and in airless environments.
 * Cost per Level: 5

 * Ability #324: Blacksmithing Mastery
 * Description: This ability reduces the chance of failing blacksmith combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #325: Baking Mastery
 * Description: This ability reduces the chance of failing baking combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #326: Brewing Mastery
 * Description: This ability reduces the chance of failing brewing combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #327: Fletching Mastery
 * Description: This ability reduces the chance of failing fletching combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #328: Pottery Mastery
 * Description: This ability reduces the chance of failing pottery combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #329: Tailoring Mastery
 * Description: This ability reduces the chance of failing tailoring combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #330: Salvage
 * Description: This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.
 * Cost per Level: 5

 * Ability #331: Origin
 * Description: Upon using this ability, you will be transported back to your starting city.
 * Cost per Level: 7

 * Ability #332: Chaotic Potential
 * Description: This ability raises the maximum that your statistics can be increased to with items and spells by 5 points per rank.
 * Cost per Level: 5

 * Ability #333: Discordant Defiance
 * Description: This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.
 * Cost per Level: 5

 * Ability #334: Mystical Attuning
 * Description: This ability increases the number of mystical effects that can affect you at once by 1 per rank.
 * Cost per Level: 5

 * Ability #335: Delay Death
 * Description: This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
 * Cost per Level: 3

 * Ability #336: Healthy Aura
 * Description: This ability raises your natural regeneration by 1 point per rank.
 * Cost per Level: 3

 * Ability #344: Reflexive Mastery
 * Description: This ability further increases your chance of completely avoiding incoming melee damage.
 * Cost per Level: 5

 * Ability #345: Defensive Instincts
 * Description: This ability further increases your mitigation of incoming melee damage.
 * Cost per Level: 5

 * Ability #347: Mnemonic Retention
 * Description: This ability gives you an additional spell slot so you can memorize an additional spell.
 * Cost per Level: 3

 * Ability #348: Expansive Mind
 * Description: This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
 * Cost per Level: 5

 * Ability #352: Arcane Tongues
 * Description: This ability reduces the chance of failing research combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #397: Destructive Fury
 * Description: This ability increases the strength of your critical spell hits, causing them to do more damage.
 * Cost per Level: 3

 * Ability #405: Secondary Recall
 * Description: Use of this ability allows you to quickly gate yourself back to a secondary bind point that has been previously set by use of a Stone of Marking.
 * Cost per Level: 7

 * Ability #451: Mind Crash
 * Description: When used, this ability will cause the targeted creature to become considerably less angry with you.
 * Cost per Level: 3

 * Ability #452: Prolonged Destruction
 * Description: This ability grants you an enhanced version of Frenzied Devastation that lasts for an additional 10 seconds per rank.
 * Cost per Level: 5

 * Ability #453: Ro's Greater Familiar
 * Description: This ability provides you with a familiar that strengthens the effects of your fire-based spells.
 * Cost per Level: 12

 * Ability #454: E'ci's Greater Familiar
 * Description: This ability provides you with a familiar that strengthens the effects of your ice-based spells.
 * Cost per Level: 12

 * Ability #455: Druzzil's Greater Familiar
 * Description: This ability provides you with a familiar that strengthens the effects of your magic-based spells.
 * Cost per Level: 12

 * Ability #456: Teleport Bind
 * Description: When activated, this ability will teleport the wizard's entire group to the wizard's bind point.
 * Cost per Level: 9

 * Ability #457: Devoted Familiar
 * Description: This ability will call forth a familiar that provides even greater benefits to its owner than its predecessor.
 * Cost per Level: 12

 * Ability #481: Lesson of the Devoted
 * Description: This ability doubles the amount of experience you gain when killing NPCs for the next half an hour.
 * Cost per Level: 0

 * Ability #482: Infusion of the Faithful
 * Description: This ability infuses you with raw power, maximizing all of your statistics, resists, and increasing your run speed.
 * Cost per Level: 0

 * Ability #322: Innate See Invis
 * Description: This ability permanently enhances your vision allowing you to see the invisible.
 * Cost per Level: 9

 * Ability #491: Prolonged Mortality
 * Description: This ability increases how far below zero your hit points can fall before you die by an additional 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
 * Cost per Level: 5

 * Ability #492: Precognition
 * Description: Each rank in this ability further increases your chance of completely avoiding incoming melee damage.
 * Cost per Level: 5

 * Ability #493: Thick Skin
 * Description: Each rank in this ability further increases your mitigation of incoming melee damage.
 * Cost per Level: 5

