text:
EverQuest/uncommon Spells Tomes Discs/Ranger

How to
please use the template below. Simply replace

 * "name of page" with e.g. Temperance - this is what the html site here will be called later
 * "exact name of spell/tome/disc" - this is what the hyperlink will be called, e.g. Temperance
 * "Quest/Bazaar/Researched/Dropped" - remove the ones n/a, like e.g. leave "Quested"
 * "lvl. xx" insert the lvl. the spell can be scribed, e.g. 40
 * change the % of the png (% completed), e.g. 25

 * exact name of spell/tome/disc - Quest/Bazaar/Researched/Dropped - lvl. xx [[Image:00%.png]]

sample for Temperance:

 * Temperance - Quested - lvl. 40 [[Image:25%.png]]

Ranger
Level: 1

Salve PAL/1 RNG/1 BST/1 1: Increase Hitpoints by 5 (L1) to 9 (L8) Sold: Tutorial Only

Level: 2

Glimpse RNG/2 WIZ/2 1: Increase Magnification by 55% Sold: Pathfinder Vaered in POK

Level: 3

Flame Lick RNG/3 DRU/1 2: Decrease Hitpoints by 1 (L1) to 4 (L6) per tick 10: Decrease AC by 3 Sold: Wanderer Qenda in POK

Level: 4

Lull Animal RNG/4 DRU/1 1: Frenzy Radius(15/30) 2: Reaction Radius(25/30) 3: Pacify Sold: Pathfinder Vaered in POK

Level: 5

Tangling Weeds RNG/5 DRU/1 2: Decrease Movement by 21% (L1) to 35% (L15) Sold: Pathfinder Arelat in POK

Level: 6

Snare RNG/6 DRU/1 2: Decrease Movement by 41% (L1) to 55% (L15) Sold: Wanderer Qenda in POK

Level: 7

Skin like Wood RNG/7 DRU/1 1: Increase AC by 3 (L1) to 4 (L10) 2: Increase Max Hitpoints by 11 (L1) to 20 (L10) Sold: Wanderer Qenda in POK

Level: 8

Minor Healing CLR/1 PAL/6 RNG/8 DRU/1 SHM/1 BST/6 1: Increase Hitpoints by 12 (L1) to 20 (L5) Sold: Wanderer Qenda in POK

Level: 9

Endure Fire CLR/8 RNG/9 DRU/1 SHM/5 BST/9 1: Increase Fire Resist by 11 (L1) to 20 (L10) Sold: Wanderer Qenda in POK

Level: 10

Dance of the Fireflies RNG/10 DRU/1 1: Summon Item: Summoned: Firefly Globe Sold: Wanderer Qenda in POK

Level: 11

Hawk Eye RNG/11 1: Increase Chance to Hit by 10% with Archery Sold: Pathfinder Arelat in POK

Level: 12

Feet like Cat RNG/12 SHM/3 1: Increase AGI by 12 (L3) to 18 (L9) Sold: Mystic Goharkor in POK

Level: 13

Cure Poison CLR/1 PAL/5 RNG/13 DRU/5 SHM/2 BST/13 1: Decrease Poison Counter by 1 (L1) to 4 (L12) Sold: Wanderer Qenda in POK

Thistlecoat RNG/13 DRU/7 2: Increase AC by 4 (L7) to 6 (L14) 3: Increase Damage Shield by 1 Sold: Wanderer Frardok in POK

Level: 14

Burst of Fire RNG/14 DRU/3 1: Decrease Hitpoints by 11 (L3) to 14 (L8) Sold: Wanderer Qenda in POK

Camouflage RNG/14 DRU/4 1: Invisibility Sold: Wanderer Qenda in POK

Level: 15

Grasping Roots RNG/15 DRU/2 1: Decrease HP when cast by 10 2: Root Sold: Wanderer Qenda in POK

Invoke Lightning RNG/15 DRU/4 1: Decrease Hitpoints by 20 (L4) to 25 (L9) Sold: Wanderer Qenda in POK

Level: 16

Panic Animal RNG/16 DRU/1 1: Fear up to level 52 Sold: Horth Evergreen in Greater Faydark Sold: Ilscent Tagglefoot in Rivervale Sold: Arrivae Valleren in Surefall Glades

Ward Summoned CLR/17 RNG/16 DRU/2 MAG/9 1: Decrease Hitpoints by 6 (L2) to 14 (L18) Sold: Wanderer Qenda in POK

Level: 17

Firefist RNG/17 DRU/6 1: Increase ATK by 4 (L6) to 10 (L18) Sold: Wanderer Frardok in POK

Bind Sight RNG/17 WIZ/16 ENC/8 1: Bind Sight Sold: Pathfinder Thoajin in POK

Level: 18

Endure Cold CLR/13 RNG/18 SHD/10 DRU/9 SHM/1 NEC/3 BST/3 1: Increase Cold Resist by 11 (L1) to 20 (L10) Sold: Mystic Goharkor in POK

Level: 19

Ignite RNG/19 DRU/8 1: Decrease Hitpoints by 38 (L8) to 46 (L16) Sold: Wanderer Frardok in POK

Level: 20

Enduring Breath RNG/20 DRU/6 SHM/12 ENC/12 BST/25 1: Water Breathing(1) Sold: Wanderer Frardok in POK

Level: 21

Light Healing CLR/4 PAL/12 RNG/21 DRU/9 SHM/9 BST/20 1: Hitpoints unknown calc: 3 range: 35 -> 65 Sold: Wanderer Frardok in POK

Skin like Rock RNG/21 DRU/14 1: Increase AC by 6 (L14) to 7 (L18) 2: Increase Max Hitpoints by 54 (L14) to 110 (L70) 3: Increase HP when cast by 54 (L14) to 110 (L70) Sold: Wanderer Frardok in POK

Level: 22

Cure Disease CLR/4 PAL/11 RNG/22 SHD/19 DRU/4 SHM/1 NEC/13 BST/4 1: Decrease Disease Counter by 1 (L1) to 4 (L12) Sold: Wanderer Qenda in POK

Harmony RNG/22 DRU/5 1: Frenzy Radius(15/40) 2: Reaction Radius(15/40) Sold: Wanderer Qenda in POK

Level: 23

Invigor CLR/9 PAL/21 RNG/23 DRU/12 SHM/21 ENC/22 BST/45 1: Decrease Stamina Loss by 35 Sold: Wanderer Frardok in POK

Level: 24

Shield of Thistles RNG/24 DRU/7 1: Increase Damage Shield by 4 (L7) to 6 (L12) Sold: Wanderer Frardok in POK

Level: 25

Stinging Swarm RNG/25 DRU/10 1: Decrease Hitpoints by 25 (L10) to 32 (L17) per tick Sold: Wanderer Frardok in POK

Level: 26

Strength of Earth RNG/26 DRU/7 1: Increase STR by 8 (L7) to 15 (L20) Sold: Wanderer Frardok in POK

Level: 27

Eyes of the Cat RNG/27 1: Infravision Sold: Pathfinder Thoajin in POK

Level: 28

Spirit of Wolf RNG/28 DRU/10 SHM/9 BST/24 2: Increase Movement by 34% (L9) to 55% (L50) Sold: Pathfinder Naend in POK

Level: 29

Riftwind's Protection RNG/29 2: Increase Damage Shield by 2 3: Increase AC by 11 (L29) to 12 (L30) Sold: Pathfinder Arelat in POK

Flaming Arrow RNG/29 1: Decrease Hitpoints by 113 Sold: Pathfinder Arelat in POK

Level: 30

Cancel Magic CLR/13 PAL/32 RNG/30 SHD/36 DRU/18 SHM/19 NEC/15 WIZ/11 MAG/10 ENC/7 BST/35 1: Cancel Magic(1) Sold: Pathfinder Thoajin in POK

Barbcoat RNG/30 DRU/17 2: Increase AC by 10 (L17) to 12 (L24) 3: Increase Damage Shield by 2 Sold: Pathfinder Thoajin in POK

Level: 31

Calm Animal RNG/31 DRU/15 1: Frenzy Radius(5/50) 2: Reaction Radius(10/50) 3: Pacify 45 Alteration Animal Sold: Pathfinder Naend in POK

Level: 32

See Invisible RNG/32 DRU/13 WIZ/4 MAG/16 ENC/6 1: See Invisible(1) Sold: Wanderer Frardok in POK

Level: 33

Dismiss Summoned CLR/37 RNG/33 DRU/23 MAG/25 1: Decrease Hitpoints by 226 (L23) to 244 (L32) 73 Evocation Summoned Sold: Wanderer Kedrisan in POK

Level: 34

Bramblecoat RNG/34 DRU/27 2: Increase AC by 16 (L27) to 18 (L34) 3: Increase Damage Shield by 3 75 Abjuration Self Sold: Wanderer Thermon in POK

Level: 35

Levitate RNG/35 DRU/14 SHM/10 WIZ/22 ENC/15 BST/32 3: Levitate (1) 30 Alteration Single Sold: Wanderer Frardok in POK

Level: 36

Call of Sky RNG/36 1: Add Proc: Call of Sky Strike 50 Alteration Self Sold: Loremaster Dorinan in Thurgadin

Level: 37

Careless Lightning RNG/37 DRU/16 1: Decrease Hitpoints by 96 (L16) to 105 (L25) Sold: Wanderer Kedrisan in POK

Nature's Precision RNG/37 1: Increase ATK by 15 50 Evocation Self Sold: Pathfinder Arelat in POK

Level: 38

Healing CLR/10 PAL/27 RNG/38 DRU/19 SHM/19 BST/36 1: Increase Hitpoints by 135 (L10) to 175 (L20) Sold: Wanderer Kedrisan in POK

Skin like Steel RNG/38 DRU/24 1: Increase AC by 9 (L24) to 10 (L30) 2: Increase Max Hitpoints by 74 (L24) to 100 (L50) 3: Increase HP when cast by 74 (L24) to 100 (L50) Sold: Wanderer Kedrisan in POK

Level: 39

Burning Arrow RNG/39 1: Decrease Hitpoints by 182 86 Evocation Single Sold: Pathfinder Arelat in POK

Harmony of Nature RNG/39 DRU/29 1: Frenzy Radius(15/65) 2: Reaction Radius(15/65) Sold: Sarlos Windwalker in Shadow Haven

Level: 40

Swarm of Pain RNG/40 1: Decrease Hitpoints by 50 (L40) to 56 (L46) per tick Quest: “Swarm of Pain” in Gunthak with Gaudric Stormwynd

Level: 41

Spirit of the Shrew RNG/41 DRU/30 SHM/29 BST/39 1: Ultravision 2: Increase Movement by 30% 80 Alteration Single Sold: 72 ADV points in East Commonlands Ldon camp

Level: 42

Spikecoat RNG/42 DRU/37 2: Increase AC by 23 (L37) to 25 (L44) 3: Increase Damage Shield by 4 110 Abjuration Self Sold: Wanderer Astobin in POK

Level: 43

Shield of Brambles RNG/43 DRU/27 1: Increase Damage Shield by 10 (L27) to 12 (L32) Sold: Wanderer Thermon in POK

Level: 44

Immolate RNG/44 DRU/25 2: Decrease Hitpoints by 32 per tick 10: Decrease AC by 10 (L25) to 18 (L50) 72 Evocation Single Sold: Wanderer Thermon in POK

Level: 45

Ensnaring Roots RNG/45 DRU/21 1: Decrease HP when cast by 31 (L21) to 60 (L50) 2: Root 60 Alteration Single Sold: Wanderer Kedrisan in POK

Level: 46

Resist Fire CLR/33 RNG/46 DRU/20 SHM/27 1: Increase Fire Resist by 30 (L20) to 40 (L30) 50 Abjuration Single Sold: Wanderer Kedrisan in POK

Level: 47

Superior Camouflage RNG/47 DRU/18 1: Invisibility 40 Divination Single Sold: Wanderer Kedrisan in POK

Level: 48

Wolf Form RNG/48 DRU/20 1: Illusion: Black Wolf 2: Increase Movement by 40% (L20) to 55% (L50) 3: Increase ATK by 21 (L20) to 30 (L29) 60 Alteration Self Sold: Pathfinder Naend in POK

