text:
EverQuest/AA info/Alt AA/paladin

result of /alt list for Paladins

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 * Ability #18: Healing Adept
 * Description: This ability increases the maximum effectiveness of your healing spells by 2, 5, and 10 percent.
 * Cost per Level: 2

 * Ability #19: Healing Gift
 * Description: This ability grants you a chance to score an exceptional heal at 3, 6, and 10 percent. An exceptional heal doubles the healing value of the spell.
 * Cost per Level: 2

 * Ability #21: Spell Casting Reinforcement
 * Description: This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
 * Cost per Level: 2

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

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

 * Ability #28: Natural Durability
 * Description: This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
 * Cost per Level: 2

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

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

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

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

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

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

 * Ability #35: Mass Group Buff
 * Description: This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage.
 * Cost per Level: 9

 * Ability #73: Divine Stun
 * Description: Training in this ability gives you a new, fast-casting spell that has the chance to interrupt Level 68 or lower NPCs. Normal resist rules apply.
 * Cost per Level: 9

 * Ability #74: Improved Lay on Hands
 * Description: This ability will turn your Lay of Hands into a complete heal.
 * Cost per Level: 5

 * Ability #75: Slay Undead
 * Description: This ability will cause your criticals to inflict greatly improved damage versus the undead.
 * Cost per Level: 3

 * Ability #76: Act of Valor
 * Description: This noble ability will allow you to transfer all of your hit points to a target player, killing you in the process.
 * Cost per Level: 3

 * Ability #77: Holy Steed
 * Description: This ability provides you with the power to call the ultimate holy steed to your side.
 * Cost per Level: 5

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 * Ability #146: Advanced Healing Adept
 * Description: This ability increases the maximum effectiveness of your healing spells by three percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
 * Cost per Level: 2

 * Ability #147: Advanced Healing Gift
 * Description: This ability increases your chance to score an exceptional heal by two percent per rank. An exceptional heal doubles the healing value of the spell. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
 * Cost per Level: 2

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

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

 * Ability #151: Lightning Reflexes
 * Description: This ability further increases your chance of completely avoiding incoming melee damage. You may train in this ability once each level after reaching level 61.
 * Cost per Level: 3

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

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

 * Ability #180: Hand of Piety
 * Description: This ability invokes the direct blessing of your deity upon all of those nearby. All group members in range are healed 750 hit points in the first rank, and successive ranks each add 250.  You may train in this ability at or after levels 61, 63, and 65.
 * Cost per Level: 3

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

 * Ability #196: Rush to Judgment
 * Description: Training in this ability shortens the time between uses of Divine Stun by seven seconds per rank. The three ranks of this ability may be trained once each level for levels 63 and above.
 * Cost per Level: 2

 * Ability #200: Fervent Blessing
 * Description: This ability decreases the amount of time required between uses of Lay Hands by twelve minutes per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
 * Cost per Level: 3

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

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

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

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

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

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

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

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

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

 * Ability #244: Pious Supplication
 * Description: This ability increases the healing of your Hand of Piety ability.
 * Cost per Level: 3

 * Ability #282: Hastened Piety
 * Description: This ability decreases the reuse time for Hand of Piety by 4 minutes per level.
 * Cost per Level: 3

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

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

 * Ability #285: Radiant Cure
 * Description: This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics.
 * Cost per Level: 3

 * Ability #286: Purification
 * Description: A paladin is pure not just in mind, but in body as well. This ability allows paladins to remove harmful maladies from themselves.
 * Cost per Level: 12

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 * Ability #350: Healing Adept Mastery
 * Description: This ability increases the maximum effectiveness of your healing spells by 3 percent per rank.
 * Cost per Level: 3

 * Ability #351: Healing Gift Mastery
 * Description: Each rank in this ability increases the chance to score an exceptional heal. An exceptional heal doubles the healing value of the spell.
 * Cost per Level: 3