 * Ability #500: Silent Casting
 * Description: While active, this ability will reduce the amount of hate you generate when casting spells by up to 20%. Each additional rank increases the maximum that this ability can reduce your hate by an additional 20%.
 * Cost per Level: 5

 * Ability #551: Hastened Mind Crash
 * Description: This ability decreases the amount of time required between uses of Mind Crash by ten percent per rank.
 * Cost per Level: 5

 * Ability #497: Bandage Wounds
 * Description: Each rank in this ability increases the amount of healing provided by a single bandage.
 * Cost per Level: 3

 * Ability #495: Gift of Mana
 * Description: Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring.  Note that you only have a brief time to make use of the benefits of this ability before it fades away.
 * Cost per Level: 3

 * Ability #514: Pyromancy
 * Description: While active, the wizard focuses his mastery over fire to cause any level 60 or higher fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
 * Cost per Level: 3

 * Ability #515: Mastery of Fury
 * Description: This ability further increases the strength of your critical spell hits, causing them to do more damage.
 * Cost per Level:

 * Ability #512: Translocational Anchor
 * Description: While under the effect of this ability, an NPC will not be able to gate away from you. Additional ranks increase the duration of the effect.
 * Cost per Level: 3

title: EverQuest/AA info/Alt AA/wizard


text:
EverQuest/AA info/Alt AA/shadowknight

result of /alt list for Shadowknights

 * Ability #1: Innate Strength - SK
 * Description: This ability raises your base Strength by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #2: Innate Stamina
 * Description: This ability raises your base Stamina by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #3: Innate Agility
 * Description: This ability raises your base Agility by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #4: Innate Dexterity
 * Description: This ability raises your base Dexterity by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #5: Innate Intelligence
 * Description: This ability raises your base Intelligence by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #6: Innate Wisdom
 * Description: This ability raises your base Wisdom by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #7: Innate Charisma
 * Description: This ability raises your base Charisma by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #8: Innate Fire Protection
 * Description: This ability raises your base Save Vs Fire by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #9: Innate Cold Protection
 * Description: This ability raises your base Save Vs Cold by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #10: Innate Magic Protection
 * Description: This ability raises your base Save Vs Magic by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #11: Innate Poison Protection
 * Description: This ability raises your base Save Vs Poison by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #12: Innate Disease Protection
 * Description: This ability raises your base Save Vs Disease by 2 points for each ability level.
 * Cost per Level: 1

 * Ability #13: Innate Run Speed
 * Description: This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
 * Cost per Level: 1

 * Ability #15: Innate Metabolism
 * Description: This ability decreases your food consumption by 10, 25 and 50 percent.
 * Cost per Level: 1

 * Ability #16: Innate Lung Capacity
 * Description: This ability increases the amount of air you have by 10, 25, and 50 percent.
 * Cost per Level: 1

 * Ability #17: First Aid
 * Description: This ability increases the maximum that you can bind wound by 10 percent for each ability level.
 * Cost per Level: 1

 * Ability #23: Spell Casting Fury
 * Description: This ability gives you a chance to land critical hits with your direct damage spells. The ability levels increase your chance to score a critical by 2, 4, and 7 percent.
 * Cost per Level: 2

 * Ability #24: Channeling Focus
 * Description: This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
 * Cost per Level: 2

 * Ability #26: Spell Casting Expertise
 * Description: 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.
 * Cost per Level: 2

 * Ability #27: Spell Casting Deftness
 * Description: This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
 * Cost per Level: 2

 * Ability #28: Natural Durability
 * Description: 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.)
 * Cost per Level: 2

 * Ability #29: Natural Healing
 * Description: This ability raises your natural regeneration by one point per ability level.
 * Cost per Level: 2

 * Ability #30: Combat Fury
 * Description: This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes.
 * Cost per Level: 2

 * Ability #31: Fear Resistance
 * Description: This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier.
 * Cost per Level: 2

 * Ability #32: Finishing Blow
 * Description: This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. The first level works on NPC's below 50, the second on NPC's below 52, and the third on NPC's below 54. (Non-Warriors must first train one level of Combat Fury to use this ability.)
 * Cost per Level: 2

 * Ability #33: Combat Stability
 * Description: This ability increases melee damage mitigation by 2, 5, and 10 percent.
 * Cost per Level: 2

 * Ability #34: Combat Agility
 * Description: This ability increases your melee damage avoidance by 2, 5 and 10 percent.
 * Cost per Level: 2

 * Ability #78: Fearless
 * Description: This ability will make you permanently immune to fear spells.
 * Cost per Level: 6