Force of Nature RNG/48 1: Increase Hitpoints by 5 per tick 2: Increase Damage Shield by 3 3: Increase ATK by 	Sold: Pathfinder Arelat in POK

Level: 49

Call of Flame RNG/49 1: Decrease Hitpoints by 247 106 Evocation Single Quest: “Call of Flames” in Greater Faydark with Lily Ashwood

Pack Shrew RNG/49 DRU/35 SHM/34 BST/44 1: Ultravision 2: Increase Movement by 30% 320 Alteration Group v1	Sold: 200 ADV points in Everfrost Peaks Ldon camp

Level: 50

Call of Earth RNG/50 2: Increase Damage Shield by 4 3: Increase AC by 24 (L50) to 25 (L55) 50 Abjuration Single Loot: Great Divide – a crystaline shardwurm & Shardwurm Matriarch Loot: Icewell Keep – Loremaster Solstrin Loot: Plane of Growth – a rolling plains steed Loot: Velketor’s Labyrinth – Multiple Mobs

Jolt RNG/50 1: Decrease Hate by 500 60 Alteration Single Sold: Pathfinder Viliken in POK

Level: 51

Ensnare RNG/51 DRU/26 2: Decrease Movement by 56% 35 Alteration Single Sold: Wanderer Thermon in POK

Strength of Nature RNG/51 1: Increase ATK by 25 2: Stacking: Block new spell if slot 4 is effect 'Max Hitpoints' and < 1075 4: Increase Max Hitpoints by 75 Sold: Pathfinder Naend in POK

Resistant Discipline PAL/51 RNG/51 SHD/51 BRD/51 BST/51 MNK/30 ROG/30 WAR/30 BER/30 1: Increase All Resists by 16 (L30) to 20 (L38) 0 Defense Self Sold: Cedric Bramblethorn in POK

Level: 52

Firestrike RNG/52 DRU/38 1: Decrease Hitpoints by 402 (L38) to 422 (L43) Sold: Wanderer Astobin in POK

Extinguish Fatigue CLR/18 RNG/52 DRU/27 SHM/37 ENC/42 1: Decrease Stamina Loss by 90 35 Alteration Single Sold: Wanderer Thermon in POK

Falcon Eye RNG/52 1: Increase Chance to Hit by 20% with Archery 2: See Invisible(1) 375 Alteration Self Sold: Pathfinder Arelat in POK

Icewind RNG/52 1: Decrease Hitpoints by 403 186 Evocation Single Quest: “Icewind” in Gunthak with Gaudric Stormwynd

Level: 53

Storm Strength RNG/53 DRU/44 1: Increase STR by 32 (L44) to 35 (L50) Sold: Wanderer Astobin in POK

Level: 54

Drones of Doom RNG/54 DRU/32 1: Decrease Hitpoints by 62 (L32) to 71 (L41) per tick 145 Conjuration Single Sold: Wanderer Thermon in POK

Skin like Diamond RNG/54 DRU/36 1: Increase AC by 12 (L36) to 13 (L40) 2: Increase Max Hitpoints by 172 (L36) to 200 (L50)3: Increase HP when cast by 172 (L36) to 200 (L50) 200 Abjuration Single Sold: Wanderer Astobin in POK

Jolting Blades RNG/54 1: Add Proc: Jolting Blades Strike 120 Conjuration Self Sold: Pathfinder Arelat in POK

Fearless Discipline PAL/54 RNG/54 SHD/54 BRD/54 BST/54 MNK/40 ROG/40 WAR/40 BER/40 1: Increase Chance to Resist Fear Spell by 10000% 0 Defense Self Sold: Cedric Bramblethorn in POK

Level: 55

Resist Cold CLR/38 RNG/55 SHD/35 DRU/30 SHM/24 NEC/24 1: Increase Cold Resist by 39 (L24) to 40 (L25) Sold: Wanderer Thermon in POK

Chloroplast RNG/55 DRU/42 SHM/39 BST/55 1: Increase Hitpoints by 10 per tick Sold: Wanderer Astobin in POK

Cinder Jolt RNG/55 1: Decrease Hate by 500 60 Alteration Single Sold: Rushka Deklamoor in East Commonlands

Call of Fire RNG/55 1: Add Proc: Call of Fire Strike 50 Alteration Self Loot: Plane of Growth – A Sylvan Protector Loot: Velketor’s Labyrinth – velium hunter & stalker, & Crystal & Icy Guardians

Fire Swarm RNG/55 1: Decrease Hitpoints by 70 (L55) to 75 (L60) per tick Sold: 410 ADV points in Butcherblock Mnts Ldon camp

Trueshot Discipline RNG/55 1: Increase Archery Skill Check by 12% 2: Increase Archery Damage Modifier by 105% 0 Offense Self Sold: Cedric Bramblethorn in POK

Level: 56

Greater Wolf Form RNG/56 DRU/30 1: Illusion: Black Wolf 2: Increase Movement by 50% (L30) to 60% (L50) 3: Increase ATK by 31 (L30) to 40 (L39) Sold: Horth Evergreen in Greater Faydark Sold: Torth Largefoot in Rivervale Sold: Arrivae Valleren in Surefall Glades Sold: Raciel Sanherb in Firiona Vie

Chill Sight RNG/56 WIZ/38 1: Ultravision Sold: Weltria Ostriss in Erudin

Mark of the Predator RNG/56 2: Increase ATK by 20 100 Abjuration Group v2 	Sold: Pathfinder Arelat in POK

Level: 57

Greater Healing CLR/20 PAL/36 RNG/57 DRU/29 SHM/29 BST/57 1: Hitpoints unknown calc: 7 range: 140 -> 350 115 Alteration Single Sold: Wanderer Thermon in POK

Level: 58

Nullify Magic CLR/38 PAL/58 RNG/58 SHD/58 DRU/43 SHM/44 NEC/37 WIZ/34 MAG/32 ENC/28 BST/58 1: Cancel Magic(4) 2: Cancel Magic(4) Sold: Vicar Ceraen in POK

Shield of Spikes RNG/58 DRU/37 1: Increase Damage Shield by 14 (L37) to 17 (L48) Sold: Wanderer Astobin in POK

Eagle Eye RNG/58 1: Increase Chance to Hit by 40% with Archery 2: See Invisible(1) 3: Ultravision Sold: Pathfinder Arelat in POK

Call of Ice RNG/58 1: Add Proc: Call of Ice Strike Sold: 450 ADV points in North Ro Ldon camp

Level: 59

Skin like Nature RNG/59 DRU/46 1: Increase AC by 15 (L46) to 16 (L50) 2: Increase Max Hitpoints by 242 (L46) to 250 (L50) 3: Increase HP when cast by 242 (L46) to 250 (L50) 5: Increase Hitpoints by 2 per tick Sold: Tisiana in Lavastorm Mnts

Dustdevil RNG/59 DRU/43 1: Decrease Hitpoints by 582 162 Evocation Single Sold: Pathfinder Viliken in POK

Level: 60

Enveloping Roots RNG/60 DRU/36 1: Decrease HP when cast by 82 (L36) to 110 (L50) 2: Root Sold: Pathfinder Viliken in POK

Thorncoat RNG/60 DRU/47 2: Increase AC by 31 3: Increase Damage Shield by 5 Sold: Pathfinder Viliken in POK

Call of the Predator RNG/60 2: Increase ATK by 40 Loot: Cobalt Scar – Kelorek’Dar Dragon Necropolis – Queen Raltaas & Zlandicar Iceclad Ocean – Lodizal Kerafyrm’s Lair(Sleeper’s Tomb) – Multiple Mobs Plane of Growth – Multiple Mobs Velk’s Labryinth – Lord Doljonijiarnimorinar & Velketor the Sorcerer Wakening Land – Wuoshi Western Wastes – Multiple Mobs

Warder's Protection RNG/60 1: Increase Damage Shield by 21 2: Increase ATK by 70 3: Increase AC by 13 4: Increase Max Hitpoints by 75 5: Stacking: Block new spell if slot 4 is effect 'Max Hitpoints' and < 1075 6: Stacking: Block new spell if slot 1 is effect 'Damage Shield' and < 1021 7: Stacking: Block new spell if slot 3 is effect 'AC' and < 1035 8: Stacking: Block new spell if slot 2 is effect 'ATK' and < 1070 Sold: Pathfinder Arelat in POK

Weapon Shield DISCIPLINE RNG/60 1: Increase Chance to Parry by 10000% Sold: Keshyk Wardorn in POK

Level: 61

Counteract Poison CLR/22 PAL/34 RNG/61 DRU/28 SHM/26 BST/61 1: Decrease Poison Counter by 8 Sold: Wanderer Thermon in POK

Counteract Disease CLR/28 PAL/56 RNG/61 DRU/28 SHM/22 NEC/36 BST/45 1: Decrease Disease Counter by 8 Sold: Wanderer Thermon in POK

Annul Magic CLR/53 RNG/61 DRU/55 SHM/55 NEC/53 WIZ/53 MAG/53 BST/61 1: Cancel Magic(9) 2: Cancel Magic(9) Sold: Channeler Olaemos in POK

Exile Summoned RNG/61 DRU/55 MAG/56 1: Decrease Hitpoints by 798 Sold: Arial Fern & Brackin Nartoise in Firiona Vie Sold: Vizra L’Nizlon in The Overthere Sold: Possibly in the Abysmal Sea from the Druid Vendor there?

Circle of Winter RNG/61 DRU/51 1: Increase Fire Resist by 45 Loot: Burning Woods – Multiple Mobs Loot: Charasis (Howling Stones) – a bottomless devourer & a pyre golem Loot: City of Mist – any golem’s and Gyrating Goo Loot: Old Sebilis – Multiple Mobs Loot: Skyfire Mountains – Multiple Mobs Loot: Trakanon’s Teeth – froglok forager and froglok hunter Researched – a piece of parchment, a quill, Primordial substance, & Rune of Draught. Trivial 182

Earthen Embrace RNG/61 2: Decrease Movement by 55% Sold:120 Radiant Crystals from DoN merchant

Level: 62

Shield of Thorns RNG/62 DRU/47 1: Increase Damage Shield by 24 Sold: Dadein Shadowbow in Abysmal Sea Sold: Tisiana in Lavastorm Mountains

Drifting Death RNG/62 DRU/40 1: Decrease Hitpoints by 91 per tick Sold: Dadein Shadowbow in Abysmal Sea Sold: Burumy Fahon in Abysmal Sea Sold: Ellona in Butcherblock Mountains Sold: Weinna Oakchild in Wakening Land

Chloroblast RNG/62 DRU/55 SHM/55 BST/62 1: Increase Hitpoints by 994 (L55) to 1044 (L60) Sold: Pathfinder Viliken in POK

Call of the Rathe RNG/62 2: Increase Damage Shield by 10 3: Increase AC by 34 Quest: PoP spell – Ethereal Parchment turn in to Pathfinder Viliken

Strength of Tunare RNG/62 1: Increase ATK by 60 2: Stacking: Block new spell if slot 4 is effect 'Max Hitpoints' and < 1125 4: Increase Max Hitpoints by 125 Quest: PoP spell – Ethereal Parchment turn in to Pathfinder Viliken

Level: 63

Circle of Summer RNG/63 DRU/52 1: Stacking: Block new spell if slot 1 is effect 'Cold Resist' and < 45 2: Stacking: Overwrite existing spell if slot 1 is effect 'Cold Resist' and < 45 4: Increase Cold Resist by 45 Loot: Burning Woods – Multiple Mobs Loot: Charasis (Howling Stones) – a bottomless devourer & a pyre golem Loot: City of Mist – any golem’s and Gyrating Goo Loot: Old Sebilis – Multiple Mobs Loot: Plane of Sky – a thunder spirit Loot: Skyfire Mountains – Multiple Mobs Loot: Trakanon’s Teeth – Doom, Dragontail, & froglok hunter Researched – a piece of parchment, a quill, Flake of Lodestone, & Rune of Ellipse Trivial 182

Bladecoat RNG/63 DRU/56 2: Increase AC by 37 3: Increase Damage Shield by 6 Sold: Arial Fern in Firiona Vie Sold: Dadein Shadowbow in Abysmal Sea

Earthen Roots RNG/63 DRU/61 2: Root Quest: PoP spell – Spectral Parchment turn in to Pathfinder Viliken Researched: Parchment, quill of the Storm Warden, Ink of the Listless, Debilitating Thickener, & Luclin’s Ink Additive Trivial 231

Frozen Wind RNG/63 1: Decrease Hitpoints by 695 Quest: PoP spell – Spectral Parchment turn in to Pathfinder Viliken

Level: 64

Regrowth RNG/64 DRU/54 SHM/52 BST/64 1: Increase Hitpoints by 20 per tick Sold: Arial Fern in Firiona Vie Sold: Dadein Shadowbow in Abysmal Sea?