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

 * Ability #389: Healing Boon
 * Description: This ability grants heal-over-time spells the chance to have a critical effect each tick they are active. An exceptional heal doubles the healing value of the spell for that tick.
 * Cost per Level: 3

 * Ability #431: Celestial Stun
 * Description: This ability provides an enhanced, fast-casting spell that has the chance to interrupt higher level NPCs.
 * Cost per Level: 12

 * Ability #432: Hand of Devotion
 * Description: This ability invokes the direct blessing of your deity healing all nearby group members. Additional ranks increase the healing power of this ability.
 * Cost per Level: 5

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

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

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

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

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

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

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

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

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

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

 * Ability #529: Cloak of Light
 * Description: This ability allows you to become invisible to undead, nearly at will, without the need to memorize a spell.
 * Cost per Level: 12

 * Ability #530: Vanquish Undead
 * Description: This ability increases your chance to inflict improved damage versus the undead and the damage you do when you succeed.
 * Cost per Level: 7

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

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

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

title: EverQuest/AA info/Alt AA/paladin


text:
EverQuest/AA info/Alt AA/magician

result of /alt list for Magicians

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 * Ability #26: Spell Casting Expertise
 * Description: This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35.  The third, on all spells below level 52.
 * Cost per Level: 2

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

 * Ability #28: Natural Durability
 * Description: This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
 * Cost per Level: 2

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

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

 * Ability #35: Mass Group Buff
 * Description: This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage.
 * Cost per Level: 9

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

 * Ability #58: Mend Companion
 * Description: This ability allows you to cast a Lay of Hands type spell on your pet.
 * Cost per Level: 5

 * Ability #60: Frenzied Burnout
 * Description: This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage.
 * Cost per Level: 6

 * Ability #61: Elemental Form: Fire
 * Description: This ability will allow you to turn into a fire elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
 * Cost per Level: 3

 * Ability #62: Elemental Form: Water
 * Description: This ability will allow you to turn into a water elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
 * Cost per Level: 3

 * Ability #63: Elemental Form: Earth
 * Description: This ability will allow you to turn into an earth elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
 * Cost per Level: 3

 * Ability #64: Elemental Form: Air
 * Description: This ability will allow you to turn into an air elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
 * Cost per Level: 3

 * Ability #67: Elemental Pact
 * Description: This ability will prevent components used in the summoning of pets from being expended.
 * Cost per Level: 5

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 * Ability #144: Innate Enlightenment
 * Description: Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of this ability raises the maximum that you may raise your Intelligence and Wisdom by ten points.  You may train in this ability once each level, beginning at level 61.
 * Cost per Level: 3

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

 * Ability #151: Lightning Reflexes
 * Description: This ability further increases your chance of completely avoiding incoming melee damage. You may train in this ability once each level after reaching level 61.
 * Cost per Level: 3

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

 * Ability #161: Hastened Mending
 * Description: This ability decreases the amount of time required between uses of Mend Companion by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
 * Cost per Level: 2

 * Ability #174: Servant of Ro
 * Description: This ability calls a loyal servant into being who will repeatedly hurl fire at your target. Each rank of this ability increases the amount of time that the servant is able to remain by your side (45, 70, and 90 seconds).  You may train the ranks of this ability at or after levels 61, 63, and 65.
 * Cost per Level: 3

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

 * Ability #207: Host of the Elements
 * Description: This ability calls an assault of elemental minions into existence directed at a target. The minions attack the target without question until they are called back to their plane 30 seconds later.  The initial rank of this ability calls five elementals.  Additional ranks add two elementals each.  You may train the ranks of this ability at or after levels 63, 64, and 65.
 * Cost per Level: 5

 * Ability #215: Fury of Magic
 * Description: This ability further increases your chance to score a critical hit with your direct damage spells.
 * Cost per Level: 3