 * Ability #79: 2 Hand Bash
 * Description: This ability will allow you to use your Bash skill while wielding any 2-handed weapon.
 * Cost per Level: 6

 * Ability #85: Unholy Steed
 * Description: This ability provides you with the power to call the ultimate unholy steed to your side.
 * Cost per Level: 5

 * Ability #86: Improved Harm Touch
 * Description: This ability gives you a low-resist Harm Touch. Using this ability also uses your existing Harm Touch timer.
 * Cost per Level: 6

 * Ability #87: Leech Touch
 * Description: This ability gives you a life tap harm touch. Using this ability also uses your existing Harm Touch timer.
 * Cost per Level: 6

 * Ability #89: Soul Abrasion
 * Description: This ability gives you increased damage off of the lifetap procs that result from your self buffs.
 * Cost per Level: 3

 * Ability #104: Double Riposte
 * Description: This ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time.
 * Cost per Level: 3

 * Ability #119: Body and Mind Rejuvenation
 * Description: This ability will give you one additional point of mana and hit point regeneration.
 * Cost per Level: 5

 * Ability #120: Physical Enhancement
 * Description: This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
 * Cost per Level: 5

 * Ability #125: Pet Discipline
 * Description: This ability will allow you to give your pet a 'hold' command until explicitly told to attack. Usage: /pet hold.
 * Cost per Level: 6

 * Ability #129: Advanced Innate Strength
 * Description: This ability raises your innate Strength by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #130: Advanced Innate Stamina
 * Description: This ability raises your innate Stamina by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #131: Advanced Innate Agility
 * Description: This ability raises your innate Agility by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #132: Advanced Innate Dexterity
 * Description: This ability raises your innate Dexterity by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #133: Advanced Innate Intelligence
 * Description: This ability raises your innate Intelligence by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #134: Advanced Innate Wisdom
 * Description: This ability raises your innate Wisdom by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #135: Advanced Innate Charisma
 * Description: This ability raises your innate Charisma by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #136: Warding of Solusek
 * Description: This ability raises your base resistance to fire-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #137: Blessing of E'ci
 * Description: This ability raises your base resistance to cold-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #138: Marr's Protection
 * Description: This ability raises your base resistance to magic-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #139: Shroud of The Faceless
 * Description: This ability raises your base resistance to poison-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #140: Bertoxxulous' Gift
 * Description: This ability raises your base resistance to disease-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
 * Cost per Level: 1

 * Ability #141: New Tanaan Crafting Mastery
 * Description: Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200).  (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.)
 * Cost per Level: 3

 * Ability #142: Planar Power
 * Description: This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train in this ability once each level, beginning at level 61.
 * Cost per Level: 2

 * Ability #148: Coup de Grace
 * Description: This ability gives you a chance to immediately slay an NPC that is below ten percent health and fleeing with a single, well placed strike. The first level works on NPC's below level 55, the second on NPC's below 57, and the third on NPC's below 59.  You may train in this ability once each level, upon reaching levels 62, 63, and 64.
 * Cost per Level: 2

 * Ability #149: Fury of the Ages
 * Description: This ability further increases your chance to score a critical blow against your opponent. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
 * Cost per Level: 3

 * Ability #150: Mastery of the Past
 * Description: This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 54. The second, on all spells below level 56.  The third, on all spells below level 58.  You may train in this ability once each level, upon reaching levels 62, 63, and 64.
 * Cost per Level: 3

 * Ability #151: Lightning Reflexes
 * Description: 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.
 * Cost per Level: 3

 * Ability #152: Innate Defense
 * Description: This ability further increases your mitigation of incoming melee damage. You may train in this ability once each level after reaching level 61.
 * Cost per Level: 3

 * Ability #168: Flash of Steel
 * Description: This ability further increases your chance of double riposting your opponent each time you score a successful riposte by ten percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
 * Cost per Level: 3

 * Ability #176: Suspended Minion
 * Description: This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor.  You may cast a second pet while your first pet is Suspended.  You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
 * Cost per Level: 5

 * Ability #188: Knight's Advantage
 * Description: This ability grants you an increased chance of performing a double attack in any given combat round. You gain the ability to train an additional rank at levels 61, 63, and 65.
 * Cost per Level: 2

 * Ability #198: Consumption of the Soul
 * Description: The most advanced Shadow Knights can further enhance their Leech Curse ability. This ability adds 200 additional damage and healing to Leech Curse, per rank.  You gain the ability to train an additional rank at levels 61, 63, and 65.
 * Cost per Level: 3