Nature's Rebuke RNG/64 1: Add Proc: Nature's Rebuke Strike Quest: PoP spell – Spectral Parchment turn in to Pathfinder Viliken Researched: Quill of the Forest Stalker, Ink of Pain, Invigorating Thickener, Ink Additive of the Nameless, & Fine Vellum Parchment Trivial 322

Spirit of the Predator RNG/64 2: Increase ATK by 70 Quest: PoP spell – Spectral Parchment turn in to Pathfinder Viliken

Brushfire RNG/64 1: Decrease Hitpoints by 612 Quest: PoP spell – Spectral Parchment turn in to Pathfinder Viliken

Feral Form RNG/64 1: Illusion: Black Wolf 2: Increase Movement by 40% 3: Increase ATK by 65 4: Ultravision 5: See Invisible(1) Sold: 650 Adventure points in Guk Ldon camp

Level: 65

Natureskin RNG/65 DRU/57 1: Increase AC by 18 (L57) to 19 (L60) 2: Increase Max Hitpoints by 391 (L57) to 430 (L70) 3: Increase HP when cast by 391 (L57) to 430 (L70) 5: Increase Hitpoints by 4 per tick Sold: Arial Fern in Firiona Vie Sold: Dadein Shadowbow in Abysmal Sea?

Spirit of Eagle RNG/65 DRU/54 1: See Invisible(3) 2: Increase Movement by 57% (L54) to 60% (L60) 3: Levitate(3) 4: Infravision Loot: Akheva Ruins – The Va’Dyn Loot: Fungus Grove - A Domestic Underbulk & a small underbulk Loot: The Deep – a thought horror spiriter & a thought leech spiriter Loot: The Maiden’s Eye – Xi Vius, Xi Xaui, & Xin Thall Centien Loot: The Umbral Plains – Disturbed Elysian Remains

Mask of the Stalker RNG/65 DRU/60 1: Increase Player Size by 25% 2: Increase Magnification by 115% 3: Increase Mana by 3 per tick 4: See Invisible(1) Loot: Acrylia Caverns – an evolved burrower Loot: Akheva Ruins – The Itraer Vius Loot: Grieg’s End – Grieg Veneficus Loot: Ssraeshza Temple – Multiple Mobs Loot: The Deep – The Burrower Beast & Thought Horror Overfiend Loot: The Umbral Plains – Doomshade Researched: piece of parchment, a quill, Dew Clover, part of Yaeth’s Compendium Pg. 117 left and Pg. 118 left, Rune of Zephyr Trivial 227

Protection of the Wild RNG/65 1: Increase Damage Shield by 34 2: Increase ATK by 130 3: Increase AC by 34 4: Increase Max Hitpoints by 125 5: Stacking: Block new spell if slot 4 is effect 'Max Hitpoints' and < 2125 6: Stacking: Block new spell if slot 1 is effect 'Damage Shield' and < 2034 7: Stacking: Block new spell if slot 3 is effect 'AC' and < 2115 8: Stacking: Block new spell if slot 2 is effect 'ATK' and < 2130 Quest: PoP spell – Glyphed Rune Word turn in to Pathfinder Viliken

Cry of Thunder RNG/65 1: Add Proc: Cry of Thunder Strike Quest: PoP spell – Glyphed Rune Word turn in to Pathfinder Viliken

Sylvan Light RNG/65 1: Hitpoints unknown calc: 7 range: 395 -> 850 Quest: GoD spell – Turn in Taelosian Geomancy Stone Yiktu to Reyfin Malakwa Researched: Quill of the Forest Stalker, Ink of Tunare, Ameliorating Thickener, Ink Additive of the Nameless, & Runic Parchment Trivial 351

Sylvan Burn RNG/65 1: Decrease Hitpoints by 673 Quest: GoD spell – Turn in Taelosian Geomancy Stone Jelki to Reyfin Malakwa

Sylvan Call RNG/65 1: Add Proc: Sylvan Call Strike Quest: GoD spell – Turn in Taelosian Geomancy Stone Eril to Reyfin Malakwa

Ancient Burning Chaos RNG/65 1: Decrease Hitpoints by 734 May not exist

Level: 66

Nature Veil RNG/66 1: Add Defensive Proc: Nature's Veil Parry rate mod 300 Quest: OOW turn in Minor Muramite Rune to Karsor the Mad in Dranik Scar

Displace Summoned RNG/66 1: Decrease Hitpoints by 956 Quest: OOW turn in Minor Muramite Rune to Karsor the Mad in Dranik Scar

Shield of Briar RNG/66 1: Increase Damage Shield by 32 Quest: OOW turn in Minor Muramite Rune to Karsor the Mad in Dranik Scar

Level: 67

Locust Swarm RNG/67 1: Decrease Hitpoints by 173 (L67) to 179 (L70) per tick Quest: OOW turn in Lesser Muramite Rune to Karsor the Mad in Dranik Scar

Sylvan Water RNG/67 1: Increase Hitpoints by 1135 (L67) to 1165 (L70) Quest: OOW turn in Lesser Muramite Rune to Karsor the Mad in Dranik Scar

Guard of the Earth RNG/67 2: Increase Damage Shield by 13 3: Increase AC by 49 Quest: OOW turn in Lesser Muramite Rune to Karsor the Mad in Dranik Scar

Strength of the Hunter RNG/67 1: Increase ATK by 75 2: Stacking: Block new spell if slot 4 is effect 'Max Hitpoints' and < 1155 4: Increase Max Hitpoints by 155 Quest: OOW turn in Lesser Muramite Rune to Karsor the Mad in Dranik Scar

Level: 68

Briarcoat RNG/68 2: Increase AC by 49 3: Increase Damage Shield by 8 Quest: OOW turn in Muramite Rune to Karsor the Mad in Dranik Scar

Frost Wind RNG/68 1: Decrease Hitpoints by 956 Quest: OOW turn in Muramite Rune to Karsor the Mad in Dranik Scar

Hunter's Vigor RNG/68 1: Increase Hitpoints by 30 per tick Quest: OOW turn in Muramite Rune to Karsor the Mad in Dranik Scar

Tranquility of the Glade RNG/68 1: Reaction Radius(15/70) Quest: OOW turn in Muramite Rune to Karsor the Mad in Dranik Scar

Hail of Arrows RNG/68 1: Skill Attack(60) 2: Skill Attack(60) 3: Skill Attack(60) 4: Skill Attack(60) Quest: DoD spell progression – Kelliad in Stoneroot Falls, complete 5 missions and Hail Brother Hidden Path in Undershore “The Rage of Kelliad” missions

Level: 69

Nature's Denial RNG/69 1: Add Proc: Nature's Denial Strike Quest: OOW turn in Greater Muramite Rune to Karsor the Mad in Dranik Scar

Howl of the Predator RNG/69 2: Increase ATK by 90 9: Increase Double Attack by 3% Quest: OOW turn in Greater Muramite Rune to Karsor the Mad in Dranik Scar

Hearth Embers RNG/69 1: Decrease Hitpoints by 842 Quest: OOW turn in Greater Muramite Rune to Karsor the Mad in Dranik Scar

Nature's Balance RNG/69 1: Fading Memories Quest: OOW turn in Greater Muramite Rune to Karsor the Mad in Dranik Scar

Earthen Shackles RNG/69 2: Decrease Movement by 55% Quest: ? DoN progression? Not a lot of info on this yet

Warder's Wrath RNG/69 2: Increase Chance to Critical Hit by 200% 3: Increase Chance to Hit by 100% with All Skills Quest: DoD spell progression – complete Tier 2? (kill Emoush)

Level: 70

Onyx Skin RNG/70 1: Increase AC by 33 2: Increase Max Hitpoints by 540 3: Increase HP when cast by 540 5: Increase Hitpoints by 6 per tick Quest: OOW turn in Glowing Muramite Rune to Karsor the Mad in Dranik Scar

Ward of the Hunter RNG/70 1: Increase Damage Shield by 45 2: Increase ATK by 170 3: Increase AC by 49 4: Increase Max Hitpoints by 165 5: Stacking: Block new spell if slot 4 is effect 'Max Hitpoints' and < 2165 6: Stacking: Block new spell if slot 1 is effect 'Damage Shield' and < 2045 7: Stacking: Block new spell if slot 3 is effect 'AC' and < 2150 8: Stacking: Block new spell if slot 2 is effect 'ATK' and < 2170 9: Increase Double Attack by 3% Quest: OOW turn in Glowing Muramite Rune to Karsor the Mad in Dranik Scar

Call of Lightning RNG/70 1: Add Proc: Call of Lightning Strike Quest: OOW turn in Glowing Muramite Rune to Karsor the Mad in Dranik Scar

Ancient North Wind RNG/70 1: Decrease Hitpoints by 1032 Quest: OOW turn in Ancient Muramite Rune to Karsor the Mad in Dranik Scar

Scorched Earth RNG/70 1: Decrease Hitpoints by 1150 Task: PoR? Skins task in Devistation?

Elddar's Grasp RNG/70 2: Root Task/Quest/Mission: Skylance Mission?


text:
EverQuest/uncommon Spells Tomes Discs/enchanter/Boon of the Garou

Enchanter – level 40
Targeted Illusion(Werewolf), DEX buff, ATK buff, Add Proc: Lifetap Strike

Lucy: http://lucy.allakhazam.com/spell.html?id=1474&source=Live

Alla: http://everquest.allakhazam.com/db/spell.html?spell=1474

Summary of quest: (requires The Scars of Velious expansion)

drops off:
 * of shardwurms in the Great Divide.
 * of random mobs in Iceclad Ocean (more info later).
 * of various mobs in Velketors Labyrinth

Tips for completing the quest:
 * /ooc often in the great Divide, the Shardwurms are often camped for spells to sell and the campers usually will hand out freebies if you can fight your way to them.

Usefullness:
 * DEX, extra proc, ATK buff for below 50 are all excellent and work well with other proc buffs like a Bard's Katta's Song of Sword Dancing DEX debuff proc, or a Ranger's Call of Sky DD Proc.

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


text:
EverQuest/uncommon Spells Tomes Discs/paladin/ethereal cleansing

Paladin – level 44
First heal over Time (HoT).

Lucy: http://lucy.allakhazam.com/spell.html?id=3683

Alla: http://everquest.allakhazam.com/db/spell.html?spell=3683

Summary of quest: (requires Legacy of Ykesha expansion)

 * Get a "A Black Medallion" - no-drop item dropping off
 * Troll Plunderers/Pillagers/Marauder in Gulf of Gunthak at the fort
 * a boat engineer/Scrubber/Harbour fisherman in Dulak's Harbor
 * Give the medaillon to Millius Darkwater near the lighthouse in the Gulf of Gunthak.
 * He gives you back "A Black Skull Necklace".
 * Hand the Necklace to a male erudite spirit, reported to spawn near -1100, -1100 in Gulf of Gunthak.

Tips for completing the quest:
 * /ooc in Dulak/Gunthak that you need the emblem; sometimes you get lucky and they rot
 * I hunted in Gunthak for quite a while now, but had no luck so far camping the fort area (maybe 4 hours all together). Will see if Dulak is better suited.

