48825912 everquest the ruins of kunark revised expanded prima official eguide

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Page 1: 48825912 EverQuest the Ruins of Kunark Revised Expanded Prima Official eGuide

PRIMA’S OFFICIAL STRATEGY GUIDE

IMGS Inc.primagames.com

Page 2: 48825912 EverQuest the Ruins of Kunark Revised Expanded Prima Official eGuide

Prima’s Official Strategy Guide� Revised & Expanded �

An IncanMonkey GodStudiosProduction

TM

TM

TM

primagames.com

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CreditsIMGS Writers: Melissa Tyler (lead), Tuesday Frase,Raini Madden, Chris McCubbin

Additional Writers (in alphabetical order): Anyka(Jargon Glossary Story); Julien Beasley (Bard, Druid, DarkElf); Dador Caduceus, Realm of Valor on Mithaniel Marr(Human); John “Kendrick” Capozzi (Rogue); Patrick H.Cirelli (Halfling); Gary A. Grobson (Group Etiquette, Class-Specific Solo Tactics, Beginner Tactics); Dave Harrod &Gimme Gudderarmur on Erollisi Marr (Ogre); Itienne, ofthe Knights of Destiny on Tarew Marr (Enchanter); JasonMash as Jacinne Masche (Erudite, Necromancer), as AyllaSpineChiller (Shaman), as Shyden Clawstinger (Warrior,Wood Elf), as Cimmerone Di’Amante (Wizard, High Elf);Sherry Ann Menton (Iksar, Troll), Lawrence Poe (Fiction,Class Advantages, Group Tactics); Sasreyna, Gnome Wizardon Tunare (Gnome); Esther Ann Sauter (Monk, Barbarian,Dwarf); Chris Skinner (Shadow Knight); Nathan Smith(Ranger); Tomal, Wolves of the Silver Moon on Bristlebane(Cleric); Alan “Absor” VanCouvering (Half Elf); SamuelVarian (Paladin); Zandar, Mage Of Freeport on Bristlebane(Magician). Portions derived from Online Evolution PtyLtd (Aust.), www.castersrealm.com, used here bypermission. The panel wrote many bits and pieces.

Statistics and Editing: David Ladyman, Beth Loubet

Interior Graphic Design: Jennifer Spohrer

Interior Layout: Raini Madden (lead), Tuesday Frase,Sharon Frielich, Jennifer Spohrer, Melissa Tyler

Cover Design and Layout: Prima Games

Cover Art: Keith Parkinson

EQ Atlas Maps: Portions © 1999, 2000 MikeSwiernik and EQAtlas; used here by permission, allrights reserved.

Fact-Checking: Anthony Brock, Jesse Fletcher, the panel

Many Thanks (in alphabetical order) to VerantTeam Members: Jeremy Albert, Michelle Butler, DanielEnright, Chad Folz, Gary A. Grobson, Javier Jimenez,Jason Mash, Kelsey McNair, Brad McQuaid, KarenMorrow, Ryan Palacio, Lawrence Poe, Kayvan Simantob,Andrew Sites, Thom Terrazas, Bill Trost, Don Vercelli andGeoffrey Zatkin; to Players: Anyka, Jon Fournie, KyleGupton, David McElroy, Craig Smith and Mike Swiernik;and also to: Duncan Hudson and Andrew Morris

Heartfelt Thanks to our “Blue-Ribbon Panel” ofEverQuest Players: Alan “Absor” VanCouvering, AlexHarkness, Brandon de la Cruz, Brent “Vfilia D’var”Copeland, Brian “Willowmar” Thomson, Brian Wallace,Chris Skinner, Dave “Gimme Gudderarmur” Harrod,Eric Bramblett, Eric Lionel Pratte, Greg Trickey, JamesA. Galbraith, James “Ronaldor Vladimir” Lewis, JoelWilliams, Julien Beasley, Kevin Freet, Nathan Smith,Robert “Knyll Angelsong” Meadows, Samuel Varian andSherry Ann Menton

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©2000 Sony Computer Entertainment AmericaInc. Station is a registered trademark of SonyOnline Entertainment Inc. All rights reserved.EverQuest, Ruins of Kunark and You’re in OurWorld Now are trademarks of Sony ComputerEntertainment America Inc.

Verant Interactive and the Verant Interactivelogo are trademarks of VerantInteractive Inc. All rights reserved.

Incan Monkey God Studios and the IMGS logoare trademarks of IMGS, Inc. www.incanmonkey.com

Prima Publishing® and the Prima logo are regis-tered trademarks of Prima Communications, Inc.

Prima Games, a Division of Prima Communications, Inc.

3000 Lava Ridge CourtRoseville, CA 95661

Important: Prima Publishing has made every effort to determine thatthe information contained in this book is accurate. However, the pub-lisher makes no warranty, either expressed or implied, as to the accu-racy, effectiveness or completeness of the material in this book; nordoes the publisher assume liability for damages, either incidental orconsequential, that may result from using the information in thisbook. The publisher cannot provide information regarding game play,hints and strategies, or problems with hardware or software.Questions should be directed to the support numbers provided bythe game and device manufacturers in their documentation. Somegame tricks require precise timing and may require repeated attemptsbefore the desired result is achieved.

ISBN: 0761530924Library of Congress Card Catalogue Number: 00-104915

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The information in this book was correct at the time of printing. However, EverQuestis an ever-changing world and all of this information is subject to change at any time.

Newbie focus. This book is mostly intended for newer players — the most experienced playersalready know most of the advice in it, although the maps and lists may prove useful. Therefore,the advice here is more directed to newer characters than to high-level characters.

Details, but limits. Similarly, only spells through level 24 are fully detailed, the mappedareas only include the starting cities, and the creatures described are only those found nearthese cities. Nearly all of these creatures have more powerful relatives living further from thecities, whose stats are not included here.

Values are for NPC merchants. The tables in this book often list Values for the items.These are ballpark estimates of how much an NPC merchant will pay you for the items, orwill charge you for them. It is obvious that many of these items are worth far more to player-characters than to the NPC merchants. Merchants charge more for an item than they will payfor it. That’s how they make a profit. Both your Charisma and your faction can drasticallyaffect these prices, by increasing the amount you receive for an item and decreasing its cost.Overall, you will receive a better deal buying and selling from PCs than from NPCs.

So, what does this book include?Experienced EverQuest players may recognize two things about this book right off the bat.The first is that there is more info here than has ever previously been organized aboutEverQuest. Much of this is available on the web, and some of it is available from variousscreens in the game, but some of it could only come from the EQ designers at Verant. In thisbook, everything is in one place and at your fingertips while playing. The second thing isthat not quite everything is included. This is a no-spoiler strategy guide, which avoidsrevealing things that might give a few players an unfair advantage over the rest. Verant hasgone to a great deal of trouble to create a world where people must work together, and itdoesn’t seem quite fair for every last secret to be revealed in such an impersonal format as abook. So, for instance, there are no descriptions of the deepest, darkest dungeons, orexplanations of quests in which many have died trying to unravel their secrets.

EQ BASICS (p. 11). Players new to EverQuest should read this Jargon Glossary first! Toanyone who isn’t familiar with EQ jargon, parts of this book will be hard to decipher without it.Following the Glossary are Verant postings on Play Nice Policies (p. 25), GM Guides (p. 29)and the Character Naming Policy (p. 35) plus lists of the possible Commands (p. 37) andEmotes (p. 42) in the game and addresses of useful EQ On-Line Sites (p. 46).

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PLAYER-CHARACTERS (p. 50). Creating a character that you can really “get into” is thefirst and best task in starting a long, healthy and enjoyable career in Norrath. This is amust-read for people who are thinking of trying out a new race, class or personality in thegame. This chapter begins with a collection of race, class and deity tables (pp. 50-60),useful for quick comparisons.

The tables are followed with longer descriptions of each Class (p.62) and Race (p. 146) inthe game, including a list of all possible skills and spells for each class, base stats for eachpossible race/class combination, notes on assigning bonus attribute points and picking arace, comments on solo and group tactics, and other tips.

After the detailed class and race descriptions, we conclude this chapter with notes and statsfor all the Skills in the game (p. 176), including recipes (through difficulty 100) for all thetrade skills.

WORDS TO THE WISE (p. 210). Strategies, tips, advice — all arranged for easy access.Think of it as a FAQ — not a substitute for getting out there, talking to other players andjoining a guild, but advice to point you in the right directions. Sections include Starting Off(i.e., getting your system set up to play, p. 210), Choosing a Server (p. 212), The Basics(p. 214: Roleplaying, Time, Travel, Money, Quest, Items, Experience & Levels and Dying),Combat (p. 222), Groups (p. 225), Casters (p. 232, including Pets and Specialization),Etiquette (p. 238), Language (p. 241), and Guilds (p. 242).

DEITIES OF NORRATH (p. 244). Your choice of a god (or not) is important to nearlyevery NPC you meet, and therefore important to you. Read these summaries for a descriptionof each of the primary gods ruling Norrath.

EXPLORING NORRATH (p. 254). First we take you on a quick thumbnail tour into allbut the deepest, darkest corners of Norrath. Following that are maps of all starting cities,with detailed keys, plus a list of all the people and creatures that can be found in the nearbyzones (where new characters can gain their first few levels of experience).

ITEMS (p. 350). Stats for containers, weapons, armor, jewelry and objects that can be usedas shields.

CREATURES (p. 380). Stats for the monsters and critters found just outside the starting cities,from Alligators to Zombies.

SPELLS (p. 408). Complete info on all spells through level 24, plus lesser information onall other spells. Note that Bard spell songs (which no one else can cast or sing) are listedtogether, starting on p. 498.

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AcknowledgementsWe don’t have room to list all the many people who have helped create this book. We havecreated strategy guides for nearly a decade, and this is by far the most input we have everhad from the players themselves. However, we would be extremely remiss if we didn’thighlight a few super-achievers. Jesse Fletcher (Holy Sow), Anthony Brock and the panel(listed on the credits page) have all contributed above and beyond what we asked, withcorrections, suggestions and clarifications. A 500-page book about a game as complex asEverQuest could never be error-free (and even if it were, the game will still have changedbetween the time the book went to press and it appeared in the stores), but these players areresponsible for getting it as close as it is.

The individual class and race intros, along with the attribute and race notes for each class,were each written by a player (some at Verant, some not) who is very familiar with thatclass or race. We added material to each of these write-ups; any resulting errors should beconsidered ours, not theirs.

Gary Grobson, of Verant, provided several sections of this book, including most of the solotactics for each class. Lawrence Poe (also with Verant) provided the basis for our class-by-class group tactics.

Many thanks to EQ Atlas (www.eqatlas.com), Mike Swiernik and his city maps. Moreinformation about this excellent website can be found on p. 267.

Many thanks also to EQ Casters Realm (http://eq.castersrealm.com) for their kindassistance, particularly with Specialization (p. 236). EQ Casters Realm is one of the oldestEQ fan sites online. It has grown from being a small Enchanter-specific site, to a full EQinformation site encompassing all areas of the game. It has always had a heavy focus on themagical areas of EverQuest and is renowned for its high level of detail in spell lists, dailynews, creation guides and FAQs, play strategies, item, monster and trade skill information.EQ Casters Realm has had a long history in speaking with the EQ development team ongame issues, and has one of the most extensive reference archives of information from the EQprogrammers available online.

And a reminder, the information in this book was correct at thetime of printing. However, EverQuest is an ever-changing world

and all of this information is subject to change at any time.

���

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EVERQUEST BASICSJargon Glossary . . . . . . . . . . . . . . . . . . . . . . . .11Why “Play Nice Policies?” . . . . . . . . . . . . . . . .24Play Nice Policies . . . . . . . . . . . . . . . . . . . . . . .25

Kill Stealing . . . . . .25 Contested Spawns .25Foul Language . . . .25 Harassment . . . . .25Zone/Area Disruption 26 Reports of Fraud . .26Guilds . . . . . . . . . .26 Training NPCs . . . .26Abuse . . . . . . . . . .26 Roleplay . . . . . . . .27PvP Servers . . . . . .28

GM Guides . . . . . . . . . . . . . . . . . . . . . . . . . . . .29The Guide Program .29 Gameplay Situations 31

Character Naming Policy . . . . . . . . . . . . . . . . .35Name and Surname Changes . . . . . . . . . . . . . . .36

Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . .37Emotes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42EQ On-Line Sites . . . . . . . . . . . . . . . . . . . . . . .46

PLAYER CHARACTERSCreating a Character . . . . . . . . . . . . . . . . . . . .50

Race and Class Combinations . . . . . . . . . . . . . .52Class Ability Modifiers . . . . . . . . . . . . . . . . .52Basic Race Abilities . . . . . . . . . . . . . . . . . . .53Starting Cities and Racial Tensions . . . . . . . .53

Deity Table . . . . . . . . . . . . . . . . . . . . . . . . . . . .54Racial Abilities & Armor . . . . . . . . . . . . . . . . .57Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . .58Spell List Abbreviations . . . . . . . . . . . . . . . . . .60Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62

Bard . . . . . . . . . . .62 Cleric . . . . . . . . . .69Druid . . . . . . . . . .75 Enchanter . . . . . . .81Magician . . . . . . . .89 Monk . . . . . . . . .96Necromancer . . . . .101 Paladin . . . . . . .108Ranger . . . . . . . . .113 Rogue . . . . . . . .118Shadow Knight . . .124 Shaman . . . . . . .129Warrior . . . . . . . .135 Wizard . . . . . . . .139

Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146Barbarian . . . . . .146 Dark Elf . . . . . . .148Dwarf . . . . . . . . .151 Erudite . . . . . . . .153Gnome . . . . . . . . .156 Half Elf . . . . . . .158Half ling . . . . . . . .160 High Elf . . . . . . .162Human . . . . . . . .164 Iksar . . . . . . . . .166Ogre . . . . . . . . . .169 Troll . . . . . . . . .171Wood Elf . . . . . . .174

Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176Combat Skills . . . . . . . . . . . . . . . . . . . . . . . . .178

Basic Combat Skills . . . . . . . . . . . . . . . . . . . .178Additional Combat Skills . . . . . . . . . . . . . . . .180Melee Disciplines . . . . . . . . . . . . . . . . . . . . . .183

Monk Skills . . . . . . . . . . . . . . . . . . . . . . . . . .185Rogue Skills . . . . . . . . . . . . . . . . . . . . . . . . . .186Ranger Skills . . . . . . . . . . . . . . . . . . . . . . . . .187Bard Skills . . . . . . . . . . . . . . . . . . . . . . . . . . .187Caster Skills . . . . . . . . . . . . . . . . . . . . . . . . . .188

Casting Skills . . . . . . . . . . . . . . . . . . . . . . . .189Specialize Skills . . . . . . . . . . . . . . . . . . . . . . .189Alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . .189

Trade (Craft) Skills . . . . . . . . . . . . . . . . . . . . .190Skill Descriptions . . . . . . . . . . . . . . . . . . . . . .190

General Skills . . . . . . . . . . . . . . . . . . . . . . . . .191Sample Recipes . . . . . . . . . . . . . . . . . . . . . . . .192

Trade Containers . .192 Baking . . . . . . . .192Blacksmithing . . . .194 Brewing . . . . . . .196Pottery . . . . . . . .196 Tailoring . . . . . .198Tinkering . . . . . . .200 Make Poison . . . .201Ench. Research . . . .202 Mag. Research . .203Necr. Research . . .204 Wiz. Research . . .205Alchemy . . . . . . . .206

Non-Player Reactions . . . . . . . . . . . . . . . . . . .207Con Table . . . . . . . . . . . . . . . . . . . . . . . . . . . .208

WORDS TO THE WISEStarting Off . . . . . . . . . . . . . . . . . . . . . . . . . .210

Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210Customization/Options . . . . . . . . . . . . . . . . . .210Hot Buttons . . . . . . . . . . . . . . . . . . . . . . . . .211Strafing Workaround . . . . . . . . . . . . . . . . . . . .211Text Macros . . . . . . . . . . . . . . . . . . . . . . . . .212

Choosing a Server . . . . . . . . . . . . . . . . . . . . . .212The Consensus . . . . . . . . . . . . . . . . . . . . . . . .213Other Considerations . . . . . . . . . . . . . . . . . . . . . . . .213

The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . .214Roleplaying . . . . . . . . . . . . . . . . . . . . . . . . . .214Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215Money . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216

Food . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216Acquisition . . . . . . . . . . . . . . . . . . . . . . . .216Other Tips . . . . . . . . . . . . . . . . . . . . . . . . .218Experience & Levels . . . . . . . . . . . . . . . . . .220Dying . . . . . . . . . . . . . . . . . . . . . . . . . . . .220

Table of Contents

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Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .222Dueling . . . . . . . . . . . . . . . . . . . . . . . . . . . .223Player-vs-Player . . . . . . . . . . . . . . . . . . . . . . .224

Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225Organizing a Party . . . . . . . . . . . . . . . . . . . .225Group Leader . . . . . . . . . . . . . . . . . . . . . . . .226Group Responsibilities . . . . . . . . . . . . . . . . . .226Splitting the Loot . . . . . . . . . . . . . . . . . . . . .227

Splitting Money . . . . . . . . . . . . . . . . . . . . .227Splitting Items . . . . . . . . . . . . . . . . . . . . . .227

Group Combat . . . . . . . . . . . . . . . . . . . . . . . .228Pulling . . . . . . . . . . . . . . . . . . . . . . . . . . .229Mesmerized Targets . . . . . . . . . . . . . . . . . .229Taunt . . . . . . . . . . . . . . . . . . . . . . . . . . . .230Other Tips . . . . . . . . . . . . . . . . . . . . . . . . .230

Multi-Group Tactics . . . . . . . . . . . . . . . . . . . .231Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . .231Deployment . . . . . . . . . . . . . . . . . . . . . . . .231Communication . . . . . . . . . . . . . . . . . . . . .231

Casters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .232Pets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .232Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . .234

Root ‘n’ Direct Damage — Moderate Difficulty . . . . . . . . . . . . . . . . .234

Kiting — Moderate Difficulty . . . . . . . . . . . .235Reverse-Kiting — Advanced Tactic . . . . . . . .235

Specialization . . . . . . . . . . . . . . . . . . . . . . . .236Mechanics . . . . . . . . . . . . . . . . . . . . . . . . .236

Other Tips . . . . . . . . . . . . . . . . . . . . . . . . . .237Etiquette . . . . . . . . . . . . . . . . . . . . . . . . . . . .238Language . . . . . . . . . . . . . . . . . . . . . . . . . . . .241Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .242

Joining a Guild . . . . . . . . . . . . . . . . . . . . . . .242

DEITIES OF NORRATHDeity Selection . . . . . . . . . . . . . . . . . . . . . . . .244The Norrathian Pantheon . . . . . . . . . . . . . . . .244Bertoxxulous — The Plaguebringer . . . . . . . . . . . .244Brell Serilis — The Duke of Below . . . . . . . . . . . .245Bristlebane Fizzlethorpe — King of Thieves . . . . . .245Cazic-Thule — The Faceless . . . . . . . . . . . . . . . . .246Erollisi Marr — The Queen of Love . . . . . . . . . . .246Innoruuk — The Prince of Hate . . . . . . . . . . . . . .247Karana — The Rainkeeper . . . . . . . . . . . . . . . . .247Mithaniel Marr — The Lightbringer . . . . . . . . . . .248Prexus — The Oceanlord . . . . . . . . . . . . . . . . . . .248Quellious — The Tranquil . . . . . . . . . . . . . . . . . .249Rallos Zek — The Warlord . . . . . . . . . . . . . . . . .249Rodcet Nife — The Prime Healer . . . . . . . . . . . . .250Solusek Ro — The Burning Prince . . . . . . . . . . . .250The Tribunal — The Six Hammers . . . . . . . . . . . .251Tunare — The Mother of All . . . . . . . . . . . . . . . .251Veeshan — The Wurmqueen . . . . . . . . . . . . . . . .252

EXPLORING NORRATHExploring Antonica . . . . . . . . . . . . . . . . . . . . .254

Qeynos . . . . . . . .254 Freeport . . . . . . .254Surefall Glade . . . .254 Rivervale . . . . . .254Neriak . . . . . . . . .254 Oggok . . . . . . . .254Grobb . . . . . . . . .254 High Keep . . . . .254Halas . . . . . . . . . .255 Blackburrow . . . .255Paw . . . . . . . . . . .255 Temple, Cazic-Thule 255Everfrost . . . . . . .255 The Karanas . . . .255Lake Rathetear . . .256 The Desert of Ro .256 The Commonlands .256 Qeynos Hills . . . .256 Innothule Swamp .256 Kithicor Forest . .256The Feerrott . . . . .257 Rathe Mountains 257Beholders Maze . . .257 Misty Thicket . . .257Nektulos Forest . . .257 Lavastorm . . . . .257Temple, Solusek Ro 257

Exploring Faydwer . . . . . . . . . . . . . . . . . . . . .258Faydwer . . . . . . . .258 Kelethin . . . . . . .258Felwithe . . . . . . . .258 Kaladim . . . . . . .258Ak’Anon . . . . . . .258 Butcherblock Mtns 258Dagnor’s Cauldron 258 Estate of Unrest .258Clan Crushbone . . .258 Lesser Faydark . .259Steamfont Mtns . . .259 Ocean of Tears . .259

Exploring Odus . . . . . . . . . . . . . . . . . . . . . . . .259Odus . . . . . . . . . .259 Erudin . . . . . . . .259Paineel . . . . . . . . .259 Kerra’s Ridge . . .259Erud’s Crossing . . .260

Exploring Kunark . . . . . . . . . . . . . . . . . . . . . .260Firiona . . . . . . . .260 Dreadlands . . . . .260Karnor’s Castle . . .260 Burning Wood . .260Chardok . . . . . . . .260 Skyfire Mtn Range 260Veeshan’s Peak . . .261 The Overthere . . .261The Howling Stones261 The Frontier Mtns 261Droga and Nurga .261 Lake of Ill Omen .261Veksar . . . . . . . . .261 Warslik’s Wood . .261Dalnir . . . . . . . . .261 Field of Bone . . . .262Kurn’s Tower . . . .262 Kaesora . . . . . . .262Swamp of No Hope 262 Krup . . . . . . . . .262Emerald Jungle . . .262 The City of Mist .262Trakanon’s Teeth . .262 Old Sebilis . . . . .262Timerous Deep . . .263

Factions & Who They Are . . . . . . . . . . . . . . .263

Exploring Norrath continues on the following page ...

Prima’s Official Strategy Guide

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Cities of Norrath . . . . . . . . . . . . . . . . . . . . . . .267EQ Atlas . . . . . . . . . . . . . . . . . . . . . . . . . . .267Using the Maps in this Book . . . . . . . . . . . . . .267Antonica . . . . . . . . . . . . . . . . . . . . . . . . . . .268

Freeport . . . . . .269 Grobb . . . . . . . .276Halas . . . . . . . .280 Neriak . . . . . . . .285Oggok . . . . . . .292 Qeynos . . . . . . . .296Rivervale . . . . .304

Faydwer . . . . . . . . . . . . . . . . . . . . . . . . . . . .309Ak’Anon . . . . . .310 Felwithe . . . . . . .315Kelethin . . . . . .320 Kaladim . . . . . . .324

Odus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .329Erudin . . . . . . .330 Paineel . . . . . . . .335

Kunark . . . . . . . . . . . . . . . . . . . . . . . . . . . . .339Cabilis . . . . . . .341

ITEMSContainers . . . . . . . . . . . . . . . . . . . . . . . . . . .350

Trade Containers . . . . . . . . . . . . . . . . . . . . . .351Non-Trade Containers . . . . . . . . . . . . . . . . . .351

Armor & Clothing . . . . . . . . . . . . . . . . . . . . .352Armor & Clothing Locations / Slots . . . . . . . . .352Comparative Lists of Chest Armor & Clothing . .353Sets of Armor & Clothing . . . . . . . . . . . . . . . .354Miscellaneous Armor & Clothing . . . . . . . . . . .359

Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . .363One-Handed Slashing Weapons . . . . . . . . . . . .363Two-Handed Slashing Weapons . . . . . . . . . . . .365Piercing Weapons . . . . . . . . . . . . . . . . . . . . .366One-Handed Blunt Weapons . . . . . . . . . . . . . .367Two-Handed Blunt Weapons . . . . . . . . . . . . . .368Standard Bows . . . . . . . . . . . . . . . . . . . . . . .369Standard Arrows . . . . . . . . . . . . . . . . . . . . . .370Bow & Arrow Stats . . . . . . . . . . . . . . . . . . . .371Other Bows . . . . . . . . . . . . . . . . . . . . . . . . . .372Other Arrows . . . . . . . . . . . . . . . . . . . . . . . .372Thrown Weapons . . . . . . . . . . . . . . . . . . . . . .373Ammunition Slots . . . . . . . . . . . . . . . . . . . . .373

Jewelry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .374Shields & Blocking Items . . . . . . . . . . . . . . . .378

CREATURESCreatures of Norrath . . . . . . . . . . . . . . . . . . . .380

Alligator . . . . . . . .381 Aviak . . . . . . . . .381Barracuda . . . . . . . .381 Basilisk . . . . . . .382Bat . . . . . . . . . . .382 Bear . . . . . . . . .383Beetle . . . . . . . . .383 Bixie . . . . . . . . .384Brownie . . . . . . . .385 Burynai . . . . . . .385Centaur . . . . . . . .385 Cyclops . . . . . . . .386Devourer . . . . . . .386 Drachnid . . . . . .386Drake . . . . . . . . .387 Drixie . . . . . . . .387Drolvarg . . . . . . .387 Elemental . . . . . .388Elephant . . . . . . .388 Faerie . . . . . . . .388Fish . . . . . . . . . . .389 Froglok . . . . . . .389Froglok Ghoul . . . .389 Fungus Man . . . .390Ghoul . . . . . . . . .390 Giant (Forest) . . .390Giant (Frost) . . . . .391 Giant (Hill) . . . . .391Gnoll . . . . . . . . . .391 Goblin . . . . . . . .392Griffin . . . . . . . . .392 Golem . . . . . . . .392Harpy . . . . . . . . .393 Invisible Man . . .393Kobold . . . . . . . . .393 Leech . . . . . . . . .394Lion . . . . . . . . . .394 Mammoth . . . . .395Man Eating Plant .395 Minotaur . . . . . .395Mosquito . . . . . . .396 Orc . . . . . . . . . .396Pegasus . . . . . . . .396 Piranha . . . . . . .397Pixie . . . . . . . . . .397 Puma . . . . . . . . .397Rat . . . . . . . . . . .398 Sabertooth . . . . .399Sarnak . . . . . . . .399 Scarecrow . . . . . .399Scorpion . . . . . . .400 Skeleton . . . . . . .400Skunk (Large) . . . .400 Snake . . . . . . . .401Snow Leopard . . . .401 Spectre . . . . . . . .402Spider . . . . . . . . .402 Treant . . . . . . . .403Wasp . . . . . . . . . .403 Werewolf . . . . . .404Will-o-Wisp . . . . .404 Wolf . . . . . . . . .404Yeti . . . . . . . . . . .405 Zombie . . . . . . . .405

SPELLSSpells (Definitions) . . . . . . . . . . . . . . . . . . . . .408Alphabetical Spell Listings . . . . . . . . . . . . . . .409

A . . . . . .410 B . . . . . .412 C . . . . .416D . . . . . .425 E . . . . . .429 F . . . . . .436G . . . . . .441 H . . . . . .444 I . . . . . .446J, K, L . . .453 M . . . . . .457 N . . . . .461O, P . . . .462 Q, R . . . .465 S . . . . .470T . . . . . . .488 U . . . . . .492 V . . . . .493W . . . . . .494 Y . . . . . .497 Z . . . . .498

Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .498A . . . . . .498 B-D . . . . .499 E-J . . . .500K, L . . . . .501 M-P . . . .502 S . . . . .503T, V . . . .504

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EverQuest Basics

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OK, I try to play by the rulesand also be nice to other

players. Here’s what happened.

I wanted the tarnished brass key droppedby the Priest of Najena in Unrest. This is thefirst object in a caster quest for a very nice,no drop caster cloak (Mystic Cloak). Ifigured I’d get a nice group in the early 30’sand try to hold a room on the top floor ofthe house while camping the Priest.

I got two clerics 32-34 (I’m a 32 Mage)and was waiting to get three more for thegroup. I went to investigate and the Priestwas being camped by a 35 Mage. I toldhim to give me a tell when he got his keyso that I could grab the camp. It was verycordial and he seemed like a nice guy,although kind of stupid to be solo in thehouse in Unrest.

We decided to pull from the house to thefront of the fountains while we were waitingto get a full group, and the larger cleric wentin to pull. We got a couple of nice mobs,killed a couple of small trains, etc. At thispoint, the mage camping the Priest pulled ahorrific train, ran by us, and zoned.

I was medding (I think it was still fromkilling this guy’s train actually) when thecleric yelled that he was pulling the Priest. Iasked him if there was a Mage around andhe said no. I popped up and there was thePriest. We killed him, and waited for abouttwo minutes while the cleric teased meabout the key. Finally I looted it.

Then five minutes later the mage shows upand starts yelling about me stealing his

camp. Well, I tell you, I felt bad for the guyand tried to give him the key which was (ofcourse) no drop (else there wouldn’t be aproblem). I gave him 100pp, which he tookand then kept yelling at me.

I asked the cleric, and he said he’d pulledthe priest wandering around the house.

Then, two hours later, the mage startedaccusing me of KS’ing the Priest. This I’mpretty sure is not true, since 1) There wasno pet there hitting the Priest, 2) I’m prettysure the guy wasn’t even in the zone, 3) Itseems unlikely that a 34 Cleric is going topull a mob away from an actively engaged35 mage, who’s going to pack a lot ofpunch with level 34 DD, 4) The mobseemed to be in almost full health when itarrived, and 5) The guy who pulled it saidit was loose (I haven’t played with himbefore). If someone tried to take a mob Iwas fighting and wanted badly, I’d be righton the mob’s tail until one of us was dead.Furthermore, we didn’t even loot the mobfor a couple of minutes and this guy didn’tsay a word. I probably would have givenhim the loot if he’d shown up, just out ofsympathy.

So, did I do something wrong? I feel badabout getting the loot so easily, whensome poor slob had been camping him. Ido think he’s mistaken about the “KS”thing; all the indications are that the mobwas loose. But he certainly has a pointabout the result — he’d been camping amob that we got.

(Reprinted with permission by Anyka.)

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If you’re not up to speed on EQ jargon, this tale is probablyincomprehensible. It’s included here to give you a taste of “EQ-speak.”

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Because EverQuest is such a social experience, it should be no surprise to anyone that it hasevolved its own culture … including words and phrases specific to the EverQuest experience.Unfortunately it can be terribly confusing to someone new to the game. On the facing pageis an example of what a dyed-in-the-wool EverQuester can sound like, taken from a publicbulletin board.

Below is a list — not a complete list, but a good start — that may help you understand thejargon of the seasoned EverQuester.

Note: Whenever jargon, defined elsewhere in this glossary, is used in a definition, that word willbe in italics.

# Level number. Players sometimes refer to other characters by their level. Inother words, a 28 Mage is a 28th level Magician.

A simple number can also refer to a caster’s mana percentage. Casters mightuse this to describe how much mana they have remaining (for example, “50”means the caster is telling her group that she still has half her total mana).