 * Ability #223: Quick Summoning
 * Description: This ability reduces the casting time of your summoning spells by 10, 25, and 50 percent.
 * Cost per Level: 3

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

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

 * Ability #229: Improved Reclaim Energy
 * Description: This ability will increase the amount of mana returned to you when reclaiming your pet.
 * Cost per Level: 3

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

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

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

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

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

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

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

 * Ability #260: Fury of Magic Mastery
 * Description: This ability further increases your chance to score a critical hit with direct damage spells.
 * Cost per Level: 3

 * Ability #265: Shared Health
 * Description: When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase the maximum amount of damage that can be transferred per hit.
 * Cost per Level: 5

 * Ability #266: Elemental Fury
 * Description: This ability imbues your elementals with the ability to land critical hits.
 * Cost per Level: 3

 * Ability #267: Elemental Alacrity
 * Description: This ability imbues summoned elementals with the ability to flurry attacks.
 * Cost per Level: 5

 * Ability #268: Elemental Agility
 * Description: This ability increases your elemental's ability to avoid melee damage.
 * Cost per Level: 3

 * Ability #269: Elemental Durability
 * Description: This ability increases the maximum hit points of your elementals by 2, 5, and 10 percent. The percentage is based on the elemental's base hit points.
 * Cost per Level: 3

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 * Ability #418: Replenish Companion
 * Description: This ability grants you an enhanced version of the Mend Companion ability. Each additional rank increases the healing power of the ability further.
 * Cost per Level: 3

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

 * Ability #398: Destructive Fury
 * Description: This ability increases the strength of your critical spell hits, causing them to do more damage.
 * Cost per Level: 3

 * Ability #415: Elemental Swarm
 * Description: This enhanced version of Host of the Element calls an assault of elemental minions into existence directed at a target. The minions attack the target without question until they are called back to their plane 30 seconds later.  Each additional rank increases the time the elementals stay in this plane by 15 seconds.
 * Cost per Level: 3

 * Ability #416: Heart of Flames
 * Description: This ability will allow you to turn into an embodiment of elemental fire, increasing the damage caused by your fire-based spells.
 * Cost per Level: 9

 * Ability #464: Heart of Vapor
 * Description: This ability will allow you to turn into an embodiment of elemental air, greatly reducing how much creatures hate you for the detrimental spells you cast.
 * Cost per Level: 9

 * Ability #417: Heart of Ice
 * Description: This ability will allow you to turn into an embodiment of elemental ice, greatly reducing the damage you take from spells.
 * Cost per Level: 9

 * Ability #463: Heart of Stone
 * Description: This ability will allow you to turn into an embodiment of elemental earth, greatly reducing the damage you take from melee attacks.
 * Cost per Level: 9

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

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

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

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

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

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

 * Ability #547: Elemental Ferocity
 * Description: Each rank in this ability increases your elemental's chance to flurry attacks.
 * Cost per Level: 3

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

 * Ability #559: Turn Summoned
 * Description: This ability infuses a summoned NPC with elemental energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done.  Occasionally a summoned NPC will react violently to the infusion of energy, potentially destroying it outright.
 * Cost per Level: 3

 * Ability #507: Wrack Summoned
 * Description: This ability further improves the damage caused by your Turn Summoned ability.
 * Cost per Level: 9

 * Ability #508: Eradicate Summoned
 * Description: This ability further improves the damage caused by your Turn Summoned ability.
 * Cost per Level: 9

 * Ability #522: Extended Burnout
 * Description: This ability increases the duration of your Frenzied Burnouts by 12 seconds per rank.
 * Cost per Level: 5

 * Ability #523: Guardian of Ro
 * Description: This ability calls a more powerful servant into being who will repeatedly hurl fire at your target. Each rank of this ability increases the damaging capabilities of the servant.
 * Cost per Level: 3

 * Ability #546: Companion's Gift
 * Description: This ability grants you a chance to score an exceptional heal when healing your pet. An exceptional heal doubles the healing value of the spell.