Usefulness:
 * This increases your healing power. When rotating with your normal heals, your ability to assist the the main healer in critical situations expands quite a bit.


text:
EverQuest/Character classes/Bard

WIKI links

 * Bard Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/bard.asp - - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.eqdiva.com/ - Has not been updated in a few years, but it used to be the best bard specific site.
 * http://forums.theconcerthall.net/ - Considered to be a higher level Bard site, only forums.

Overview
Bards are almost always welcome in a group. They are also a competent solo class with a variety of kiting methods available. While they are not as good at any particular thing as any of the specialized classes, they do a little of everything. They can cast, tank and heal as circumstances dictate and are considered among the best pulling classes in the game. No other class gets the variety of spells and skills that the bard gets. Bards can also cast forever since they don't use up mana when they sing aside from their later charm songs and a few other abilities. Some of the most coveted bard songs for group play are haste, over-haste (which allows players to exceed the haste cap), mana/health regeneration, resists and various songs the bard uses to pull mobs. As well, bards make for fair crowd control and slowing when an enchanter or shaman isn't available. Bard songs are of short duration (usually 18 seconds), however a skilled player may "twist" three or four songs to keep multiple effects up at the same time.

As a class, bards may seem frighteningly complex to the novice player due to the wide array of song effects and the stress of keeping multiple songs up. But a skilled bard is a valuable asset to any group or raid and bards are one of the least played classes in the game so a well-played bard is almost always appreciated and rarely lacks for a group. Few classes in any MMORPG are as flexible or do as much as Everquest's bard class.

 * Armor: Plate
 * Weapons: Hand to Hand, Piercing, 2 Handed Piercing, 1 Handed Blunt, 2 Handed Blunt, 1 Handed Slashing, 2 Handed Slashing
 * Class: Unique(INT Caster Hybrid)
 * Race: Human, Half-Elves, Wood Elves, Vah Shir

Group Roles

 * Tank
 * Pulling(Level 63 AA Fading Memories)
 * Slow/Haste/OverHaste
 * Crowd Control
 * Mana and HP Regen

Raid Roles

 * Pulling(Level 63 AA Fading Memories)
 * Mana Battery/Caster Protection
 * Overhaste/Tank Buffer

Melody
/melody  - Allows bards to spend less time on keeping a twist up. This command will play the list of songs specified over and over again until the bard is interupted, misses a note, clicks on a spell gem, or types /melody without a list.

title: EverQuest/Character classes/Bard


text:
EverQuest/Character classes/Beastlord

WIKI links

 * Beastlords Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/beastlord.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.beastlords.org/ - forums still being used, not sure about quality per se.

Overview
This class only comes with the Shadows of Luclin expansion. The Beastlord gets a combination of attack skills and magic, as well as the skill to summon a pet to fight with him. This is one of the better solo classes in the game, but is also welcome in any group.
 * Armor: Leather
 * Weapons: 1H Blunt, 2H Blunt, Hand to Hand and Piercing
 * Class: Melee Primarily

mostly wanted for

 * Slows
 * DPS
 * Regen (Mana and HP)

title: EverQuest/Character classes/Beastlord


text:
EverQuest/Character classes/Berserker

WIKI links

 * Berserkers Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/berserker.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.goberserker.com/ - forum, alive

Overview
Berserker is a class available with the Gates of Discord expansion.
 * Armor: Chain (?)
 * Weapons: Twohanders only. Also, throwing weapons.
 * Class: Melee

mostly wanted for

 * DPS
 * Offtanking
 * Snare

title: EverQuest/Character classes/Berserker


text:
EverQuest/Character classes/Cleric

WIKI links

 * Raiding as a Cleric [[Image:00%.png]]
 * Uncommon Spells [[Image:0%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/cleric.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.eqcleric.com/ - seems to be an IGE owned/affiliated site. not sure about quality

Overview
The premiere healer of Everquest, the cleric specializes in healing damage, curing ill effects, and increasing the health and toughness of their allies ("buffing").

Through prayer to his deity, the Cleric can summon power to heal allies or hurt his enemies. Clerics gain powerful healing and enhancement spells and AAs, greatly increasing the health and defenses of their group, while keeping them healed in the most dangerous battles. While other classes have healing spells, none can match the power and efficiency of clerical healing. Clerics are considered essential to many higher level groups as their healing powers are needed to conquer the fiercest of monsters.

Along with the use of healing spells, the Cleric also shows great strength when fighting the undead. The Cleric gains access to many offensive spells that will severely injure or destroy undead opponents. Clerics are also highly prized for their ability to resurrect a fallen comrade, restoring him to his body and recovering most of the experience he lost in death.
 * Armor: Plate
 * Weapons: Blunt
 * Class: Magic

mostly wanted for

 * Heals
 * Buffs
 * Rez
 * Pacy

title: EverQuest/Character classes/Cleric


text:
EverQuest/Character classes/Druid

WIKI links

 * Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://www.everquestdruids.com/ - not updated for a while, Forum is not that busy anymore either.
 * http://eq.crgaming.com/menu/druid.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://p203.ezboard.com/beqdruids24038 - Alive forum
 * http://eq.forums.thedruidsgrove.org/ - not sure about quality and updates. anyone?

Overview
The Druid is a class that is built to do everything, but not as well as specialized classes. This makes them a very versatile class. They can "Nuke" (cause direct damage from a distance using a spell) nearly as well as a Wizard or a Magician. They can "Buff" (cause beneficial spells to an ally from a distance, possibly increasing their stats) nearly as well as the Shaman. They can "Solo" (kill monsters to gain items, experience, or AA experience while not in a group) nearly as well as the Necro. There are those who would say that the Druid is the best class in the game. The Druid also can track (capped at 125) and forage (max. 200).
 * Armor: Leather
 * Weapons: Blunt and Scimitars
 * Class: Magic

mostly wanted for

 * Evac
 * Heals
 * Snare
 * Damageshield
 * Buffs
 * Transportation
 * DPS
 * Harmony (Outdoors Pacy)

Creating a Druid
When building a Druid, you can choose one of four races. Wood Elfes, Half Elfes, Humans, or Halflings.

The race doesn't really matter in the end because stats differ very slightly between the races, so just choose what you like best for your druid. Assuming you are playing with the expansion pack "Planes of Power," it will not matter what race you choose based on where you start out, because you can easily access the Plane of Knowledge from nearly any location on Norrath (or on Luclin.)

As for distributing your skill points, up to you really. Some suggest Wisdom, some Stamina (as Wisdom is easier to raise with Items than Stamina). Wisdom directly influences how much Mana (magic power, used to cast spells) you have, and Stamina directly influences your HP (Health Points; when monsters attack you, you lose hit points. If you lose them all, you are knocked unconcious. If you reach -7 HP, you die) which is important for a Druid, because a Druid has very low melee skills and will not survive long in melee combat if he does not have some extra HP.

Starting a Druid
(when doing the EQ tutorial, some of the infos below will not be relevant to you)

Halfling
If you start out as a Halfling, you will begin next to your Druid Trainer in Rivervale. Right (Control) Click on your Trainer and train in whatever you want; they do not matter at such a low level. Open your inventory (one of the buttons at the top, or press "i".) Give your trainer the Note you have. Take the item and equip it (put it in the open area in your inventory and it will "autoequip" to where it is supposed to go on your body.) Open your spellbook by clicking on the small book at the bottom of your Spells window, and put the spells that are in your inventory into it. It may take a while. When that is done, click on the icon in your spell book for Minor Healing and then place it on one of the blank spaces in your Spells window. You will "memorize" the spell, and be able to cast it at any time by holding ALT and pressing 1-8 for the spell at the top to the spell at the bottom, respectively. After memorizing Minor Healing, memorize Blast of Flame.

Then, exit the building and turn to your left. There will be a small opening in the clearing you are in. Go through it and turn left. Go straight and go to the clearing where there will be a large building (called Fool's Gold) to your right. Go through the opening to the left. After a bit, you will "zone" to a place called The Misty Thicket. There are low level monsters in the Misty Thicket here for you to kill. Don't lose sight of the cave that you came from; you will need to run to here if you are in trouble. When you find a nice juicy Rat, walk up to hit, click on it, and hit your attack button. By default, it is "A". Make sure you have your club equipped, by the way. Kill it, and then a couple more. By killing a monster, you gain experience. Don't forget about the spells you memorized. If you're low on health after just killing a monster, you can heal faster if you select yourself (F1) and click on the "Minor Heal" spell from back when you memorized it. Also, if you want to do some quick damage to a monster, then before you attack it, use your Blast of Flame spell. The monster will take damage, and run to you, where you can combat it as normal. If you think you might lose a fight, run back to the cave you came out of and your fellow Halflings will kill the monster(s) you were fighting. After you get to level two, head along the path going away from the cave until you find a book. At this point, all the guides are the same, so skip ahead to "Playing the Druid through the lower levels."

Wood Elf
If you start out as a Halfling, you will begin next to your Druid Trainer in Kelethin. Right (Control) Click on your Trainer and train in whatever you want; they do not matter at such a low level. Open your inventory (one of the buttons at the top, or press "i".) Give your trainer the Note you have. Take the item and equip it (put it in the open area in your inventory and it will "autoequip" to where it is supposed to go on your body.) Open your spellbook by clicking on the small book at the bottom of your Spells window, and put the spells that are in your inventory into it. It may take a while. When that is done, click on the icon in your spell book for Minor Healing and then place it on one of the blank spaces in your Spells window. You will "memorize" the spell, and be able to cast it at any time by holding ALT and pressing 1-8 for the spell at the top to the spell at the bottom, respectively. After memorizing Minor Healing, memorize Blast of Flame.

Exit the building and head across the bridge that is ahead and to your left. Then head across the bridge that is ahead and to your right. Take a sharp right and go across the bridge. Go straight until you hit a hut. If you look to your left you will see a small table with a little black switch sticking out of it. Click on the switch and wait. An elevator will come up shortly. Get on the elevator and press the switch again. You will go down out of the city of Kelethin into the "Faydark." Jump off the elevator when you get the whole way down. Notice that there are guards here; they will kill any monsters that are near them. If you are in trouble, run to these guys and they will help you. Do not lose sight of this entrypoint, incase you need to run to them. Go search for a nice, juicy Decaying Skeleton. Go up to it and click on it, then press your "Attack" button. By default it is set to "A", but you can change it in the options. When you kill it, you gain experience. Continue killing Decaying Skeletons for a while; they're fairly easy. Remember, don't lose sight of the ramp. Don't forget about the spells you memorized, either. If you're low on health after just killing a monster, you can heal faster if you select yourself (F1) and click on the "Minor Heal" spell from back when you memorized it. Also, if you want to do some quick damage to a skeleton, then before you attack it, use your Blast of Flame spell. The monster will take damage, and run to you, where you can combat it as normal. After you reach level 2, go back to the entry point. Follow the path you see until you find a book that is open on a table to your left. Click on it. At this point, all the guides are the same, so skip ahead to "Playing the Druid through the lower levels."

Half Elf
For simplicity, have your Half Elf start out in Kelethin (Greater Faydark.) You can follow the exact same guide as the Wood Elf. Thanks :).

Human
If you start out as a Human, you have a choice as where to appear. Choose the "Surefall Glade," after choosing Tunare as your Diety. You will begin next to a trainer in a hollowed out tree. Right (Control) Click on your Trainer and train in whatever you want; they do not matter at such a low level. Open your inventory (one of the buttons at the top, or press "i".) Give your trainer the Note you have. Take the item and equip it (put it in the open area in your inventory and it will "autoequip" to where it is supposed to go on your body.) Open your spellbook by clicking on the small book at the bottom of your Spells window, and put the spells that are in your inventory into it. It may take a while. When that is done, click on the icon in your spell book for Minor Healing and then place it on one of the blank spaces in your Spells window. You will "memorize" the spell, and be able to cast it at any time by holding ALT and pressing 1-8 for the spell at the top to the spell at the bottom, respectively. After memorizing Minor Healing, memorize Blast of Flame.