AoE/AE Area of Effect. Many spells and items do not just affect the target, butanything around the target, as well. This is vitally important to remember inbattle, where a spell’s “backwash” might also affect the caster, or a weapon’sarea of effect might awaken creatures that were mesmerized ... and wereintended to stay that way.

AFK Away from Keyboard. You are announcing that you are away from yourcomputer. This notifies the rest of your group that you will not be responsiveto group discussions and that they must protect you in the event the groupis attacked. It is usual courtesy to say “back” when you return. See /AFK,Commands, p. 37.

Aggro Be aggressive. When a creature attacks a person, it’s “going aggro.”Monsters are famous for going aggro on magic users, and the strong fighter-types keep busy taunting them off. This also refers to mobs that will attackany character that dares to get close to them. For instance, most skeletonsare highly aggressive and therefore are referred to as aggro mobs.

Bait Monster Bait. More commonly referred to as pulling. When a character isbait, he (usually a physically strong race/class, although fast helps, too) goesout to get the attention of a local creature and lure it back to where theparty’s magic users are waiting to destroy it.

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Bind Reset respawn point. Spellcasters, once they acquire this spell, can resetcharacters’ bind points to their current location. (Well, casters who havethis spell can bind themselves to almost any location, but characters withoutthis spell can only be bound to cities or arenas.) This means that whenthey’re killed, they’ll respawn at their new bind point, rather than all theway back in their original city. Many casters will bind you to your locationif you ask. The more nicely you ask, the more likely they’ll grant yourrequest. “Oh Great and Noble Mage …” is a good way to start!

If you cast the spell on yourself, you can bind yourself anywhere you want(except Timorous Deep and a few other locations). If you cannot cast thespell, you must be bound within a city zone, or a few other special areas (suchas all of Greater Faydark, the City of Mist and the outpost in the Overthere).

Blue A likely win. A “blue” creature is one whose level is slightly lower thanyours. When you con a creature, if the message appears in blue text, itmeans that this is one of the safest targets that will reward experience. Ofcourse, a critter that’s a “blue” to a level 50 Necromancer can easily bitethe head off your average level 25 Bard.

BRB Be Right Back. This is more “party talk” — i.e., what you might say topeople in your group — than it is a general-use abbreviation. Saying you’llbe right back is of shorter duration than being AFK.

BRT Be Right There. “Party talk” for letting people know you’re on your way.When someone in your party shouts, for instance, that a hill giant hassuddenly appeared and is trying to beat her to a pulp, it’s reassuring to lether know you’re heading over to help … without spending too much timetyping out comforting phrases.

BTW By The Way. An acronym that has crossed over from Email Quickspeak.

Bubble/Bub Status bar section. Things such as experience, mana and stamina havestatus bars with a twisted, segmented look. Each segment looks a bit like abubble; each bubble represents 20% of the total. When you’re low on mana,you could say that you have one “bubble” left. Likewise, you could have “onebubble to go before leveling up.”

Buff/Buffing Magical enhancement. A player-character–cast spell that increases anyattribute (for example, SoW, Clarity, Daring, damage shields, etc.). “Buffing”someone means making a character temporarily more effective by use of magic.

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Camp Wait. This is different from the hot key command “Camp” that you useright before you exit the game. To “camp” means to hang around an areawhere you know a monster (or NPC) is going to spawn, with the intention ofkilling it and getting its loot. Some monsters spawn regularly, others have tobe killed before they will spawn again. See Etiquette, p. 238, for adviceabout camping situations.

Caster One who casts magic. Most often, this refers to the INT-based casters —Enchanter, Magician, Necromancer and Wizard. Less often, it also includesthe WIS-based casters — Cleric, Druid and Shaman (who are usuallyreferred to as healers, rather than casters).

Con Judge how dangerous. When characters target a creature or NPC and type/con, hit C or right-click, they will receive a statement as to how dangerousit would be to pick a fight. (See Con table, p. 208.)

Corpse Dead body. For a period of time (depending on how high your level is; seeHow long will my corpse last?, p. 34) after you’re killed, there are two ofyou. A new “you” is respawned at your bind point, and the old body is leftwhere it fell. If you can make it back before time runs out and your corpsedisappears, you can retrieve your items from your old inventory. If you can’t… well, you get to start collecting all over again. When the corpse goes, sodo all its goodies.

CR Corpse Recovery. This is the act of trying to get back to your corpse sothat you can recover your possessions. You will often see characters askingfor help with a CR or for a SoW to be cast on them because they have along run ahead for a CR.

CU/Cya See you (see ya). The “speed typing” version of goodbye. It works perfectlywell, but many people don’t think it’s good role playing.

DD Direct Damage. A type of spell that does direct physical damage to thetarget, usually all at once. These are usually pretty expensive in terms ofmana, but when you need your opponent taken down right now, DD is theway to go.

Debuff Reduce Attributes. When a “buff” character is rendered weak, hasresistances reduced, or has a current buff dropped, then he or she has been“debuffed.” Debuff spells can be cast by a character on a creature; or(worse!) by a creature on a character.

Ding Gain a level. So named because of the sound the game makes to announceto you that you’ve leveled.

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DoT Damage over Time. A type of attack (usually spell or poison) that inflictsa certain amount of damage delivered in increments over a period of time.They can turn the tide in long fights. Beware — many creatures use theseagainst player-characters in forms such as poison, disease and their own DoTspells. Also be aware that any attack (including DoT) will break a mez.

EVAC EVACuate. A type of spell that Wizards and Druids can cast to teleport theirparty to another location. There’s a chance that party members standing toofar away from the caster will be left behind, so it’s best to use it only whenfacing annihilation. When someone thinks that the situation warrants a full-scale blind retreat, he’ll yell “evac” and hope the caster doesn’t fizzle the spell.

Finger- Magic user. More common in speech than in keyboard chatting,wiggler “fingerwigglers” refers to any pure caster.

Fizzle Spell failure. When a magic user attempts to cast a spell and fails, it “fizzles.”Some (but not all) of the spell’s mana is consumed, but the spell does not happen.Failure can be caused by several things: moving during time required to cast thespell, being attacked, or just not having enough experience with the spell to cast itconsistently. As a more specific usage, “fizzle” means a failure because you don’thave enough experience to cast it consistently — this results in lost mana.

FoM/FM Full of Mana. When a casters’ mana bar is entirely blue, she has FullMana and is ready to tackle the world (up to her level, of course). Casterswill also say “100” to express the same thing.

FYI For Your Information. An acronym that has crossed over from EmailQuickspeak. It indicates that the following information may be of use, but isneither a request nor a demand.

Green/Greenie A certain win. When you get a green /con, you outmatch your opponent(see Con table, p. 208). While you can kill the beast to get its loot, youwon’t gain any XP nor will your combat skills increase. If a green kills you,you will lose XP, so they are a waste of time and energy, unless you wanttheir loot. It should be noted that if there are lower-level characters near thegreen, it’s usually rude to kill it, since the others can get the benefit of theexperience.

Grif Griffin. Tough critter, and worth warning others about.

GTG Good To Go. This is the common phrase said to the rest of your group to tellthem that you have sufficient mana and HP to be able to fight again.Confusingly, it can also mean Got to go, meaning that you’re about to haultail out of the zone.

Haste Quicker attacks. A haste spell gives you speedier attacks. Also used as averb — a character can be hasted.

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Healer WIS-casters. This refers to Clerics, Druids and Shamans, since they carrybetter healing spells than the hybrid WIS-casters or any of the INT-casters.

HG Hill Giant. A not-uncommon creature, the hill giant is a serious threat tomost characters. Remember, hill giants are one of those aggressive, “social”monsters that will come and help out any of their kin in combat. They havean extremely large area of perception and are highly aggressive. They shouldbe avoided by all but high-level characters.

Hybrid Fighter/Caster combination classes. This includes the Bard, Paladin,Ranger and Shadow Knight.

IMHO In My Humble Opinion. Another Email Quickspeak acronym. Used tosoften a statement that everyone may not agree with.

IMO In My Opinion. Essentially the same thing as IMHO, above.

Inc Incoming. A shorthand way to warn your party that you are pulling a creatureback to camp, either intentionally or unintentionally. This gives everyoneenough time to stop meditating, stand up and get ready to take action.

INT-Caster Caster class whose Intelligence determines how much mana it gets.These include the Enchanter, Magician, Necromancer and Wizard.Occasionally, it also refers to the Shadow Knight hybrid class.

J/K Just Kidding. Letting people know when you’re kidding is a good idea.Chatting does not convey emotion as much as could be hoped … and it’ssurprisingly easy to offend someone who misunderstands the spirit in whichthe statement was given.

K ’Kay. Short for OK or okay.

Kill Unwelcome “help.” In EverQuest, the person (or party) who does the most Stealing damage to a creature is the one who gets the experience points (and loot).

Common courtesy is to let the person who instigated the combat get the experience points, unless that person asks for help. Kill stealing is especiallyeasy for casters, who can usually do in one spell what it would take severalattacks with a conventional weapon to inflict. Even if you see that someoneis about to die, ask before stepping in! It’s not unheard of for someone to bepublicly accused of Kill Stealing, and thus become an unpopular character on the server.

Kite Slow, attack, slow. Cast a movement-slowing spell (Ensnare, darkness line,Bonds of Force, etc.) and run ahead of a mob. Although this is not alwaysthe case, it is much safer to be able to outpace your opponent. People willalso Kite while under the influence of a SoW or other speed-increasing spellwhile the mob remains at full speed. As the mob is following you, you blastat it with DoTs, DD spells, or however you wish to hit it.

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KOS Killed On Sight. Due to political reasons, some races or classes willautomatically evoke a killing reaction in local creatures and/or NPCs.Necromancers, for instance, can expect a KOS reception in most cities, ascan Dark Elves.

KS Kill Stealing. See Kill Stealing, above.

Lag Slow connection. A sad, sad situation where a player’s connection is notgood enough — for whatever reason — to adequately control his character.One of the main symptoms is reacting to a situation long after the reactionis appropriate (e.g., swinging at where a creature used to be).

LD Link Dead. Linkdeath occurs when you completely lose your link to thegame. Your group will see a “<character> has gone linkdead” message atthis point, and unless your LD was caused by your computer crashing orlocking up, you will generally see the black “You have been disconnected”screen. Being LD in a hostile situation will quickly devolve into real deathunless you have group members to defend you.

Level Up Increase Character Level. It’s the moment everyone waits for — your characterhas finally earned enough experience points to go up a level. Primarily you getskill points that you can apply toward training, but at certain levels (dependingon your character’s class) you get access to new skills, spells or both.

/loc Locate command. An extremely useful command: typing /locwill give youyour current X/Y/Z coordinates. All players should develop the habit ofchecking their location any time they feel they’re about to be killed. It makesfinding your corpse much easier.

LOL Laughing Out Loud. A crossover from Email Quickspeak, this is one of thephrases that attempt to convey the emotion in which a message was eithersent or received. LOL means that you thought the previous statement (orevent) was funny, and that you or your character is currently laughing.

Loot Creature inventory. Any items in a creature’s or NPC’s inventory, whichwill become available to the victor upon the death of the owner. (You cantake loot from a player-character’s corpse only if you’ve both previouslyagreed to it.)

Also can be a verb, meaning to take the inventory from a creature. “I lootedthe key” means that you took the key from a fallen enemy’s inventory.

Lore Item Quest item. An item that is somehow involved in a quest. Lore itemsusually cannot be dropped or given away (although they can be destroyed),which always needs to be considered before picking up the item. They can, ofcourse, be given to the appropriate person, as part of fulfilling the quest.

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LOS Line of Sight. Everything that can be seen from a character’s first-personperspective is in “line of sight.” Things that cannot be seen are very hard tohit. If something is out of your LOS when you’re casting a spell that requiresLOS, you’ll get the message “You cannot see your target from here.” Youmust be facing the mob to cast a spell that requires LOS, and you can’t letthe terrain obstruct your LOS. In Kunark zones with a lot of vertical terrain,you can’t reach some of the locations that appear to be within your LOS,because of the vertical difference between your locations.

There’s one exception to this. If you’re a Magician, try casting an LOS spellafter you’ve turned away from your target, and see what happens.

Lowbies Low level characters. This isn’t a particularly common term. It’s usuallyreferring to characters between levels 5 and 10.

Mage Magician. There are many different kinds of magic users in the game, butonly Magicians are called mages.

Med Meditate. Meditating (medding) is a way for magic users (after a certainlevel) to regenerate mana. The pro is that mana regenerates much morequickly during meditation. The con is that the mage is temporarily “out ofthe loop” since all she can see is her spell book. That’s why it’s important fora puller to warn his party that there’s a monster incoming — a mage is asitting duck during meditation.

Mez Mesmerize. Enchanters are the masters of mesmerizing one or moremonsters, in order that the fighters can pick them off one by one. A mezzedmonster is only quiet and still until it is attacked (or the spell wears off), soEnchanters are well known for jumping around, yelling “Don’t attack themezzed mobs!”

MOB Mobile OBject. This is a very common phrase throughout EverQuest. Anycreature that is computer-controlled is called a mob. In particular, it oftenrefers to hostiles, differentiating them from other computer-controlledcharacters (NPCs) such as merchants.

Nerf Programmed to be less effective. When a skill, item or power has itseffect decreased by the programmers at Verant, for balance issues, people sayit was “nerfed.” Verant usually warns people of the impending change, butsome people only find out about the change when they try to do somethingand it doesn’t work the way they expect.

Newbie Newly created character. Newbies are characters at or below level 5. Theytend to stay just outside the city gates, killing small vermin and hopingnothing serious targets them. Remember, every powerful high-level characterwas once a weak newbie — it’s the only way to get started.

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Newbie Low-level creature area. Just outside the gates of most cities is an areaGarden/ that is plentifully stocked with low-level creatures. This is to provide the Newbie newly created characters with a hunting ground where they can safely … or Zone fairly safely … achieve level 4 or 5.

No Drop Non-droppable item. Some items cannot be dropped out of inventory, soldor traded (however, they can be put in the bank). They are labeled “NoDrop” in the description (right-click on the item). Usually these are questitems that have a certain action associated with them, such as giving themto a specific person or combining them with other items to create some sortof special weapon, item, etc. These items can only be used in the mannerintended, or destroyed.

No Rent Temporary. This term is used to describe any item in the game thatdisappears when you log out. This includes all mage-summoned items. Theseitems cannot be sold to NPC merchants and disappear when their currentowner logs out or goes link-dead. If you have possession of No Rent itemswhen the mage who summoned them logs out, they will not disappear. It iscommon for mages to give away such items before they log out, to whomeverhappens to be around. If you are the recipient of such a gift, it is polite topass it on to someone else before you log out.

NP No Problem. Shorthand method of responding to someone’s thanks.

NPC Non-Player-Character. Any character that is not run by a player is a non-player-character. This term is usually used to describe only computer-drivenpeople, such as merchants or guards.

Nuke Powerful destructive spell. “Nuke” is short for “Nuclear Attack” andrefers to any spell that will destroy an opponent, or so seriously damage itthat it is no longer a threat. This also can refer to a caster going all out tokill a mob as fast as possible or causing a lot of damage in a short period oftime.

OMW On My Way. OMW is shorthand to let another player know that youintend to help, and that you’ll be there shortly.

OOM Out Of Mana. When a mage is OOM, she cannot cast any more spellsuntil she’s rested or meditated long enough to regain the mana. It’s polite towarn anyone who may be depending on your magical assistance that youaren’t going to be much help for a while.

PC Player-Character. A character played by an actual person, rather than acomputer-driven character, such as a guard or merchant.

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Pet Monster Servant. These are far from the cute-n-f luffy variety of pets.Certain casters, such as Necromancers and Wizards, can summon monstersthat will obey their commands to physically attack targeted opponents.While the pet is attacking, the mage can be casting other spells. The higherthe caster’s level, the higher the pet’s level. Eventually even a pet will be amatch for most anyone it meets.

PH Place-holder. This is the mob that pops in the place of a unique mob. Forinstance, when a festering hag spawns in the place of the ghost in Unrest,the hag is called the PH.

PK Player-killer. A player-character who kills other PCs. In EverQuest, onlycharacters who have mutually agreed to be player-killers can kill or be killedby other PCs. This is done by giving the book in your character’s startinginventory to a Priest of Discord or by playing on a red (PvP) server. You canalso engage in consensual PvP combat (on non-PvP servers) in the arenas inthe various cities and by using the /duel command.

Note that if you turn in your book on a blue server, you can no longer behealed, buffed, etc. by non–player-killers, thus severely restricting yourability to group with other characters on that server.

Note: Sometimes a character is “charmed.” These unfortunate characters are, for the duration ofthe possession, monsters. The player cannot control his character at all, and the character willrun amok, killing other characters. The tricky thing is that it looks like a player-character, but istemporarily classified as a monster. Like a monster, these out-of-control characters can be killed.

PoF/PoH Plane of Fear/Plane of Hate. High-level zones that are not even accessibleto characters below level 46. They should only be attempted with a largegroup of experienced characters.

Pop Appear. The common word that is uttered when monsters respawn, to notifyyour group to be ready to fight again.

Port TelePORT. Teleportation is instantaneous travel between one location andthe next. Wizards and Druids are the two classes with location-specificteleportation spells. It is not uncommon for people to (loudly) request portsto whatever destination they desire.

Power- Rapid level acquisition. When a character does whatever is necessary toLeveling/ rise through the ranks as quickly as possible, she is power-leveling. This is PL something learned with experience, and includes ignoring green creatures,

joining parties, taking on multiple quests, and generally losing a lot of sleep.

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Proc Process an action. Certain items have magical actions, often of use incombat. Each time such an item takes its action, it “procs.” Proc can alsorefer to the minimum period of time between such actions, so a magicalweapon’s proc is both its magical action and the period of time before it canrepeat the action.

Pull Lure creature. When a character “pulls,” he goes out to get the attentionof a powerful monster and lure it back to where the group’s magic users arewaiting to destroy it.

Pure Caster Caster classes who use spells as their primary skills. Generally, thisrefers to Enchanters, Magicians, Necromancers and Wizards. (It rarely refersto WIS-casters or hybrids.) By level 30, almost all of these first four classeshave given up melee weapons.

PvP Player versus Player. Any situation in which a player-character can killanother PC (duel, guild war, playing on a PvP server, etc.). Actually, youdon’t have to be a player-killer to kill another PC. There are PvP zones invarious cities where PCs can attack other PCs. They’re usuallydistinguishable by the copious amounts of blood splashed on the walls andfloor. If you walk into an area where arena PvP combat can occur, you get amessage telling you so. Stay at your own risk.

RDY/R Ready. Pretty much an all-purpose word, it means that the player is readyfor whatever is about to happen, whether it’s a duel, a teleport or full-f ledged battle.

Red An impossible win. When you target a person or creature and type /con todetermine the likelihood of winning, a response in red text means thatunless an extremely powerful person is standing nearby, ready to help youout, your opponent will swat you like a bug. The phrase “What would youlike your tombstone to say” should be a clue.

Res Resurrect. Clerics have resurrection spells, and can res their friends. Veryuseful.

RL Real Life. Refers to your life outside of EverQuest. As in “I know you’re aQeynos homey, but what’s your RL town?”

ROFL Rolling On Floor Laughing. “I think that was funny.” ROFL is anacronym that has crossed over from Email Quickspeak.

ROFLMAO Rolling On Floor Laughing My Ass Off. “I think that was extremelyfunny.” An acronym that has crossed over from Email Quickspeak.

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Root Immobilization spell. A Root spell is one that keeps the target frommoving its feet or legs. This obviously makes it a much more appealingtarget, and is an integral part of Root Blasting a creature (see next entry).However, don’t be surprised when other creatures do it to you! Times likethat are when it’s really handy to have friends around.

Root’n’Nuke Stop, attack, stop. (AKA Root Blasting) Cast a spell that temporarilyimmobilizes a mob, then cast a DoT or DD spell … and then meditate or runlike mad until your mana is back up. At that point, repeat the process untilthe creature is dead.

SG Sand Giant. Giants are just dangerous no matter where you meet them. It’svery important to recognize a giant warning when you hear one!

SoW Spirit Of Wolf. A Druid/Shaman spell that makes the target much faster,and therefore safer. It’s common to ask for a Druid or Shaman to cast SoWon you before traveling long distances.

Note: Druids and Shamans will usually cast the spell, rarely asking for anything in return.However, you increase your chances and make folks happier with you if you word your request“Noble Shaman, would you bestow …” or “Great and Mighty Druid ….” Just saying “sow me”is a little abrupt.

Spam Message to everyone. To “spam” a message is to send it to everyone,regardless of interest. In EverQuest, shouting things that are not pertinent toeveryone can be annoying. On the other hand, shouting “Train North” isacceptable, since it is very important to some people but there’s no way toquickly know exactly who.

Spawn Creature Creation. When an NPC or creature is killed, after a while it willbe recreated at a certain location. This is called “spawning.” If it is acreature with particularly interesting loot, frequently player-characters willgo to the location and wait for it to spawn, so they can kill it immediately.PCs who die are also respawned, at their bind point (if they have one) ortheir home city. (PCs who are brought back to life by a friendly and powerfulcleric are resurrected on the spot, not respawned.)

Stun Paralysis spell. When you stun a target, it loses all ability to move, leavingit entirely at the mercy of its enemy … in this case, you. On the other hand,the reverse is true: if you get stunned, you’re in serious hot water. Somephysical attacks can also stun a target.

Tank/Tanking Overwhelming Defense and Strength. A tank is a character with greatphysical strength and stamina. A well balanced party will have a few tanksand several casters. A tank can withstand a great deal of physical pounding.

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Taunt Enrage. Paladins, Rangers, Shadow Knights and Warriors have the skill oftaunting an enemy, and some combat spells automatically taunt theirtarget. Essentially taunting is provoking an enemy to give up its currenttarget and attack the taunter. This is used primarily when the enemy isfocusing its attack on a weaker party member, who will be killed unless theenemy breaks off its attack. This is a little like throwing yourself on agrenade, only you have a much better chance of surviving.

Tombstone Certain death. When a target is conned and the result is the red text of“What would you like your tombstone to say,” then it is certain that you’lllose the battle if you don’t have heavy backup. “It looks like a tombstone tome” therefore means that you think failure is inevitable.

TPW Total Party Wipeout. When is a party not a party? When it’s been TPW’d.Nothing left to do but try to make it back to your bodies. Times like this iswhen having everyone in the group bound to the same area is invaluable.There’s nothing worse than trying to cross hostile territory alone ….

Train Creatures following a target. Two points: some creatures have “buddies”that will join their friend in battle, and creatures who are chasing you willfollow you until you exit their zone. This means that it’s common to see acharacter running for the zone boundary, while being chased by two or morecreatures. This is called “pulling a train.” The problem is that once thecharacter exits the zone, the hostile creatures are now free to attack anyinnocent bystanders who happen to be in the vicinity. Therefore it’s commoncourtesy, under the circumstances, to shout “Train!” so that people can getclear of the area around the zone exit in question. If you know whatdirection you’re heading, it’s good to add that to the warning, so that peopleat other zone exits don’t have to worry.

Travel Cover ground quickly. Travel spells and items help you travel faster. (Bycontrast, haste spells and items help you fight more quickly.) The mostcommon travel spell is SoW.

Twinking Giving Equipment. Occasionally you’ll see low-level characters with toomuch money, or with better armor than they can afford. They may havebeen “twinked.” This means that a player has taken her high-levelcharacter’s equipment or money, hidden it in a safe place, and then switchedto her low-level character and retrieved it. Many players don’t approve ofthis practice.

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Twist Successive Bard songs. If you have enough real world dexterity, your Bardcan sing two or three songs back to back, over and over. This not only variesthe effect of his attack (when used in battle), but there is a period of timewhen the old song is still in effect while the new song’s effects start to kickin … and that kind of double whammy is a glorious thing.

White Dangerous opponent. The color is actually dependent on the screen mode(or Black) used, but “White” is the more common phrase. This refers to an NPC that is

about your power level.

WIS-Caster Caster class whose Wisdom determines how much mana it gets. Theseinclude the Cleric, Druid and Shaman, plus the Paladin and Ranger hybridclasses.

WTB Want To Buy. Hope springs eternal … asking if anyone has a specific itemto sell is more likely to get a response if that item is fairly common in anearby, but dangerous, zone.

WTS Want To Sell. Offer up goods for sale. EverQuest is as capitalistic as you canget, and if you can find a market for your goods or skills, more power to you.

WTT Want To Trade. Offer up goods for trade. People tend to hang on to theircash, usually because everyone is saving for some specific goodie, or becausethey stash it in the bank. They’re more likely to be receptive to a trade.

Yard Trash Easy opponents. The low-level critters (compared to the rest of the zone)that hang out in the starting areas of the zone.

Yellow Risky to fight. A Yellow is not quite as serious as a Red, but you make aserious leap of faith to take one on alone. With a buddy for backup, it’smore feasible.

XP/EXP/EP Experience Points. For certain victories, a character gets a number ofexperience points. As XP accumulate, characters move on to the nextexperience level. Current experience points are measured in the golden bar tothe left in the “Personal” screen.

Zone Regional Area. Norrath is divided into zones. When crossing betweenzones, the message “Loading” appears, along with the zone that thecharacter is about to enter. Certain things are restricted to zones. Creatures,for instance, cannot cross zone boundaries. A /shout can only be heardwithin the shouter’s zone. Weather is also a zone-by-zone phenomenon.

“Zone” can be an action verb, meaning to exit the zone. “He ran by me andzoned” means that he ran past and exited the zone.

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Why “Play Nice Policies?”— by Gordon Wrinn, Internet Relations Manager, Verant Interactive, 3/14/2000

Before we get into the wording of the “Play Nice Policies”, I’d like to take a moment todiscuss their spirit, and why we feel that they are necessary.

EverQuest almost daily continues to astound everyone involved with it. Nearly one year sincewe opened our doors, EverQuest boasts a community of current players numbering nearly200,000, most of whom still play on a daily basis. In all actuality, EverQuest has gonebeyond what could be described with a term such as “community”. We are all, in fact, partof the EverQuest Society.

Like any society, each person has the ability to place his or her mark upon it. The vastmajority of people in our society do their best to insure that their mark is positive, by abidingby the laws that we, much like the government, bring forward. Some of you choose to becomepinnacles of honor, dignity and respect in your individual communities by forming guilds,promoting honorable actions by your members, and by supporting EverQuest on your web-sites.

Also like any society, we have our underbelly, a relatively small number of people who live toprey upon the honorable. It is frequently the goal of these people to see to their desires, nomatter the effect of their actions upon others around them. They are the ones who claimownership of servers, zones, or spawns, and cause or threaten harm to anyone who does notshare their disregard and contempt. They are the ones who live, not to enjoy the game witheveryone else, but to enjoy at everyone else’s expense.

For the first few months after EverQuest’s release, we felt that a policy of non-interference inmany of these matters was warranted. However, we continued to lose good players. This wasnot due to any deficiency or dissatisfaction in the game, but due to dissatisfaction with thetreatment that they received from their fellow players, and the perceived inability of ourCustomer Service department to intervene. Late last year, we made a commitment to ourplayers to begin playing an active role in many of these situations.

The intent of these policies is to provide the players with general guidelines for what is or isnot acceptable behavior in EverQuest, and give them the opportunity to work out differencesprior to involving the EverQuest Customer Service Staff. Naturally, in a game as multifacetedas EverQuest, we are not able to cover every possible issue that could arise as part of thesepolicies. In these cases, it is the spirit of a rule that will prevail over any discrepancies in theletter.

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Play Nice PoliciesA revision to the GM/Guide FAQ and the Rules of Conduct. The policies below are now ineffect and will be ref lected in the GM Guide/Conduct FAQ in the near future.

Kill StealingKill Stealing will now be regarded asdisruption and will result in disciplinaryaction when witnessed by any EverQuestCustomer Service Representative (EQCSR). TheEQCSR will review these situations on anindividual basis and issue a decision which isconsidered binding upon all parties involved.Kill Stealing is defined as the killing of a mobfor any reason that is already fighting orpursuing another player or group.

The intent of this rule is to discourage andmake note of habitual Kill Stealers, not topunish those who honestly try to worktogether or those who make an honestmistake. Its enforcement by the EverQuestCustomer Service Staff will reflect thisphilosophy.

Contested SpawnsThere are cases where two or more groupswish to kill the same thing. In these cases, thegroups are required to compromise. If anequitable compromise cannot be reachedbetween the players prior to EverQuestCustomer Service Staff involvement, theEQCSR will mandate a binding compromise.Refusing to abide by a compromise mandatedby an EQCSR will be considered disruption. Itis therefore strongly suggested that the groupsmake every attempt to reach a compromisethat they can live with prior to involving an

EQCSR, who may mandate a compromisethat does not suit you to the extent that aplayer-devised compromise would.

Note: A “group” in this case is defined as aparty of one or more characters that areunited in a common belief or goal and arecapable of completing that goal.

Foul LanguageExcessive use of foul language in aninappropriate context, including swearwords, real-world racial slurs, and otherlanguage that is not consistent with thefantasy environment and designed to hurt,will be considered a disruption. The existenceof the filter (/filter) is not a license to beprofane.

Harassment Harassment is defined as specificallytargeting another player or group of playersto harm or inconvenience them. Harassmentcan take many forms, as it goes to the state-of-mind of the person or party on thereceiving end of the action. However, inorder to account for those who areexcessively thin-skinned, the EQCSR involvedwill make a determination as to whether ornot the average person would feel “harassed”and act accordingly.

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Zone/AreaDisruption Zone/Area Disruption is defined as anyactivity designed to harm or inconvenience a number of groups rather than a specificplayer or group of players. This includesthings such as:

� Monopolizing most or all of the kills inan area.

� Deliberately blocking a doorway ornarrow area so other players cannot getpast.

� Refusing to cooperate with the otherparties at a contested spawn site afterhaving been instructed to do so by anEQCSR.

� Making excessive and inappropriate useof zone-wide communications (/shout,/ooc, /auction).

Reports of Fraud Fraud in all transactions between players willresult in disciplinary action when confirmedby an internal EQCSR. Fraud is defined asfalsely representing one’s intentions to make again at another’s expense. Examples of thisactivity include but are not limited to offeringto recover possessions from the corpse ofanother player and refusing to return thatproperty to its owner as well as using flaws ina secure trade window to deprive someone ofone of their items.

GuildsDisciplinary issues involving guilds will alsobe addressed on a broader basis. Guildswhose members habitually violate any of theRules of Conduct or Play Nice Policies maybe disbanded. In addition, monopolizingnumerous spawn areas with the intent toexclude other players will not be permitted.If investigated and verified by an internalEQCSR, monopolizing will result in thedisbanding of the guild.

Training NPCsThe intentional training of NPCs will resultin immediate disciplinary action whenwitnessed by an EQCSR. We are aware that accidents often happen causingunintentional trains, and will scrutinize each report of this activity closely.

AbuseThough the following have always been inthe GM/Guide FAQ, this letter is probably agood place to reiterate some of the itemsthat we consider abuse:

� Hate Mongering — participation in orpropagation of Hate literature, behavior,or propaganda related to real-worldcharacteristics.

� Sexual Abuse or Harassment —untoward and unwelcome advances of agraphic and sexual nature. This includesvirtual rape, overt sexual overtures, andstalking of a sexual nature.