 * Ability #201: Touch of the Wicked
 * Description: This ability decreases the amount of time required between uses of Harm Touch and its upgrades by twelve minutes per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
 * Cost per Level: 2

 * Ability #203: Speed of the Knight
 * Description: This ability grants you the chance to score an additional attack with two-handed weapons. You gain the ability to train an additional rank at levels 61, 63, and 65.
 * Cost per Level: 3

 * Ability #214: Theft of Life
 * Description: This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing.
 * Cost per Level: 1

 * Ability #220: Unholy Touch
 * Description: A further enhancement to Improved Harm Touch, this ability grants a considerable bonus to the amount of damage done by that ability. You gain the ability to train an additional rank at levels 61, 63, and 65.
 * Cost per Level: 2

 * Ability #224: Mental Clarity
 * Description: This ability increases your natural mana regeneration by 1 point per ability level.
 * Cost per Level: 2

 * Ability #225: Innate Regeneration
 * Description: This ability raises your regeneration ability by 1 point per ability level.
 * Cost per Level: 1

 * Ability #230: Swift Journey
 * Description: This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
 * Cost per Level: 5

 * Ability #231: Convalescence
 * Description: This ability raises your regeneration ability by 1 point per ability level.
 * Cost per Level: 3

 * Ability #232: Lasting Breath
 * Description: This ability increases the amount of air you can hold in your lungs.
 * Cost per Level: 2

 * Ability #233: Packrat
 * Description: Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.
 * Cost per Level: 3

 * Ability #235: Weapon Affinity
 * Description: Through years of practice, you develop a close bond with your weapons. This affinity enhances the performance of your weapons by increasing the rate that they trigger effects.
 * Cost per Level: 5

 * Ability #237: Persistent Casting
 * Description: Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
 * Cost per Level: 3

 * Ability #250: Pet Affinity
 * Description: This ability makes your summoned pets a valid target for beneficial group spells.
 * Cost per Level: 12

 * Ability #259: Critical Affliction
 * Description: This ability grants damage-over-time spells the chance to have a critical effect each tick they are active.
 * Cost per Level: 3

 * Ability #278: Death's Fury
 * Description: This ability imbues your pet with the ability to land critical hits.
 * Cost per Level: 3

 * Ability #280: Advanced Theft of Life
 * Description: This ability increases the chance that the healing effect of your lifetaps will provide an exceptional amount of healing.
 * Cost per Level: 5

 * Ability #283: Immobilizing Bash
 * Description: This ability increases the chance that your bashes will stun the enemy.
 * Cost per Level: 5

 * Ability #284: Vicious Smash
 * Description: This ability increases the damage you do with your bashes.
 * Cost per Level: 5

 * Ability #295: Improved Consumption of the Soul
 * Description: This ability adds 200 additional damage and healing to Leech Curse, per rank.
 * Cost per Level: 5

 * Ability #296: Intense Hatred
 * Description: This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability.
 * Cost per Level: 5

 * Ability #315: Planar Durability
 * Description: The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.5% to your maximum hit points.  You gain the ability to train an additional rank at levels 61, 63, and 65.
 * Cost per Level: 3

 * Ability #323: Eternal Breath
 * Description: This ability grants you the permanent ability to breathe underwater and in airless environments.
 * Cost per Level: 5

 * Ability #324: Blacksmithing Mastery
 * Description: This ability reduces the chance of failing blacksmith combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #325: Baking Mastery
 * Description: This ability reduces the chance of failing baking combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #326: Brewing Mastery
 * Description: This ability reduces the chance of failing brewing combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #327: Fletching Mastery
 * Description: This ability reduces the chance of failing fletching combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #328: Pottery Mastery
 * Description: This ability reduces the chance of failing pottery combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #329: Tailoring Mastery
 * Description: This ability reduces the chance of failing tailoring combinations by 10, 25, and 50 percent.
 * Cost per Level: 3

 * Ability #330: Salvage
 * Description: This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.
 * Cost per Level: 5

 * Ability #331: Origin
 * Description: Upon using this ability, you will be transported back to your starting city.
 * Cost per Level: 7

 * Ability #332: Chaotic Potential
 * Description: This ability raises the maximum that your statistics can be increased to with items and spells by 5 points per rank.
 * Cost per Level: 5

 * Ability #333: Discordant Defiance
 * Description: This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.
 * Cost per Level: 5

 * Ability #334: Mystical Attuning
 * Description: This ability increases the number of mystical effects that can affect you at once by 1 per rank.
 * Cost per Level: 5