Head outside the hollowed out tree. Go forward until you hit the wall, turn right and hug the wall until you reach a cave. Go inside the cave, and follow it through to the end. You will not be able to see anything; just keep walking forward. Soon, the windows on the edge of the screen will disappear and you will "zone" to the Qeynos Hills. Head forward until you break out into light. You can see some people here; they're sitting next to a fire. Follow the path. After a bit, you will run into a fork; go straight. In a bit, you will "zone" again, to North Qeynos. Head forward until you find the gates; you will see some guards here. They will be friendly enough. Here is where you will kill some monsters. Kill everything you see. Do this by going up to a monster, clicking on it, and pressing your attack button. It is set to "A" by default. You will start swinging your club at it, and eventually kill it. If it is getting the better of you, flee to the gates! The guards there will kill the monster for you, thus saving your life. When you hit level to, go to the Qeynos gates, facing away from the city. Turn 90 degrees to the left, and go straight until you can go left. Go to your left, and click on the book. At this point, all the guides are the same, so skip ahead to "Playing the Druid through the lower levels."

Congrats
Congragulations! You have arrived in the Plane of Knowledge, the main city of EverQuest!

Playing the Druid through the lower levels
You should be level two, and you should arrive in the Plane of Knowledge. Find your way to the Main Bank. There will be a Vah Shir (Catperson) guard on the right side of the bank door, and a Human on the left. This is one of the main meeting places for PC's. For instance, when you ask for a buff from someone, they will often say "Meet me at MB" or just simply "MB", which refers to the Main Bank. If you go inside, you can Right Click on one of the bankers inside, and put your items in the bank. Put everything that is in your inventory in the bank, along with all the money you have.

Grouping your way to level 10
Grouping is when you get together with one or more people to kill monsters together. You get the same ammount of experience, rather than dividing it up, and with larger groups you even get an exp bonus.

If you want to try grouping, type something like this.

/ooc Level 2 Druid looking for group

The /ooc command sends a message throughout the zone you are in. You are informing the entire zone (The Plane of Knowledge) that you are a level 2 druid, and that you are looking for someone to group with.

If someone wants to group with you, then they will send you a tell. It will appear in your chat box as "Soandso tells you 'Soandso'". This is basically a private message, and no one else can see what you say in a tell. Let's say that "GofG" and "Blayze", a level 3 Warrior and a level 2 Cleric, respectively, want you in their group. It might appear like this.

GofG tells you, 'Hey Soandso! Me and Blayze would love to have you in our group. Meet us at the Cabilis stone.'

They are inviting you to a group, and tell you to meet at the Cabilis stone. In the Plane of Knowledge (which serves as a hub to many places (zones) in EQ, there are many stones that, when clicked on, warp you to other places. The "Cabilis" stone takes you to a zone outside the city of Cabalis, called Field of Bone (FoB). Generally, Cabilis is an evil city, with evil snakelike creatures called Iksar. They will kill you on sight, but you don't have to go to the city.

(Work in progress)

title: EverQuest/Character classes/Druid


text:
EverQuest/Character classes/Enchanter

WIKI links

 * Enchanters Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/enchanter.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.

 * http://www.TheRunes.net - The site for EQ enchanters.

Overview
The enchanter, once arguably the best soloing class in Everquest, and still quite effective, is much in demand from groups for their abilities to perform crowd control and for the buffs which they bring with them to the party, including a line of haste, and a line of mana-regeneration buffs.

The enchanter summoned pets, more correctly referred to as animations, and frequently nicknamed Shiny Bob are low in HP and attack rating relative to most other summoned pets, excluding shadowknight pets and druid bear pets. To counterbalance this, enchanters have the ability to charm mobs, although this ability has now been severely restricted following the nerf which severely limits the DPS of charm mobs in many of the newer zones, i.e. those after Gates of Discord expansion.

Before starting an enchanter you need to know that it is a class which requires patience to play, demands intense concentration and the ability to determine whether a situation is going to get out of control.

Enchanters can fill several roles in a group; although more or less well based on level range and gear. Crowd control is, of course, our main function; and we have a variety of spells to do that (different types of mesmerization spells, charms, stuns, root, memory blur). The enchanter is both a buffer and a debuffer. For buffs we have the best haste, mana regen, some fair statistic buffs, magic resistance, runes, and spell mitigation. For debuffs we have the best magic resistance debuff, the second best slow, and a dex/agi/str/ac debuff, dispel magic, and at low/mid levels our DoTs have debuff components. We also have a good spell range for pulling (Pacify, Boggle, Rune, Cast Sight). Until at least 65th level we can contribute a fair amount of DPS to a group through our charm spells. Like most things, the enchanter is an easy class to learn but a hard one to master. You may spend some time in groups as just a slower when you'll be bored out of your wits; but find a group where you can shine and, imo, the enchanter is a fabulous class to play!

Some high level enchanters, equipped with rune spells, and rune AAs, and well geared, with maxed defensive abilities, are able to tank or offtank mobs in certain circumstances.

 * Armor: Cloth
 * Weapons: Blunt and Daggers
 * Class: Magic

mostly wanted for

 * Crowd Control (Mez)
 * Slow
 * Haste
 * Mana Regen
 * Debuffs

title: EverQuest/Character classes/Enchanter


text:
EverQuest/Character classes/Magician

WIKI links

 * Magicians Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/magician.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.eqmages.com/ - unsure about quality
 * http://eq1.eqsummoners.com/ - Magicians Tower - Forum

Overview
This is a very popular solo class, and also valuable in a group. Magicians are sort of a cross between a fighter and a wizard, because they can fight with their pet elemental and stand back and cast like a wizard. Thus, while not as strong as a wizard or fighter in their specialty field, magicians are able to to do more than either one alone, and the combination of pet and direct damage spells actually means the Magician can deal more damage over time than either a fighter or a wizard. They also get some nice buffs and damage shields. Because a magician basically comes with a built in tank, it is one of the best classes to solo. In fact, magician is one of the few classes that can continue to solo effectively even at higher levels. If you plan on playing on your own a lot, but still want to be a damage dealer while in a group, this is a good class for you.

 * Armor: Cloth
 * Weapons: Blunt and Daggers
 * Class: Magic

mostly wanted for

 * DPS
 * Summoned (pet) gear
 * Call of the Hero (CoTH)

title: EverQuest/Character classes/Magician


text:
EverQuest/Character classes/Monk

WIKI links

 * Monks Uncommon Tomes [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/monk.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.monkly-business.com/ - not sure about quality

Overview
The monk is supposed to be the best fighting class in the game in terms of dealing out damage over time. In addition, Monks are able to resist fire better than other classes, getting + 8 to fire resistance. Because he can't wear heavy armor (weight is very important to a monk), he takes more damage when hit, but the monk's natural quickness allows him to avoid more hits than other fighters and hit the enemy more often. A monk's weapons are his fists, as well as the magical special attacks he gains as he advances in level (which provide some great looking animations). Monks also get some excellent 1HB weapons, so many monks are now using some weapons. Monks dish out some incredible damage, since they get dual wield and double attack very early, resulting in many attacks per round. No other tank class can match them at this. They also get some useful skills such as feign death, which is a great skill for avoiding death and pulling, mend, which heals 25% of their health, as well as safe fall. If you play a monk, you will definitely not be able to fill the role of a tank in a group. This is not a great solo class, but it can be soloed with a lot of patience and above average equipment (aka "gear"). Only Humans and Iksar can play a Monk.

 * Armor: Leather
 * Weapons: Blunt and Hand to Hand
 * Class: Melee

mostly wanted for

 * Pulling
 * DPS

title: EverQuest/Character classes/Monk


text:
EverQuest/Character classes/Necromancer

WIKI links

 * Necros Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/necromancer.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.necrotalk.com/index.php - Alive forum

Overview
This is one of the best classes to solo. The combination of a strong pet and damage over time (dot) spells makes the necromancer able to solo creatures most other classes wouldn't think of taking on. Of course, since most NPC's hate the sight of you, you may find it necessary to solo. You will also find that you are unable to play in certain zones where the good NPC's will try to kill you when they see you. Like the Magician, the Necromancer has the combined ability to summon a skeleton to work as a tank and then stand back and blast away, but the necromancer's dot spells are arguably more powerful combat spells than the mage's dd spells. While not as strong as a fighter or a wizard in either specialty, the combination of skills can be pretty deadly. The biggest drawback of a Necromancer is that you are evil. In many areas, you are KOS (kill on sight) to the shopkeepers and can't even get a shopkeeper to sell you food. Travelling is very difficult, and you can't rely upon the guards in most places to help you out. Although many who play a necromancer choose to play solo much of the time, Necromancers are very useful in a group. With their pet and spells, they give the group both a tank and a battle mage in one package. This is a difficult class to play, but is a good one if you want to spend most of your time soloing.

 * Armor: Cloth
 * Weapons: Blunt and Daggers
 * Class: Magic

 * Your Pet

mostly wanted for

 * DPS
 * Snare
 * Pulling
 * Mana Battery (twitching)
 * Slow (Undead only)

There are eight main techniques to solo a victim.

 * Information copied from http://www.eqnecro.net/board/viewtopic.php?t=305

1. assist pet

 * send your buffed pet. if pet goes low hp, jump in and tank until you go low hp and pet has regened back its HP. now step back and let pet tank again. lifetap your HP back carefully. don't forget to add some dots in between. rinse and repeat. btw, this method is perfect to raise your defense and offense skills in young days.
 * this method is your main method until lvl 12, you can efficiently use it up to lvl 30 sometimes and even on lvl 70 it could be part of a combined kill technique. so never forget it)

2. fear kite

 * look for a safe area, where the feared mob is pathing safely without running into adds. park your pet there and pull mobs to your pet. if mob summons use a low dmg spell like cancel magic, lvl 1 lifetap or splurt later on. if mob at camp snare it and send pet in with /taunt off (/taunt on is also possible and has its advantages, but more tricky to avoid a pet death). now fear the mob and stack your dots. sit down and med. if fear wears of, mob should come back to you. refear before it hits you. if mob is a summoner, never let fear run out. it is also recommended to not let aggo dots run out, if you like to play ping pong.
 * thats your main method from lvl 12 on (lvl 12 snare is a must imho to do it efficiently). you can use it up to around lvl 60. the highest fearable mobs i know are these rats and pile of biles in PoD. with the new fear spells announced, the lvl cap for fearable mobs will get extended.
 * After the latest changes to clinging darkness, it might be that you can start kiting earlier now.
 * Forget the new fear spells. the mobs you would like to fear with it are immune mostly. so it stays to be a midlevel technique.

3. root dot

 * Root the mob or snare it first and root later if it reached a convenient place. stack your dots and sit down and med. if root breaks, root again. time your snare, actually never let snare run out. a perfect timer is your splurt spell casted directly after every snare. you will get several types of root spells with different cast times and max theoretical duration (it can break every damn tick). some necs load 2 roots: the short casting for emergency and the long duration for normal purposes. you don't use a pet, because pets break root. but you may consider to have your pet up and guarding you for emergency.
 * You get your 1st root spell on lvl 34. this technique is perfect for dungeons or any area without enough space to kite. you can use it even on lvl 70, but its less efficient than kiting because you are missing the manafree pet dmg.

4. aggo kiting

 * snare the mob and stack some dots to make it aggo on you. snare itself makes a lot of aggo but some dots more is recommended, especially some debuff dots like heart flutter works great. now send your full buffed pet in with /taunt off. run a safe route with the mob following you, while the pet is hitting in the back. rogue pet is best dmg, but dies often in an eycatch if mob turns on your pet. sit and med shortly if you can. never let your snare run off and keep aggo on you with the most nastiest dots. on higher lvl mobs your lvl 4 fear is perhaps the most aggoing and low mana spell, and it gets resisted all the time). shouldn't be necessary to load if you are just soloing, but if 5 other PC are nuking and hacking on your mob.
 * like fear kiting you shouldn't start with it before lvl 12. later on it becomes even superior to fearkiting, due to the fear cap lvl 52. on lvl 70 this is perhaps your most efficient method.
 * I heard they changed the aggo on resisted spells to 0. so the lvl 4 fear spell trick should not work anymore. but i haven't tested it so far.