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� Attempting to Defraud a CSRepresentative — petitioning withuntrue information with the intention ofreceiving benefits as a result. Thisincludes reporting bug deaths,experience or item loss, or accusingother players of wrongdoing withoutbasis for it.

� Impersonating a Customer ServiceRepresentative — falsely representingyourself to another player as a Guide ora Verant Interactive employee.

� CS Personnel Abuse — sendingexcessive /tells to a CS Representative,excessively using say or other channelsto communicate to a CS Representative,making physical threats, or usingabusive language against a CSRepresentative.

� Using Threats of Retribution by GMFriends — attempting to convinceanother player that they have norecourse in a disagreement becausefavoritism is shown to one of the partiesby the Verant Interactive or Guide staff.

It is recommended that players makejudicious use of the /report command whenreporting abuse. The proper course of actionis to file a report, then file a petitioninforming the EverQuest Customer ServiceStaff that a report has been filed.

RoleplayThough EverQuest is a role-playing game,the claim of “role-play” will not be acceptedin defense of any of the antisocial behaviorsmentioned above. As an example, you are inno case (PvP or otherwise) allowed to“Train” a guard onto an enemy inprotection of your homeland. In anotherexample, a Rogue is not allowed to stealsomeone’s corpse under the guise of role-playing a thief.

By all means we want to encourage you toplay your role, we just cannot allow thatrole-play to be done at another’s out-of-game expense.

To quote the Producer’s Letter from October20, 1999, Verant GM-Administratorsreview records of disciplinary incidents on adaily basis. Action is taken based on theseverity and nature of the offense, and/orthe number of warnings issued to thecustomer. These actions may include but arenot limited to, temporary suspension orpermanent banning from the game. Beadvised that you may not receive anynotification or warnings, in-game orotherwise, prior to disciplinary action beingtaken against your account.

We ask that everyone give these new policiessome time before judging their effectiveness.Our intent is to further our philosophy thatno one player should ever be allowed tointentionally ruin the gameplay experienceof another, a philosophy to which we arefirmly committed. These policies willcontinue to adapt as we learn new ways todeal with particular issues, and discover newissues that need to be specifically addressed.

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PvP ServersThe PvP Servers are a special case for manyof the policies listed here. When one makesthe decision to play on a PvP Server, theyare in essence agreeing to play on a serverwhere compromise is decided on the basis ofwho has the power to kill whom.

By the same token, we expect that the peopleon those servers will apply PvP combat in allsituations where it is called for, as aresolution to the problem. As such, theEverQuest Customer Service Staff will declineto intervene in cases where a PvP alternativeexists, such as at disputed spawns where theparties involved have the ability to attackeach other.

Though the PvP environment does eliminatea few of the problems experienced on thenormal servers, there are a few more PvP-specific problems that are created.

Causing Experience LossIntentionally causing experience-loss to otherplayers in the PvP environment is illegal in allcases and will result in a warning whenwitnessed by an EQCSR. This includes thingssuch as intentionally training NPCs, andpurposefully allowing an NPC to get the finalblow in combat. We do understand that thereare cases where the experience-loss isunintentional, and will take no action unlessa person earns a reputation of causingunintentional experience-loss.

Much like how the Kill Stealing rule applies tothose on the blue servers, this rule is designedto discourage and make note of those who do ithabitually, thus betraying the spirit of PvP. As a

note, the EQCSR will not in any case provide a resurrection for someone who was causedexperience loss in PvP, intentionally orotherwise. This is one of the dangers of playingon a PvP server.

Bind-point/Corpse CampingKilling someone over and over again while athis or her bind-point or while they are in theprocess of retrieving their corpse is illegaland will result in a warning when witnessedby an EQCSR. You are expected in all casesto give someone a reasonable amount oftime to recover their corpse and leave thearea prior to attacking again.

Conversely, the person recovering theircorpse is expected to do so and retreat tosafety promptly. In other words, sitting nextto your corpse and taunting someone whiledaring them to attack you so that you can/petition them is bad form, and wouldresult in a warning if witnessed by anEQCSR.

The EQCSR in attendance will decide what is reasonable in these cases. It is highlyrecommended that the people involved makeequitable arrangements prior to involvingthe EverQuest Customer Service Staff.

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What is the Guide Program?Ozymandius started the Guide Programduring early beta; its staff composed ofvolunteers who wanted to contribute to thegame in a larger sense. Since its creation,the Guide program has grown at atremendous rate, and has worked closelywith Verant Interactive to see to it thatplayers have a unified and dedicated groupof people who exist to help them and maketheir gameplay experience rewarding. Today,the Guide program consists of hundreds ofvolunteer Guides, 1-3 Senior Guides perserver, each responsible for all Guideoperations on that server, and a team ofElder Guides responsible for overall programoperations.

How do I become a Guide?Players interested in volunteering at least10 hours per week for the Guide programmay apply athttp://guideapp.everquest.com.

What can a Guide do for me?Guides in EverQuest are given a wide rangeof powers in order to provide players with asmuch help as possible. Some of the mostfrequent services we provide are:

� Corpse recovery when the character hasdied due to a verifiable bug.

� Processing information for leg-up kits(reimbursals) for those who have lostcorpses.

� Rescues at sea for boating (bug)accidents.

� Assistance in keeping the player freefrom unwanted harassment.

� Assistance in reporting bugs found inthe game.

� Assistance in providing feedback for newgame functions or modifications toexisting functions.

� Reporting and documenting cases ofexploitation and abuse and issuing therequired warnings in order to keepEverQuest “cheat free.”

GM GuidesThis document will be updated online as new information is made available. The Guideprogram welcomes input on our policies and procedures. Input can be provided by [email protected]. We request that players do not ask Guides to modify our policies andprocedures instantly during the game, as they are not allowed to do this under anycircumstances.

The Guide Program

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� Assistance in corpse recovery when aplayer cannot see his corpse.

� Unsticking player-characters who arelodged in the geography.

� Coordination of problems found in thegame with the highest priority/mostfrequent ones being hot-listed nightly forVerant.

� Answering frequently asked technicalquestions and solving technicalproblems.

� Creating and running dynamic quests inthe game.

What can a Guide not do forme?Guides follow an extensive set of proceduresthat detail what they can and cannot dowhen helping players in the game. Wecreated these procedures by trying toimagine every possible player request, thenremoving the ones that would cause exploitsor favoritism. It is the goal of the Guideprogram to help a player with any possiblesituation as long as:

� It does not involve giving “spoiler”information, such as detailed directions,quest information, or information oncreatures, armor and weapons. Knowledgeof these subjects is considered part of the“mystery” of the game. It is part of thegame to adventure and learn the wondersof the world of Norrath.

� It does not create an exploitable situation.Examples of this would be switching acharacter to non-PvP. A player could

engage in PvP activities, then request tobe switched back before any counteractions could be taken against him.Guides have no way of knowing thecircumstances surrounding a character’sPvP activities and therefore are notallowed to change the PvP flag. Anotherexample of this might be retrievingcorpses that are not due to a verifiablebug. If a player petitions that they wentlinkdead and died, we have no way toverify this, and cannot do a corpserecovery. Players simply “pulling the plug”whenever they get in over their heads in abattle, then asking for assistance withrecovery, could easily abuse this.

� It would not constitute favoritism orcompete with activities conducted byplayers in the game. For example, Guideswill not bind characters to a location,except in the case where there is a bug inthat character’s bind point. We cannot dothis upon request for every player in thegame, so it is unfair to do it for a few.(This would also compete with characterswho are selling binding as a service.)

How do I contact a Guide?A player can see which GMs and Guides areon a server at any given time by typing/who gm all.

GMs and Guides may be contacted by theuse of the /petition command. Guides areinstructed to not answer /tell, /ooc or/shout. This is not to disregard a player, butinstead to assist those players who arecurrently in queue, and waiting for a Guide.Petitions are answered in the order in whichthey were submitted.

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The petition queue was designed to provide a direct avenue to speak with an EverQuestGuide or GM. It acts as an informationgatherer and can be accessed by all Guidesand GMs to handle customer issues,complaints, bugs or feedback. The petitionqueue is the Guides’ most versatile tool inassisting the player, and is one of theprogram’s most highly regarded features.

It is the desire of the Guide program toanswer every petition, no matter howtrivial, even if the answer is “I’m sorry, butwe’re not able to do that.” All customers areimportant and all need to know we care andlisten to them. As a player, it helps tounderstand how the queue works, and howto best resolve your questions, commentsand issues.

Gameplay SituationsThe Guide program strives to keep the game free of bugs, exploitation, abuse andharassment. With large numbers of people online, such problems arise now and again, andthe Guides intervene when necessary. The following information is provided to help playersuse the tools given to them to handle most situations, and to help them decide what dowhen those tools are not enough.

What is an exploit?Exploitation is defined as abusing aweakness or anomaly in the game system.An exploit provides an advantage for one ormore players with the intention of profitingfrom that advantage in some manner.

Examples of Exploitation

� Duping (Duplicating). Creation ofmoney or items from nothing, oranomalies within the game, orpossession of such money or items.

� Farming. Using broken spells or specificspell effects to kill, drag or luremonsters, thus gaining experience/lootfrom them.

� Safe Zones. Using areas of bad data inthe game that have monsters behavingerratically (such as running in place,running around, standing still, or anyother behavior that has the monster notdefending itself) to kill said monsterswith minimal or no danger to theattacker.

� Price Gouging. Finding items that haveanomalous pricing and abusing them,such as items that sell for more thanthey cost to buy.

� PvP Switch Avoidance. Using in-gamemethods to work around the PvP switchand allowing non-PvP player-charactersto kill other PCs, such as hall blocking,dumping of monsters, or spell effectsthat cross a boundary due to a bug.

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What is considered abuse?Abuse is defined as participating in anyactivity with the intent of disrupting theoverall play environment of one or moreplayers. See Abuse, p. 26, for more details.

What is considereddisruption?Disruption is defined as any activity that isdisruptive to the game play of others,though not necessarily with the intent to doso. Disruption has been sub-categorized intomajor and minor types.

Examples of Minor Disruption

� Non-Fantasy/Offensive Names. Usinga name that is not appropriate for thefantasy genre of EverQuest (seeCharacter Naming Policy, p. 35).

� Excessive Spam. Continued overuse of/ooc, /shout or /auction over timesuch that many players complain.

Examples of Major Disruption

� Foul Language. Excessive use of foullanguage in an inappropriate context,including swear words, real–world racialslurs, and other language that is notconsistent with the fantasy environmentand designed to hurt.

� Stalking/Harassment. Following acharacter around after that characterhas asked to be left alone, continuallyvulching and kill stealing from the sameperson, and in general focusingunwelcome attention upon another overtime.

What is the Guide program’sprocedure for handlingexploits and abuse?When a player is accused of abuse,exploitation or disruption, the process is asfollows:

� Guides gather all of the information onall parties involved. They get thecharacter name, race, level and accountname of both the accusers and theaccused, as well as the zone andsituation, and document it.

� Guides act only as investigators andreporters in incidents of abuse,exploitation and disruption. We gatherdata, issue warnings and record theincident.

� Verant reviews records of these incidentson a daily basis. Verant GMs will thentake discipinary action based on theseverity and nature of the offense,and/or the number of warnings, subjectto their discretion. This may include,but is not limited to, temporarysuspension or permanent banning fromthe game. Disciplinary action may alsoinclude editing of the character’sstatistics, item inventory or experience.Verant may take other forms ofdisciplinary action at their discretion. Be advised you may not receive anywarnings prior to disciplinary actionbeing taken. Players who repeatedlyexploit anomalies in the game or disruptthe gameplay of others will not betolerated in EverQuest.

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How can I handle verbalharassment by anotherplayer?The best course of action is to immediatelyuse the /ignore<charactername>command. It is a player’s most powerful toolin these instances. If the harassmentcontinues in another form (the personfollows you throughout the game attemptingto injure or annoy you), /petition yourincident immediately.

What is considered a verifiedbug death?A Guide has several tools at her disposal toverify bug deaths, researching each incidenton a case by case basis.

Some examples of causes of death thatare considered verifiable bug deaths

� Falling through the world for massivedamage (corpse is found 10,000 feetbelow the world).

� Becoming trapped in a bugged patch ofwater, such that the character is unableto leave and drowns.

� Being crushed by a ship.

� Falling off a boat while zoning,drowning, and leaving a corpse at thebottom of the sea.

Can the Guides help me if Ihave a verified bug death?If the cause of death was a verifiable bug,the Guides can and will assist you inrecovering your corpse. Should your corpsebe unrecoverable, the Guides will gather the

necessary information for a Verant GM toprovide you with a leg-up reimbursal kit,which is designed to help you continueplaying the game without having to re-equipyour character from scratch.

This is a courtesy service provided by theGuide program in an attempt to compensatefor the loss of experience and inconveniencecaused by the character dying due to ananomaly in the game. Attempting to defrauda Guide by filing false claims will be handledas a case of abuse, and reported to Verantas such.

“Linkdeath” is caused by client or networkissues that will exist well after release andcannot be compensated for by programming.“Linkdeath” can never be proven and canactually be used by players to purposelyavoid dire consequences of their actions inthe game. Consequently, dying while“linkdead” is not considered to be death by abug, with the one current exception ofcharacters going linkdead on boats anddrowning in the ocean.

Who do I speak to aboutbroken quests or generalquest help?Verant is taking the lead on quest issues. Ifyou’re having a problem with a certainquest, or if it does not seem to be workingproperly, Verant has set up an emailcommunications pipeline. All questquestions/problems should be directed [email protected] at this time.

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What if I can’t see my corpse?Corpses are sometimes “invisible” after adeath. A player may ask a Bard orNecromancer to verify that indeed theircorpse is invisible (the Bard or Necromancercan see it, but the player cannot), assometimes where a player “thinks” he died,is not where he actually died. This isespecially common in larger zones likeGreater Faydark. Once a player has verifiedthat his corpse is indeed invisible to him,usually a quick log-out and log-in correctsthe problem. If it does not, give the Guides a/petitionand they will come to assist.

How long will my corpse last?All Levels If you have no items on your

corpse, it will disappear within 3minutes.

Level 1-5 Corpse will disappear within 30minutes (real time) whetheronline or off line.

Level 6+ Corpse will disappear within 24hours if you are online (being atthe Character Select screen stillcounts as online). Corpses willdisappear at the end of 1 week ifyou are off line.

Note: The amount of time you spend online,while a corpse is decaying, will be proportionallysubtracted from the amount of offline timeavailable. For example, if you are online for 12of the 24 hours, your corpse will have 3 daysand 12 hours of offline time (half of one week)available to it.

What is the proper use of the/ooc, /auction and /shoutchannels?These channels are provided as a courtesyfor players to communicate with one anotherin specific methods. The /shout command isfor players to use in-game character speech.This is used for roleplaying, asking for helpor directions, etc. The /ooc channel isspecifically for Out-Of-Character speechonly. Tech questions, game issues, and othersuch non-roleplaying questions arecommonly used in this channel. The/auction channel is for buying and sellingof goods and services, and can be used in-character or not. It is important toremember that these channels are a courtesyfor players; extended conversations should gointo /tell. Players who continueconversations far beyond this are consideredto be “spamming, or f looding” thesechannels and are reminded they are underthe same rules and regulations in-game asthey are when in EverQuest’s chat rooms.Players should not have to turn off their/ooc, /shout or /auction channels becausesome players cannot follow or respect policyand other players.

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The following types of names areunacceptable and are listed in order fromthe worst to the least offensive:

1. Vile, profane, rude or racist namesincluding common swear words,anatomical references, racial slurs andhomonyms of these words.

2. Combinations of words that produce anoffensive result (e.g. Hugeaz,TugMcgroin).

3. Names of religious, occult or significanthistoric origin (e.g. Jesus, Allah, Satan,Stalin).

4. Copyrighted or trademarked names ofproducts, characters, services or concepts(e.g. Drizzt, Marlboro, Sony).

5. Non-fantasy names from popular media(e.g., Rambo, Darthvader).

6. Common words and phrases that wouldnot be found in the place and timesetting of the game (e.g., Switchblade,Phaser, Toaster, Cannabis, Sloegin).

7. Proper names from EverQuest (e.g.,Rathe, Karana). This also includes anyname of a significant EverQuest NPC(e.g., Dorn, Trumpy, Karn).

8. The names of senior Customer SupportRepresentatives or employees of VerantInteractive, SCEA or Sony Entertainment(e.g., Ifurita, Solist, Rhystan).

9. Names chosen with the intent orpossessed with the effect of harming thereputation of a player or CustomerService Representative.

10. Names containing titles within them,such as, but not limited to: The, Lord,Lady, Master, King, Knight, Sir, Father(e.g., Sirtallon, Lordeagle, Mothermaggy).

11. Names that contain sentences, phrases ormore than two words (e.g., Ikillorcs,Ontop, Petcarbob, Diediedie). Descriptivecompound words are allowed, especiallyin surnames (e.g., Treehugger,Giantslayer).

12. Popular and easily recognized names fromexisting media (e.g., Merlin, Gandalf,Belgerath, Tanis).

For all of the above, misspellings andalternative spellings of the word or words arealso unacceptable.

If you have given your character anunacceptable name, a member of the ServerManagement Team will use the followingprocess:

� For category 1-2 offenses, your namewill be changed immediately. The SeniorStaff member will then contact you todiscuss the change. Please be aware thatif your name is changed due to it beingobviously offensive, any corpses ownedby you will not be lootable, and noreimbursements will be given.

Character Naming PolicyCharacter names in EverQuest should ref lect the genre of the game. Original, high-fantasynames are desired. These guidelines apply both to first names and to surnames, and also tothe combination of first name and surname.

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� For categories 3-12, the Senior Staffmember will contact you to initiate adiscussion about a name change. Whenyou have chosen a new name and havelooted any outstanding corpses, the CSrepresentative will perform your namechange. Please be aware that if you donot choose a name within a reasonableamount of time, a new name will beassigned to your character. Furthermore,it is your responsibility to inform theSenior Staff member of the existence ofany unlooted corpses that you own. Afteryour name is changed, those corpses willnot be lootable, and no reimbursementswill be given.

Name and Surname ChangesFirst names will not be changed unless theyviolate this naming policy.

Players often petition to have their name orsurname changed, or to ask for a surnamethat the /surname command won’t allow.

A surname may be modified only if thecharacter is level 20+ and …

� Either the surname, or the combination ofthe first name and surname, violates theNaming Policy.

� Is getting married or divorced.

� Is entering or leaving a guild or familythat shares a common surname.

� Doesn’t have a surname yet, or wishes thecurrent surname to contain double capitals(e.g., McGregor, GaFennix, XanLa).

� Doesn’t have a surname yet, or wishes thecurrent surname to contain an accent ( ̀)(e.g., Ka`Trevx, Doli`k, Jan`frik).

� Doesn’t have a surname yet and thedesired surname is not being granted eventhough it does not violate the NamingPolicy.

Surnames will not be modified for any otherreason.

Surname Guidance

� Surnames may not contain spaces.

� Surnames may contain double capitalsprovided one of the divisions of the name isnot a word, it does not create a title or asentence, or it doesn’t break up a realword.

� Surnames may contain an accent ( ` )provided one of the divisions of the name isnot a word, it does not create a title or asentence, or it doesn’t break up a realword. This accent is the only non-alphabetic character that is allowed in asurname.

� Any number of characters may have thesame surname. A player wishing to use asurname that’s rejected by the name filteras already in use does not need to seek outthe original user of that surname to obtainpermission.

Surnames are protected by a Grandfather Clause:If a surname currently exists with spaces, doublecapitals or accents, but does not violate thenaming policy rules, it will remain unchanged.

Note: Non-words (like D, Da, De, Di, El, Z, Za,Ze, Zi, L, Le, La, Li) are unacceptable in caseswhere the rest of the name contains a normalword, as they are references to “The” and imply atitle. (For example, D`Kval is acceptable whereD`Basher is not).

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/afk Away from keyboard. When activated, all private /tells sentto you will auto-respond with the message, “You told<character’s name>, ‘Sorry, I am A.F.K.’”

/anon or /aon or off Makes you anonymous in /whoand /who all, preventing otherplayers from seeing your class, level and current location.

/assist If you target a character who is engaged in combat, the/assist command automatically targets for you whoever thatcharacter is fighting at the moment. This can be very useful inheavy combat. To be most effective, it is best to set this as aSocial button.

You can /assist <name>without having to target thatcharacter first.

/auction <text> Allows you to send auction messages throughout the currentzone.

/autosplit Automatically splits any loot you get with the rest of yourgroup. Each member must do this to split all loot.

/bug or /b Takes you to a bug-reporting screen.

/consent <char. name> Gives that character permission to loot your corpse.

/consider or /con Gives vital statistics of a targeted PC or NPC.

/corpse Summons the character’s corpse if it’s with in a 50’ radius ofthe character.

/decline Allows you to decline a duel.

/duel or /d Challenges targeted PC to a duel. To accept, type /d withyourself targeted as well. Duel is in effect until one “dies” (isknocked unconscious) or f lees the zone.

/em <text>, In general, the result is a message to all nearby characters /e <text> or :<text> saying “<your character> <text>.” For example, if you’re

Abeling, /em curses bitterly results in the message: “Abeling curses bitterly.” However, the far more common use of this type of command is with one of the pre-defined Emotes, listed on pp. 42-45. These emotes display descriptions of your actions, and a few even have animations associated with them.

Commands

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/feedback Takes you to the feedback /comments screen.

/filter Toggles the profanity filter on and off.

/follow When you use this command while targeting another characterin your group, you will automatically follow the targetedcharacter.

/friend Lists the characters in your friends list.

/friend <char. name> Adds or removes someone from your friends list (toggle). Seealso /who friendand /who all friend.

/gsay <txt> or /g <txt> Sends the text to all in your group.

/guild commands Sends orders to or about your guild:

/guilddelete Guild leaders may use this command to disband their guild.

/guildinvite Guild leaders and officers may use this command to invite <char. name> new guild members.

/guildinvite Guild leaders and officers may use this command to make <char. name> o someone an officer in the guild.

/guildleader Allows the guild leader to transfer guild leadership status to <char. name> another member.

/guildpeace Allows the guild leader to decline the challenge of a guild <opposing guild war, or (once a guild war has begun) call a truce and end leader’s name> the guild war early.

/guildremove Removes a guild member. (Any member can remove himself,but only the leader can remove other members and officers.)To remove yourself, target yourself first.

/guildsay <text> Sends a text message to fellow guild members currently on-line.

/guildstatus Displays the targeted character’s guild, and rank within hisguild — player, officer or leader.

/guildstatus <char.> Displays a character’s rank within his guild — player, officeror leader.

/guildwar Allows the guild leader to challenge or accept another guild <opposing guild in guild war. Duration is in days.Leader’s name> <duration>

/ignore <char. name> Turns off all text from that character.

/location or /loc Displays your current coordinates.

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/log <char. name> Logs all text locally to your machine. The log.txt file which isgenerated can be found in the EverQuest directory.

/loot Allows you to loot a corpse from a short distance. The corpsemust be targeted when performing this command.

/ooc Allows you to say something as yourself (“out of character”),not as your character, heard throughout the zone.

/pet <command> Gives orders to a charmed or summoned pet. Sample petcommands:

/pet as you were Returns the pet to neutral (canceling all previous orders).

/pet attack <target> Tells the pet to attack the designated target.

/pet back off Tells the pet to stop its attack.

/pet follow me Tells the pet to follow you, but ends when you cross a zoneline.

/pet get lost Will cause a summoned pet to suicide and vanish. You willnot get mana from this. However, if your pet is one that youcharmed and you use this command, the pet will simplywander off until the charm breaks. Then it will be mostdetermined to hunt you down for having enslaved it.

/pet guard here Tells the pet to guard its current location.

/pet guard me Tells the pet to attack anyone that attacks its master, orthat its master attacks.

/pet report health Displays pet’s current health (% remaining).

/pet sit down Tells your pet to relax. (If you have a skeleton pet, it willtemporarily collapse into a pile of bones.) It is important tonote that your pet will not follow you while in this state —you’ll have to tell it to follow or guard you.

/pet stand up Tells your pet to stand if in a sitting position.

/pet target Targets your pet. Note that it is far better to hit 1 twice(1) (the first selects yourself and the second selects yourpet) than to type out /pet target or waste a hotkey for it.

/pet taunt Tells pet to taunt/stop taunting your current target (toggle).

/pet who the leader Displays pet’s owner (useful for Enchanters).

/petition <message> Requests assistance from a GM. The more detailed your messageis, the quicker the assistance can be rendered.

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/played Gives you the birthdate and hours played with your character.

/random <x> Generates a random number between 0 and x. This can be usedto decide things randomly, for instance, who gets a recentlyacquired treasure. Simply have the characters who want theitem each guess a number between 0 and x, and then use thecommand to randomly generate a number. The character whoguessed the number closest to the randomly generated numberwins the treasure.

/random <x> <y> Generates a random number between <x>and <y>.

/reply <text> If a /tell is received, you may respond by using this command.Note that this replies to the most recent /tell you received, soif you’re getting multiple /tells your /replymay go tosomeone other than who you intended.

/roleplay Activates the /anon f lag and changes your display name topurple.

/shout <text> Sends the text across entire zone.

/shownames on or off Turns on or off visible names above PCs’ and NPCs’ heads. Rednames are PvP, Blue names are –PvP and Purple names indicatecharacters who have turned their /roleplay switch to on. Youshould interact with “purple” characters ‘in character’primarily, and avoid out-of-character comments andconversations, as much as possible. “Purple” characters show upas “(unknown)” on a /who search, as opposed to“(Anonymous).”

/split <number> Splits the specified amount of money with your group:platinum, gold, silver and copper respectively. For example,/split 4 3 2 0 splits 4 platinum, 3 gold, 2 silver and 0copper with the rest of the group. All numbers must be present— use 0 for coins that you don’t want in the split.

/surname <last name> Characters over level 20 may use this command to assignthemselves a last name.

/tell <character name> Sends text to named character anywhere in the game.

/time Gives you the time of day in Norrath.

/who Lists all player-characters in your zone.

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/who all Lists all player-characters on the server.

Note: /whoand /who allare also usable with masks to lookfor certain characters online. In general, “all” will list allmatches found on your server; not including “all” will only listmatches found in your current zone. For example:

/who 1 5 all Generates a list of all player-characters on your server who arebetween levels 1 and 5.

/who all friend Generates a list of the characters in your friends list who are onyour server (see /friend).

/who <class> Generates a list of all characters of that class in your zone.

/who corpse Lists all the corpses you have in the current zone.

/who friend all The same as /who all friend.

/who gm all Generates a list of all the GMs that are on your server.

/who friend Generates a list of anyone on your friends list who is in yourzone (see /friend).

/who <name or Generates a list of all characters whose names begin as specified. partial name> all For example, /who ae all generates a list of all characters

whose names begin with Ae.

/who <race> Generates a list of all characters of that race in your zone.

/who <classification> Generates a list of all who fall into that classification who are all or /who all online in all zones. For example, /who wiz alldisplays all <classification> Wizards who are currently on your server.

/who <guildname> all Generates a list of all the non-anonymous members of the guildyou name.

Note: Asking for something that gives a huge list, like /whoall warrior, is not going to give you the name of everyWarrior in the game. At a certain point the buffer gives outand you get a partial list of 100 or so names. This is a goodreason not to make such broad “all” searches, since it rarelyincludes the specific character you’re looking for.

/yell or /y Issues a “cry for help” to all characters within a 100-footradius.

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Emote Animated? If you have a target If you have no target/agree Yes NarraagreeswithMac. Youagreewitheveryone

aroundyou.

/amaze Yes YougaspatMacin Youareamazed!amazement.

/apologize Yes YouapologizetoMac Youapologizetoeveryone.whole-heartedly.

/applaud Yes YouapplaudMac’s Yougivearoundofperformance. applause.

/bird Yes Narramakesarude Youmakearudegesture.gestureatMac.

/bite No YoubiteMacontheleg. Youlookaroundforsomeonetobite.

/bleed Yes NarrableedsalloverMac. Youbleedquietly.

/blink Yes YoublinkatMacin Youblinkindisbelief.disbelief.

/blush Yes NarrablushesatMac. Youblushprofusely.

/boggle Yes YouboggleatMac, Youboggle,shakingyourshakingyourheadand headandlookingconfused.lookingconfused.

/bonk No YoubonkMaconthehead. Youlookaroundforsomeonetobonk.

/bored Yes YouinformMacthatyou Youinformeveryonethatarebored. youarebored.

/bounce No NarrabouncesaroundMac. Youbouncewithexcitement.

/bow Yes NarrabowsbeforeMac. Youbow.

EmotesEmotes are a way of describing what your character is doing. Usually, emotes are somethingtyped in by the player (For example: /em kicks her fallen enemywould display as “Narrakicks her fallen enemy”), however some emotes have shortcut commands. In those cases, all youhave to do is type the command and the full sentence appears in your chat box. In most cases,there’s an animation to go with the emote command.

Below is a list of emotes and what they do. For these examples, Narra is the player’scharacter. Mac is the name of her target, when she has one.

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/brb Yes YouletMacknowthatyou Youannouncethatyouwill

willberightback. berightback.

/burp Yes NarraburpsloudlyatMac. Youburploudly.

/bye Yes NarrawavesgoodbyetoMac. Youwavegoodbyetoeveryone.

/cackle Yes Narracacklesgleefully Youcacklegleefully.atMac.

/calm No NarratriestocalmdownMac. Youlookpeacefulandcalm.

/cheer Yes NarracheersatMac. Youcheer.

/chuckle Yes NarrachucklesatMac. Youchuckle.

/clap Yes YouclaphappilyforMac Youclapyourhandstogether--hurray! --hurray!

/comfort No NarracomfortsMac. Youneedtobecomforted.

/congra Yes YoucongratulateMacon Youcongratulatethosearound-tulate ajobwelldone. youonajobwelldone.

/cough Yes NarracoughsatMac. Youcough.

/cringe Yes NarracringesawayfromMac. Youcringe.

/curious Yes YoulookatMaccuriously. Youlookaroundyoucuriously.

/cry Yes NarracriesoverMac. Youcry.

/dance Yes YougrabholdofMacand Youstandonyourtip-toesbegintodancewithhim. anddoadanceofjoy!

/drool Yes NarradroolsalloverMac. Youdrool— somethingmusthaveyouexcited!

/duck Yes NarraducksbehindMac. Youduck.

/eye Yes Narraraisesaneyebrow YouraiseaneyebrowatMac. inquiringly.

/finger Yes Narramakesarude Youmakearudegesture.gestureatMac.

/flipoff Yes Narramakesarude Youmakearudegesture.gestureatMac.

/frown Yes NarrafrownsatMac. Youfrown.

/gasp Yes YougaspatMacin Yougaspinastonishment.astonishment.

/gesture Yes Narramakesarude Youmakearudegesture.gestureatMac.

/giggle Yes NarragigglesatMac. Yougiggle.

/glare Yes Narraturnsanicyglare YouglareatnothinginonMac. particular.

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/grin No NarragrinsevillyatMac. Yougrinevilly.

/groan Yes Narragroansatthesight Yougroan.ofMac.

/grovel Yes NarragrovelsbeforeMac. Yougrovelpitifully.

/hail No Yousay“HailMac.” Yousay“Hail.”

/happy Yes Narraisveryhappy Youaresohappy.withMac.

/hug No NarrahugsMac. Youhugyourself.

/hungry Yes YouletMacknowthatyou Youneedfood,badly.needfood,badly.