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

title: EverQuest/AA info/Alt AA/magician


text:
EverQuest/zeks

PVP advice and ruleset
Since the pvp servers merged, the universal rules are now those of the Rallos Zek server:

1. PvP combat can occur between any characters that are within a 4 level limit (not 6). For instance, a level 45 person may attack or be attacked by anyone from level 41 through 49. There are no other PvP restrictions, such as Race or Alignment.

2. Characters will be immune to PvP combat until they reach level 6. Characters below 6th level are not able to participate in PvP combat.

3. Characters will not lose experience when killed in PvP combat, under most circumstances, although the occasional loss of experience is to be expected. In the event that you kill or are killed by another player on this server, the loot rules consist not of coin or items, but of points (i.e. like LDON points). If you kill someone you get a percentage of the points that slain individual has. If you are killed, you loose a percentage of points based on the pker”s accumulated points. Thus, you could even wind up in the negative depending on the situation. If you are grouped and kill someone, the group will share in the slain player's points.

4. There is a “discord merchant” in the bazaar. You may purchase gear (inter alia) similar to gear found on DON merchants based on point values. Accumulating more points unlocks what you may see on the merchant (similar to the LDON merchants).

5. (for the de-leveler in you) All combat skills have their effective value capped at 2 levels above a player’s current level. Losing two levels will not cause you to lose any combat skill effectiveness. However, losing more than that will cause those skill caps to be lowered so that they remain only two levels above your current level.

6. Resistance debuff spells have a 50% increased effectiveness against player characters.

7. PCs can't be charmed or feared by other pcs.

8. /consider returns only three kinds of results when used against player characters: 'Green' means that the character is below your range. 'White' or 'black' means that the character is within your range. 'Red' means that they are above your range. 'In range' means +/- 4 levels.

9. Faction hits for PvP will be taken for killing characters within their racial hometowns. Killing a human in any human starting city will cause a faction loss with the locals. Freeport, Qeynos and Surefall Glade are considered starting cities for humans. All of Greater Faydark and Felwithe are considered the starting city for high elves and wood elves. Half elves have no starting city. Erudites have hometowns that match their starting cities. Other cities are not considered hometowns, despite being run and controlled by a certain race. For example, HighHold is not a human hometown. Thurgadin is not a dwarven hometown.

10. On Zek, PvP-related Play Nice Policy situations are expected to be resolved using PvP solutions. However, Non PvP-related Play Nice Policy issues, such as training, causing intentional experience loss, bind point, zone, and portal camping, as well as other various forms of harassment, are not permitted in the PvP environment.

11. With the advent of Shadowrest, you have no corpse as a result of death caused by pvp. Death to someone in pvp transports you to the Shadowrest. You will have rez effects, full life, no mana, and all your gear.

Note: edited and updated from http://everquest.station.sony.com/stats/sullonzek.jsp

As for "relieving the stress of other servers" I stuggle to understand what that means. If you like not being able to go anywhere without being consistently attacked, then Zek can help with that. If you like hearing "stfu newb... I'll pwn you and your mom..." etc, then Zek is the place for you. If you enjoy being jumped by groupmates after a task or mission, then you should sign up. If you like having more people than you ever have before on your Ignore list because you are entirely sick of the constant and consistent immaturity, swearing, name-calling, bickering, spamming, and whining, then this is the place for you. If you like seeing the unbridled selling of platinum and characters spammed on every single channel, transfer your character.

As for "paying back another innocent", I am sure everyone who can will do that to you.

Enjoy.

title: EverQuest/zeks


text:
Template:Grand Theft Auto: San Andreas/Header

> Contents | Basics | Missions | Vehicles | Items | Appendices | Index | FAQ


text: Category:Book:Grand Theft Auto: San Andreas/Templates


text: Category:Book:Grand Theft Auto: San Andreas


text:
Grand Theft Auto: San Andreas/Meta

All pages which pertain to the content of the book, rather than actual content pages, belong here. As a rough guide, anything which is likely to be of more interest to the writers of the book, rather than the readers, should go here.