5. pet tanking

 * park your full buffed pet at a safe spot with /taunt ON (or rush if possible). pull the mob to your pet. you may snare the mob to fight more safely. send your pet on the mob and FD if necessary to let your pet get aggo. stack your lifedrain dot and some low aggo dots. FD accordingly to not get aggo. heal your pet with the shadow line or/and pet heal spells. lifedrain dot and some taps should cover your HP loss. slow the mob if undead.
 * I dunno exactly, when you can start to use this method efficiently but if you see 1st time your 49 monster pet, it becomes obvious to use this technique. later on, mobs will simply one-round your pet if not undead slowed.

6. charm kiting

 * charm some undead mob. charm trends to get resisted or break early like hell. it is recommended to debuff magic. if you are solo, give your charmed pet some stuff with negative MR resist on it, as soon it is charmed. now send your pet on a mob. if it is necessary to heal, do it like in method 5. it is recommended to keep the mob snared and rooted. you don't like to have 2 mobs on you if your charm breaks and you have to recharm your pet. the dire charm AA is much safer to use, but be aware, that you can use this technique efficiently just for a very short period of levels.
 * Also a method for the mid age, a good charm pet at the right place (which is seldom) deals unbelievable dmg. latest in PoP the charm breaks such often, that it is not efficient anymore for soloing, because you will miss the mr debuff badly(

7. summonkiting

 * well, if the mob trends to summon you and hits like a truck you have to become a bit more creative nec, right? 1st learn about the summon frequency of your victim. this may need some EE to figure that out. you should be full raid buffed as your pet should be. actually i cant describe it in general. it is very situational. a mixture of your fastest dots you try to stack if running away. your pet hacking in the back like aggokiting. using your lifedrain dot and lifetaps efficiently especially if fresh summoned. perhaps even refreshing your rune in between. some clicky items are helping alot. rooting the mob helps, too. and some dead trash around for aod pets helps also to keep the mob busy while you stack your 1st dot series. its similar to fearkiting but this time the mob plays ping pong with you and not vice versa as usual and it looses all its HP finally)
 * obviously you should have a shitload of HP, mana and AA. especially stuff which hastens your spells and let you crit like hell. no method for the young guns.

8. lifetap tanking

 * simply jump on the mob and lifetap it to death. pet helps a bit. sounds easy, doesn't it?
 * even if you can use this method on lvl 1. later on it is not recommended for young guns)

even if we got 8 main techniques to kill a mob, the real fun is to mix them up. mixing aggokite, root dot, pet tank and lifetap tank drives the mob crazy. best place to do so lately is stillmoon temple entrance. i like it). of course with more than 1 mob in parallel. this 9th technique is one reason, why i am looking forward to our new fear spells, especially if it comes to summoners)

End copy from http://www.eqnecro.net/board/viewtopic.php?t=305

title: EverQuest/Character classes/Necromancer


text:
EverQuest/Character classes/Paladin

WIKI links

 * Paladins Uncommon Spells and Tomes [[Image:00%.png]]

External Class specific links

 * http://redmaces.org/paladin/index.htm - The Paladin Handbook, used to be the #1 site for Paladin information - still good but slow on updates

 * http://eq.crgaming.com/menu/paladin.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.

 * http://www.pon.myfreebb.com/ - Paladins of Norrath Forums, the most active forums for paladin class discussion and tips

 * http://e.domaindlx.com/gomn/bonzz/bonzz.htm - Bonzz's Paladin Page, common quest walkthroughs geared toward the Paladin with pictures and information you won't find anywhere else. This site is just one person's perspective and he isn't always correct - but good overall site.

 * http://p202.ezboard.com/bpaladinsofnorrath - Forum, not sure about quality

Overview
A paladin is the prototypical "knight in shining armour," a hero of sterling character and courage, who rights wrongs and defends the weak and oppressed. The Paladin is a mix of a melee fighter and a secondary healer skilled in both the sword and magic arts. Gifted with the ability to wear heavy plate armor they are able to withstand massive attacks from the enemy.

With an assortment of spells, auras, and blessings paladins are able to heal, buff, and resurrect their fellow compatriots in times of need. But the true focus of the Paladin is on the undead minions, seeking to destroy them and restore the holy realm of protection to the citizens of Norrath.

 * Armor: Plate
 * Weapons: Almost any
 * Class: Melee

mostly wanted for

 * Tank/offtank
 * Stun (Snap aggro and laymens slow)
 * Rez
 * Heal

title: EverQuest/Character classes/Paladin


text:
EverQuest/Character classes/Ranger

WIKI links

 * Rangers Uncommon Spells/Tomes [[Image:50%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/ranger.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://forums.interealms.com/ranger/index.php? - forum, seems to still alive (ish)

Overview
Rangers are something of a cross between a fighter and a druid. Rangers are the best class at using a bow, and the best magic bows in the game can only be used by a ranger. Rangers also have innate resistance to the elements, getting +4 to both fire and cold resistance. Rangers have tracking ability and also can forage.

Rangers are a useful melee class and are sometimes called on to play the tank. Unable to dish out or take as much damage as a warrior, and limited in your weapon and armor selection, they are still able to hold their own. Due to the fact that as a class they tend to die a lot, Everquest players have a depth of jokes about rangers, often mockingly referred to as ranjas, which focus on their frequent need for resurrections.

 * Armor: Chain
 * Weapons: Almost any
 * Class: Melee/Range

mostly wanted for

 * Track
 * Snare
 * Pulling (especially outdoor)
 * DPS
 * fun while grouping ;)

title: EverQuest/Character classes/Ranger


text:
EverQuest/Character classes/Rogue

WIKI links

 * Rogues Uncommon Tomes [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/rogue.aspp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.thesafehouse.org/index.php - seems to be an excellent source, constantly updated.

Overview
Rogues get many unique skills not available to other classes. Really, this is probably the most unique class in the game. In many ways, this is why the class is not really a popular one to play, as many people do not understand how to play, or play with, a rogue. The most useful skill of a rogue is pickpocketing. All of the rogues I have played with have disdained looting monster corpses since they make so much money pick pocketing. Furthermore, since they are limited in their armor selection and have no magic, they don't need to spend a lot on armor and spells. Never ignore the benefits of wealth. Rogues also get the sneak, hide and evade skills which make them very good scouts and give them the ability to escape from battles where others would die. Rogues are also more resistant to poison than other classes, gaining +8 to poison resistance. They can make poison and poison their weapons to do extra damage in combat. They also get back stab, which is a great skill to have when grouping. Let the fighter start in on the creature, get behind it and stab it hard and fast. With their superior speed, backstabbing, poisoned weapons and dual wielding, rogues can often outdamage a warrior in a battle. They just have less of an ability to take damage. They can be soloed, but only with a lot of difficulty, and are generally much more effective in a group, even at lower levels. Unfortunately, many people don't know how to handle a rogue in a group, so it is often tough to find a group willing to take you in. This is a tricky class to play since it doesn't fit easily into any mold, but can be one of the more interesting and enjoyable classes.

 * Armor: Chain
 * Weapons: Piercing, Slashing and some Blunt
 * Class: Melee

mostly wanted for

 * DPS
 * Scouting / corpse dragging
 * Pick Locks

title: EverQuest/Character classes/Rogue


text:
EverQuest/Character classes/Shadowknight

WIKI links

 * Shadowknights Uncommon Spells and Tomes [[Image:00%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/shadowknight.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.evilgamer.net/forums/index.php - Boards, iirc Quality quite good.

Overview
This is a very difficult class to play. Shadowknights are supposed to be the opposite of Paladins. They are basically a combination of a necromancer and a warrior, leaning more towards the warrior aspects. Because of the necromancer elements, they are actually a little easier to solo than other tank classes, getting some dot spells and a pet to help them out. Yet in many ways, they are also weaker. This class really comes into its own at the higher levels, but can be very difficult to get to that point. As with the necromancer, shadowknights are hated by most good NPC's, and find it difficult to find places to buy and sell things. It is also difficult to travel, as many NPC's will kill you on sight. However, this is part of the challenge of playing an evil class, and an element that many people enjoy. This is probably one of the least played classes in the game, so it can sometimes be difficult to find a group that knows how to use your skills. Nevertheless, if you have the patience to milk it through the lower levels and are willing to be hated by just about everything in Norrath, you may enjoy playing this class.

 * Armor: Plate
 * Weapons: Almost any
 * Class: Melee

Mostly wanted for

 * Tank/Offtank
 * Pulling
 * Snare


text:
EverQuest/Character classes/Shaman

WIKI links

 * Shamans Uncommon Spells [[Image:00%.png]]

External Class specific links

 * http://crucible.samanna.net/ - The main Shaman community board, with message boards and numerous reference pages.
 * http://eq.crgaming.com/menu/shaman.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://forums.interealms.com/shaman/ - forum, seems dead ish (last post was 2 months ago or so)

Overview
A Shaman is the tribal Priest of the more primitive races of Norrath, responsible both for healing his people and for communicating with the spirits of their ancestors. Members of the Barbarian, Troll, Ogre, Iksar, Vah Shir and Froglok races have often felt the call to become Shaman.

Shaman are usually called upon to fill many roles. As Priests, Shaman have the ability to heal their comrades, though their heals are not as powerful as those of Clerics and Druids. Shaman spells can enhance the physical characteristics of their allies and can increase both the speed and potency of physical attacks. Shaman are especially adept at curing their comrades, having access to the most potent cures and even being able to sometimes remove detrimental spells that others cannot. Some of the most powerful monsters are virtually impossible to defeat without Shaman to keep their allies cured.

Shaman also have a wide range of attack spells at their disposal. They have spells that can curse, poison or disease their opponents for varying lengths of time. Shaman also have some of the most powerful spells for reducing an opponent's defenses, being able to lower their enemies' resistance to both magical and physical attacks, weaken their opponents and greatly slow the rate of their attacks.

As a Shaman progresses, he gains access to a series of spells and abilities that allow him to covert his own life force into the energy he uses to fuel his spells. With a bit of effort, a high level Shaman can recover his power faster than any other spellcaster, even if he is lacking the spells boosting magical recovery that many other casters are rarely willing to venture forth without.

Finally, Shaman have the unique ability to create powerful potions. These potions can provide a wide variety of benefits to those that consume them. Shaman-created potions can heal or cure, they can provide a shield that damages any creature unwise enough to attack and some of the most powerful potions can even transport those that drink them to distant lands in the blink of an eye.

 * Armor: Chain
 * Weapons: Blunt and Spears
 * Class: Magic

Mostly wanted for

 * Slows
 * Buffs
 * Heals
 * DPS

title: EverQuest/Character classes/Shaman


text:
EverQuest/Character classes/Warrior

Related articles

 * Warriors Uncommon Tomes [[Image:00%.png]]
 * Raiding as a Warrior — Several specific points for the raiding warrior, focused on higher-end raiding, but with some useful information for everyone. [[Image:75%.png]]

External Class specific links

 * http://eq.crgaming.com/menu/warrior.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.
 * http://www.thesteelwarrior.org/ - iirc this is THE site for warriors

Overview
The Warrior. The premiere damage-taker of EverQuest, the warrior specializes in taking damage, and holding the monster's attention long enough for the damage-dealers to kill it.

 * Armor: Plate
 * Weapons: Almost all (No Hand to Hand)
 * Class: Melee

Mostly wanted for

 * Tanking

title: EverQuest/Character classes/Warrior


text:
EverQuest/Character classes/Wizard

WIKI links

 * Wizards Uncommon Spells [[Image:25%.png]]

External Class specific links

 * http://www.graffe.com/ - excellent source of infos for Wizards (albeit some is outdated)
 * http://eq.crgaming.com/menu/wizard.asp - from Skill caps to basic infos, Casters Realm is still running and being updated once in a while.