/introduce Yes YouintroduceMac. Youintroduceyourself.Hithere!

/jk No YouletMacknowthatyou YouwereJUSTKIDDING!wereJUSTKIDDING!

/kneel Yes YoukneelbeforeMacin Youkneeldown.humilityandreverence.

/laugh Yes NarralaughsatMac. Youlaugh.

/lost No YouinformMacthatyou Youlookcompletelylost.arecompletelylost.

/massage No YoumassageMac’sshoulders.Youlookaroundforsomeonetomassage.

/moan Yes NarramoansatMac. Youbegintomoan.

/mourn Yes Youloweryourheadand YouloweryourheadandmournmournthelossofMac. thelossofthedead.

/nod Yes NarranodsatMac. Younod.

/panic No Narrapanicsatthesight Youpanicandscream.ofMac.

/peer Yes YoupeeratMac,looking Youpeeraroundintently.himupanddown.

/plead Yes YoupleadwithMac Youpleadwitheveryonedesperately. aroundyou.

/poke No NarrapokesMac. Youpokeyourself.

/point Yes YoupointatMac.Yeahyou! Youpointstraightahead.

/ponder Yes YouponderMac.Whatis Youponderthemattersathand.goingonwithhim?

/puzzle Yes YoulookatMac,completely Youlookcompletelypuzzled.puzzled.

/raise Yes YoulookatMacandraise Youraiseyourhand.yourhand.

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/ready Yes YouaskMacifheisready. Youleteveryoneknowthatyouareready!

/roar Yes Narraemitsalowrumble YouemitalowrumbleandthenandthenroarsatMac. roarlikealion.

/rofl No Narrarollsonthefloor YourollonthefloorlaughingatMac. laughing.

/rude Yes Narramakesarude Youmakearudegesture.gestureatMac.

/salute Yes Yousnaptoattentionand YousalutethegodsinpuresaluteMaccrisply. admiration.

/shiver Yes Youshiveratthethought Youshiver.Brrrrrr.ofmessingwithMac.

/shrug Yes YoushrugatMac. Youshrugunknowingly.

/sigh Yes YousighatMac. Yousigh,clearlydisappointed.

/smirk No Yousmirkmischievously Yousmirkmischievously.atMac.

/smile No Narrabeamsasmile atMac. Narrasmiles./snarl Yes YousnarlmeanlyatMac. Youbareyourteethina

terriblesnarl.

/snicker Yes YousnickersoftlyatMac. Yousnickersoftly.

/stare Yes YoustaredreamilyatMac, Youstareattheground.completelylostinhiseyes.

/tap Yes Youtapyourfootasyou YoutapyourfootlookatMacimpatiently. impatiently.

/tease No YouteaseMacmercilessly. Youlookaboutforsomeonetotease.

/thank Yes YouthankMacheartily. Youthankeveryone.

/thirsty No YouletMacknowthatyou Youneeddrink,badly!needdrink,badly.

/veto Yes YouvetoMac’sidea! Youvetotheidea.

/wave Yes NarrawavesatMac. Youwave.

/welcome Yes YouwelcomeMacwarmly. Youwelcomeeveryone.

/whine No YouwhinepitifullyatMac. Youwhinepitifully.

/whistle Yes YouwhistleatMac Youwhistlealittletune.appreciatively.

/yawn No YouyawnrudelyinMac’s Youopenyour mouth wide and face. yawn.

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GeneralAllakhazamhttp://everquest.allakhazam.com/ ORhttp://eq.stomped.comA no-holds-barred source of facts, including anindex of quests and how to complete them.

Crossroads of Norrathhttp://con.xrgaming.net/A goldmine of facts.

EQ Atlashttp://www.eqatlas.com/An excellent source of consistently high-qualitymaps for a large number of areas.

EQ Linkshttp://www.eqlinks.com/A mind-boggling array of EverQuest links.

EQ Straticshttp://eq.stratics.com/An all-purpose site that includes comments oncurrent events, a variety of forums, etc.

EQ’s Best Link Sitehttp://members.home.net/federici2753/MainPage.htmlAnother mind-boggling array of EQ sites.

EQGuidehttp://www.eqguide.com/A good, no-spoiler site with a comfortable feel.

EQlizerhttp://www.gameznet.com/eq/cgi-bin/viewnews.cgi?profileClassicA lot of information, without being too much ofa spoiler-fest.

EverLorehttp://www.everlore.com/Updated daily by EverQuest players. Good spellslists and news section.

EverQuest Cornerhttp://www.eqcorner.com/Good info, good forums and good site list.

EverQuest Expresshttp://www.eqx.simplenet.com/A genuine on-line newspaper that comes outweekly. There are stories, editorials and anexcellent Q&A section. The archives are easilyaccessible.

EverQuest Glossaryhttp://amtgard.pinkpig.com/everquest/eqglossary.htmA comprehensive EverQuest jargon glossary.

EverQuest Vaulthttp://eqvault.ign.com/A vault of information, and a wealth of bulletinboards on nearly all conceivable subjects.

Maximum EverQuesthttp://www.maximumeq.com/A ton of information, well laid out.

The EverQuest Tavernhttp://clubs.yahoo.com/clubs/theeverquesttavernSit back and chat awhile.

EQ Headquartershttp://www.eqhq.com/Discusses everything from character creation tocurrent events.

Blood Reignhttp://www.geocities.com/eq_blood_rainExcellent example of a guild site, complete withstirring soundtrack and slide show.

EQ On-Line SitesThese sites were current and long-running at the time of publication, but we can’t guaranteethey will always be there when you need them.

The Official EverQuest Site http://www.station.sony.com/everquest/The one and only official home page. Be sure to try the Newbie Zone message board.

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EQ Mapshttp://www.eqmaps.comMultiple maps of most locations, plus messages,an items database and NPC updates.

EQ Photoshttp://eqphotos.eqrealms.comMeet the RL (real life) people behind thecharacters!

EQ Portal Community Housinghttp://www.eqportal.comA gateway to many useful webpages.

Cazic Thule Cornerhttp://cazic-thule.com/ctcmain/ctc_gallery.htmForums, equipment list, bestiary, links …

Illia’s EverQuest Bestiaryhttp://eqbeastiary.allakhazam.comAn excellent site that details every zone, themonsters within, what faction they are with,pictures, and the loot you’ll find from them.

Mythiran Towerhttp://www.mythiran.comA good site for caster research. Also lists theingredients for the all-important “Practice Runes”for learning research quickly.

EZ Boardhttp://www.ezboard.com/find.htmlSearch for “everquest” and you’ll find close to2000 related message boards.

PvPhttp://pvponline.comComic strips only a gamer could love.

EQ Itemshttp://www.pompano.net/~amylynn1

Adventurers Journalhttp://adventurersjournal.eqhq.com

EQ Forgehttp://eqforge.com

EQ Traders’ Cornerhttp://eqtraders.com

EverQuest Happy.comhttp://eqhappy.com

EQ Prices.Comhttp://eqprices.com

EQ Realmshttp://eqrealms.com

All For Wood Elves!http://www.everq.bizland.com

Gaming Revolution Network, EverQuesthttp://rpg.gamingrevolution.com/everquest/

Dr. Twisterhttp://eq.drtwister.com

Coolshot.nethttp://www.coolshot.net

Solusek Ro.comhttp://www.solusekro.com/eq/

EQuest Search Enginehttp://equestsearch.com

Outriders of Karana, Kunark MappingProjecthttp://www.tapr.org/~OutridersKarana/kunark/kunark.html

Bertoxxulous Hallhttp://www.portice.com/berthall/bertox.shtml

Torvonniloushttp://www.torvonnilous.net

EQ Watchhttp://www.eqwatch.com

The Portalhttp://www.portalnetgames.com

The Long Road Journalshttp://www.longroadjournals.com

GuildBosshttp://www.guildboss.comGuild management program to organize guilds.

Magic UsersCasters Realmhttp://eq.castersrealm.com/Maintains a database of official posts … plusnews, spells, creation guides and info.

EverQuest Culture: On-line Sites

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EverQuest: The Ruins of Kunark primagames.com

HybridsEverHybridhttp://www.everhybrid.com/Ranger, Paladin, Shadow Knight, Bard ...

BardConcert Hallhttp://www.attcanada.net/~reaper/

Soerbairdhttp://www.sok.org/soerbaird/

The EverQuesting Bardhttp://amtgard.pinkpig.com/everquest/eqbard.htm

ClericEQ Clerichttp://eqcleric.gameglow.com/

Clerics of Hatehttp://www.clericsofhate.com

DruidEQ Druidshttp://www.eqdruids.com/

The Druids Grovehttp://server3.ezboard.com/bthedruidsgrove

EnchanterThe Enchanted Circlehttp://www.terrapinsolutions.com/enchant/index.cgi

Enchanter’s Assemblyhttp://enchanter.atomicgamers.com

MagicianThe Mage Compendiumhttp://www.magecompendium.com

EverQuest Magician Researchhttp://www.watson.org/~wander/eq/

MonkEQ Monk Realmhttp://monks.shada.com

NecromancerEQNecro.comhttp://www.eqnecro.com/

Necromancer’s Hideouthttp://www.geocities.com/Area51/Crater/3074

PaladinPaladins of Norrathhttp://www.advancedtechnology.on.ca/eqpaladin/

EQ Paladinshttp://paladins.gq.nu

RangerEverQuest Rangershttp://www.geocities.com/eqrangers/

RogueThe Safehousehttp://www.guildboss.com/safehouse/

The Rogues Pubhttp://drink.to/roguespub

Shadow KnightEQ Shadow Knightshttp://sk.eqhq.com/

The Knight Watchhttp://www.eqforge.com/shadowknight

ShamanUltimate Shaman Guidehttp://gladstone.uoregon.edu/~jwindshe/usg/

WarriorSwordstrikehttp://www.eqportal.com/Warrior/swordstrike/

The Warriors Edgehttp://www.thevision.net/stryph

WizardGraffe’s Wizard Compilationhttp://www.graffe.com/

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Player Characters

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Player CharactersThe heart and soul of EverQuest is roleplaying. When you create your character, you design fromthe ground up who you will be for hours and hours (and days and days, or if you’re like most ofus, weeks or months). Creating a persona is essentially kicking off a long-term relationship … arelationship with yourself.

It’s more work than saying “I want to play EverQuest” and having someone give you a character,all ready to go. A ready-made character would be defeating the purpose of the game. A reallygood personality will reflect aspects of your inner self that have been lying abandoned in yoursubconscious, getting dusty and tattered. That’s what makes role-playing fun — being able toexercise all those deep-down inclinations that regular etiquette says aren’t acceptable. Thechallenge is to create a role that you’ll be able to play with real flair and panache.

Think about it. Deep down inside, are you dying to call all those rude and ignorant people youmeet worm-eating miscreants, and challenge them to a duel? With the right character, it’s thenatural thing to do. Would you like to face danger? Find it. Do you like to make wisecracks inthe face of danger? Do it. Have you always wanted to be the soft-spoken healer that people turnto for help and advice? Now’s your chance. In fact, with the right character, you can chuckle atothers’ pain and mock them when they lose. (Of course, don’t be surprised if your dark andnasty character doesn’t make a lot of friends and has to lone wolf it most of the time!)

Creating a CharacterObviously it’s one thing to say, “You should create a really good persona,” and another thingentirely to go about making one. Here are some tips that might help you cook up a reallyinteresting on-line character.

Personality. Sit back for a few moments and think about what kind of person you are going tocreate. What would be fun to play? What sort of personality will this character have? Snippyand brusque, calm and serene, wise-cracking, down-to-earth … these character traits are like askeleton for your character. Once you have the basic form, you can go back and flesh out details.

Note: If you’re stumped, you can always borrow a personality “skeleton” from a TV show (or movie,book, etc.) that you enjoy. Just be absolutely certain it is a personality you’ll feel comfortable playing.Some people feel more confident in maintaining a consistent personality if they can think, “whatwould so-and-so do in this situation?”

Powers and abilities. Once you have an idea about the personality you’d like to work with, thenext most important aspect is the character’s modus operandi. How are you going to function insociety? Start with the simple things: will you be a magic user or will you rely on your strengthand speed? Once you know that, you’re halfway there.

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Now, look at your personality and decide how the skills you want are going to mesh with thekind of personality you’ve picked. Don’t get caught in the trap of thinking in stereotypes. Justbecause you’re snippy and brusque doesn’t mean you can’t be a healer. Healers can be surly andsnappish — as long as they keep patching up the wounded, they’re still good healers.

Class and Race. (See Classes, page 62, and Races, page 146.) Now, you may have been toldthat the very first thing you should do is decide what race you want your new character to be.That works, and you can certainly do it that way if you want. However, there’s a good reason toconsider class before you consider race. That reason is teamwork.

EverQuest is a very social game. People dealing with people … that’s the way the world works.Unless you decide to create a character that just won’t get along with other people (like the lonewolf mentioned earlier who laughs at injuries), you’ll probably want to join a party sooner orlater. It’s the best way to get experience and loot, and generally considered an all around goodidea. What does that have to do with class? Well, you’re going to have to be able to dosomething that’s of value to your adventuring party.

Classes are essentially occupations. Mind you, they’re not jobs (a thing wonderfully unnecessaryon the bonny shores of Norrath). They do, however, let people know what they can expect fromyou, in terms of overall group support. So decide what you want to do, and then choose a racethat will allow you to do that.

Note: Healers are usually very popular. There aren’t a lot of them, since fighters are easier to playand other forms of magic are flashier. They’re useful in a party, though, and can be a veryinteresting role to play.

After you’ve decided what class you’re interested in, you can then choose from the races areavailable to you. (Yes, you can choose the race and then choose the class. That’s a perfectly validway to design up a character … in fact, that’s the way the game is set up.)

Choosing a race has certain ramifications. Depending on which race you pick, certain classes,starting cities and physical characteristics become available, and others become off-limits.

Deities. Religious characters in Norrath wear their beliefs on their sleeves — NPCs will be able totell just by looking at you whether you’re agnostic or the worshipper of a particular deity. Theytake this into account when deciding whether or not they like you. (Note well, Enchanters, thatyour illusions can overcome racial hatred, but unless you’re agnostic, your true beliefs will alwaysshow through.) Some deities have placed special items on Norrath for the exclusive use of theiradherents.

Attributes. Depending on your chosen race and class, you will have a different base set ofattributes (Strength, Stamina, Agility, Dexterity, Intelligence, Wisdom, Charisma) as well as acertain number of “bonus” points that you can distribute among them. The typical “important”attributes for the class are in bold (and green on the character screen), and it’s generallyrecommended that you add — and add generously — to those particular attributes.

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Class Ability ModifiersThe basic stats for your character’s race are modified according to the table below.

Bonus Points: You can’t spend more than 25 bonus points on any single ability, even if youhave 30 bonus points. You also may not take any ability higher than 150, although this onlylimits the Ogre’s Strength and Stamina.

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Bard Cler Druid Ench Mag Monk Necr Pala Rang Rog ShKn Sham Warr WizBarbarian √ √ √

Dark Elf √ √ √ √ √ √ √ √

Dwarf √ √ √ √

Erudite √ √ √ √ √ √ √

Gnome √ √ √ √ √ √ √

Half Elf √ √ √ √ √ √

Halfling √ √ √ √

High Elf √ √ √ √ √

Human √ √ √ √ √ √ √ √ √ √ √ √ √

Iksar √ √ √ √ √

Ogre √ √ √

Troll √ √ √

Wood Elf √ √ √ √ √

STR STA AGI DEX WIS INT CHA Bonus Ability PointsBard +5 – – +10 – – +10 25Cleric +5 +5 – – +10 – – 30Druid – +10 – – +10 – – 30Enchanter – – – – – +10 +10 30Magician – +10 – – – +10 – 30Monk +5 +5 +10 +10 – – – 20Necromancer – – – +10 – +10 – 30Paladin +10 +5 – – +5 – +10 20Ranger +5 +10 +10 – +5 – – 20Rogue – – +10 +10 – – – 30Shadow Knight +10 +5 – – – +10 +5 20Shaman – +5 – – +10 – +5 30Warrior +10 +10 +5 – – – – 25Wizard – +10 – – – +10 – 30

Race and Class CombinationsBelow is a chart illustrating which classes characters of different races can belong to.

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Race Starting Cities Racial Tensions With ...

Barbarian (Br) Halas DE Ik Og TrDark Elf (DE) Neriak Br Dw Er Gn 1/2 Hg HE Hm Ik WEDwarf (Dw) Kaladim DE Ik Og TrErudite (Er) Erudin DE Ik Og Tr

Paineel (Nec, ShKn) 1

Gnome (Gn) Ak’Anon DE Ik Og TrHalf-Elf (1/2) Felwithe, Freeport, DE Ik Og Tr

Kelethin, Qeynos 2

Halfling (Hg) Rivervale DE Ik Og TrHigh Elf (HE) Felwithe DE Ik Og TrHuman (Hm) Qeynos 2, Freeport DE Ik Og TrIksar (Ik) Cabilis Br DE Dw Er Gn 1/2 Hg HE Hm Og Tr WEOgre (Og) Oggok Br Dw Er Gn 1/2 Hg HE Hm Ik WETroll (Tr) Grobb Br Dw Er Gn 1/2 Hg HE Hm Ik WEWood Elf (WE) Kelethin DE Ik Og Tr

1 Erudite Necromancers and Shadow Knights start in Paineel, even though the Starting City mapscreen only lists Erudin.2 Human and Half Elf Rangers and Druids who pick Qeynos actually start just outside Qeynos, in Surefall Glade.

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STR STA AGI DEX WIS INT CHA Bonus TotalBarbarian 103 95 82 70 70 60 55 50 585Dark Elf 60 65 90 75 83 99 60 50 582Dwarf 90 90 70 90 83 60 45 50 578Erudite 60 70 70 70 83 107 70 50 580Gnome 60 70 85 85 67 98 60 50 575Half Elf 70 70 90 85 60 75 75 50 575Halfling 70 75 95 90 80 67 50 50 577High Elf 55 65 85 70 95 92 80 50 592Human 75 75 75 75 75 75 75 50 575Iksar 90 70 90 85 80 75 55 50 595Ogre 130 122 70 70 67 60 37 50 606Troll 108 109 83 75 60 52 40 50 577Wood Elf 65 65 95 80 80 75 75 50 585

Basic Race AbilitiesBelow is a list of basic stats for each race. Note that 20 to 30 points of the bonus arepermanently assigned when you select a class.

Starting Cities and Racial Tensions

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Deity Table

(Ag) Agnostic

(PB) Bertoxxulous, the Plaguebringer

(KT) Bristlebane Fizzlethorpe, the King ofThieves

(FL) Cazic-Thule, the Faceless

(PHt) Innoruuk, the Prince of Hate

(RK) Karana, the Rainkeeper

(QL) Erolissi Marr, the Queen of Love

(LB) Mithaniel Marr, the Lightbringer

(PHl) Rodcet Nife, the Prime Healer

(OL) Prexus, the Oceanlord

(TQ) Quellious, the Tranquil

(BP) Solusek Ro, the Burning Prince

(DB) Brell Serilis, the Duke of Below

(SH) The Tribunal, the Six Hammers

(MA) Tunare, the Mother of All

(WQ) Veeshan, the Wurmqueen

(WL) Rallos Zek, the Warlord

Barbarian All start in Halas.

Ag PB KT FL PHt RK QL LB PHl OL TQ BP DB SH MA WQ WLRogue Ag KT SHShaman SHWarrior Ag SH WL

Dark Elf All start in Neriak.Cleric PHtEnchanter Ag PHtMagician Ag PHtNecromancer PHtRogue Ag KT PHtShadow Knight PHtWarrior Ag PHt WLWizard Ag PHt BP

Dwarf All start in Kaladim.Cleric DBPaladin DBRogue Ag KT DBWarrior Ag DB

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Erudite All start in Erudin, except Necromancers and Shadow Knights, who start in Paineel.

Ag PB KT FL PHt RK QL LB PHl OL TQ BP DB SH MA WQ WLCleric OL TQEnchanter Ag OL TQMagician Ag OL TQNecromancer FLPaladin OL TQShadow Knight FLWizard Ag OL TQ BP

Gnome All start in Ak’AnonCleric PB KT DBEnchanter Ag PB DBMagician Ag PB DBNecromancer PBRogue Ag PB KT DBWarrior Ag PB DB WLWizard Ag PB BP DB

Human Q = Qeynos, F = FreeportBard Ag KT RK QL LB PHl OL TQ BP DB SH MA WQ WL

(FQ) (FQ) (Q) (F) (F) (Q) (FQ) (FQ) (FQ) (FQ) (FQ) (FQ) (FQ) (FQ)Cleric PB PHt RK QL LB PHl

(Q) (F) (Q) (F) (F) (Q)Druid RK MA

(Q) (Q)Enchanter Ag PB PHt RK QL LB PHl

(FQ)(Q) (F) (Q) (F) (F) (Q)Magician Ag PB PHt RK QL LB PHl

(FQ)(Q) (F) (Q) (F) (F) (Q)Monk Ag TQ

(Q) (F)Necromancer PB PHt

(Q) (F)Paladin RK QL LB PHl

(Q) (F) (F) (Q)Ranger RK MA

(Q) (Q)Rogue Ag PB KT PHt RK QL PHl

(FQ)(Q)(FQ) (F) (Q) (F) (Q)Shadow Knight PB PHt

(Q) (F)Warrior Ag PB PHt RK QL LB PHl WL

(FQ)(Q) (F) (Q) (F) (F) (Q) (FQ)Wizard Ag PB PHt RK QL LB PHl BP

(FQ)(Q) (F) (Q) (F) (F) (Q) (FQ)

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Half Elves Q = Qeynos, F = Freeport, K = Kelethin, 3 = Qeynos, Freeport & Kelethin, Fw = Felwithe

Ag PB KT FL PHt RK QL LB PHl OL TQ BP DB SH MA WQ WLBard Ag KT RK QL LB PHl OL TQ BP DB SH MA WQ WL

(3) (3) (Q) (F) (F) (Q) (3) (3) (3) (3) (3) (3) (3) (3)Druid RK MA

(Q) (QK)Paladin RK QL LB PHl MA

(Q) (F) (F) (Q) (Fw)Ranger RK MA

(Q) (QK)Rogue Ag PB KT RK QL PHl MA

(3) (Q) (3) (Q) (F) (Q) (K)Warrior Ag PB PHt RK QL LB PHl OL SH MA WL

(3) (Q) (F) (Q) (F) (F) (Q) (3) (3) (K) (3)

Halfling All start in RivervaleCleric KTDruid RKRogue Ag KT DBWarrior Ag DB WL

High Elf All start in FelwitheCleric MAEnchanter Ag RK QL LB MAMagician Ag RK QL LB MAPaladin MAWizard Ag RK QL LB BP MA

Iksar All start in CabilisMonk FLNecromancer FLShadow Knight FLShaman FLWarrior FL

Ogre All start in OggokShadow Knight FL WLShaman WLWarrior Ag FL WL

Troll All start in GrobbShadow Knight FL PHtShaman FL PHtWarrior Ag FL PHt WL

Wood Elf All start in KelethinBard Ag KT RK QL LB PHl OL TQ BP DB SH MA WQ WLDruid MARanger MARogue Ag KT RK MAWarrior Ag RK MA WL

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Player Characters: Racial Abilities & Armor

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Racial Abilities & Armor Races with an innate ability that is otherwise a skill (such as the Dark Elves’ Hide ability)automatically get that skill as though they had improved it to level 50. (The Iksar can swimas though they have the Swimming skill at level 100.) If a character with an innate abilitywants to train further in that skill, he may do so once his innate ability is lower than theskill’s level limit (assuming the skill is available to his chosen class). In most cases, thatmeans he can start training in the skill when he reaches experience level 10.

Race Vision Armor AbilitiesBarbarian Unenhanced Medium or Large Slam, +10 Cold ResistanceDark Elf Ultravision Small or Medium Hide (50)Dwarf Infravision Small Sense Direction (50)

+5 Poison, Magic ResistanceErudite Unenhanced Medium +5 Magic Resistance

-5 Disease ResistanceGnome Infravision Small Tinkering at level 16Half Elf Infravision MediumHalfling Infravision Small Sneak (50), Hide (50)

+5 Poison, Disease ResistanceHigh Elf Infravision Small or MediumHuman Unenhanced MediumIksar Infravision Medium +5 Heat Resistance

-10 Cold Resistance, AC +12Swim (100), Forage (50)Enhanced Regeneration 1

Ogre Infravision Large SlamTroll Infravision Large Slam, -20 Heat Resistance

Enhanced Regeneration 1

Wood Elf Infravision Small or Medium Forage (50), Hide (50)

1 2 points every 6 seconds when standing, 4 when sitting (others regenerate no more than half that quickly)

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Attributes

Strength (STR)This is your physical power.

� determines how much you can carrywithout being encumbered

� increases the maximum and averagedamage you inflict in combat

� inf luences how quickly you learn manyoffensive skills

Stamina (STA)This is your health and constitution.

� ref lects ability to perform strenuous taskswithout becoming exhausted

� is used to calculate hit points (HP)

� determines how long you can hold yourbreath

Agility (AGI)This is your physical coordination.

� helps determine your defensive abilities: it affects how often you are hit, and to alesser degree how much damage you take.The higher your Agility, the less likely youare to be hit by melee combat

� affects how quickly you learn somedefensive skills

Dexterity (DEX)This is your hand-to-eye coordination.

� helps determine accuracy and spellcastingcapability in combat

� helps calculate missile combat skills

� helps determine if you’re interrupted whenyou’re hit while casting a spell

� affects the success of Critical Hits (for thoseclasses that can score a Crit)

� affects how quickly you learn weapon skills

� affects how quickly you learn Rogue skills

� affects damage with missile weapons

� affects how often your weapon procs(applies any special abilities it has)

Wisdom (WIS)This is willpower and faith.

� determines how much mana a Cleric,Druid, Shaman, Paladin or Ranger has(per experience level)

� (if higher than INT) affects how quicklyyou learn many skills

� helps determine casting abilities ofShamans, Druids, Rangers, Clerics andPaladins

� helps resist spells that affect your mind

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Intelligence (INT)This is your intellect.

� determines how much mana a Wizard,Enchanter, Magician, Necromancer orShadow Knight has (per experience level)

� helps determine the casting abilities ofWizards, Enchanters, Magicians,Necromancers, Shadow Knights and Bards

� affects how quickly you learn most skills(especially if it’s higher than WIS)

Charisma (CHA)This is a combination of your physical beautyand charm.

� used primarily to calculate how variousNPCs react to you. The higher yourCharisma, the less likely they will beadversely affected by actions that wouldlower your standing with a group. Thismodification is very limited (that is, apretty and charming murderer is still amurderer).

� affects how much merchants will chargeyou for items, and how much they willpay you for items. (Prices are alsoaffected by your standing with themerchant’s faction.)

� Higher CHA increases yourchance of success with mind-altering spells, including charm,enthrall and calm spells.

� Higher CHA increases the chanceyou receive divine intervention insome very high level spells.

CombatIn combat, your Agility, Armor Class (AC)and Defense skill affect how often you are hit.

Your AC and Defense skill affect how muchdamage you take.

Mana / INT, WISINT or WIS determines how easily you canlearn most skills in the game. Usually thehigher stat is used for this calculation, butonly INT (not WIS) is used for some skills.

INT or WIS also determines how much manayou have to work with. You get a set amountof mana with every new experience level youachieve; that amount is determined by yourINT (for Magicians, Enchanters,Necromancers, Enchanters and ShadowKnights) or WIS (for Clerics, Druids,Shamans, Rangers and Paladins). How muchmana you get per experience level can rangefrom under 10 to over 20, so your INT/WIS iscrucial to your ability to function as a caster.

Of course, if you can’t cast spells, manadoesn’t do you any good. Paladins, Rangersand Shadow Knights don’t start accruingmana until you can actually start castingspells.

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Ab Abjuration

Al Alteration

Cn Conjuration

Dv Divination

Ev Evocation

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Spell List AbbreviationsThere is a spell list included in the description of each spellcasting class. Space is tight, sothe abbreviations are a bit obscure. In each case:

Lvl The first column gives the level at which the spell becomes available.

Spell The second column lists the name of the spell.

Skill The third column lists the skill used with the spell:

Sn Singing (Bard only)

BI Brass Instruments (Bard only)

PI Percussion Instruments (Bard only)

SI Stringed Instruments (Bard only)

WI Wind Instruments (Bard only)

Type The fourth column lists the spell’s type. In general, this matches the spell’s gem icon:

Type Gem IconAir/Wthr (Air

& Weather) Tornado

Buff Arm (elbow right)

Debuff Arm (elbow left)

Disease Bare skull

Earth Mountain

Ench/Ill(Enchantment

& Illusion) Wand

Fire/Ht Fire

Fr/Dth (Fear & Death) Hooded skull

Harm Hand (thumb right)

Heal Hand (thumb left)

Ice/Cold Snowflake

Type Gem IconMent Str (Mental

Strengthening) Head (nose left)

Mind Ctl(Mind Control) Head (nose right)

Plant Plant

Poison Envenomed dagger

Shape (Shape-Changing) Wolf

Shield Shield

Spd/Trvl (Speed & Travel) Boot

Summon Summoned creature

Teleport Portal

Vision Eye

Water Water

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Tgt The fifth column lists a brief categorization of the spell’s target. In general, this description matches the spell’s gem icon color:

Tgt Target Color

Yourself You can only cast it on yourself. Yellow

Target You can cast it on your current target. Red

Area The spell affects your target and the area surrounding it. Green

0 (no range) The spell has an area effect that radiates out from you. Blue

Summoned The spell summons effects. Orange

Group You can cast it on everyone in your group. Purple

Page The last column lists the page on which the spell is more completely described (especially for spells through level 24; spells beyond level 24 have only brief descriptions in the spell list).

Player Characters: Spell List Abbreviations

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The carriage bounced across the rough road from Crushbone Castle.Suddenly, Sraleth began to chuckle. Soon, the chuckle turned into a

hearty laugh. Tradon, Sraleth's aide, had never heard such a sound from hismaster and looked at her askance.

"My lady," Tradon said, "is there something wrong?"

The Dark Elf swept moisture off her face and examined it as if it were a bugshe'd never seen before. She took a deep breath and smiled. "No, my friend,I've just convinced those disgusting Orcs that we are going to help them takeGreater Faydark, and that all we want is the satisfaction and future tradeagreements."

Tradon furrowed his brow. "And, we really want …?"

Sraleth sat back on her carriage seat. "You are such an innocent delight,Tradon. Once the Orcs have taken Greater Faydark," Sraleth paused amoment and added, "we take it from the Orcs, a much easier adversary."

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ClassesBardBards are the do-it-all class of Norrath. Wanderingminstrels, troubadours and satirists, Bards areequally at home on the battlefield as they are

performing songs and plays for the royal courts of Norrath.Through his extensive travels, the Bard has learned from manyof Norrath’s other classes: He picks locks and sneaks like theRogue, tracks and forages like the Ranger, safe falls like theMonk, casts spells as well as many Wizards, and dual wieldslike the Warrior. Although he is not as skilled in any one ofthese abilities as more specialized classes, he has by far thewidest range of skills and abilities of all the adventurers ofNorrath.

Bards have the ability to wear plate armor, the sturdiest (andheaviest) of all armor types. The Bard also has an array ofweapon skills to choose from, including One-Handed Slashing,Blunt and Piercing weapons.