 * Project Standards
 * Project Information
 * Project Image Gallery

title: Grand Theft Auto: San Andreas/Meta


text:
Grand Theft Auto: San Andreas/Meta/Standards

From my experience, I have found it essential that any collaborative effort maintain standards. It doesn't really matter what they are, providing everyone agrees to them. If you want to make a major change to these standards, it might be advisable to raise the issue in the main talk page first.

Discussion

 * To minimize the amount of page traversal required, all discussion about any part of the book should happen in the main talk page.

Page Naming

 * The main page for the book shall be "Grand Theft Auto: San Andreas".

 * All sub-pages which are conceptually a part of this book, should, at the very least, be prepended with the string "Grand Theft Auto: San Andreas/".

 * e.g. A page entitled "Frequently Asked Questions" might be created as "Grand Theft Auto: San Andreas/Frequently Asked Questions".

 * To minimise the number of direct child pages of the main page, and to prevent the structure from changing dramatically, all new pages should additionally be preprended with one of the following:
 * All pages about the basics of the game should be prepended with the string "Basics/". These should contain no spoilers.
 * All pages about specific missions should be prepended with the string "Missions/". These will obviously have spoilers.
 * All pages about specific vehicles should be prepended with the string "Vehicles/". These may contain spoilers, but should be marked as such.
 * All pages about specific items (including weapons) should be prepended with the string "Items/". These may contain spoilers, but should be marked as such.
 * All other pages should be prepended with the string "Appendices/". These may contain spoilers, but should be marked as such.

 * All page names should use title caps, unless you're using canonical typography.

 * e.g. "This Title Uses Title Caps", "This title doesn't use title caps".

 * When choosing a name for a new sub-page, try to avoid unnecessary acronyms.

 * e.g. "Frequently Asked Questions" is a more informative name than "FAQ".

 * Also, don't be too verbose.

 * e.g. "Big Smoke" is just as informative as "Melvin 'Big Smoke' Harris"

Page Creation

 * If you create a new page, then you should add it to the Active Pages list, and link it in to the appropriate root-page. No more pages should be added to the Orphaned Pages list.

 * If you create a new template, then you should add it to the Active Templates list.

Page Renaming

 * If you rename an existing page, then you are responsible for updating all other pages that link to that page, and then either deleting the original page (if you have the privilege), or adding it to the Orphaned Redirects list. No more pages should be added to the Active Redirects list.

Page Content

 * All pages in the book should use the following header at the top of the page:

 * Assuming there is text directly below the header, it will appear like this:

(Text starts here)

 * Try to use subheadings effectively to generate a sensible auto-contents box for each page.

Main Page
This is perhaps analagous to the cover of a book. Being the first thing a user is likely to see upon visiting the site, it should be kept brief, so as not to overwhelm them. This should not be included in the contents or index page.

Contents
Currently, this is the only complete index of all active sub-pages. This should not be included in the contents or index page.

Index
I have made a (very pathetic) start on an alphabetical index, but it could be annoying to maintain. This should not be included in the contents or index page.

Frequently Asked Questions
Since the FAQ page may contain information which overlaps the main content, it should be considered a separate part of the book. This should not be included in the contents or index page.

Image Naming

 * It's advisable to give an image a descriptive name due to certain technical considerations.
 * For example "GTASA_tag_10.jpg" is going to be a lot more useful than "ashsg0al.jpg". Remember, this is not mandatory, and won't matter as far as end users are concerned, but if you can give an image a good name then you might as well. It will also help avoid uploaded images having similar or conflicting names.

 * After uploading an image, add the tag Category:Grand Theft Auto: San Andreas images to it, so we can keep track of them.