 * Ability #335: Delay Death
 * Description: This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
 * Cost per Level: 3

 * Ability #336: Healthy Aura
 * Description: This ability raises your natural regeneration by 1 point per rank.
 * Cost per Level: 3

 * Ability #338: Veteran's Wrath
 * Description: This ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
 * Cost per Level: 3

 * Ability #342: Deathblow
 * Description: This ability further increases the maximum level of NPCs affected by your Finishing Blow ability. The first rank of this ability works on NPCs below level 61, the second rank on NPCs below level 63, and the third rank on NPCs below level 65.
 * Cost per Level: 3

 * Ability #344: Reflexive Mastery
 * Description: This ability further increases your chance of completely avoiding incoming melee damage.
 * Cost per Level: 5

 * Ability #345: Defensive Instincts
 * Description: This ability further increases your mitigation of incoming melee damage.
 * Cost per Level: 5

 * Ability #347: Mnemonic Retention
 * Description: This ability gives you an additional spell slot so you can memorize an additional spell.
 * Cost per Level: 3

 * Ability #348: Expansive Mind
 * Description: This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
 * Cost per Level: 5

 * Ability #356: Improved Critical Affliction
 * Description: This ability grants damage-over-time spells an increased chance to have a critical effect each time they are active.
 * Cost per Level: 3

 * Ability #358: Fury of Magic
 * Description: This ability further increases your chance to score a critical hit with your direct damage spells.
 * Cost per Level: 3

 * Ability #364: Persistent Minion
 * Description: This ability upgrades your Suspended Minion ability to allow pets to remain suspended across zone lines. Also, if you camp with a suspended pet and have this ability, the pet will be available to you when you return.
 * Cost per Level: 7

 * Ability #366: Advanced Pet Discipline
 * Description: The first rank of this ability allows you to give your pet a "focus" command. While focused, your pet will ignore all other opponents until its current opponent is defeated. The second rank allows you to tell your pet to not cast any spells.  Usage: /pet focus, /pet no cast.
 * Cost per Level: 5

 * Ability #428: Death Peace
 * Description: This ability gives you an additional way to feign death.
 * Cost per Level: 5

 * Ability #434: Steadfast Will
 * Description: This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
 * Cost per Level: 3

 * Ability #435: Shield Block
 * Description: This ability grants you the chance to fully block an attack when using a shield. Increased ranks improve the chance to block attacks.
 * Cost per Level: 3

 * Ability #442: Touch of the Cursed
 * Description: This ability grants the shadowknight a chance to drain the life of his opponent any time he makes a melee attack.
 * Cost per Level: 3

 * Ability #443: Spiritual Corrosion
 * Description: This ability further increases the damage of the lifetaps that result from shadowknight self buffs.
 * Cost per Level: 5

 * Ability #444: Soul Thief
 * Description: This ability further increases the chance that the healing effect of your lifetaps will provide an exceptional amount of healing.
 * Cost per Level: 5

 * Ability #322: Innate See Invis
 * Description: This ability permanently enhances your vision allowing you to see the invisible.
 * Cost per Level: 9

 * Ability #491: Prolonged Mortality
 * Description: This ability increases how far below zero your hit points can fall before you die by an additional 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
 * Cost per Level: 5

 * Ability #492: Precognition
 * Description: Each rank in this ability further increases your chance of completely avoiding incoming melee damage.
 * Cost per Level: 5

 * Ability #493: Thick Skin
 * Description: Each rank in this ability further increases your mitigation of incoming melee damage.
 * Cost per Level: 5

 * Ability #497: Bandage Wounds
 * Description: Each rank in this ability increases the amount of healing provided by a single bandage.
 * Cost per Level: 3

 * Ability #502: Channeling Mastery
 * Description: Each rank of this ability further reduces the chance of your spell casts being interrupted.
 * Cost per Level: 5

 * Ability #531: Cloak of Shadows
 * Description: This ability allows you to become invisible nearly at will, without the need to memorize a spell.
 * Cost per Level: 12

 * Ability #532: Willful Death
 * Description: Each rank in this ability grants you an increasing chance for your feigned deaths to not be revealed by spells cast upon you.
 * Cost per Level: 5

 * Ability #533: Swift Blade
 * Description: Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.
 * Cost per Level: 3

 * Ability #498: Enhanced Aggression
 * Description: Each rank of this ability increases the maximum amount of attack you can gain from items.
 * Cost per Level: 5

 * Ability #564: Knight's Expertise
 * Description: Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.
 * Cost per Level: 7

title: EverQuest/AA info/Alt AA/shadowknight