The Bard’s trademark, though, is his ability to play magicalsongs. Songs are a powerful type of magic unique to the Bardclass. Only a couple of these songs require mana, and songs canbe played at any time, even in the middle of combat! MostBard songs affect all members of a Bard’s group, multiplyingthe Bard’s usefulness to the group for every additional memberthat joins. Multiple Bards in the same group can only makethings better, as there is no limit to the number of songs ineffect at the same time. Even a single skilled Bard can some-times put up to three or four different songs into effect at once.

A Bard is a charismatic and popular jack of all trades. Bardscan fill the role of tank in a group lacking a Warrior orPaladin. If the group needs a healer, the Bard’s very popularhealing songs can help reduce downtime. The Bard can alsoplay the role of Enchanter, by charming and mesmerizing

Bard Skills1 1H Blunt1 1H Slashing1 2H Slashing1 Alcohol Tolerance1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Defense1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Singing1 Swimming1 Tailoring1 Throwing5 Percussion Instruments8 Stringed Instruments10 Dodge10 (Meditate)11 Brass Instruments12 Forage14 Wind Instruments17 Dual Wield17 Sneak24 Safe Fall25 Hide30 (Disarm Traps)35 Track40 Pick Lock53 Parry58 Riposte

by Julien Beasley

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enemies to do his bidding.

In the rare case that theadventuring Bard finds himselfwithout a group of fellowadventurers, he can still drawon his considerable soloingprowess. The Bard’s speed songsenables him to run faster thanany other class in Norrath,while his direct damage songcan hit enemies from a distance.

Although Bards are formidablein offensive combat, with theability to wield a weapon ineach hand, they may also chooseto play a musical instrument.Instruments increase theeffectiveness of their songsdramatically, and the power ofmagical instruments can trulyswing the tide of a battle.

For those that choose to go theway of player vs. player combat,the Bard is a fearsome class toface in a duel. It is the onlyclass with a limitless supply ofmagic and this, combined withpower in melee combat, makesthe bard a truly formidable foe.

Bard Starting AttributesBard STR STA AGI DEX WIS INT CHA Bonus AP

Half Elf 75 70 90 95 60 75 85 25

Human 80 75 75 85 75 75 85 25

Wood Elf 70 65 95 90 80 75 85 25

Player Characters: Bard

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Bard SpellsLvl Spell Skill Type Tgt Pg.

1 Chant of Battle PI Buff G 4992 Chords of Dissonance SI Harm 0 4993 Jaxan’s Jig o’ Vigor PI Spd/Trvl G 5004 Lyssa’s Locating Lyric Sn Vision 0 5015 Selo’s Accelerando PI Spd/Trvl G 5036 Hymn of Restoration SI Heal G 5007 Jonthan’s Whistling Warsong Sn Buff S 5018 Kelin’s Lugubrious Lament SI Mind Ctl T 5019 Elemental Rhythms PI Shield G 50010 Anthem de Arms Sn Buff G 49811 Cinda’s Charismatic Carillon WI Mind Ctl T 49912 Brusco’s Boastful Bellow Sn Harm T 49913 Purifying Rhythms PI Shield G 50214 Lyssa’s Cataloging Libretto Sn Vision T 50115 Kelin’s Lucid Lullaby SI Mind Ctl 0 50116 Tarew’s Aquatic Ayre WI Water G 50417 Guardian Rhythms PI Shield G 50018 Denon’s Disruptive Discord BI Harm 0 50019 Shauri’s Sonorous Clouding WI Vision G 50320 Largo’s Melodic Binding Sn Spd/Trvl 0 50121 Melanie’s Mellifluous Motion WI Teleport G 50222 Alenia’s Disenchanting Melody SI Ench/Ill G 49823 Selo’s Consonant Chain Sn Spd/Trvl T 50324 Lyssa’s Veracious Concord WI Vision G 50225 Psalm of Warmth Sn Shield G 50226 Angstlich’s Appalling Screech BI Fr/Dth 0 49827 Solon’s Song of the Sirens WI Mind Ctl T 50328 Crission’s Pixie Strike WI Harm T 499

(cont. p. 64)

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AttributesDexterity and Charismaare the Bard’s mostimportant attributes, andyou will find thosehighlighted in green on thecharacter creation screen.Although Wisdom is alsohighlighted, don’t worryabout increasing this stat,as Bards do not really needWisdom. Instead, considerworking on your Strength.

Dexterity. This affects howwell a Bard plays his songs.A Bard with high Dexteritywill play a song longer, andwithout interruption, thana Bard with low Dexterity.

Charisma. High Charismawill lower your prices inshops. More importantly,high Charisma will increaseyour chances of successfullymesmerizing or charmingmonsters do to yourbidding.

Strength. Strength istremendously important forall plate-wearing classes,and the Bard is noexception. A weak Bard willnot be able to carry hisheavy plate armor, his coin,and the treasure he lootsfrom Norrath. A strongBard will also do moredamage in combat.

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Bard Spells (cont. from p. 63)Lvl Spell Skill Type Tgt Pg. 29 Psalm of Vitality Sn Shield G 50230 Fufil’s Curtailing Chant PI Ench/Ill A 50031 Agilmente’s Aria of Eagles WI Air/Wthr G 49832 Cassindra’s Chorus of Clarity Sn Ment Str G 49933 Psalm of Cooling Sn Shield G 50234 Lyssa’s Solidarity of Vision WI Vision T 50235 Denon’s Dissension BI Harm 0 50036 Vilia’s Verses of Celerity Sn Buff G 50437 Psalm of Purity Sn Shield G 50238 Tuyen’s Chant of Flame PI Fire/Ht A 50439 Solon’s Bewitching Bravura WI Mind Ctl T 50340 Syvelian’s Anti-Magic Aria Sn Ench/Ill T 50341 Psalm of Mystic Shielding Sn Shield G 50242 McVaxius’ Berserker Crescendo BI Buff G 50243 Denon’s Desperate Dirge Sn Harm A 49944 Cassindra’s Elegy Sn Ment Str G 49945 Jonthan’s Provocation BI Buff T 50046 Tuyen’s Chant of Frost PI Ice/Cold A 50447 Niv’s Melody of Preservation SI Shield G 50248 Selo’s Chords of Cessation SI Spd/Trvl 0 50350 Verses of Victory Sn Buff G 50451 Largo’s Absonant Binding Sn Spd/Trvl T 50151 Selo’s Song of Travel PI Spd/Trvl G 50352 Nillipus’ March of the Wee PI Buff G 50253 Song of Dawn WI Mind Ctl T 50353 Song of Twilight WI Harm T 50354 Selo’s Assonait Strane SI Spd/Trvl 0 50354 Vilia’s Chorus of Celerity Sn Buff G 50455 Brusco’s Bombastic Bellow Sn Harm T 49955 Cantana of Replenishment SI Ment Str G 49956 Song of Highsun WI Ench/Ill T 50356 Song of Midnight BI Fr/Dth 0 50357 Cassindra’s Insipid Ditty SI Mind Ctl T 49957 McVaxius’ Rousing Rondo BI Buff G 50258 Jonthan’s Inspiration BI Buff T 50058 Niv’s Harmonic Sn Shield G 50259 Denon’s Bereavement SI Poison 0 49959 Solon’s Charismatic Concord Sn Buff G 50360 Angstlich’s Assonance BI Buff T 49860 Kazumi’s Note of Preservation WI Buff G 501

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RacesOnly three races can be Bards — Human,Wood Elf and Half Elf. All three races areequally intelligent and charismatic.

Human. The Human Bard is the strongestBard, and the least dexterous. He has nonight vision, and may only wear mediumarmor. Humans may start in either of thetwo Human cities, Freeport or Qeynos.Humans also have the highest Stamina, andthus the most hit points, of any Bard race.

Wood Elf. Wood Elf Bards are the weakestBards physically, and the second mostdexterous. They have the ability to wearsmall or medium armor to offset their lackof Strength. They have night vision and theability to Forage at level 1. Wood Elves alsohave the racial ability to Hide (although allBards acquire this ability eventually) and arethe most agile of Bards. Wood Elves start inthe sylvan city of Kelethin, on the continentof Faydwer.

Half Elf. Half Elf Bards are the secondstrongest, and the most dexterous. Half Elvesmay only wear medium-sized armor, butthey share the Infravision ability of theirWood Elf cousins. Half Elves also have thegreatest choice of starting location — theymay start in Kelethin, Freeport or Qeynos.

TacticsSoloDon’t do it. At least, don’t do it early inlife. Yes, it’s possible, but Bards need friends(read: an audience) to be at their best. Thebest advice for early soloing would be: play atravel song, don’t stop for long enough toget into trouble, and just explore. In factwith practice, an adventuresome Bard canlearn to Kite fairly well.

From level 12 on, you can solo quiteeffectively with literally no downtime (sinceyou don’t need to expend mana or lose muchhealth to soloing) by either running andbellowing (level 12), instrument fighting(level 18), fear-kiting (26), or using charm(28 and 39) to have two monsters beat eachother and then Kiting both to death.

GroupWhen it comes to joining groups, Bards areone of the best classes in the game. They are100% group-oriented. When grouped, youneed to analyze your list of songs and play theones that best suit the occasion.

When traversing Norrath, a way to makequick time is to designate one person in thegroup as point man and have the others (Bardincluded) use the /follow command. Oncemoving, you can play your level 5 song Selo’sAccelerando, which increases movement rate.This way you never get ahead of the party andno one gets out of range of your song.

In combat, Bards have many choices to makewhen it comes to what songs to play. The

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Chant series, which starts with the level 1song Chant of Battle, will add to your party’scombat stats of Strength, Dexterity, Agilityand AC. These songs get increasingly morepowerful and eventually start adding grouphaste. There are also songs that add to theparty’s resistance to Fire, Cold, Magic, Diseaseand Poison. Another option that you canchoose is the Debuff songs: songs that, whilenot damaging enemies, will make it muchharder for the enemy to hurt your party. Someof these songs are the level 8 song Kelin’sLugubrious Lament, which lowers your target’sattack speed, and the level 23 song Selo’sConsonant Chain, which lowers your target’smovement rate and keeps runners at bay.

Bards can also help reduce downtime. Whennot in combat, you should play the level 6song Hymn of Restoration to help the partyregain hit points faster. Some higher-levelsongs will help the casters of the group regainmana faster, and they usually stack with theEnchanter spell Clarity. Some other usefulsongs for Bards are Tarew’s Aquatic Ayre(grants party water breathing), Shauri’sSonorous Clouding (grants party invisibility),and later on there’s even a song for levitation.

Song “stacking” or “twisting” is anotherimportant tactic for Bards. To do this youstart a song and wait for the messageindicating the song has started, then start thenext song. That means both songs will beaffecting your party at the same time. At themost you can have four songs stacked — if youare very skilled in the art and the songs youwish to stack have the right casting times.

The most important thing every Bard needs tounderstand is that you amplify the party. TheBard songs can give your party a major

advantage over any enemies you face. Becauseof this you should always try to remain out ofdanger. Sometimes this means staying backfrom combat unless absolutely necessary.

TipsBe a Bard’s Bard. A Bard who can help agroup with magical songs (and what Bardcan’t?) will always be welcome in a group …but a Bard who is a storyteller or poet willbe welcomed no matter where you go. If youget into the role enough to actually recountthe glories of past battles or wax poetic onwhatever topic you feel might appeal to aNorrathian, you will often get tips, freedrinks and lots and lots of friends.

Travel. Nothing runs faster than a Bardwith a drum. Well, almost nothing. A fewspells and a few mobs can keep up with adrumming Bard, but let’s not quibble.According to some players, it’s much betterfor you to take a hit, and keep running, anddecide with leisure away from a monsterwhether you want to turn and engage it. Ifyou had been traveling with weapons inhand, you would have to decide under attackwhether you were going to fight, and thenwould have to switch to an instrument toget away if you were f leeing — all whiletaking damage.

Others playing Bards swear by theirweapons, and only grab an instrument if it’sabsolutely necessary. And you can alwayssing a song, even if you don’t have aninstrument in-hand.

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Change out your cash. Don’t carry copperand silver if you can switch it for gold. Keepyour extra cash in a bank, preferably close to agood source of instruments you intend to buy.

Shop wisely. Each time you level up towhere you can learn a new instrument, buyit (or get hold of it free from a quest, afriendly guild member, etc.) and startpracticing as soon as possible. Odds are itweighs less than the money did.

Be a philanthropist. If you’ve got moremoney than you can spend, donate some tosomeone who does you a good turn.

Get some Strength items. The morepowerful the Strength items, the more armoryou can wear.

Armor. If you’re going to go the melee routein battle, or if you’re going to go solo,definitely budget for bronze armor. Thisincludes finding the right Strength items soyou don’t cripple yourself by wearing it.

Songs. Remember to have the right persontargeted when you start each song!

A song works much better if you use theappropriate instrument. For example, whileyou can sing Jaxan’s Jig o’ Vigor — and it willhave an effect — it will be more effective ifyou use a drum or other percussioninstrument.

Remember that you have to train at leastone point in any skill (for instance, StringedInstruments skill) before you can start toincrease your skill through practice andperformance. (This does not include skillsthat you had at level 1.)

Practice. You practice an instrument simplyby playing a song while that instrument isin-hand.

Twisting. Start a song. When you see thetext saying the song is in effect, turn it offand start the next one. Twisting usuallymeans three songs, and then you start offwith the first one again. You can use threedifferent spells, or two of the same spell andone other one. It’s entirely up to what youneed at the moment.

However, some spells don’t last long enoughto twist — your clarity and mana songs aregood examples of this. You can usually getaround this by devoting two “slots” to theshort songs, and using only one other song.

Multiple bards must coordinate which spellsto use. If they both play the same song in ashort space of time, chances are the higherlevel Bard’s song will overwrite the lowerlevel Bard’s song, or the lower level Bard’ssong will not take effect (“Your spell/songdoes not take hold.”). There are some songsthat stack or are instantaneous (Bellow andClarity), that multiple bards can playsimultaneously, but many of the party buffsand DoTs will not. Some songs cannot twistat all, particularly buffing songs.

Travel song. The Bard travel song cancelsthe Spirit of Wolf travel spell and doesn’t doanything if you’re wearing Journeymanboots.

Haste. The haste songs work with any itemthat increases haste, although haste itemsare rare until you’re of quite a high level.

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Healing. Because singing mana songs is notthe best use of your skills during combat,coordinate with the Cleric on how muchattention she plans to give to healing. If aCleric spends all her time healing, you couldbe spending all your time trying to get hermana back up … or more likely, you’ll justignore her, and your group will be short oneuseful Cleric.

Taunters. Players with much experience atall know this, but if you’ve got a newbiegroup make sure they’re aware: you needtwo or three taunters to keep you from beingkilled while you’re singing in combat.

Pulling. Think twice about using Chords ofDissonance. It riles up the mobs for quite adistance. Remember, be careful what youpull, and don’t risk pulling more than yourgroup can handle.

Adjust. Pay attention to how much damageyou do in combat. If you’re not pulling yourweight, for whatever reason, rethink yourstrategy and concentrate on supporting theother folks.

Mana. Play melee songs during combat,mana songs during downtime.

It’s usually more effective to buff up yourtanks and debuff the enemy than it is toplay mana songs for your magic users.Usually, casters have a good idea aboutmana conservation … and if or when theyneed help restoring their mana, they canalways ask you nicely.

Twisted sisters. Some spells work reallywell together, if you have the experience totwist them. For instance, Anthem de Arms,Largo’s Melodic Binding (or Melanie’s

Mellifluous Binding) and the Hymn ofRestoration combine to increase your ownside’s strength and speed, lower your enemy’sarmor class and speed and spread somehealing around.

Downtime. If a Cleric is low on mana, andno one is in danger of dying from theirwounds (i.e., there won’t be another fightbefore you’re ready for it), it makes moresense for you to do the healing (e.g., Hymnof Restoration). This way the Cleric can medup, and everyone gets mana-free healing.

Twisting songs during downtime can makeyou crazy. If your group is into power-leveling, or you’ve just spent a lot of time incombat, you’re going to be workingconstantly for hours. Everybody ought to geta break between battles. Ask around to findout what one song your group would likeyou to keep going during downtime, anddon’t do more than that unless you’ve got agood reason.

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Cleric

The Cleric is the foundation for almost every greatgroup found in the vast lands of Norrath. Clerics

are the masters of healing and resurrection, uncontested byany class of the same level. From the day a young Cleric isborn he is gifted by his god with the power to heal himselfand more importantly, to heal others. But healing is only thebeginning; the Cleric is also the wielder of the most powerfulhit point and armor class buffs in the game, and has a widearray of other spells to support himself and his party. Thismakes Clerics a welcome addition to any group, andextremely popular in every zone. This class is best suited forplayers who enjoy helping others, are friendly and don’tmind getting a lot of /tellsasking for help or invites togroups. Kind and selfless Clerics do not have to look far tofind a friend … and having the support of many friends isan excellent way to survive. This support often saves theCleric’s life, as Clerics are among the most hated classes byhostile entities at large. Fortunately, Clerics can don a fullsuit of plate armor, when they are able to find it in anappropriate size. Even well crafted steel plate is often notenough, and to add an additional defense the Cleric gets themost powerful shield spell of any class in the game.

In dire situations, even the rawest young Cleric has the abilityto make himself invincible (Divine Aura). Neither blade norspell can damage a fleeing Cleric while under this spell’sprotection. Of course, such a powerful shield has its downside;it lasts but a few seconds and takes fifteen minutes to recycle,during which time the Cleric cannot cast or attack. Thedivine line of spells tends to save an endangered Cleric more often then any other.

Healing, buffing and resurrection are by no means all that a Cleric can offer a group. Alsowithin their power is the ability to cure many infections, and protect characters from diseasebefore it strikes. They can stop a creature in its tracks and make it forget that it was mad atall, or more importantly, whom it was mad at. And they are one of the few classes that cancause a monster to run in fear for its life. They can stun attackers who attempt to cast

Player Characters: Cleric

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Cleric Skills1 1H Blunt1 2H Blunt1 Abjuration1 Alcohol Tolerance1 Alteration1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Conjuration1 Defense1 Divination1 Evocation1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Pottery1 Sense Direction1 Swimming1 Tailoring4 Channeling8 Meditate15 Dodge16 Tinkering (Gnome only)30 Specialize Abjure30 Specialize Alteration30 Specialize Conjuration30 Specialize Divination30 Specialize Evocation

by Tomal, Wolves of the Silver Moon (Bristlebane)

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Cleric Starting AttributesCleric STR STA AGI DEX WIS INT CHA Bonus AP

Dark Elf 65 70 90 75 93 99 60 30

Dwarf 95 95 70 90 93 60 45 30

Erudite 65 75 70 70 93 107 70 30

Gnome 65 75 85 85 77 98 60 30

Halfling 75 80 95 90 90 67 50 30

High Elf 60 70 85 70 105 92 80 30

Human 80 80 75 75 85 75 75 30

spells or slice the Cleric or his friends to shreds.Several different sorts of direct damage (DD)spells are available to the Cleric as well. Thereare also the abilities to dispel magic, summonfood and water, and various other spells.

New Clerics should accept that their role in theadventuring life is, more often than not, thatof a support character. Mixing it up in melee istypical at the earliest levels, though all butabandoned soon after. The weapons Clericsseek are usually selected for their addedprotection, or to make the Cleric a betterhealer through increased Wisdom.

Of all the spells available in Norrath the Clerichas the single most sought-after spell:Resurrection. Experienced Clerics have it withintheir power to summon a character back to herfallen corpse. It does not matter how near orfar from the corpse the fallen character has re-spawned. A Cleric of sufficient experience canteleport the character from any location on theglobe to her body. When the Cleric masters thisspell, it also rewards the recently deceased witha large portion of the experience points lost atdeath. This makes the Cleric one of the mostrewarding classes to play, and perfect forplayers who want to be a noble, beloved hero.

AttributesThe defining characteristic of the Cleric isWisdom, from which all their mysticalabilities stem. Combat-related stats (Strengthand Dexterity) are also important,particularly at early levels.

RacesDark Elf. The only evil race that can be atrue Cleric, Dark Elves have excellent Wisdom,but their lack of Strength and Dexterity isonly partially balanced by a good Agility.

Dwarf. The Dwarven Cleric combines anexcellent Wisdom with the best Strength,Stamina and Dexterity of all the civilizedraces. Their Charisma, Intelligence andAgility are all rather inferior, which doesn’tdirectly affect their ability to fulfill theirClerical duties, but should be kept in mindwhen selecting this race.

Erudite. Erudites have excellent Wisdom, butno better than the Dwarves. Their lack ofphysical power can make things very chancyfor an Erudite Cleric of low level.

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Lvl Spell Skill Type Tgt Pg.1 Courage Ab Shield T 4241 Cure Poison Al Heal T 4251 Divine Aura Ab Shield Y 4281 Flash of Light Dv Vision T 4391 Lull Al Mind Ctl T 4571 Minor Healing Al Heal T 4591 Spook the Dead Al Fr/Dth T 4821 Strike Ev Harm T 4841 True North Dv Vision Y 4921 Yaulp Ab Buff Y 4975 Cure Blindness Al Heal T 4245 Cure Disease Al Heal T 4255 Furor Ev Harm T 4415 Gate Al Teleport Y 4415 Holy Armor Ab Shield T 4465 Light Healing Al Heal T 4565 Reckless Strength Al Buff T 4665 Stun Ev Mind Ctl T 4845 Summon Drink Cn Summon S 4855 Ward Undead Ev Harm T 4949 Center Ab Shield T 4199 Endure Fire Ab Shield T 4329 Endure Poison Ab Shield T 4329 Fear Al Fr/Dth T 4369 Hammer of Wrath Cn Summon S 4449 Invigor Al Spd/Trvl T 4529 Root Al Earth T 4709 Sense the Dead Dv Vision Y 4739 Soothe Al Mind Ctl T 4799 Summon Food Cn Summon S 4859 Word of Pain Ev Harm 0 497

14 Bind Affinity Al Ench/Ill T 41314 Cancel Magic Ab Ench/Ill T 41714 Endure Cold Ab Shield T 43214 Endure Disease Ab Shield T 43214 Expulse Undead Ev Harm T 43514 Halo of Light Cn Vision Y 44414 Healing Al Heal T 445

Lvl Spell Skill Type Tgt Pg.14 Invisibility

versus Undead Dv Vision T 45214 Sense Summoned Dv Vision Y 47314 Smite Ev Harm T 47914 Symbol of Transal Ab Shield T 48819 Calm Al Mind Ctl T 41719 Daring Ab Shield T 42519 Endure Magic Ab Shield T 43219 Extinguish Fatigue Al Spd/Trvl T 43519 Holy Might Ev Mind Ctl T 44619 Spirit Armor Ab Shield T 48019 Ward Summoned Ev Harm T 49419 Word of Shadow Ev Harm 0 49719 Yaulp II Ab Buff Y 49824 Bravery Ab Shield T 41524 Counteract Poison Al Heal T 42424 Dismiss Undead Ev Harm T 42724 Greater Healing Al Heal T 44324 Hammer of Striking Cn Summon S 44424 Inspire Fear Al Fr/Dth T 45124 Radius of Fear 2 Al Fr/Dth A 46524 Symbol of Ryltan Ab Shield T 48824 Wave of Fear Al Fr/Dth 0 49529 Abundant Drink Cn Summon S 40929 Counteract Disease Al Heal T 42329 Divine Barrier Ab Shield Y 42829 Enstill Al Earth T 43429 Expulse Summoned Ev Harm T 43529 Guard Ab Shield T 44329 Panic the Dead Al Fr/Dth T 46229 Revive Al Heal T 46829 Word of Spirit Ev Harm 0 49729 Wrath Ev Harm T 49734 Abundant Food Cn Summon S 40934 Atone Al Mind Ctl T 41134 Blinding Luminance Dv Vision T 41334 Expel Undead Ev Harm T 43534 Force Ev Mind Ctl T 439

(cont. on p. 72)

Cleric Spells

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Lvl Spell Skill Type Tgt Pg.34 Frenzied Strength Al Buff T 44034 Resist Fire Ab Shield T 46734 Resist Poison Ab Shield T 46734 Superior Healing Al Heal T 48734 Symbol of Pinzarn Ab Shield T 48734 Tremor Ev Earth 0 49234 Valor Ab Shield T 49334 Word of Health Al Heal G 49639 Armor of Faith Ab Shield T 41139 Complete Healing Al Heal T 42339 Dismiss Summoned Ev Harm T 42739 Invoke Fear Al Fr/Dth T 45239 Nullify Magic Ab Ench/Ill T 46139 Pacify Al Mind Ctl T 46239 Resist Cold Ab Shield T 46739 Resist Disease Ab Shield T 46739 Resuscitate Al Heal T 46839 Word of Souls Ev Harm 0 49744 Banish Undead Ev Harm T 41244 Earthquake Ev Earth 0 42944 Hammer of Requital Cn Summon S 44444 Resist Magic Ab Shield T 46744 Resolution Ab Shield T 46844 Retribution Ev Harm T 46844 Symbol of Naltron Ab Shield T 48744 Yaulp III Ab Buff Y 49849 Abolish Poison Al Heal T 40949 Expel Summoned Ev Harm T 43549 Immobilize Al Earth T 45049 Resurrection Al Heal T 46849 Shield of Words Ab Shield T 47549 Sound of Force Ev Mind Ctl T 48049 Word Divine Ev Harm 0 49649 Word of Healing Al Heal G 49651 Death Pact Ab Heal T 426

Lvl Spell Skill Type Tgt Pg.51 Dread of Night Al Fr/Dth T 42951 Remedy Al Heal T 46751 Sunskin Dv Vision G 48752 Heroic Bond Ab Shield G 44652 Heroism Ab Shield T 44652 Upheaval Ev Earth 0 49352 Word of Vigor Al Heal G 49753 Annul Magic Ab Ench/Ill T 41153 Divine Light Al Heal T 42853 Yaulp IV Ab Buff Y 49854 Reckoning Ev Harm T 46654 Symbol of Marzin Ab Shield T 48754 United Resolve Ab Shield G 49354 Unswerving

Hammer of Faith Cn Summon S 49355 Exile Undead Ev Harm T 43555 Fortitude Ab Shield T 44055 Wake of Tranquility Al Mind Ctl A 49456 Banish Summoned Ev Harm T 41256 Mark of Karn Ab Ench/Ill T 45856 Paralyzing Earth Al Earth T 46256 Reviviscence Al Heal T 46857 Aegis Ab Shield T 41057 Bulwark of Faith Ab Shield T 41557 Trepidation Al Fr/Dth T 49257 Word of Restoration Al Heal G 49758 Antidote Al Heal T 41158 Enforced Reverence Ev Mind Ctl T 43359 Celestial Elixir Al Heal T 41959 The Unspoken Word Ev Harm 0 49060 Banishment of

Shadows Ev Harm T 41260 Divine Intervention Ab Heal T 42860 Word of Redemption Al Heal G 497

Cleric Spells (cont. from p. 71)

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Player Characters: ClericGnome. The Gnome Cleric suffers from thelowest Wisdom of any of the civilized races,plus low Strength. They do have excellentAgility and Dexterity, which can be an assetin battle.

Halfling. Halfling Clerics have good Wisdom.Physically, they bring the highest Agility andDexterity of all the Clerical races, as well asexcellent Strength for their size. TheirCharisma and Intelligence are on the inferiorside, but they make a solid choice for Clerics.

High Elf. These ancient and spiritualcreatures have the highest starting Wisdomamong Clerics, as well as the best Charisma.They suffer, however, from remarkably lowStrength, Stamina and Dexterity. A low-levelHigh Elf Cleric should be looked on as avaluable long-term resource, but will not bemuch of a combat asset to the party.

Human. The Humans’ Wisdom is on the lowend, but their high Strength and Staminamake them attractive members party in caseswhere they’ll have to participate directly inbattle.

TacticsSoloClerics are limited to soloing undead most ofthe time, an area in which they shine.

By using Root followed by undead DirectDamage spells, you can usually overcome mostundead at similar levels. Out of all the otherclasses, only the Necromancer has similarfirepower against undead.

Since undead are abundant all over Norrath,you can do well in many areas. There is littleneed for you to solo, but it is possible whenconditions are right.

GroupClerics are responsible for the health of theparty. Your main job is to keep everyonealive — which is not a job for the faint ofheart, or the easily panicked. The mostefficient way to heal your party members isto use the function keys (1, 2, etc.) toselect your teammates, as sometimes in ahigh lag or hectic situation it’s difficult totarget people with the mouse cursor. Anothertrick is to face away from the action: by notfacing the fight you cut down on the videolag and are able to get your spells off faster.

Clerics can do more than just heal, they alsohave the best hit point and armor class buffsin Norrath. Before and during a battle, youneed to make sure your party is buffed withthe hit point, symbol (if you can afford it) andarmor class lines of buffs. Other importantspells are the Stun spells. These spells are veryuseful, as they prevent melee enemies fromattacking your party. In addition, when themob is attacking with magic, a well-timedstun can interrupt their spells.

TipsThe good news is that a Cleric can castspells, wear armor and use a weapon, and isa useful person to have around … and peopleknow that, and welcome your company.

The bad news is that buying armor, weaponsand spells will leave you strapped for cash formost of your life.

Starting Off. Your first goal is toaccumulate cash for your first spells. Killsmall vermin until you reach level 5.

Once you’ve got all your spells, start savingfor some armor. Yes, that will take awhile.

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Spells. If you don’t have naturally good nightvision, get really familiar with Halo of Lightor carry a greater lightstone. (This stone willlast a very long time and should be obtainedas soon as possible.) Until you’ve got one orthe other, half the day is closed to you.

When you reach level 5, you get theopportunity to learn more spells. Some of themost useful are Light Healing (hooray! It’s thenext step on your soon-to-be greatest talent),Furor (with more damage than Strike), Gate(emergency exit to bind point), Holy Armor(higher AC), Cure Disease (since you can getsick from sick vermin and Mummies), andWard Undead (extra damage to undead).Summon Drink also comes in handy.

When you finally reach level 9 you get evenmore spells. Center really helps your hitpoints, and also helps your AC. Among thebest or the best, Root keeps the enemy inplace, which is a tactic you will use wheneveryou don’t have a Druid or Ranger Snaring.Summon Food is good (plus it’s nice tocomplete the set, since you should alreadyhave Summon Drink). Hammer of Wrath is aweapon that you can use until you log out.It hits magic, but is no drop. Handy if youdon’t yet have a real magic weapon.

Using the brave/center line of spells, you canheal and buff at the same time, for aboutthe same mana as your healing spell (untillevel 24).

Armor. A word to the wise: save up and buyarmor, because creatures are going to go outof their way to rip your liver out.

Commands. Put your heal spell in your #1skill slot and make a hotkey for it. Thatkeeps it close to hand for when you need it.

Target your enemy. When you need to healyourself, hit t to target yourself, 1 to healyourself, then t to retarget the enemy.

Combat. Make sure your party membershave Brave/Center at all times. Cast it onyourself first, then on the rest of the group soyou know when it’s about to drop off them.Or tell your group to let you know when thespell drops. Be sure to rebuff them with it assoon as someone lets you know it’s fading.

SpecializationNote: Also see Specialization, page 236.