Overview
Once you get attacked you are in trouble. But, if you have some nice tank taking the damage up front you can really kick some serious butt. The wizard's forte is doing massive amounts of damage in a short time. Wizards also get the best area of effect spells, though these spells are very difficult to use without drawing a mob onto you. Other magic classes can do more damage over the long run, but wizards can kill something quickly when necessary. Wizards also get teleport spells, which make it very easy to navigate to all corners of the world. One big drawback is that wizards are the most mana reliant class in the game, and unlike the pet classes are virtually useless when they run out of mana. The wizard is not an easy class to play. Because he is all attack and no defense, he must approach a battle warily. But it is really impressive when you take down that monster in one shot that the fighters were battling for five minutes. Wizards can be soloed (quadding, root rotting, kiting), but only if played perfectly, and are not nearly as good at soloing as e.g. magicians or necros.
 * Armor: Cloth
 * Weapons: Blunt and Daggers
 * Class: Magic

Mostly wanted for

 * Burst DPS
 * Evac
 * Transportation

manaburn
(takes about 1-2 secs to cast by the way)

manaburn immune mobs

this also goes for the fabled versions :)

 * Lady Vox (Permafrost Keep) - http://eqbeastiary.allakhazam.com/search.shtml?id=2620
 * Lord Nagafen (Nagafen's Lair aka Solusek B) - http://eqbeastiary.allakhazam.com/search.shtml?id=3283
 * Gorenaire (Dreadlands) - http://eqbeastiary.allakhazam.com/search.shtml?id=5034
 * Talendor (Skyfire Mountains) - http://eqbeastiary.allakhazam.com/search.shtml?id=5072
 * Severilous (Emerald Jungle) - http://eqbeastiary.allakhazam.com/search.shtml?id=5073
 * Faydedar (Timorous Deep) - http://eqbeastiary.allakhazam.com/search.shtml?id=4470
 * Trakanon (Old Sebilis) - http://eqbeastiary.allakhazam.com/search.shtml?id=4503
 * Venril Sathir (Karnors Castle) - http://eqbeastiary.allakhazam.com/search.shtml?id=4588
 * Fright (Plane of Fear) - http://eqbeastiary.allakhazam.com/search.shtml?id=732
 * Dread (Plane of Fear) - http://eqbeastiary.allakhazam.com/search.shtml?id=733
 * Terror (Plane of Fear) - http://eqbeastiary.allakhazam.com/search.shtml?id=734

title: EverQuest/Character classes/Wizard


text: EverQuest/Character classes/Necromancer/Pet


text:
EverQuest/Character classes/Warrior/Raiding as a Warrior

Raiding as a warrior:

General stuff:

1. Know before you engage how much you have to be shrunk in order to corner. In some zones, fully shrunken you -cannot- corner, in others, such as qvic, you cannot corner unless you are fully shrunken.

2. Always carry at least two sets of weapons. Carry a set of augged one handers for aggro, and a two hander for when you aren't tanking. When using your two-hander, always have your one-handers nearby to switch in, you never know when you will need them.

3. Do -not- use a blade of war (or any 2h, the exception being an MSC, or if you're really worried about ripostes,) as an aggro weapon. The aggro from an augged butcher's blade and an augged sword of mw vengeance outweigh the aggro from an augged blade of war, and are certainly easier to get!

4. Always carry an incarnadine breastplate, some shrinking device (a cobalt bracer would server you well,) and some sort of gate item (if you do not have the AA origin.)

5. When using a damage avoidance discipline. Use fortitude, not furious. Fortitude is 360 degree avoidance. The chance of you getting stunspinned, or another mob coming from behind you and killing you is serious enough that the extra safety of fortitude by far outweighs the extra dps of furious.

Aggro

1. Do not be afraid to take aggro off a caster, even if you are not the maintank/stank. Having a mob aggroed on a poorly geared warrior is far better than a having a mob aggroed on a great geared enchanter - an EP warrior has more survivability than a tacvi enchanter, and the raid loses less if the EP warrior dies. Unless you are in a zone that spawns adds on deaths, and you are extremely undergeared, you will -never- get in trouble for taking aggro off a caster, even if you die.

2. Do not use aggro weapons on boss mobs, unless you are tanking. Turning the mob is bad when you aren't tanking, especially if it's enraged or has targetted aoes. With modern weapons and aggro abilities, you should be able to grab aggro instantly if the need arises, even going from using your 2h.

3. On trash tanking, if another tank has already established aggro on a mob, try not to steal it, especially if it's a hard-hitting mob. It does not matter if you are the main tank and he's #9, unless you have three times the hp he does, a death is more likely to be caused by you losing aggro and healers being slow than by him continuing to tank.

4. Do not be afraid to step up to the plate! If the maintank goes down (or simply fails to hold aggro to begin with!) and tanks higher than you in the tank order do not grab aggro immediately, maybe they are afk, sleeping, or simply inattentive. it is far preferable that the 'wrong' warrior tanks a boss for a while than letting the boss kill your casters.

5. In zones where there is a good chance that trash mobs will add, and there is a good chance that trash will kill casters quickly, do not be afraid to stand in whatever direction trash mobs are coming from, ready to pick them up. Having you watching for trash is in many cases far better than having your extra melee dps and half a dozen dead people. Trust your judgement about this - if you think that hard-hitting mobs might add, be ready for them, and not meleeing.


text:
EverQuest/Races/Barbarian

The barbarian starts off in the city of Halas, in the frozen Northlands. Not a very magical race, Barbarians can be Rogues, Shamen, Warriors, Beastlords, or Berserkers. Barbarians are a large race, similar to the troll and ogre, for the purposes of wearing armor, and get a fairly high starting strength and stamina. They are considered a good race for the purposes of most factions, so they can move freely throughout the good areas of Norrath.

 * Alignment: Good

 * Size: Large

 * Starting City: Halas

 * Innate Abilities

 * Slam

 * Base Stats

 * Strength 103
 * Stamina 95
 * Agility 82
 * Dexterity 70
 * Wisdom 70
 * Intelligence 60
 * Charisma 55

Experience Modifier(+/-): - 5%

title: EverQuest/Races/Barbarian


text:
EverQuest/Races/Dark Elf

The epitome of evil, Dark elves start out in the underground city of Neriak. They are masters of magic, but also good with the sword. As such, they can play a Cleric, Enchanter, Magician, Necromancer, Rogue, Shadowknight, Warrior or Wizard. As an evil race, Dark Elves are generally killed on sight in most cities in Norrath, forcing then to sneak through areas patrolled by good guards. The dark race can see in the darkness as well as the light, and has the innate ability to hide from their foes. This is a difficult race to play, since you will have difficulty travelling through a large portion of Norrath without running into an NPC who wants to kill you.

 * Alignment: Evil

 * Size: Small-Medium

 * Starting City: Neriak

 * Innate Abilities
 * Hide
 * Ultravision

 * Base Stats
 * Strength 60
 * Stamina 65
 * Agility 90
 * Dexterity 75
 * Wisdom 83
 * Intelligence 99
 * Charisma 60

Experience Modifier: ?

title: EverQuest/Races/Dark Elf


text:
EverQuest/Races/Dwarf

Dwarves start off in Kaladim, on the continent of Faydwer. They are a small, but hardy race. The dwarf can be a Cleric, Paladin, Rogue, Warrior, or Berserker. Considered a good race, dwarves are able to go freely throughout the good areas of Norrath, but are hated in the evil cities. At home in the mines, dwarves see very well at night. Dwarves and Orcs are ancient enemies.
 * Alignment: Good

 * Size: Small

 * Starting City: Kaladim

 * Innate Abilities

 * Infravision

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Dwarf


text:
EverQuest/Races/Erudite

Erudites are the only race to start off in the continent of Odus. Good Erudites start off in Erudin, and evil ones start in Paineel. An evil Erudite Heretic must be wary of travelling through good cities, including Erudin, which has the only dock to the rest of the world. Good Erudites are welcome most places in the world, and are even tolerated in Neriak. Erudites are generally considered a magic using people, and get the highest intelligence bonus of all the races, but they do get two warrior classes. The classes are a cleric, enchanter, magician, necromancer, paladin, shadowknight and wizard. Like Humans, Erudites can not see well at night and need a light source when the sun goes down. Erudites are stuck with Tox Forest as their newbie zone, which is probably the worst newbie zone in the game.
 * Alignment:

 * Size: Medium

 * Starting City: Erudin, Paineel

 * Innate Abilities

 * none

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Erudite


text:
EverQuest/Races/Froglok

Frogloks start out in their little tent city in the Rathe Mountains, as the Trolls have taken back their old home city of Grobb... Frogloks in a way are like Erudites because they can be good(paladin) and evil(shadowknight)... The full list of classes that these adorable frogs can be is as follows: Warrior, Paladin, Shaman, Cleric, Wizard, Shadowknight, and Necromancer.

SOE link: http://everquest.station.sony.com/legacy/f_froglok.jsp

 * Alignment:

 * Size: Small-Medium

 * Starting City: Gukta

 * Innate Abilities

 * Swimming begins at a skill level of 125
 * Ultravision
 * Amphibious Breathing (ability to hold their breath under water for long periods of time)
 * Higher Magic and Poison Resistance

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Froglok


text:
EverQuest/Races/Gnome

Gnomes start off in Ak'Anon, which is located at the far end of the continent of Faydwer. With the possible exceptions of Erudites and Iksar, no race has as farther to run to get to its hometown than the gnomes. A highly intelligent race, the Gnome can play a Cleric, Enchanter, Magician, Necromancer, Rogue, Warrior, Wizard, Paladin, or Shadowknight. Gnomes are considered a good race, unless they choose a necromancer. As a subterranean race, gnomes can see very well in the dark. Gnomes are also the only race to get the tinkering skill, letting them make some nifty, even if mostly useless, trinkets.

 * Alignment:

 * Size: Small

 * Starting City: Ak'Anon

 * Innate Abilities

 * Tinkering

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Gnome


text:
EverQuest/Races/Half Elf

Half elves start off in Freeport or Qeynos/Surefall. They can be a bard, druid, paladin, ranger, rogue or warrior. Half Elves are considered a good race. Not quite accepted by wither race, half elves inherit traits from both of their parents. From their elven parents, they gain infravision and thus can see well in the dark. Yet they retain much of the hardiness of their human heritage, and are thus stronger and more sturdy than most elves.

 * Alignment:

 * Size:

 * Starting City:

 * Innate Abilities

 * Infravision

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Half Elf


text:
EverQuest/Races/Halfling

Halflings start out in the city of Rivervale, which probably has the nicest of all the newbie areas. A quick and nimble race, a halfling can play a Cleric, Druid, Rogue, Warrior, Paladin, or Ranger. Halflings are considered a good race and are welcomed in the good cities of Norrath. Halflings are also able to see well in the dark, and have the innate ability to hide and sneak. Of all the races, halflings tend to level the fastest.

 * Alignment: Good

 * Size: Small

 * Starting City: Rivervale

 * Innate Abilities

 * Infravision
 * Hiding

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier (+/-): + 5%

title: EverQuest/Races/Halfling


text:
EverQuest/Races/High Elf

High Elves start off in the city of Felwithe, in the continent of Faydwer. They are known for their prowess at magic, and start off with a high base intelligence. The high elf classes are cleric, enchanter, magician, paladin and wizard. They are considered a good race, and in fact can't play any of the evil, or borderline evil classes. High elves have good eyesight and can see well even in the dark.

 * Alignment: Good

 * Size: Medium

 * Starting City: Felwithe

 * Innate Abilities

 * Infravision

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: 0%

title: EverQuest/Races/High Elf


text:
EverQuest/Races/Human

Humans can start either in Freeport or Qeynos/Surefall. Humans get the most choices of classes, are one of only two races that can play a monk, and level faster than most other races. However, they suffer from lesser overall starting stats. A human can be play any class except Shaman, Beastlord, or Berserker. Thus he can be a bard, cleric, druid, enchanter, magician, monk, necromancer, paladin, rogue, shadowknight, warrior, or wizard. Humans are considered a good race, unless they pick an evil class. Humans cannot see the dark, and need a light source when going out at night. Other than halflings, no other race levels as fast as a human. The evil humans that worship Innoruuk go to Freeport, the evil humans that worship Bertoxxulos go to the sewers of Queynos, the other humans have a choice.