Start off by figuring out which spells you usethe most. After a battle, including the timespent bringing everyone back up to fullhealth afterwards, scroll back and count howmany healing spells, buff spells, anti-deadspells, etc., you used.

If you find that you’re primarilyimmmobilizing, healing, curing andresurrecting, then you want to specialize inAlteration. Nearly all Clerics choose thisspecialization.

If you hang out with Paladins who can’tsleep at night if they haven’t cleaned thezone of undead, then you’re probably lookingat Evocation for your specialty. Evocation isalso good for soloing Clerics.

If the number of times you prep your teamfor battle with buff spells tops the list, thenyou want to specialize in Abjuration.

If, of course, your Cleric has strong personalopinions — a roleplaying indication of whathis specialization would be — then that’s theway you should go. In all things, have fun.

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Player Characters: Druid

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DruidGuardians of nature, Druids are one of the mostversatile classes in Norrath. Druids are a priestclass, which means that they have the powerful

ability to heal themselves and others. Their connection withnature means animals love them, and many an otherwise-hostile animal will allow a Druid to pass unharmed throughits territory. High-level Druids are eventually able totransform themselves and others into wolves.

Although Druids can channel the peaceful and healingtouch of nature, they can also summon nature’s fearsomewrath. Druids have powerful fire and lightning damagespells — so powerful that, at certain points in theirdevelopment, they are second only to Wizards in theirdamage-dealing abilities, even outpacing the mightyMagician. Druids can also summon swarms of bees thatdeal damage over time to their foes. Defensively, the Druidcan surround himself or his allies in thorny shields thatpierce any enemy that dares attack the person behind it.

Some would argue that the Druid’s greatest strength is inhis mastery of movement. Druids can call up nature’slupine spirits and bless themselves or others with the Spiritof Wolf, enabling them to run at great speed. Conversely,even the newly apprenticed Druid has the ability to slowdown his foes, reducing their speed to a crawl. However, theDruid’s most powerful movement ability lies in the teleportline of spells, without question. Druids may teleportthemselves or others to selected areas throughout Norrath,covering the distance of a day’s journey in a single instant.

Although a Druid’s melee abilities pale compared to thoseof a Warrior, he is competent in armed combat. Druids arethe only caster class in the game able to wield swords, although they are limited to the use ofscimitars. The offensive might of the Druid does not come without a price — Druids mayonly wear armor of cloth and leather, and are forbidden from using chain mail and plate toprotect themselves.

Druid Skills1 1H Blunt1 1H Slashing1 2H Blunt1 Abjuration1 Alcohol Tolerance1 Alteration1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Conjuration1 Defense1 Divination1 Evocation1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Pottery1 Sense Direction1 Swimming1 Tailoring4 Channeling5 Forage8 Meditate15 Dodge20 Track30 Specialize Abjure30 Specialize Alteration30 Specialize Conjuration30 Specialize Divination30 Specialize Evocation

by Julien Beasley

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Druid Starting AttributesDruid STR STA AGI DEX WIS INT CHA Bonus AP

Half Elf 70 80 90 85 70 75 75 30

Halfling 70 85 95 90 90 67 50 30

Human 75 85 75 75 85 75 75 30

Wood Elf 65 75 95 80 90 75 75 30

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The life of the Druid is that of the path ofnature, and like nature, they vary fromnurturing and loving to wild, furious andunpredictable. The Druid’s power ultimatelycomes from his bond with nature, and woe tothe foolish races that make it their practice todefile nature under a Druid’s watchful eye.

AttributesWisdom is the most important stat for aDruid, as it directly affects how much manawill be at his disposal.

RacesHalf Elf. Half Elves are the least wise of theDruidic races. They have decent melee stats,but most Druids will not be doing muchmelee in later levels. However, there are manyWisdom-enhancing items to be found inNorrath, and even a Half Elf can increase hisWisdom to 200. Half Elves have the greatestchoice in starting selection, as they may startin Surefall or in Kelethin. Half Elves wearmedium-sized armor.

Halfling. These small and hairy creaturesare very close to nature, and it is no surprisethat they make excellent Druids. By natureextremely agile, dexterous and wise, they also

have very good Strength and Stamina, andrequire less XP to level. Halflings also havethe natural ability to Hide and Sneak,invaluable tools when it becomes necessary toMeditate safely in dangerous areas. The onlydrawback of a Halfling Druid — and it’sminor — is his low Charisma. Halflings beginin Rivervale, with a nice newbie area centralto Norrath. Halflings wear small armor.

Human. The strongest Druid race, and onlya little less wise than the Elves and Halflings,Humans are an uncommon, but very solid,race choice for a Druid. Humans may beginin Surefall Glade, a small Druid and Rangerhaven in the Qeynos hills. Humans havedecent stats all across the board. They excelat nothing but are not weak in any areaeither. Humans lack infravision, and so mayneed a light source at lower levels for night orunderground adventuring. Humans, like HalfElves, wear medium-sized armor.

Wood Elf. Wood Elves make excellentDruids. While not quite as strong ordexterous as Halflings, they are just as wise.Wood Elves have the natural ability to Forage(although all Druids eventually gain thisability). Wood Elves begin in Kelethin on thecontinent of Faydwer. They have theadvantage of being able to wear either small-or medium-sized armor.

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Lvl Spell Skill Type Tgt Pg.1 Burst of Flame Ev Fire/Ht T 4161 Dance of the Fireflies Cn Vision Y 4251 Endure Fire Ab Shield T 4321 Flame Lick Ev Fire/Ht T 4391 Lull Animal Al Mind Ctl T 4571 Minor Healing Al Heal T 4591 Panic Animal Al Fr/Dth T 4621 Sense Animals Dv Vision Y 4721 Skin like Wood Ab Shield T 4791 Snare Al Spd/Trvl T 4795 Burst of Fire Ev Fire/Ht T 4165 Camouflage Dv Vision T 4175 Cure Disease Al Heal T 4255 Cure Poison Al Heal T 4255 Gate Al Teleport Y 4415 Grasping Roots Al Plant T 4425 Harmony Ab Mind Ctl A 4445 Invoke Lightning Ev Air/Wthr A 4525 Ward Summoned Ev Harm T 4945 Whirling Wind Cn Air/Wthr T 4969 Endure Cold Ab Shield T 4329 Enduring Breath Al Water T 4339 Firefist Ev Fire/Ht Y 4389 Ignite Ev Fire/Ht T 4479 Invisibility versus

Animals Dv Vision T 4529 Light Healing Al Heal T 4569 Shield of Thistles Ab Plant T 4759 Starshine Cn Summon S 4839 Strength of Earth Al Buff T 4839 Thistlecoat Ab Shield Y 4909 Treeform Al Plant Y 492

14 Befriend Animal Al Mind Ctl T 41214 Bind Affinity Al Ench/Ill T 41314 Cascade of Hail Ev Ice/Cold S 41814 Expulse Summoned Ev Harm T 43514 Halo of Light Cn Vision Y 44414 Invigor Al Spd/Trvl T 45214 Levitate Al Air/Wthr T 45514 See Invisible Dv Vision A 472

Lvl Spell Skill Type Tgt Pg.14 Skin like Rock Ab Shield T 47914 Spirit of Wolf Al Spd/Trvl T 48114 Stinging Swarm Cn Shape T 48314 Summon Drink Cn Summon S 48514 Summon Food Cn Summon S 48519 Barbcoat Ab Shield Y 41219 Calm Animal Al Mind Ctl T 41719 Cancel Magic Ab Ench/Ill T 41719 Careless Lightning Ev Air/Wthr T 41819 Dizzying Wind Cn Air/Wthr T 42819 Endure Disease Ab Shield T 43219 Endure Poison Ab Shield T 43219 Feral Spirit Al Shape T 43719 Healing Al Heal T 44519 Ring of Butcher Al Teleport Y 46819 Ring of Commons Al Teleport Y 46819 Ring of Karana Al Teleport Y 46919 Ring of Toxxulia Al Teleport Y 46919 Shield of Barbs Ab Plant T 47419 Superior Camouflage Dv Vision T 48719 Terrorize Animal Al Fr/Dth T 49024 Charm Animals Al Mind Ctl T 42024 Creeping Crud Cn Shape T 42424 Dismiss Summoned Ev Harm T 42724 Ensnaring Roots Al Plant T 43324 Pogonip Ev Ice/Cold S 46424 Resist Fire Ab Shield T 46724 Ring of Feerrott Al Teleport Y 46924 Ring of Lavastorm Al Teleport Y 46924 Ring of Ro Al Teleport Y 46924 Ring of Steamfont Al Teleport Y 46924 Skin like Steel Ab Shield T 47924 Spirit of Cheetah Al Spd/Trvl Y 48024 Sunbeam Dv Vision A 48724 Tremor Ev Earth 0 49224 Wolf Form Al Shape Y 49629 Beguile Plants Al Mind Ctl T 41229 Bramblecoat Ab Shield Y 41429 Circle of Butcher Al Teleport G 420

(cont. on p. 78)

Druid Spells

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Lvl Spell Skill Type Tgt Pg.29 Circle of Commons Al Teleport G 42029 Circle of Karana Al Teleport G 42029 Circle of Toxxulia Al Teleport G 42129 Combust Ev Fire/Ht T 42329 Counteract Disease Al Heal T 42329 Counteract Poison Al Heal T 42429 Ensnare Al Spd/Trvl T 43329 Extinguish Fatigue Al Spd/Trvl T 43529 Greater Healing Al Heal T 44329 Immolate Ev Fire/Ht T 45029 Ring of Misty Al Teleport Y 46929 Scale of Wolf Al Spd/Trvl T 47129 Shield of Brambles Ab Plant T 47529 Succor: East Al Teleport G 48434 Beguile Animals Al Mind Ctl T 41234 Circle of Feerrott Al Teleport G 42034 Circle of Lavastorm Al Teleport G 42034 Circle of Ro Al Teleport G 42034 Circle of Steamfont Al Teleport G 42034 Circle of the Combines Al Teleport G 42134 Drones of Doom Cn Shape T 42934 Earthquake Ev Earth 0 42934 Endure Magic Ab Shield T 43234 Expel Summoned Ev Harm T 43534 Greater Wolf Form Al Shape Y 44334 Lightning Strike Ev Air/Wthr A 45634 Regeneration Al Heal T 46634 Resist Cold Ab Shield T 46734 Strength of Stone Al Buff T 48334 Succor: Butcher Al Teleport G 48439 Avalanche Ev Ice/Cold A 41139 Circle of Misty Al Teleport G 42039 Enveloping Roots Al Plant T 43439 Firestrike Ev Fire/Ht T 43839 Pack Regeneration Al Heal G 46239 Pack Spirit Al Spd/Trvl G 46239 Share Wolf Form Al Shape G 47439 Shield of Spikes Ab Plant T 47539 Skin like Diamond Ab Shield T 478

Lvl Spell Skill Type Tgt Pg.39 Spikecoat Ab Shield Y 48039 Succor: Ro Al Teleport G 48439 Wind of the North Al Teleport G 49639 Wind of the South Al Teleport G 49644 Allure of the Wild Al Mind Ctl T 41044 Banish Summoned Ev Harm T 41244 Calefaction Ev Fire/Ht T 41644 Chloroplast Al Heal T 42044 Drifting Death Cn Shape T 42944 Form of the Great Wolf Al Shape Y 44044 Nullify Magic Ab Ench/Ill T 46144 Resist Disease Ab Shield T 46744 Resist Poison Ab Shield T 46744 Savage Spirit Al Shape T 47144 Storm Strength Al Buff T 48344 Succor: Lavastorm Al Teleport G 48449 Engulfing Roots Al Plant T 43349 Fire Ev Fire/Ht A 43749 Ice Ev Ice/Cold T 44649 Lightning Blast Ev Air/Wthr A 45649 Pack Chloroplast Al Heal G 46249 Resist Magic Ab Shield T 46749 Shield of Thorns Ab Plant T 47549 Skin like Nature Ab Shield T 47949 Starfire Ev Fire/Ht T 48349 Succor: North Al Teleport G 48449 Thorncoat Ab Shield Y 49051 Circle of Winter Ab Ice/Cold G 42151 Legacy of Spike Ab Plant G 45451 Repulse Animal Al Fr/Dth T 46751 Upheaval Ev Earth 0 49352 Breath of Ro Ev Fire/Ht T 41552 Call of Karana Al Mind Ctl T 41652 Circle of Summer Ab Fire/Ht G 42152 Egress Al Teleport Y 42953 Glamour of Tunare Ab Shape T 44253 Spirit of Scale Al Spd/Trvl G 48153 Superior Healing Al Heal T 48753 Winged Death Cn Shape T 496

(cont. on p. 79)

Druid Spells (cont. from p. 77)

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Lvl Spell Skill Type Tgt Pg.54 Blizzard Ev Ice/Cold A 41454 Form of the Howler Al Shape Y 44054 Regrowth Al Heal T 46654 Scoriae Ev Fire/Ht T 47255 Annul Magic Ab Ench/Ill T 41155 Exile Summoned Ev Harm T 43555 Girdle of Karana Al Buff T 44255 Tunare’s Request Al Mind Ctl T 49256 Bladecoat Ab Shield Y 41356 Breath of Karana Cn Air/Wthr T 41556 Engorging Roots Al Earth T 43356 Wake of Karana Al Air/Wthr S 49457 Bonds of Tunare Al Earth A 414

Lvl Spell Skill Type Tgt Pg.57 Frost Ev Ice/Cold T 44057 Natureskin Ab Shield T 46157 Succor Al Teleport G 48458 Fist of Karana Ev Air/Wthr A 43858 Regrowth of the Grove Al Heal G 46658 Shield of Blades Ab Plant T 47559 Legacy of Thorn Ab Plant G 45459 Spirit of Oak Al Plant Y 48159 Wildfire Ev Fire/Ht T 49660 Banishment Ev Harm T 41260 Entrapping Roots Al Plant A 43460 Form of the Hunter Al Shape Y 44060 Mask of the Hunter Al Shape Y 458

Druid Spells (cont. from p. 78)

TacticsSoloDruids are the masters of Kiting. By usingcombinations of Snare, DoTs and DDs, youcan solo from early levels all the way up.

If soloing, stay outdoors, where your powersreally shine, because Kiting in dungeons ishazardous to any Druid.

GroupDruids are great with groups. You don’treally specialize in any one area (like spellsor combat), but you get pretty good in all ofthem. This means that there is rarely anemergency where you won’t be able to helpin some way.

Druids are another group-friendly class: youhave hit point buffs, heal spells, damageshield, stat buffs and resistance buffs. When

playing a Druid you should always keep adamage shield (such as Shield of Thistles) onthe melee fighters in the group, as well assomething from the regeneration line ofspells (like Invigor).

It’s usually a good idea to use Snare on anyNPC the group is fighting. When the NPC issnared, it can’t run when it becomes low inhealth. Snaring creatures will significantlyreduce the number of trains your party hasto deal with, since your victims can’t getaway to group with their friends.

Another very useful group tactic for Druidsis Kiting. (See Kiting, page 235.) Whenfighting in a group against more than oneopponent, you can Snare any extra NPCs andKite them until your party has finished theone they are currently fighting.

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TipsSpells. Druids are a great, all-around class.However, your first priority is getting spells.Make money, buy spells.

Arms. The second thing you probablyshould acquire is a good weapon. Askaround. Not all weapons are worthwhile forDruids.

Armor. Next, armor. Sure, if you have ahabit of getting chewed up by bad guys, getthe armor first, and then the weapon.

One school of thought is that it is a waste ofmoney for a Druid to buy lesser, lower-priceditems; instead, you should save up and buythe best available. One really high-AC item,with the rest of your armor being everydayleather, saves you money in the long run,until you can afford to buy whatever youwant (if and when that day ever comes).

Friends. Talk to people and make friends.The best way to get into groups is to know alot of people, and ask the ones you’refriendly with if you can join. If there are alot of Druids in the area, it can sometimestake a while to find a party. Friends willalmost always let you join!

Race. It doesn’t matter. When you get rightdown to it, race isn’t really that importantto a Druid. Why? Because the Druid is suchan all-around character that any ability setis pretty useful. Decide your race based onhow you want to roleplay the character, andthen hunt up items to improve your weakstats.

SpecializationNote: Also see Specialization, page 236.

Druids have three choices of specialization:Conjuration (DoT spells, good for soloDruids), Alteration (buffs, healing andgates) and Evocation (DD spells — big manaburners). Choosing among these three groupsof spells can be difficult for you. The onlysuggestion we can give here is for partyDruids to specialize in Alteration. Otherthan that, you need to consider how youwant to play and choose along those lines.

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EnchanterEnchanters’ spells and research focus onmanipulation of the mind, and this mentalacuity gives Enchanters more spells than any

other class. The trademark Enchanter spell line lets themcloak themselves in illusion. They can charm more differentcreatures than any other class, overwhelming their target’smind and bending it to their will. They can hold creaturesmesmerized and enthralled, unable to act. They can stunthe minds of others, sometimes using a combination ofspells that leaves their victim virtually unable to fightback. Enchanters are the only class on Norrath that canbuff mental prowess. With the discovery of Kunark,Enchanters gained a full line of mana regeneration spells.At the highest levels they can steal creatures’ magicalenergy for themselves, much as Necromancers steal life.Enchanters have the best haste spells and can debuff manyattributes, including magic resistance and attack speed.Plus, Enchanters have pets.

With all this going for them, there has to be a catch,right? Well there is, and it’s a big one. A skilled Enchanteris indispensable to a group, but an inattentive Enchantergets a group killed faster than you can /shout “Train!”With so many spells to choose from, it’s critical that theEnchanter memorize spells appropriate for her currentadventure. And even an experienced Enchanter may stillget a group killed if she gets an unlucky series of resistedspells while trying for crowd control.

Like all casters, Enchanters have low hit points andlaughable defense. They also have no method of healingthemselves. The animated sword-and-shield pet is lesspowerful than other classes’ pets, with lower hit points andslower hit point regeneration (though fairly good damage). The pet does not acceptcommands from the Enchanter; it only defends once she is attacked. Figuring out how tomake good use of the pet can be a challenge, and some Enchanters don’t use their pets at

Enchanter Skills1 1H Blunt1 2H Blunt1 Abjuration1 Alcohol Tolerance1 Alteration1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Channeling1 Conjuration1 Defense1 Divination1 Evocation1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Throwing4 Meditate

16 Research16 Tinkering (Gnome only)20 Specialize Abjure20 Specialize Alteration20 Specialize Conjuration20 Specialize Divination20 Specialize Evocation22 Dodge

by Itienne, Knights of Destiny (Tarew Marr)

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Enchanter Starting AttributesEnchanter STR STA AGI DEX WIS INT CHA Bonus AP

Dark Elf 60 65 90 75 83 109 70 30

Erudite 60 70 70 70 83 117 80 30

Gnome 60 70 85 85 67 108 70 30

High Elf 55 65 85 70 95 102 90 30

Human 75 75 75 75 75 85 85 30

all, relying on their charms instead.

In the teen- and even mid-levels, Enchantersmay have to educate their groups aboutwhat they can offer besides the ever-popularBreeze/Clarity and Quickness/Augmentationbuffs. Mainly this means teaching the rulesof enthrall and AE mesmerize — the groupmust have a designated tank, and all othersin the group must /assist this tank, so themezzed creatures are not attackedprematurely. Unfortunately, sometimes groupmembers have had bad experiences withunskilled Enchanters, and it may take effortto convince the group to do what you askand trust that you can keep them safe.

Enchanters shine in groups, and are oftenonly thought of as a group supportcharacter. In actuality, Enchanters areperfectly capable of soloing. They can useRoot-Nuke tactics, though not as efficientlyas a Wizard. They can Reverse-Kite likeNecromancers, but would be wise to purchaseSoW potions first, since they lack a slowspell. They can fight using their pet or acharmed creature, but again, this is riskierthan a Magician soloing with his pet.

AttributesIntelligence is the primary statistic for anEnchanter, followed closely by Charisma,which affects the Enchanter’s charm, stun,and mesmerize spells. Some Enchanters evenchoose to improve Charisma beforeIntelligence.

RacesDark Elf. Dark Elves have high Intelligencebut low Charisma. They have ultravision,and they get the Hide skill as well, thoughthis is mostly only useful to make petssuicide. Dark Elf Enchanters have easieraccess to the enchant metal line of spells,which can only be purchased in Neriak. Thebig drawback to this race is that they arehated by most others on Norrath, while atthe same time Enchanters are not very wellliked by other Dark Elves (they think allcasters should become Necromancers).Illusion spells can do much to mitigate racialhatred problems for agnostic Dark Elves.Players who prefer to be of the Dark Elf racesometimes choose the Enchanter classbecause their faction-altering spells make theracial tensions easier to bear.

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Lvl Spell Skill Type Tgt Pg.1 Lull Al Mind Ctl T 4571 Minor Illusion Dv Ench/Ill Y 4591 Minor Shielding Ab Shield Y 4601 Pendril’s Animation Cn Summon S 4631 Reclaim Energy Cn Summon T 4661 Shallow Breath Al Harm T 4741 Strengthen Al Buff T 4831 Taper Enchantment Ab Ench/Ill T 4891 True North Dv Vision Y 4921 Weaken Al Debuff T 4954 Color Flux Dv Mind Ctl 0 4224 Enfeeblement Al Debuff T 4334 Fear Al Fr/Dth T 4364 Gate Al Teleport Y 4414 Haze Ab Shield T 4454 Illusion: Half Elf Dv Ench/Ill Y 4484 Illusion: Human Dv Ench/Ill Y 4494 Invisibility Dv Vision T 4524 Juli’s Animation Cn Summon S 4534 Mesmerize Cn Mind Ctl T 4594 Suffocating Sphere Al Harm T 4844 Tashan Ab Shape T 4898 Alliance Al Mind Ctl T 4108 Bind Sight Dv Vision T 4138 Cancel Magic Ab Ench/Ill T 4178 Chaotic Feedback Ev Harm T 4198 Enchant Silver Al Ench/Ill Y 4328 Eye of Confusion Al Mind Ctl T 4358 Illusion: Gnome Dv Ench/Ill Y 4488 Illusion: Wood Elf Dv Ench/Ill Y 4508 Lesser Shielding Ab Shield Y 4548 Mircyl’s Animation Cn Summon S 4608 Root Al Earth T 4708 See Invisible Dv Vision A 4728 Sentinel Dv Vision A 4738 Soothe Al Mind Ctl T 479

12 Bind Affinity Al Ench/Ill T 41312 Charm Al Mind Ctl T 41912 Choke Al Harm T 42012 Ebbing Strength Al Debuff T 429

Lvl Spell Skill Type Tgt Pg.12 Enduring Breath Al Water T 43312 Illusion: Dark Elf Dv Ench/Ill Y 44712 Illusion: Erudite Dv Ench/Ill Y 44812 Illusion: Halfling Dv Ench/Ill Y 44812 Illusion: High Elf Dv Ench/Ill Y 44912 Kilan’s Animation Cn Summon S 45312 Languid Pace Al Spd/Trvl T 45312 Memory Blur Al Mind Ctl T 45812 Mist Ab Shield T 46012 Serpent Sight Dv Vision T 47312 Thicken Mana Al Ench/Ill Y 49012 Whirl Till You Hurl Al Spd/Trvl T 49516 Breeze Al Ment Str T 41516 Chase the Moon Al Fr/Dth T 42016 Disempower Al Debuff T 42716 Enchant Electrum Al Ench/Ill Y 43116 Enthrall Cn Mind Ctl T 43416 Identify Dv Vision T 44716 Illusion: Barbarian Dv Ench/Ill Y 44716 Illusion: Dwarf Dv Ench/Ill Y 44816 Illusion: Tree Dv Ench/Ill Y 44916 Invisibility versus

Undead Dv Vision T 45216 Levitate Al Air/Wthr T 45516 Mesmerization Cn Mind Ctl A 45916 Quickness Al Spd/Trvl T 46516 Rune I Ab Shield T 47016 Sanity Warp Ev Harm T 47116 Shalee’s Animation Cn Summon S 47416 Shielding Ab Shield Y 47520 Benevolence Al Mind Ctl T 41320 Berserker Strength Al Buff T 41320 Calm Al Mind Ctl T 41720 Cloud Ab Shield T 42120 Color Shift Dv Mind Ctl 0 42220 Crystallize Mana Al Ench/Ill Y 42420 Endure Magic Ab Shield T 43220 Feckless Might Al Debuff T 43620 Illusion: Iksar Dv Ench/Ill Y 449

(cont. on p. 84)

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Lvl Spell Skill Type Tgt Pg.20 Illusion: Ogre Dv Ench/Ill Y 44920 Illusion: Troll Dv Ench/Ill Y 45020 Shifting Sight Dv Vision T 47620 Sisna’s Animation Cn Summon S 47820 Sympathetic Aura Al Buff T 48820 Tashani Ab Shape T 48924 Alacrity Al Spd/Trvl T 41024 Beguile Al Mind Ctl T 41224 Chaos Flux Ev Harm T 41924 Enchant Gold Al Ench/Ill Y 43124 Illusion:

Earth Elemental Dv Ench/Ill Y 44824 Illusion: Skeleton Dv Ench/Ill Y 44924 Invigor Al Spd/Trvl T 45224 Major Shielding Ab Shield Y 45724 Rune II Ab Shield T 47024 Sagar’s Animation Cn Summon S 47124 Strip Enchantment Ab Ench/Ill T 48424 Tepid Deeds Al Spd/Trvl T 49029 Augmentation Al Buff T 41129 Clarify Mana Al Ench/Ill Y 42129 Clarity Al Ment Str T 42129 Curse of the

Simple Mind Al Debuff T 42529 Dyn’s Dizzying

Draught Al Spd/Trvl T 42929 Enstill Al Earth T 43429 Feedback Ab Fire/Ht T 43629 Illusion:

Air Elemental Dv Ench/Ill Y 44729 Illusion:

Water Elemental Dv Ench/Ill Y 45029 Listless Power Al Debuff T 45629 Nullify Magic Ab Ench/Ill T 46129 Obscure Ab Shield T 46229 Suffocate Al Harm T 48429 Uleen’s Animation Cn Summon S 49229 Ultravision Dv Vision T 49234 Anarchy Ev Harm T 411

Lvl Spell Skill Type Tgt Pg.34 Boltran’s Animation Cn Summon S 41434 Cast Sight Dv Vision T 41834 Enchant Platinum Al Ench/Ill Y 43234 Entrance Cn Mind Ctl T 43434 Greater Shielding Ab Shield Y 44334 Illusion:

Fire Elemental Dv Ench/Ill Y 44834 Insipid Weakness Al Debuff T 45134 Mana Sieve Al Mind Ctl T 45834 Radiant Visage Al Buff T 46534 Rune III Ab Shield T 47039 Aanya’s Animation Cn Summon S 40939 Cajoling Whispers Al Mind Ctl T 41639 Celerity Al Spd/Trvl T 41839 Distill Mana Al Ench/Ill Y 42739 Gravity Flux Al Air/Wthr A 44239 Illusion: Drybone Dv Ench/Ill Y 44739 Illusion: Spirit Wolf Dv Ench/Ill Y 44939 Immobilize Al Earth T 45039 Insight Al Ment Str T 45139 Invoke Fear Al Fr/Dth T 45239 Mind Wipe Al Mind Ctl A 45939 Pacify Al Mind Ctl T 46239 Rampage Al Buff T 46639 Resist Magic Ab Shield T 46739 Shade Ab Shield T 47344 Arch Shielding Ab Shield Y 41144 Brilliance Al Ment Str T 41544 Color Skew Dv Mind Ctl 0 42244 Discordant Mind Ev Harm T 42744 Extinguish Fatigue Al Spd/Trvl T 43544 Illusion: Werewolf Dv Ench/Ill Y 45044 Incapacitate Al Debuff T 45044 Pillage Enchantment Ab Ench/Ill T 46344 Rune IV Ab Shield T 47044 Shiftless Deeds Al Spd/Trvl T 47644 Tashania Ab Shape T 48944 Weakness Al Debuff T 495

(cont. on p. 85)

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Lvl Spell Skill Type Tgt Pg.44 Yegoreff’s Animation Cn Summon S 49849 Adorning Grace Al Buff T 41049 Allure Al Mind Ctl T 41049 Berserker Spirit Al Buff T 41349 Blanket of

Forgetfulness Al Mind Ctl A 41349 Dazzle Cn Mind Ctl T 42649 Gasping Embrace Al Harm T 44149 Group Resist Magic Ab Shield G 44349 Kintaz’s Animation Cn Summon S 45349 Paralyzing Earth Al Earth T 46249 Purify Mana Al Ench/Ill Y 46449 Reoccurring Amnesia Al Ment Str T 46749 Shadow Ab Shield T 47349 Swift like the Wind Al Spd/Trvl T 48751 Collaboration Al Mind Ctl T 42151 Illusion: Gender Dv Ench/Ill Y 44851 Theft of Thought Al Mind Ctl T 49051 Wake of Tranquility Al Mind Ctl A 49452 Boon of the

Clear Mind Al Ment Str G 41452 Color Slant Dv Mind Ctl 0 42252 Fascination Cn Mind Ctl A 43652 Rune V Ab Shield T 47053 Aanya’s Quickening Al Spd/Trvl T 40953 Boltran’s Agacerie Al Mind Ctl T 41453 Cripple Al Debuff T 42453 Recant Magic Ab Ench/Ill T 466

Lvl Spell Skill Type Tgt Pg.54 Clarity II Al Ment Str T 42154 Dementia Ev Harm T 42654 Glamour of Kintaz Cn Mind Ctl T 44254 Shield of the Magi Ab Shield Y 47555 Largarn’s

Lamentation Ev Mind Ctl T 45355 Memory Flux Al Mind Ctl T 45955 Wind of Tishani Ab Shape A 49655 Zumaik’s Animation Cn Summon S 49856 Augment Al Buff T 41156 Overwhelming

Splendor Al Buff T 46256 Torment of Argli Ev Harm T 49156 Trepidation Al Fr/Dth T 49257 Enlightenment Al Ment Str T 43357 Forlorn Deeds Al Spd/Trvl T 44057 Tashanian Ab Shape T 48957 Umbra Ab Shield T 49258 Bedlam Al Buff T 41258 Fetter Al Earth T 43758 Wonderous Rapidity Al Spd/Trvl T 49659 Asphyxiate Al Harm T 41159 Gift of Pure Thought Al Ment Str G 44259 Rapture Cn Mind Ctl T 46660 Dictate Al Mind Ctl T 42760 Visions of Grandeur Al Spd/Trvl T 49360 Wind of Tishanian Ab Shape A 496

Enchanter Spells (cont. from p. 84)

“It beginsto rain.”

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Erudite. The Enchanter’s craft is perfectlymatched to the Erudite race, which has anivory-tower attitude and the highest naturalIntelligence of any race. Erudite Charisma ishigh as well, and this plus judicious use ofspells convinces most merchants to offer youa better price than they give to others ofyour snobbish race. Enchanters also getspells that bestow infravision and eventuallyultravision, which compensates for theErudites having no natural night vision.

Gnome. Gnomes have high Intelligence butlow Charisma. Pick Gnome if you happen tolike playing a small race. If anyone makesshort jokes at your expense, get your revengeby scaring them with a Barbarian or Ogreillusion! Gnomes have infravision and canTinker, a trade skill reserved for their race.

High Elf. High Elves have the highestCharisma of any race, and have highIntelligence as well. They have infravision,and are a popular choice for Enchanters.

Human. There’s not much positive here —Humans have significantly lower Intelligencethan other Enchanter races, and poor nightvision is a disadvantage at lower levels(Enchanters get infravision and ultravisionbuffs later in life). However, their Charismais higher than all but the High Elf’s.

TacticsSoloEnchanters have the ability to completelycripple a target by decreasing its abilities tothe point of feebleness. Keep in mind, ofcourse, that even though the creature maybe feeble, it’s still not dead yet.

While Enchanters get pets, they don’trespond to commands, so you must beattacked before your pet acts.

Enchanters are adequate at “Root Bombing,”but have a special way of soloing somecreatures. This is to charm a creature andhave it attack another one. The trick is tokeep one of the combatants charmed at alltimes, because if the charmed creaturebreaks free of the spell, they will both cometo attack you. Note that a clever Enchanterwill assist the charmed NPC, because if itloses, you get no experience.

If the charmed NPC (pet) wins, it may beheavily wounded, so when it breaks free ofthe spell you can often kill it for even moreexperience.

Enchanters can also Reverse-Kite, asmentioned in the Enchanter introduction.

GroupEnchanters are very useful in groups — youcan buff the party, as well as debuff anyNPCs the party is fighting. You are alsoexcellent at crowd control.

Communicate. In addition to working outstrategies and tactics before battle,Enchanters need to be very clear with theirparties about when they want help andwhen they don’t. Sometimes, a well-meaningWarrior can mess up a perfectly good spell— especially when the Warrior is wielding anarea-effect weapon too close!

Buff. You should buff everyone in the groupwith Strengthen and Haze. Strengthen givesabout 5-10 extra Strength; Haze gives aboutthat much in Armor Class. It makes a bigdifference; plus, as they are buffs, they can

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be cast before battle, and the mana can alsobe regained before the battle. The rune lineof spells adds magical damage-absorbing skinto your target — this spell can be very usefulon melee types who need extra “armor” tomake a tough pull. Another, and perhaps themost popular, Enchanter spell is a higher-level enchantment to increase the rate atwhich mana is regenerated, an absolutemust-have for any high-level caster.

Debuff. As you enter combat, you shouldmesmerize if there is more than one attacker,and then debuff, starting with the monsterthe party is beating on. The goal is to givethe party just one target to worry about, andthen debuff the rest at leisure since debuffsdo not break mez. When grouped with othercasters, you should always use the Tashanispells to lower the NPCs’ magic resistance.

Haste and slow. When grouping, it isimportant to make sure you use haste spellson all melee classes in your group — thesespells will increase their attack rate, allowingthem to kill NPCs faster. Just as you should behasting your party, you should also be slowingyour opponents using the languid pace spells.These spells have the opposite effect of thehaste spells — they lessen the amount ofdamage the NPC can do to your party.

Crowd control. Buffs aside, the mostimportant tactic for you in a group is playing“traffic cop.” When the party is facingmultiple enemies, you can use Mesmerize torender the excess opponents unable to move.This tactic is key for breaking up spawns sothat you can pull one or two at a time. Andwhen it’s time to run, it can also be used togive a Wizard or Druid time to get off aGroup Gate spell.

TipsAll in all, Enchanters are one of the mostdiverse and challenging classes to play.They’re a good choice for anyone who wantsto have a fairly easy time getting intogroups, yet also wants to go it alone onoccasion. The learning curve to become atruly skilled Enchanter is fairly high, and theEnchanter’s group role requires constantvigilance.

Pet protection. If your pet is about to die,try casting Fear. This will stop the mob frombeating on your pet and gives your pet achance to inflict additional damage on themonster. This gives you time to aid your petand get ready to cast a few Stun spells, thenFear again, then Whirl and run a shortdistance away. By then, your pet will get themonster’s attention back and finish it off.

Illusive religions. Be aware that religioninteracts with illusion spells in ways that youmight not anticipate. (See religion paragraphin Class and Race, page 51.)

Be creative. Any class may practice thejewelry making trade skill, but many playersthink of it as an Enchanter skill, since youcan enchant the metal bars that create stat-buffing jewelry. Be warned, it is extremelyexpensive to skill up enough to make themost powerful jewelry. On the other hand,the really successful ones are quite wealthy… and can always find friends.

Eyes open. Enchanters must have goodsituational awareness. You are alwaysrunning around looking at a fight fromdifferent angles, watching your groups’health bars (especially the healers — youshould always have a rune ready to go if the

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healer is getting clobbered), and reading thescrolling messages to watch for othermonsters that enter the fray.

Precious metals. Enchanters get their metalenchantment spells in Neriak — this can be achallenge if you’re not a Dark Elf.

Coins and questing. In your travels, if youfind coins like the old silver ones, you shouldkeep them. They are for the final Tashanseries quest. Most pet spells are found onlyin Highkeep, and most illusion spells are tobe had only in Erudin.

Creative combinations of spells. If youneed to put on the visage of an unwelcomerace or class, you can cast Illusion: Dark Elffirst (for example), then cast Invisibility overit. You would need to stay away from classesthat could see through the illusions, ofcourse. (This is done by conning at adistance. If the mob cons more hostile than“indifferent,” then it can see throughInvisibility. It may not have noticed you yet,but it will.) If you then need to enlist aidfrom someone of the “illusioned” race, youcan drop the Invisibility and cast Alliance.When the item or assistance has beenacquired, you can then Gate out.

Consider religion (or not) at creation. Ifyou wish to use your spells for secretivereasons, you should consider being agnostic.For example, even with the use of faction-improving spells, you could get into troublewith good city guards if you were thefollower of an evil god, or vice versa.

Dealing with magic resistance. Monsterswith high magic resistance are difficult forEnchanters — not many of your spells willwork well against such creatures unless you

debuff them. One of the Enchanters’ main setof spells is the Tashan line, which lowers MagicResistance by 9 or more. Any enemy will haveless resistance once you cast one of these spells.

Area of Effect spells. Your AoE mesmerizespell needs room. You should make sure youare positioned correctly so that only mobsget mezzed.

Charm. You can charm one monster toattack another monster and then decreasethe attributes on the monster that your petis attacking. Of course, all of this takesmonitoring, but it can be quite effective.

SpecializationNote: Also see Specialization, page 236.

The first specialization a young Enchantermight consider is Abjuration. This skill is allabout buffing shield spells. Conjuration(used to summon animations as well as forsome combat spells) and Divination (the keyfor all the illusion spells) are usually lesspractical choices initially. The final school anEnchanter would probably want toconcentrate on is Alteration, since most ofthe combat-related spells fall into thiscategory.

By the time they have to choose a single skillin which to specialize beyond level 50,Enchanters really only have two choices —Alteration (which includes immobilization,haste, slowing, DoT, charm and mostattribute increases and decreases) andConjuration (which includes mesmerizingspells). Most Enchanters choose Alteration astheir field of specialization, since half oftheir spells are related to this skill.

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MagicianThe mighty Magician, or mage as they have come tobe known, is a powerful force in Norrath. Thesemasters of summoning are never truly alone, for

they can call forth the power of an elemental to fight anddefend them, and in some cases fend off foes as the magemakes a hasty escape to safety.

There are four different types of pets at the mage’s disposal,one for each element: Fire, Earth, Air and Water. Each pet hasspecific uses, and it takes some time to fully understand theirnatures. It is a challenge for a young mage to learn the properuse of pets in varying situations.

With the wiggle of a finger, the Magician can also conjure anarray of powerful weapons for her pet, party members orherself. Each of these weapons has the inherent ability to hitmagic creatures. Along with this arsenal of weapons comes along list of useful items, including food, water, bandages,arrows, weight-reducing bags, water-breathing stones,levitation rings and various light sources (that fit in theammo slot). Of course the ability to summon these items andthe amount summoned (for stackable items) is determined bythe mage’s level. The drawback of all the Magician’ssummoned items is that they are no rent — they will disappearwhen you log out. Particular care must be exercised whenusing a weight-reducing bag, as it (along with its contents)will vanish when the user of the item camps for the evening.

The Magician also gets the best personal shields of any purecaster. The phantom armor line of spells not only increases theMagician’s armor class, but also adds hit point regeneration.They can be stacked with other hit-point-increasing buffs andhelp the Magician survive just a little longer in fierce combat.The drawback to the phantom armor spells is that they requirea component that can be expensive at lower levels.

When it comes to pure damage, the Magician is, throughout most of hercareer, second only to the Wizard for Direct Damage output. As easily as the

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Magician Skills1 1H Blunt1 2H Blunt1 Abjuration1 Alcohol Tolerance1 Alteration1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Channeling1 Conjuration1 Defense1 Divination1 Evocation1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Throwing4 Meditate

16 Research16 Tinkering (Gnome only)20 Specialize Abjure20 Specialize Alteration20 Specialize Conjuration20 Specialize Divination20 Specialize Evocation22 Dodge

by Zandar, Mage of Freeport (Bristlebane)

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mage summons elementals and items, she canblast a foe with the power of a hundredslashing swords or daggers all at once, fordevastating damage. It is also common to seea powerful fireball emanate from a mage toincenerate her enemies. Being the master ofsummoned beings, the mage is also an expertin dispatching them. Summoned foes will findit hard to resist this line of spells. TheMagician also gets a line of area-effect spells(the rain line) that can be cast from a distancefor increased safety. Area effect spells aredangerous by nature, and this line of area-effect spells is the best in the game.

Magicians also get fire shields that cannot beresisted, and are extremely mana-efficientwhen cast properly. This is especially truewhen cast just before a battle against severalfoes at once. Even if the monster is manylevels higher than the mage and resists everyspell, the fire shield line of spells will always dodamage each time the character wearing one ishit. However, they last just a short time, sotiming of the spell is a critical factor.

Finally, the Magician gets the malise line ofdebuffing spells. These spells lower the target’sresistances and give the spells that follow abetter chance at doing damage and reachingtheir maximum potential.

With all this power at hand, it may seem thatthe Magician is an easy class to play. However,the opposite is true. True mastery of the mageclass only comes from many months ofplaytime, many deaths on the battlefield andmuch research. The Magician is oftenvulnerable to attack and cannot last very longin melee combat, even with her shields up.Mages also typically have low Strength andcan become encumbered quite easily, butproper use of weight-reducing bags can helpalleviate this problem. The Magician also facesthe most difficult research of all the casterclasses — the time needed to master each spellis lengthy, and the process arduous. Most ofthe high-level pet spells cannot be purchasedfrom vendors.

While it is true Magicians are one of the bestclasses to solo (thanks to the combat supportof their pets), they also excel in groups. Therest of a group will find the Magician’s petsboth welcome and helpful. Group members willnot have to worry about running out of food,water or bandages when a mage is in theirparty. They can also count on their magefriend to reduce their enemies from half hitpoints to death in a single cast, on manyoccasions.

Magician Starting AttributesMagician STR STA AGI DEX WIS INT CHA Bonus AP

Dark Elf 60 75 90 75 83 109 60 30

Erudite 60 80 70 70 83 117 70 30

Gnome 60 80 85 85 67 108 60 30

High Elf 55 75 85 70 95 102 80 30

Human 75 85 75 75 75 85 75 30

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Lvl Spell Skill Type Tgt Pg.1 Burst of Flame Ev Fire/Ht T 4161 Flare Ev Fire/Ht T 4391 Minor Shielding Ab Shield Y 4601 Reclaim Energy Cn Summon T 4661 Summon Dagger Cn Summon S 4851 Summon Drink Cn Summon S 4851 Summon Food Cn Summon S 4851 True North Dv Vision Y 4924 Burn Ev Fire/Ht T 4154 Elementalkin: Air Cn Summon S 4314 Elementalkin: Earth Cn Summon S 4314 Elementalkin: Fire Cn Summon S 4314 Elementalkin: Water Cn Summon S 4314 Fire Flux Ev Fire/Ht 0 4374 Gate Al Teleport Y 4414 Sense Summoned Dv Vision Y 4734 Summon Bandages Cn Summon S 4854 Summon Wisp Cn Summon S 4868 Dimensional Pocket Cn Summon S 4278 Elementaling: Air Cn Summon S 4308 Elementaling: Earth Cn Summon S 4308 Elementaling: Fire Cn Summon S 4308 Elementaling: Water Cn Summon S 4318 Eye of Zomm Cn Vision Y 4368 Flame Bolt Ev Fire/Ht T 4388 Invisibility Dv Vision T 4528 Lesser Shielding Ab Shield Y 4548 Renew Elements Al Heal T 4678 Shield of Fire Ab Fire/Ht T 4758 Shock of Blades Cn Harm T 4768 Staff of Tracing Cn Summon S 482

12 Bind Affinity Al Ench/Ill T 41312 Burnout Al Buff T 41512 Cancel Magic Ab Ench/Ill T 41712 Column of Fire Ev Fire/Ht A 42212 Elemental: Air Cn Summon S 43012 Elemental: Earth Cn Summon S 43012 Elemental: Fire Cn Summon S 43012 Elemental: Water Cn Summon S 430

Lvl Spell Skill Type Tgt Pg.12 Rain of Blades Ev Harm S 46512 Summon Fang Cn Summon S 48512 Ward Summoned Ev Harm T 49416 Identify Dv Vision T 44716 Minor Sum.: Air Cn Summon S 46016 Minor Sum.: Earth Cn Summon S 46016 Minor Sum.: Fire Cn Summon S 46016 Minor Sum.: Water Cn Summon S 46016 Phantom Leather Ab Shield Y 46316 See Invisible Dv Vision A 47216 Shielding Ab Shield Y 47516 Shock of Flame Ev Fire/Ht T 47616 Staff of Warding Cn Summon S 48216 Summon Heatstone Cn Summon S 48516 Summon

Throwing Dagger Cn Summon S 48620 Bolt of Flame Ev Fire/Ht T 41420 Elemental Shield Ab Shield Y 43020 Expulse Summoned Ev Harm T 43520 Lesser Sum.: Air Cn Summon S 45420 Lesser Sum.: Earth Cn Summon S 45520 Lesser Sum.: Fire Cn Summon S 45520 Lesser Sum.: Water Cn Summon S 45520 Rain of Fire Ev Fire/Ht S 46520 Renew Summoning Al Heal T 46720 Shield of Flame Ab Fire/Ht T 47520 Spear of Warding Cn Summon S 48020 Summon Arrows Cn Summon S 48420 Summon Waterstone Cn Summon S 48624 Cornucopia Cn Summon S 42324 Everfount Cn Summon S 43524 Flame Flux Ev Fire/Ht 0 43824 Major Shielding Ab Shield Y 45724 Malise Al Fr/Dth T 45824 Shock of Spikes Cn Harm T 47724 Staff of Runes Cn Summon S 48224 Summoning: Air Cn Summon S 486

(cont. on p. 92)

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Lvl Spell Skill Type Tgt Pg.24 Summoning: Earth Cn Summon S 48624 Summoning: Fire Cn Summon S 48624 Summoning: Water Cn Summon S 48629 Burnout II Al Buff T 41629 Dismiss Summoned Ev Harm T 42729 Greater Sum.: Air Cn Summon S 44329 Greater Sum.: Earth Cn Summon S 44329 Greater Sum.: Fire Cn Summon S 44329 Greater Sum.: Water Cn Summon S 44329 Inferno Shield Ab Fire/Ht T 45029 Phantom Chain Ab Shield Y 46329 Rain of Spikes Ev Harm S 46529 Summon Coldstone Cn Summon S 48529 Sword of Runes Cn Summon S 48734 Blaze Ev Fire/Ht T 41334 Cinder Bolt Ev Fire/Ht T 42034 Dimensional Hole Cn Summon S 42734 Greater Shielding Ab Shield Y 44334 Minor Conj.: Air Cn Summon S 45934 Minor Conj.: Earth Cn Summon S 45934 Minor Conj.: Fire Cn Summon S 45934 Minor Conj.: Water Cn Summon S 45934 Nullify Magic Ab Ench/Ill T 46134 Staff of Symbols Cn Summon S 48239 Barrier of Combustion Ab Fire/Ht T 41239 Dagger of Symbols Cn Summon S 42539 Expel Summoned Ev Harm T 43539 Flame Arc Ev Fire/Ht 0 43839 Lesser Conj.: Air Cn Summon S 45439 Lesser Conj.: Earth Cn Summon S 45439 Lesser Conj.: Fire Cn Summon S 45439 Lesser Conj.: Water Cn Summon S 45439 Rain of Lava Ev Fire/Ht S 46539 Summon

Ring of Flight Cn Summon S 48544 Arch Shielding Ab Shield Y 41144 Conjuration: Air Cn Summon S 42344 Conjuration: Earth Cn Summon S 42344 Conjuration: Fire Cn Summon S 42344 Conjuration: Water Cn Summon S 423

Lvl Spell Skill Type Tgt Pg.44 Elemental Armor Ab Shield Y 42944 Malisement Al Fr/Dth T 45844 Modulating Rod Cn Summon S 46144 Phantom Plate Ab Shield Y 46344 Shock of Swords Cn Harm T 47749 Banish Summoned Ev Harm T 41249 Burnout III Al Buff T 41649 Greater Conj.: Air Cn Summon S 44249 Greater Conj.: Earth Cn Summon S 44349 Greater Conj.: Fire Cn Summon S 44349 Greater Conj.: Water Cn Summon S 44349 Lava Bolt Ev Fire/Ht T 45349 Rain of Swords Ev Harm S 46649 Shield of Lava Ab Fire/Ht T 47551 Gift of Xev Cn Summon S 44251 Malosi Al Fr/Dth T 45851 Scintillation Ev Fire/Ht 0 47251 Vocarate: Earth Cn Summon S 49352 Bristlebane’s Bundle Cn Summon S 41552 Char Ev Fire/Ht T 41952 Phantom Armor Ab Shield Y 46352 Vocerate: Fire Cn Summon S 49453 Annul Magic Ab Ench/Ill T 41153 Boon of Immolation Ab Fire/Ht G 41453 Quiver of Marr Cn Summon S 46553 Vocerate: Air Cn Summon S 49454 Bandoleer of Luclin Cn Summon S 41254 Scars of Sigil Ev Fire/Ht T 47154 Shield of the Magi Ab Shield Y 47554 Vocerate: Water Cn Summon S 49455 Call of the Hero Cn Summon T 41655 Pouch of Quellious Cn Summon S 46455 Rage of Zomm Cn Summon S 46555 Sirocco Ev Fire/Ht S 47856 Cadeau of Flame Ab Fire/Ht T 41656 Dyzil’s Deafening

Decoy Cn Summon S 42956 Exile Summoned Ev Harm T 43556 Muzzle of Mardu Cn Summon S 461

(cont. on p. 93)

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Magician Spells (cont. from p. 91)

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Lvl Spell Skill Type Tgt Pg.57 Eye of Tallon Cn Vision Y 43657 Greater Voc.: Earth Cn Summon S 44357 Shock of Steel Cn Harm T 47758 Greater Voc.: Fire Cn Summon S 44358 Malosini Al Fr/Dth T 45858 Velocity Al Spd/Trvl T 49359 Greater Voc.: Air Cn Summon S 443

Lvl Spell Skill Type Tgt Pg.59 Manastorm Ev Harm S 45859 Seeking Flame

of Seukor Ev Fire/Ht T 47260 Aegis of Ro Ab Fire/Ht G 41060 Banishment Ev Harm T 41260 Greater Voc.: Water Cn Summon S 44360 Mala Al Fr/Dth T 457

Magician Spells (cont. from p. 92)

AttributesPut 25 (the max possible) into Intelligence,then allocate the remaining 5 at yourdiscretion.

RacesDark Elf. Dark Elf mages have thedisadvantage of being evil, so they are notwelcome in many cities. They also start inNeriak, an underground city that can bedifficult to navigate. They have higherstarting Agility than other mages, and thesecond highest Intelligence, plus ultravision.Dark Elf mages are a great combination forplayers who like a challenge.

Erudite. Erudite mages have the higheststarting Intelligence of all the Magicianraces. This gives them the largest mana poolto begin with. They are tied with the HighElf for the lowest Dexterity, and have theworst Agility of all the mage races. Note thatthey have poor night vision, and that theymust take a boat to the mainlands for moreadvanced hunting.

Gnome. Gnome mages have an excellentstarting Intelligence, and closely follow DarkElf mages in the size of their beginning manapool. They have the highest Dexterity of allthe mage races, as well as very good Agility.They can see in the dark, and can eventuallylearn Tinkering. They are an excellent choicefor mages who like to be unique.

High Elf. The High Elf mage has the lowestStrength of all the races, but makes up for itwith well balanced stats otherwise, includingan Intelligence comparable to the Gnome andDark Elf. In addition, they can see in thedark and there’s an excellent training groundavailable to the citizens of Felwithe.

Human. The Human mage has well-roundedstats, but suffers from the lowest Intelligenceof all the races. Human Magicians have thehighest Strength and Stamina of all themage races. They have no night vision, butget to start in what is considered by many tobe the business capital of Norrath.

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TacticsSoloMagicians can summon the best pets inNorrath, despite what Necromancers say.

Having the strongest pets means goodsoloing. The idea is a modified Root ’n’ Nuke(by having the pet do the rooting), orkeeping the monster taunted to the pointthat it is as good as rooted. At that point,the trick is to kill it before it kills your pet.By accomplishing this, you stay alive.

If multiple mobs aggro on your pet, you canhave the pet take the heat while you make arun for safety.

GroupMagicians are the master summoners ofNorrath. You pull something out of nothing… that’s your job.

You can summon weapons for corpserecovery or party members’ pets, you cansummon food and drink, and you cansummon pets of your own. Magicians alsopack fairly good damage spells, second onlyto Wizards, in fact.

Magicians also have the best damage shields.It’s always worth the mana and time it takesto cast damage shields on your meleefighters, especially since the damage shieldinflicts damage on the mob that cannot beresisted.

When in groups, Magicians should choosewhat pet to summon based on the opponentsthey will be facing. When fighting NPCs that

are mainly casters, the Air Elemental isusually the best choice: it casts spells thatinterrupt the NPCs’ spellcasting. When ingroups where the Magician’s pet will bedoing a lot of heavy fighting, the FireElemental is a good choice: it has very lowhit points but high damage output. A FireElemental can cast a damage shield on itself,so it also is useful against multiple weakeropponents. If you need a tank, especiallywhile soloing, the Earth Elemental is yourmost obvious choice: it can take a lot ofdamage while rooting a mob and keeping itaway from you. Lastly is the WaterElemental, the middleman, which is the all-around pet that can be used in anysituation. The Water pet is immune topoison, and is the best choice for fightingcreatures that can harm you in this manner.Many mages prefer Water pets to Earth petsfor both soloing and tanking. More thananything else, it’s a matter of your ownpreference, so experiment to discover yourpersonal favorite.

TipsElemental Summoning. The Shovel ofPonze, Broom Of Trilion, Stein of Ulissa andTorch of Alna are not necessary for thesespells, but having the appropriate one in-hand when casting the spell produces a morepowerful pet, especially with higher-levelversions of these spells.

Experience. Work up a character profilethat’s more than summoning things …maybe the mage likes to go fishing, makepots, etc. Magic is good, but a realpersonality makes it worthwhile.

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Erudite and Human night vision. UseSummon Wisp, Summon Heatstone orSummon Coldstone (depending on what’savailable to you).

Summon and sit. It takes a long time toget adept at summoning, particularly duringfights. Simply summon and then sit toregain your mana as quickly as possible.Once you have the summoned items, give agift (or three) to anyone who is in need.Learning how to summon a new pet beforethe old one dies during a battle is difficult tomaster, but will save you life many times.

Offering summoned items in exchange forbuffs like SoW or Clarity is a common trade.

SpecializationNote: Also see Specialization, page 236.

There are two main choices when selecting aspecialization as a Magician: Evocation (AoEand a few DD spells) or Conjuration.Evocation is mostly direct damage.Conjuration is summoning, from pets to foodto weapons, although there are some DDconjurations. When given the opportunity tospecialize, Magicians who want the casting-time and mana-cost reductions to affect thegreatest number of their spells chooseConjuration, while many opt for Evocation tobolster their combat casting effectiveness.

Your decision is just a matter of preference,but many Magicians choose Evocationbecause that’s used during battle. You’ll becasting Conjuration spells a lot (in fact, mostof the Magician spells are in Conjuration),but the casting is during non-critical times… so you can just med back up. (Note thatthe shock line of spells, a Magicians’ bestDD spells, are Conjuration-based.)

Player Characters: Magician

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MonkSo you wish to study the ways of the Monk?Imagine a tranquil garden, sounds of water

bubbling over a rocky fountain. Men and women moveabout quietly, whispering if conversation is necessary. Theyhave no need of riches save for a few adornments. Theyare calm and unassuming. Suddenly an enemy breaks intothe serene setting. As one, the quiet Monks spring intoaction. Hands and feet fly faster than eyes can see. Somewield staffs or other blunt weapons. The intruder has nochance, as the warrior priests use their unique prowess toquickly and efficiently vanquish the prowler. These are theMonks of Quellious and their agnostic brethren.

Far away on a bleak and desolate training ground,lizardlike Monks practice these same skills. They eschew allother races, but have much in common with their Humancounterparts. All three of these sects have the same goal,mastery over body and mind for the purpose of defeatingan enemy.

Monks have enviable abilities, regardless of their race.Their drive to master their bodies allows them to practiceuseful skills. They can fall from great heights withouttaking damage. They have the ability to heal some woundswithout the use of bandages or spells, which is unique totheir discipline. They can also fight without weapons,though there are stories of very powerful staves obtainedin obscure places. Intelligent Monks will keep all theirfighting skills up to perfection at all times, in case theyhave an opportunity to wield one of these fabled weapons.

As a Monk grows older, she gains the ability to hit moreoften, along with learning more specialized combattechniques. When she has a friendly magic user in thegroup to enhance her natural skills, she can be referred toas “a Human blender” (the Iksar have their owncomparable term).

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96Monk Skills

1 1H Blunt1 2H Blunt1 Alcohol Tolerance1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Defense1 Dodge1 Dual Wield1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Kick1 Mend1 Offense1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Throwing3 Safe Fall5 Round Kick8 Sneak

10 Tiger Claw12 Block15 Double Attack17 Feign Death18 Instill Doubt20 Eagle Strike25 Dragon Punch/Tail Rake27 Disarm30 Flying Kick35 Riposte

Disciplines

51 Stone Stance52 Thunder Kick53 Whirlwind54 VoidDance56 InnerFlame57 100 Fist59 SilentFist59 AshenHand

by Ester Ann Sauter

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Another skill that is mastered by the Monksis the ability to feign death. This is perhapstheir most important ability. It can allowthem to save their entire adventuring party,by remaining behind while their friendsescape.

The Monk is intimately aware of the workingof his body. Because of this he is loath towear any armor beyond leather. With fewexceptions, all else is shunned by the sect.Weight is also a consideration; beyond 14stones the Monk loses some of his naturaltenacity, so he tends to travel light.

A tailor can make cured silk, which Monkslove to wear. It is stylish and light, which isalways a concern for Monks. There are alsorumors of mesh and woven armor found inthe caverns of Guk, but the sentient race ofFrogloks are the ones who own it, and formany Monks killing sentient creatures inorder to loot their possessions is notacceptable.

The dream of every Monk is to attain theskill and age necessary to enter the Planes ofthe Gods and kill the fabled ShiverbackGorillas, who are rumored to be the source ofShiverback hides. Other armors are availablethroughout the lands, but Shiverback armormay be the best Monk-only armor in thelands of Norrath.

A Monk is most effective in a group ofadventurers. There is not much that a Monkcan defeat on her own, but the Monk is avital part of a group, as she can pullopponents to the group much more easilythan other classes. She is also a significantsource of damage. This does have itsdrawbacks, as it is difficult for othercharacters to taunt a monster off of a Monk.Again, the Feign Death skill is extremelyuseful in these situations, for if a monster isfooled by your supposed death, others have achance of attracting its attention.

Though they are potent among the meleefighters in Norrath, the path of the Monk isnot always easy. It takes skill and cunning tofollow their path, but the rewards are great.I wish you well, young initiate, as you beginyour journey to Grandmaster.

AttributesThere are two camps in the Monk temples onthe question of whether an initiate shouldfocus on developing Strength or Agility.However, don’t spend hours stressing overhow to allocate points: they won’t make thatbig a difference. That said, there aredifferent reasons to put points differentplaces.

Player Characters: Monk

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Monk Starting AttributesMonk STR STA AGI DEX WIS INT CHA Bonus AP

Human 80 80 85 85 75 75 75 20

Iksar 75 75 100 95 80 75 55 20

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Strength. Those who believe in Strength saythat the amount of damage done will offsetthe heightened chance of being hit. Let’s faceit, you’re a damage dealer, and the higheryour Strength, the more damage is dealt. Onthe other hand, there are an awful lot ofStrength-buffing items out there. If you havereason to think you’ll survive to get them,you can pull back on the Strength allocationand put it elsewhere.

Agility. The Agility faction claims thatbeing able to avoid your attacker more thanmakes up for inflicting less damage on youropponent — Monks are damage dealers, nothit takers, so anything to avoid taking hitsis to be desired, including a higher Agility.On the other hand, once you get FeignDeath, you’re only going to be killed if you’recareless.

Some follow the middle road between thesetwo camps. It is a choice that initiates mustdetermine for themselves. (And there’ssomething to be said for raising yourIntelligence, so that you can practice newskills more effectively.)

RacesHuman. Some ask which is a better Monk,the shunned Iksar or the amiable Humans.Humans hit faster, and they are accepted ina majority of the cities across Norrath.However, they can’t see in the dark.

Iksar. The Iksar are hated everywhere buttheir own city of New Cabilis, which makestravel difficult. They also take longer toadvance in their disciplines than theirHuman counterparts. However, the Iksar dohave innate Swimming and Foraging

abilities, and they regenerate as fast as thehated Trolls do. They can also see in thedark, an ability Humans lack, and have ahigher starting AC, due to their scaly hides.

TacticsSoloMonks are most suited to using theoverpowering tactic for soloing. They arepure fighters, strong and fast.

The advantages to the Monk over theWarrior are the skills of Mend and FeignDeath. If a Monk gets into trouble, the firstskill in a Monk’s arsenal of abilities is Mend.While this skill is much more effective athigher levels, it will immediately heal a lot ofhit points, possibly turning the tide of thebattle.

The advantage of the Monk at higher levelsis that an escape route may not benecessary. Feign Death is the ability to playdead and thus convince the assaulting mobthat you have ceased to be a threat. Manytimes this will save your life. Constantlypractice Feign Death, because many a Monkhas died when his display of death was alittle less convincing than it should havebeen. Practice makes perfect.

Any extended capabilities for solo playingwill rely on your knowing when to FeignDeath and when to run for the border.

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GroupMonks in EverQuest are very good at meleecombat, great scouts, and excellent pullers.When in a group, you should always be thescout. Once you have the ability to Feign Death— so the mobs think you’re dead and leave youalone — you are a puller beyond compare.Feign Death means no accidental trains.

Feign Death has more than one use, though.It’s also good for clearing the path of hostilecreatures. When entering a new area, you canrun into a hostile area, attract the attention ofany NPCs blocking the party’s path, lead themaway, and then Feign Death so the party hastime to get past.

Another trick involving Feign Death is theFeign pull. In this process, you go to a group ofNPCs and attack. You lead the NPCs away abit, then Feign Death. The NPCs wander off,one by one, while you wait patiently. Whenonly one is left, you can get back up and leadit to the group. This tactic can be very usefulfor breaking up a spawn in a dungeon.