 * Alignment: Neutral

 * Size: Medium

 * Starting City: Queynos or Freeport

 * Innate Abilities

 * None

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Human


text:
EverQuest/Races/Iksar

The Iksar are the only race that starts in the continent of Kunark, starting in the city of Cabilis. The lizard people are hated by both the good and evil races in the rest of the world and have a lot of difficulty playing outside their starting continent. Overall, they get very nice stats. Iksar classes are monks, warriors, necromancers, shadowknights and shamen. The Iksar has the inate ability to forage, has infravision, and has the very nice ability to regenerate at a rate of 3 hp per tick.

 * Alignment: Evil

 * Size: Medium

 * Starting City: Cabilis

 * Innate Abilities

 * Infravision
 * Regeneration (3HP per tick standing base, 2 more than other races)
 * starts with swimming skill of 100
 * Forage (skill is limited to 50)

Experience Modifier(+/-): - 20%
 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

title: EverQuest/Races/Iksar


text:
EverQuest/Races/Ogre

A powerful race, Ogres start off in the city of Oggok. Ogres are fighters by trade and can play a Shadowknight, Shaman, Warrior, Beastlord, or Berserker. They are the strongest and most naturally powerful of all the races. Considered an evil race, Ogres are killed on sight in most cities of Norrath. Many players who play ogres like to talk in broken speech, so be forewarned when trying to communicate with your fellow players.

 * Alignment: Evil

 * Size: Large

 * Starting City: Oggok

 * Innate Abilities
 * Cannot be stunned from the front
 * Slam
 * consumes food twice as fast (?)

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier (+/-): - 15%

title: EverQuest/Races/Ogre


text:
EverQuest/Races/Troll

Trolls, like Ogres, are inately powerful fighters with a high strength and stamina. They start off in the city of Grobb, far south in Antonica. A troll can be a Shadowknight, Shaman, Warrior, Beastlord, or Berserker. Trolls have the innate ability to regenerate damage, gaining 2 hp per tick. As an evil race, they are killed on sight in most cities. Like ogres, players who play trolls like to speak broken english.

 * Alignment: Evil

 * Size: Large

 * Starting City: Grobb

 * Innate Abilities

 * Infravision
 * Slam
 * Regeneration (3HP per tick standing base, 2 more than other races)

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Troll


text:
EverQuest/Races/Wood Elf

The wood elf is the earthier of the two elven races, and more of a fighter than a caster of magics. They start in the tree city of Kelethin over the Greater Faydark. A wood elf can play a bard, druid, ranger, rogue or warrior. Because of their conection to the woods, all wood elves are able to forage for food and hide from their enemies. Wood elves also have excellent eyesight and can see in the dark.

 * Alignment:

 * Size: Small-Medium

 * Starting City: Kelethin

 * Innate Abilities

 * Infravision
 * Forage (?)
 * Hide(?)

 * Base Stats
 * Strength
 * Stamina
 * Agility
 * Dexterity
 * Wisdom
 * Intelligence
 * Charisma

Experience Modifier: ?

title: EverQuest/Races/Wood Elf


text:
EverQuest/Strategies/AE Kiting

AE kiting is a soloing technique in which non-targeted point-blank area of effect (PBAE/PBAoE) damage spells are used to kill a large number of mobs while they are kited by the player. Due to the limited range of most non-targeted AE damage spells, timing is critical, and mistakes are usually fatal. To be effective, the mobs must be the range of the AE when it finishes casting, yet the mobs must never be allowed within melee range of the player. Also, as with almost all kiting techniques, the mobs must not be able to summon the player. Overall, this is a technique with very high risk, but also very high rewards if executed successfully.

AE kiting was once commonly employed by the bard class due to their ability to move while casting a song, which is the bard's version of a spell. By continuously running in circles, the mobs will aggregate into one large clump. If the player runs at the right speed and in a circle of appropriate radius, the player can maintain the proper distance for AE kiting to be effective. Once this kiting path is established, the player can continue to twist a number of PBAE DoT songs to gradually kill the entire mob kite. It was common for AE kites of 20+ mobs, although there have been accounts of AE kites exceeding 100 mobs. Due to the unbalanced power of this technique, and its tendency to disrupt zone behavior when players pulled very large numbers of mobs, this technique has been nerfed so as to be unusable by bards. As part of a patch, shortly after the release of the Omens of War expansion, bard AE songs now no longer affect moving mobs.

title: EverQuest/Strategies/AE Kiting


text:
EverQuest/Strategies/fearkiting

Fear kiting is a strategy which requires certain prerequisites to be available to the player or group deploying it. Firstly, and obviously, is access to one of the fear lines of spells. Secondly, a snare of some sort since otherwise the mobs will run out of range and the loot/XP will not be obtained. Thirdly some form of DOT (damage over time), either in the form of a spell or a pet beating on the mob, which will ensure the mob in question continues to die. Classes which have access to all these attributes and which can perform this operation solo include: shadowknights and necromancers.

Typically the mob to be fear kited is pulled with a snare, feared, and dotted. The process of fearing and damaging is repeated until the mob dies, snare being refreshed when necessary.

title: EverQuest/Strategies/fearkiting


text:
EverQuest/Strategies/Rot Rotting

Root Rotting is a technique used by classes who get the Root line of spells. Basically, you root the monster, rendering it immobile and then proceed to damage it via spells. This is most effective with damage over time spells (DoTs) rather than direct damage spells, as DD spells tend to break the root and the monster will come running to kill you. If that happens, you cast your root spell again and continue to do damage until the monster is dead.

Handy spells to use in conjunction with root rotting are snare spells and slowing spells. Snares reduce the movement rate of the monster. These are helpful when the root breaks (which inevitably happens), as they slow the monster down so that you have a chance to either run away or recast your root spell. Slows are spells which increase the time in between swings that the monster takes at you ie. instead of being able to hit you once every 4 seconds (or quad you once every four seconds), he can only have a chance to hit you once every 6 seconds or 8 seconds, depending on the level of the monster and the slow. Once again, this gives you additional time to move out of the way, cast a spell or re-root the monster.

title: EverQuest/Strategies/Rot Rotting


text:
EverQuest/Strategies/Charm Kiting

Charm kiting is primarily used by the enchanter class as a means of rapidly disposing of mobs far superior in hitpoints to themselves by taking temporary command of another mob with which to attack their target(s). Other classes also have charm at their disposal, to a greater or lesser extent, and these are: bards, druids and magicians, although their charm facilities are necessarily more limited than those of the enchanter. Charm kiting has however fallen out of favour with enchanters as a consequence of a major nerf of charm mob DPS in all charm mobs after the release of the Omens of War expansion.

Typically, in charming, an enchanter may also utilise a member of the snaring classes such as a druid or a ranger to impede the run speed of the charm mob in case of the chamr breaking at an inconvenient and often fatal moment, giving the enchanter time to recover the situation by recharming. In the absence of a snarer, an enchanter is highly reliant on a secondary line of defence such as rune tanking or stunning to recover the situation. It is customary for an enchanter to root (where possible) the target mob so in the event of a charm break he or she only has one angry mob to deal with immediately and not two.

A refinement on charm kiting is known as reverse charming where the charm mob is allowed to reach low hit points and then the enchanter will deliberately break charm with the intention of nuking down the charm mob and thus gaining loot and experience points for very little effort.

It is probably useful to point out that there is another form of charm available for the expenditure of AAs which guarantees a charm of virtulally unlimited duration on a mob of below level 46, this is Dire Charm.

title: EverQuest/Strategies/Charm Kiting


text:
EverQuest/Strategies/Quadkiting

Overview
Quad kiting is a strategy used by Druids and Wizards to kill from two to four monsters at a time. It is a quick way to gain experience, but can only be used when in wide spaces. Any "adds" will usually disrupt the kite.

Druid Strategy
First, the Druid must find and snare four MOBs that are of the same species. The Druid then circles around the MOBs until they are so close together, the graphics are overlapping. The Druid then uses one of his Lightning based spells. The Lightning spell will hit all 4 MOBs. The Druid then backs up until he is out of range of casting the spell, and waits for the MOBs to get in range. He repeats until all four MOBs die.

Wizard Strategy
I have never played a Wizard. Could someone else please write thise?

Very similar to the Druids really, with few exceptions:
 * Wizzies (AE) Snare only last 3 mins max
 * Wizzie have a variety of AE's to choose from: Fire, Magic and Ice.
 * Wizzies have one AE, which even affects 5 mobs (Vengeance of Al'Kabor, L59 spell), but this one is real mana hog...
 * Wizzies who plan on quadding should complete Staff of Temporal Flux (http://everquest.allakhazam.com/db/quest.html?quest=459 and http://www.graffe.com/quests.php?id=14) and then Elemental Flux upgrade (http://everquest.allakhazam.com/db/item.html?item=45290). Instaclick debuff stick. Great for pulling, checking range, and of course debuffing.

 * http://www.graffe.com/library.php - Quadding Guides for various levels

title: EverQuest/Strategies/Quadkiting


text:
EverQuest/Strategies/Swarm Kiting

Swarm kiting is a soloing technique that is specific to the bard class of Everquest. When done correctly, it is a very powerful and effective method for soloing large numbers of mobs. The technique draws its name from the concept that a large number of mobs will be used to "swarm" around another mob that is charmed by the player. The swarm will attack the charmed pet until it is nearly dead. At this point, the player will break the charm and finish killing the previously charmed pet him/herself, using any ranged damage songs available to the player. Note that with swarm kiting, only one mob is killed at a time. This is sometimes confused with AE kiting, where multiple mobs are killed simultaneously using PBAE DoTs.

Requirements

 * Charm song (Solon's Song of the Sirens, Solon's Bewitching Bravura, Call of the Banshee, Voice of the Vampire)
 * Targeted DoT songs (any of the Chant songs). Direct damage songs can be used instead, but are much less effective.
 * A method of breaking charm. This is typically done using Invisibility, either with the bard's Invis song (Shauri's Sonorous Clouding), or preferably with an instant Invis item. The Hide ability can also be used, but it is not a very reliable method of breaking charm.
 * Running speed enhancement, such as Selo's or Spirit of Wolf, is generally useful, although not required if the mobs to be kited run slower than the player.

Basic swarm kiting technique

 * 1) Pull any number of charmable, non-summoning, social mobs. Beginning swarm kiters should practice with small numbers. Larger swarms will kill the charmed mob more quickly, but will require more skill to manage, and better timing to break charm at a good time.
 * 2) Run in circles to aggregate the mobs into one large clump of mobs.
 * 3) Target one of the mobs and charm it.
 * 4) Have the charmed pet attack another mob in the swarm. The swarm should now stop and all attack the charmed pet. If any are still chasing the player, try to kite it back into the swarm so it may join in on attacking the charmed pet.
 * 5) While the swarm is attacking, monitor the health of the charmed pet carefully. If charm is broken or wears off, reapply charm to the pet and send it back to the swarm. Take care to recharm the correct mob--if a different mob is charmed, the old pet will not forget you, and it will continue to go after you instead of the new pet.
 * 6) When the health of the charmed pet is low, break charm using Invis. The timing of this is crucial. If the pet still has a lot of health remaining, it will take a long time to kill it off, making the technique inefficient. However, it is even worse if charm is not broken in time. In this case, the charmed pet will die and vanish, and no experience or items will be gained by the player.
 * 7) With the pet's charm broken, the X-pet and the entire swarm will now go after the player. The X-pet, nearly dead, can now be killed by the player using Chants, or other ranged damage songs. This must be done while kiting the entire swarm; chant kiting experience will come in handy here.
 * 8) Once the X-pet is killed, the player will receive full experience for the kill. The technique may  now be repeated by charming another mob.

Keys to successful swarm kiting

 * Target management is crucial. The target on the pet must be maintained so that it can be recharmed and later killed, without wasting time trying to reacquire the target. Targeting hotkeys are especially useful in this regard.
 * Aggro management is also crucial. You want the swarm to attack the charmed pet. If there are stray mobs aggroed on the player instead of the pet, it will be less effective and more chaotic. Take care not to generate unnecessary aggro on the swarm.
 * Timing of the charm break is key to efficient swarm kiting. This becomes more true with large swarms, as the pet will lose health very rapidly. Pets that die to the swarm are a waste of time and mana.

title: EverQuest/Strategies/Swarm Kiting