TipsKick It. It doesn’t take long to improveKicking skills, so throwing a few practicesinto Kicking isn’t a bad idea. After you gaina few levels, accurately landed round kickslook really cool ….

Mend. Like the Paladin’s Lay on Hands spell,Mending is a good skill to practice during orafter battle. It can be used every six minutes(real time). The only real drawback is thatfailure at low levels often results in a botchedattempt, where you end up creating moredamage, rather than Mending it. As might

be expected, your chances of success, andyour chances of avoiding further damage,improve as your skill improves.

Pulling. Monks are great pullers, but …pulling a manageable number of mobs (oneor two) is the goal. In case of a train, FeignDeath to keep from overwhelming your camp.Pulling a train to camp can mean instantwipeout, and it will be all your fault.

Feign Death will sometimes not work on thehighest-level mobs. Know your enemies.

Weapon skills. It’s tempting to totally avoidweapon skills, since you don’t get access toany weapons stronger than your own twohands until level 40. However, those level40+ weapons are well worth the preparation.Many smart Monks wield a 1H Bluntweapon alongside a fist (Dual Wield), andput the blunt weapon back in their backpackonce they max out their 1H Blunt skill fortheir experience level. It is weight to becontended with, but you can just put thestaff or club back in the bank, too, when youdon’t need it. Whitened Treant Fists, Wu’sTrance Stick, Spiritwood Club … theseweapons were meant for Monks, and two ofthem are Monk-only. It would be foolish notto prepare to use them.

Take it slow. Fight cautiously until you getDouble Attack and Feign Death. Monks areamazing fighters … but they are a littleunderpowered at the outset. It can be a bitfrustrating for a newbie.

Strategic withdrawal. If you’re out-matched and Feign Death isn’t a good option… run! Since Monks are often loners,learning to perform tactical withdrawals is asurvival trait.

Player Characters: Monk

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Magic without spells. If a Monk wearingmagical gloves attacks with his hands, orkicks while wearing magic boots, the attackis magical. From level 30 on, you can attackmagical beings with your bare hands andfeet. (This is a benefit only Monks receive.)In addition, you get a special attack everyfew levels (Round Kick, Tiger Claw, EagleStrike, etc.) … these attacks are all magical.

Take turns. Monks are great tanks andgreat pullers, so if there’s another puller inthe party, take turns to keep thingsinteresting.

Practice. Always be practicing skills thatyou think are necessary, including SenseHeading (particularly useful during solowork), Kick and (always and especially)Mend.

Practice Feign Death in your downtime.It may feel silly to be playing possumwithout a hint of danger nearby, but it’sbetter than spending skill points.

Mend. Mend is going to be one of yourmost-used skills, so it might be worthspending a few practice points on it whenyou’re in those troubled-teen levels. It’sbetter than practicing, because a botchedMend hurts.

Mend works as often as your skill is high.For example, if your skill is 75, yourattempts to Mend will work 75% of thetime. It takes a long time to get consistentlygood.

Flying Kick. After you get your basicsdown, save up your skill points for FlyingKick. Flying Kick is definitely one of thecoolest skills available to anyone.

Dragon Punch and Instill Doubt are alsogood, no doubt about it, and also worth afew skill points. Remember that Instill Doubtskill has a chance of causing fear in thecreature you are fighting.

Silk. You want to wear silk, specificallycured silk. You should be well on your way toa complete cured silk fashion statement bylevel 15.

A Monk with time on his hands and no luckgetting cured silk can always develop theskills of Brewing and Tailoring. It’s the hardway, but it’s a good feeling to wear only yourown, hand-crafted clothes. If a Monk isn’tinto self-sufficiency, who is?

Boots and gloves. Below experience level 30,you need magic boots and/or gloves for theInstill Doubt skill to work on magic mobs(e.g., ghouls). You’ve got to inflict damagefor the fear to have its effect. If neither yourgloves nor boots are magic, you cannot landthe blow, therefore no fear.

Ask your own, ask nicely. Gaining levelscan be a little intimidating, but a trip downto your guild and a whole lot of politediscussions with the older Monks can beinvaluable. Also note that Monks can’t carryvery much, so they are apt to be generous.

Cash it in. Also, being helpful to peopletends to be a lucrative pastime for Monks.Since you can’t really carry much in the wayof items, anything you should beimmediately sold for cold, hard cash. Otherclasses have to spend time thinking “will thisbe useful later?” Monks always travel light,and place little reliance on weapons andshields for their success.

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Player Characters: Necromancer

101

NecromancerNecromancers are the Death Magi of Norrath. Theyseek out darkness and evil, and thrive whensurrounded by pain and death. Necromancers are

the masters of the dead, reaching beyond the bounds of thegrave to magically manipulate their dark minions.

Wholly dedicated to the practice of their magic,Necromancers are physically weak and unable to providemuch of a defense. Due to their lack of physical prowess,they have developed spells that enable them to commandpowerful undead beings, and have their own peculiar spellsthat summon loyal servants to do their bidding. Their mainoffensive spells focus on time-based means of dealing withtheir opponents. These spells generally draw on pain andsuffering and are grounded in poison and disease, causingtheir enemies to suffer and perish in terrible ways. Thismastery of torment lets Necromancers suck the very life outof their victims and heal themselves in the process. However,pain is a means to an end, rather than an end in itself, anda Necromancer will even inflict suffering on himself torestore magical energies, if that is the most efficient way toaccomplish his goals.

Necromancers are considered evil merely because they choose todelve into the arts and practices that many find repulsive. Evenif a Necromancer’s goals are aligned with the forces of Light,few would think that these ends can justify their foul means.Necromancers are oftentimes shunned in the world because oftheir peculiar looks and ways, but none doubt the powers ofthe Necromancer, for they are the stuff of nightmares.

Although a Necromancer might have a personal preferencefor the comradeship of others, she is fully powerful enoughto face the world and triumph, with only her pet at her side.It is just as well that the Necromancer can fend for herself,for unless her race is evil she is not well liked even amongher own kind. In many cases she is an outcast, and branded a heretic. The Erudites,for example, ostracize Necromancers from their home town, forcing them to live incaverns and deep within forests. Even though labeled a heretic, there is usually

NecromancerSkills

1 1H Blunt1 2H Blunt1 Abjuration1 Alcohol Tolerance1 Alteration1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Channeling1 Conjuration1 Defense1 Divination1 Evocation1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Throwing4 Meditate

16 Research16 Tinkering (Gnome only)20 Specialize Abjure20 Specialize Alteration20 Specialize Conjuration20 Specialize Divination20 Specialize Evocation22 Dodge

by Jason Mash “Jacinn Masche”

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Necromancer Starting AttributesNecromancer STR STA AGI DEX WIS INT CHA Bonus AP

Dark Elf 60 65 90 85 83 109 60 30

Erudite 60 70 70 80 83 117 70 30

Gnome 60 70 85 95 67 108 60 30

Human 75 75 75 85 75 85 75 30

Iksar 70 70 90 95 80 85 55 30

someone who can use the services of aNecromancer, especially anyone who issearching for a lost corpse. It can be veryeasy to lose a corpse, especially when you areexploring a new area and are in unfamiliarsurroundings. A Necromancer’s skills includethe ability to locate someone’s corpse, andeven in some cases summon it, although atquite a high price.

The Necromancer is one of the most difficultclasses, due to the many different ways inwhich it may be played, but in the end canbe one of the most gratifying. Because of thehostilities toward Necromancers, it can bedifficult to purchase supplies without longand time-consuming journeys. Expect to usepeople skills to make friends who’ll purchasesupplies for you from the local stores, ormore often than not you’ll go hungry.

AttributesIntelligence. Intelligence is the mainattribute for a Necromancer. It not only helpsyou learn most of your skills faster, but alsoincreases your spellcasting ability. It is by farthe most important attribute to increase.

Dexterity. This is your second-most importantstat. It helps to prepare the fingers for whatthe mind is going to do.

Charisma. Necromancers need Charisma forgreater success in controlling undead (thosesummoned from the world at large, asopposed to the ones they raise themselves).Although Charisma can be important, itsvalue is not enough to justify taking pointsaway from Intelligence.

RacesDark Elf. Dark Elves make goodNecromancers, due to their innate ability toreside in dark areas and caverns with almostno visibility loss, whereas many other racescannot see in the dark well, if at all. Thisenables them to spot trouble more easily,hopefully before trouble spots them. DarkElves can also Hide, which helps them avoidunwanted conflicts. The drawback to theDark Elves is that their race is hatedthroughout Norrath, and that in itself willmake things difficult as there will be noplace that will buy and sell to them outsidethe few evil cities.

Erudite. Erudites make good Necromancers,because they have the highest Intelligence, aswell as good Dexterity and Charisma, whichare important for any Necromancer. Eruditesare not as hated a race, and are more openlyaccepted throughout Norrath, but as a

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Lvl Spell Skill Type Tgt Pg.1 Cavorting Bones Cn Summon S 4181 Coldlight Cn Summon S 4211 Disease Cloud Cn Disease T 4271 Invisibility versus

Undead Dv Vision T 4521 Lifetap Al Fr/Dth T 4561 Locate Corpse Dv Vision Y 4561 Minor Shielding Ab Shield Y 4601 Reclaim Energy Cn Summon T 4661 Sense the Dead Dv Vision Y 4731 Siphon Strength Al Debuff T 4784 Clinging Darkness Al Harm T 4214 Endure Cold Ab Shield T 4324 Fear Al Fr/Dth T 4364 Gate Al Teleport Y 4414 Grim Aura Al Harm Y 4434 Leering Corpse Cn Summon S 4544 Lifespike Al Fr/Dth T 4554 Numb the Dead Ab Mind Ctl T 4614 Poison Bolt Cn Poison T 4644 True North Dv Vision Y 4928 Bone Walk Cn Summon S 4148 Dark Empathy Al Heal T 4258 Dark Pact Al Fr/Dth Y 4258 Deadeye Dv Vision Y 4268 Gather Shadows Dv Vision Y 4428 Impart Strength Al Buff T 4508 Lesser Shielding Ab Shield Y 4548 Mend Bones Al Heal T 4598 Shadow Step Al Teleport Y 4748 Vampiric Embrace Al Harm Y 4938 Ward Undead Ev Harm T 494

12 Bind Affinity Al Ench/Ill T 41312 Convoke Shadow Cn Summon S 42312 Endure Disease Ab Shield T 43212 Engulfing Darkness Cn Harm T 43312 Heat Blood Al Harm T 44512 Leach Al Fr/Dth T 45412 Lifedraw Al Fr/Dth T 45512 Scent of Dusk Al Air/Wthr T 47112 Sight Graft Dv Vision T 478

Lvl Spell Skill Type Tgt Pg.12 Spook the Dead Al Fr/Dth T 48212 Wave of EnfeeblementAl Debuff 0 49516 Banshee Aura Ab Fr/Dth Y 41216 Cancel Magic Ab Ench/Ill T 41716 Cure Disease Al Heal T 42516 Feign Death Ab Ench/Ill Y 43716 Heart Flutter Al Debuff T 44516 Hungry Earth Al Earth T 44616 Infectious Cloud Cn Disease A 45016 Restless Bones Cn Summon S 46816 Shielding Ab Shield Y 47516 Shieldskin Ab Shield Y 47616 Spirit Armor Ab Shield T 48016 Voice Graft Dv Ench/Ill T 49420 Allure of Death Al Fr/Dth Y 41020 Animate Dead Cn Summon S 41120 Dominate Undead Al Mind Ctl T 42820 Expulse Undead Ev Harm T 43520 Harmshield Ab Shield Y 44420 Identify Dv Vision T 44720 Shadow Compact Al Heal T 47320 Shadow Vortex Al Air/Wthr T 47420 Siphon Life Al Fr/Dth T 47820 Word of Shadow Ev Harm 0 49724 Breath of the Dead Al Air/Wthr Y 41524 Haunting Corpse Cn Summon S 44524 Intensify Death Al Buff T 45124 Leatherskin Ab Shield Y 45424 Major Shielding Ab Shield Y 45724 Rapacious Subversion Al Ment Str T 46624 Resist Cold Ab Shield T 46724 Rest the Dead Ab Mind Ctl T 46824 Scent of Shadow Al Air/Wthr T 47224 Screaming Terror Al Fr/Dth T 47224 Shadow Sight Dv Vision Y 47424 Shock of Poison Cn Poison T 47729 Boil Blood Al Harm T 41429 Defoliate Ev Harm T 42629 Dismiss Undead Ev Harm T 42729 Dooming Darkness Cn Harm T 428

(cont. on p. 104)

Player Characters: Necromancer

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Necromancer Spells

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Lvl Spell Skill Type Tgt Pg.29 Panic the Dead Al Fr/Dth T 46229 Renew Bones Al Heal T 46729 Spirit Tap Al Fr/Dth T 48229 Summon Dead Cn Summon S 48529 Vampiric Curse Al Fr/Dth T 49329 Word of Spirit Ev Harm 0 49734 Beguile Undead Al Mind Ctl T 41334 Call of Bones Al Fr/Dth Y 41634 Greater Shielding Ab Shield Y 44334 Invoke Fear Al Fr/Dth T 45234 Invoke Shadow Cn Summon S 45234 Resist Disease Ab Shield T 46734 Root Al Earth T 47034 Steelskin Ab Shield Y 48334 Surge of Enfeeblement Al Debuff 0 48734 Venom of the Snake Cn Poison T 49339 Augment Death Al Buff T 41139 Counteract Disease Al Heal T 42339 Drain Spirit Al Fr/Dth T 42839 Expel Undead Ev Harm T 43539 Malignant Dead Cn Summon S 45739 Nullify Magic Ab Ench/Ill T 46139 Scent of Darkness Al Air/Wthr T 47139 Scourge Cn Disease T 47239 Summon Corpse Cn Summon S 48539 Word of Souls Ev Harm 0 49744 Arch Shielding Ab Shield Y 41144 Asystole Al Debuff T 41144 Cackling Bones Cn Summon S 41644 Covetous Subversion Al Ment Str T 42444 Dead Man Floating Ab Fr/Dth T 42644 Diamondskin Ab Shield Y 42644 Ignite Bones Ev Fire/Ht A 44744 Pact of Shadow Al Heal T 46249 Banish Undead Ev Harm T 41249 Bond of Death Al Fr/Dth T 41449 Cajole Undead Al Mind Ctl T 41649 Cascading Darkness Cn Harm T 41849 Drain Soul Al Fr/Dth T 42849 Ignite Blood Al Harm T 447

Lvl Spell Skill Type Tgt Pg.49 Invoke Death Cn Summon S 45249 Lich Al Fr/Dth Y 45549 Paralyzing Earth Al Earth T 46251 Dread of Night Al Fr/Dth T 42951 Envenomed Bolt Cn Poison T 43451 Sacrifice Al Earth T 47051 Splurt Al Ench/Ill T 48252 Defoliation Ev Plant T 42652 Manaskin Ab Shield Y 45852 Plague Cn Disease T 46352 Scent of Terris Al Air/Wthr T 47253 Annul Magic Ab Ench/Ill T 41153 Convergence Al Heal T 42353 Enstill Al Earth T 43453 Minion of Shadows Cn Summon S 45954 Deflux Al Fr/Dth T 42654 Shadowbond Al Heal T 47454 Shield of the Magi Ab Shield Y 47554 Thrall of Bones Al Mind Ctl T 49055 Chill Bones Ev Ice/Cold T 42055 Infusion Al Ment Str Y 45155 Levant Al Teleport Y 45555 Skin of the Shadow Al Vision Y 47956 Cessation of Cor Al Debuff T 41956 Sedulous Subversion Al Ment Str T 47256 Servent of Bones Cn Summon S 47356 Trepidation Al Fr/Dth T 49257 Conjure Corpse Cn Summon S 42357 Exile Undead Ev Harm T 43557 Vexing Mordinia Al Fr/Dth T 49358 Immobilize Al Earth T 45058 Pyrocruor Al Harm T 46458 Quivering Veil of Xarn Ab Shield Y 46559 Devouring Darkness Cn Harm T 42659 Emissary of Thule Cn Summon S 43159 Touch of Night Al Fr/Dth T 49160 Banishment

of Shadows Ev Harm T 41260 Demi Lich Al Fr/Dth Y 42660 Enslave Death Al Mind Ctl T 43360 Trucidation Al Fr/Dth T 492

Necromancer Spells (cont. from p. 103)

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Necromancer you will still run into thosewho despise your profession. The drawbackto the Erudites is that they have poor nightvision, although by mid levels their varioussight-enhancing spells can remedy thatproblem. Erudite Necromancers are alsoextremely limited in their choice of huntinggrounds until level 8.

Gnome. The Gnomes lack the highIntelligence that the Erudites have, but theirincreased Dexterity and Agility almost makeup for it. Gnomes like to reside in caves andholes in mountains, and as such have theability to see in the dark. The only drawbackto the Gnomes being Necromancers is thatwhile they are normally racially accepted,most vendors still will not sell to or buy fromthem due to their vocation.

Human. The Humans are the most raciallyaccepted in Norrath, and they make decentNecromancers. They are merely average in alltheir statistics, and that is their greatestdrawback. They lack the Intelligence thatother classes have. This is only really aproblem in the early levels, due to the factthat as you gain levels you will be able toacquire items to raise your Intelligence andDexterity. Their other downfall is thatHumans have no night vision, but againthere are sight-enhancing spells, so this isreally not a problem once they achieve ahigh enough level to cast them.

Iksar. The Iksar are a good race for aNecromancer in two ways — they have goodDexterity and natural damage absorption.They also have the racial advantages ofinfravision, better hit point regeneration, andForaging and Swimming, and the other Iksardon’t hate them (a common problem for

other Necromancers). On the downside, theyhave lower Intelligence, as well as being hatedeverywhere on Norrath. There is not oneother race that likes the Iksar, and that willmake it very difficult to travel the world, andimpossible (outside the Iksar’s own lands)until level 8. On the plus side, the continentof Kunark has enough variety that an IksarNecromancer could work his way to highlevels without ever straying far from home.

TacticsSoloNecromancers are the most lethal of all solocharacters. Regardless of zone, dungeon,town, outdoor, indoor or no door, this classcan handle the heat.

With both Feign Death (level 16) andHarmshield (level 20), they are the only classwith 2 get-out-of-death-free cards, not tomention the power of Gate, Shadowstep, speed-reducing spells, Fear and Screaming Terror.

Experienced Necromancers, even solo, shouldnot die very often. If you do, many times itwill be the result of a failed skill, a fizzledspell, or a misjudged distance or creature.

Necromancers can do every form of soloingexcept brute force, which you have no reasonto do except at the earliest levels, before yourpets become skeletal powerhouses.

It is not uncommon to find Necromancerswho haven’t touched a creature with meleepast level 12. Use any of the basic oradvanced soloing techniques, including therare undead charm spells à la the Enchanters— all will work well with Necromancers.

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GroupNecromancers can summon skeletons as theirpets — the higher your level, the stronger theskeleton. When playing in a group, youshould never be without your pet, since it’s atough melee fighter, and a big help in a fight.

Necromancers are the masters of Damageover Time spells. However, it is important toremember not to stack all of your DoT spellson the NPC at once, since if you do this theNPC will decide it really wants to kill you,and be very hard to taunt away.

Use your Lifetap spells any time you’ve takendamage. You can’t ask for better than a spellthat does damage to the NPC as well as giveHP back to you. At higher levels, there aremore powerful spells in the Lifetap category.

Disease spells can be used to negate anopponent’s ability to regain hit points, sothese spells should usually be cast early in afight.

TipsCarry a big stick. A good weapon makes abig difference until you go pure spellcaster.

Faction. Know who your NPC friends are, anddon’t kill anything that will ruin your factionwith them. For instance, if you’ve got a goodthing going with the Ogres at Oggok, don’tkick up dirt in their neck of the woods.

Kiting. Necromancers are good at Kiting,especially Reverse-Kiting (p. 235). Alsocheck out Root and Direct Damage (p. 234).

DoT. Damage over Time spells are alwaysuseful, if you’ve got the time and mana tospend on it during battle. Your pet will almostalways be your main damage-dealer.

Courtesy. Don’t cast Fear on a creature whenit would endanger nearby people. If it needs tobe lured to a safe place before Kiting, thenlure it. (Even if your character is a hard-as-nails baddie who doesn’t care about anyone’ssafety, you should be careful. Be creative, andyou can come up with a reason why yourNecro would kill in privacy.)

If you’re not going to actively kill the mob,casting Fear on it in a dungeon is bound tohave the fear wear off and bring its friends toeveryone near you. If you are actively killingthe mob, it won’t care about the people nearit when the fear wears off, especially if youhave a pet beating on it. As far as castingFear on a mob in a group, make sure thegroup is prepared for it before you use it as atactic, and always try to have a darkness spell(or something similar) cast on it first. Theslow, feared mob will give your group free hits.

Unloved. Necromancers are not welcome inmost cities. Accept that fact, because it’sgoing to be true for your entire career.

Paineel. Erudite Necromancers start off inPaineel. That’s good news and bad news. Thegood news is that it’s easy for newbies to levelup in Paineel. There are plenty of creatures inthe newbie garden and lots of quests in thecity, and tons of time to build up skills andcash. The bad news is that any quests willreally lower faction with the rest of theErudites … eventually it will be hard to sneak(with dignity) off the island.

Leering Corpse. Use a pet as soon as you can(level 4). Lower-level pets aren’t much use,really, but you get more practice with thespell, so it’s worth it.

Get the best. Especially at lower levels, ifcomponent aren’t a concern, keep summoning

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pets until you get the best one for your level.You can judge the strength of a pet by notinghow much it hits for.

Or don’t. A few Necromancers rely entirelyon spells, and never use a pet. It can be done— and you get more experience points perbattle — it’s just much, much harder.

Soloing. Necromancers are excellent soloists —though there are many places where theyaren’t welcome. Magicians will often sell foodand drink. Also, newbies are useful for buyingyou things in the city — for the right price.

Be a joiner. Necromancers are better soloiststhan almost any other class … but soloing upto 60 can be mind-numbingly boring andrepetitive. Keep the enjoyment factor in mind,and join a group at least occasionally.

Thank a tank. Lower-level critter-crunchinggoes faster and easier if you can find a tankto join you. Necros are much more vulnerableat lower levels than most others, and it’s niceto have someone there when the mana runsout. Once you get high enough to summon apet that’s actually useful, you won’t need thetank backup anymore.

Necro-buddies. Fighting with anotherNecromancer means less experience percreature, but also means twice the spells. Notethat two Necromancers cannot have the sameDoT cast on the same mob — they won’tstack. Two Necros almost never have to zoneto escape a rogue creature.

When grouping with another Necromancer,it’s especially vital to communicate whatyou’re about to do.

Focus items. Necromancers have a focusitem, but unlike the Magician’s items, theyhave to “borrow” it from Innoruuk himself!

DoT or not. Some Necromancer spells willstack. However, if the effect of the spell is notimproved by accumulation — such as aparalyzing spell, where the mob is eitherparalyzed or it’s not — it can be a waste oftime to cast it again, especially since you arenotified when the first spell wears off. Thedarkness line of DoT spells are just about theonly ones you would want to re-cast when oneis already on a mob. It’s better to make surethat the mob stays slowed then to have toscramble to cast another spell while it tries toturn you into applesauce.

No Fear. Don’t use fear spells in small placeslike dungeons. Spells like Shock of Poison orVenom of the Snake are safer for all concerned… that and sending in your pet, of course.

SpecializationNote: Also see Specialization, page 236.

Most Necromancers choose among threespecializations: Alteration (the mostprevalent choice, with spells such as HeatBlood and Siphon Life), Conjuration (spellslike Clinging Darkness and Shock of Poison),and — less often — Evocation (most thingshaving to do with the dead). By the time youget to the point where you can specialize,you’ll know which spells you favor.

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Paladin

The Paladin of Norrath are champions of their patrondeity, and heroes of all that is good and just; the

very image of a knight (by which name they are often called).A Paladin’s duty is to fight the forces of darkness at all costs,and to assist those who are too weak to defend themselves. Thegood people of Norrath will always welcome a Paladin to theirhomes and stores, often giving the knight a cheaper price ontheir wares than is offered to adventurers of other classes.Many are the Paladin’s enemies, however. Foul perversions ofdarkness will stop at nothing to see him ripped limb from limb.Only if a Paladin places his trust in his god, his sword and hisfriends can he overcome.

Paladins are part Warrior, part Cleric. They possess skills ofboth, but are masters of neither. Most people consider aPaladin more Warrior than Cleric, and for good reason. Aknight can take blows from a monster and fight back with hissword from level 1. All but one of his spells, however, aregained only after he reaches the level 9.

The only spell a Paladin can use before level 9 is a specialability, unique to the Paladin class. They can Lay on Hands,which will almost completely heal a person of similar level tothe Paladin. This can only be used once a day, but saves thelife of many a friend or stranger who would otherwise surelydie. Lay on Hands is used throughout the life of a Paladin, evenat level 60! Rest assured that this is a worthy ability.

When a Paladin does get the use of his first spells, which arealso healing in nature, he can become an even more valuableasset to a group by helping to ease the strain on the grouphealer during downtime. It is rare, however, that a Paladinstops fighting mid-battle to use his spells, because they aremuch weaker in power than a healer’s of the same level. In fact, many are discouraged frombeing a Paladin because they consider the spells a Paladin can cast too inferior to be of anyuse. Making full use of a Paladin’s limited magical repertoire is simply a matter of knowingwhen to do what. For example, using the paltry Minor Healing several times to heal a casterwho has attracted the attention of a monster can save an entire party at a crucial juncture.

Paladin Skills1 1H Blunt1 1H Slashing1 2H Blunt1 2H Slashing1 Alcohol Tolerance1 Archery1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Defense1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Taunt6 Bash9 Abjuration9 Alteration9 Channeling9 Conjuration9 Divination9 Evocation

10 Dodge12 Meditate17 Parry20 Double Attack30 Riposte40 Disarm

by Samuel Varian

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Paladin Starting AttributesPaladin STR STA AGI DEX WIS INT CHA Bonus AP

Dwarf 100 95 70 90 88 60 55 20

Erudite 70 75 70 70 88 107 80 20

Half Elf 80 75 90 85 65 75 85 20

High Elf 65 70 85 70 100 92 90 20

Human 85 80 75 75 80 75 85 20

One of the easier classes to play, the Paladin’slife is simple and straightforward at the lowerlevels. She taunts the monsters off of theweaker classes in a group, while attemptingto damage the monsters with her weapon.

The life of a Paladin may sound glamorous,but keep in mind a few things. Once spellsare learned, the Paladin sometimes needs tosit and rest to regain his mana. After level12, a Paladin can learn to Meditate.Although this regains his mana faster, hemust sit and stare at his spellbook. Thismeans he cannot be used to pull monsterswhile meditating. A Paladin gets all of hisspells from the Cleric class, but does not getall of the Cleric spells. The only offensivespells a Paladin can use for most of his lifeare only effective against undead. A Paladincan never summon food and water. Beingmainly a melee class, he will never be able toBind himself; a Paladin is limited to gettinga bind in select zones (usually city zones).Healing and buffing spells are in a Paladin’sspell-book, but anything he can use is vastlyinferior to a Cleric’s spells at the same level.For example, the spells a Paladin can buy atlevel 9 are all level 1 and 4 Cleric spells.This is a drawback, indeed.

If your ideal class is primarily a healer, thendo not be a Paladin. If you are overlyconcerned with leveling up quickly, then donot be a Paladin. If you have ever wanted tobe a knight in shining armor, questdiligently for powerful weapons, be a hero tothe people, or fight against all that is evil,march forward proudly as a Paladin.

AttributesStrength. This affects how much damageyou can do in battle, and how much you cancarry. Since most of the plate armor aPaladin can wear is heavy, and he is mainlya fighter, it is a good idea to have highStrength — at least 85.

Stamina. How much damage you canendure is summed up in Stamina. As a tank,you will be taunting all those mean monstersto attack you. Therefore, it’s a good idea tohave high Stamina.

Charisma. A mix of beauty and charm, butnot that important to a knight. Paladins arenaturally charismatic, being the saviors ofthe people. It helps with prices, but is notcrucial for a Paladin.

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Lvl Spell Skill Type Tgt Pg.1 Lay on Hands – Heal T 4539 Courage Ab Shield T 4249 Cure Poison Al Heal T 4259 Flash of Light Dv Vision T 4399 Minor Healing Al Heal T 4599 Spook the Dead Al Fr/Dth T 4829 True North Dv Vision Y 4929 Yaulp Ab Buff Y 497

15 Cure Disease Al Heal T 42515 Hammer of Wrath Cn Summon S 44415 Holy Armor Ab Shield T 44615 Light Healing Al Heal T 45615 Lull Al Mind Ctl T 45715 Sense the Dead Dv Vision Y 47315 Ward Undead Ev Harm T 49422 Center Ab Shield T 41922 Endure Poison Ab Shield T 43222 Halo of Light Cn Vision Y 44422 Invigor Al Spd/Trvl T 45222 Invisibility versus

Undead Dv Vision T 45222 Reckless Strength Al Buff T 46622 Root Al Earth T 47030 Expulse Undead Ev Harm T 43530 Hammer of Striking Cn Summon S 44430 Healing Al Heal T 44530 Soothe Al Mind Ctl T 47930 Spirit Armor Ab Shield T 48030 Stun Ev Mind Ctl T 48430 Symbol of Transal Ab Shield T 48839 Cancel Magic Ab Ench/Ill T 417

Lvl Spell Skill Type Tgt Pg.39 Counteract Poison Al Heal T 42439 Daring Ab Shield T 42539 Endure Disease Ab Shield T 43239 Greater Healing Al Heal T 44339 Symbol of Ryltan Ab Shield T 48839 Yaulp II Ab Buff Y 49849 Calm Al Mind Ctl T 41749 Dismiss Undead Ev Harm T 42749 Divine Might Al Harm Y 42849 Guard Ab Shield T 44349 Holy Might Ev Mind Ctl T 44649 Revive Al Heal T 46849 Symbol of Pinzarn Ab Shield T 48749 Valor Ab Shield T 49351 Pacify Al Mind Ctl T 46252 Force Ev Mind Ctl T 43952 Frenzied Strength Al Buff T 44053 Armor of Faith Ab Shield T 41154 Enstill Al Earth T 43454 Expel Undead Ev Harm T 43554 Hammer of Requital Cn Summon S 44455 Divine Aura Ab Shield Y 42855 Divine Favor Ab Shield T 42856 Counteract Disease Al Heal T 42356 Yaulp III Ab Buff Y 49857 Superior Healing Al Heal T 48758 Nullify Magic Ab Ench/Ill T 46158 Symbol of Naltron Ab Shield T 48759 Resurrection Al Heal T 46860 Resolution Ab Shield T 46860 Shield of Words Ab Shield T 475

Paladin Spells

Agility. It’s good to have an Agility of atleast 75.

Wisdom. The gods grant you spells, but youneed Wisdom to cast them. Any points leftover should go into Wisdom for mana

accumulation. Yes, Paladins are at heart just“wade in and kill it” fighters, but once youget high enough to get the good spells,you’re going to want to use them.

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RacesDwarf. Considered by many to be the “best”race for Paladin, they do have a highStrength and Stamina, as well as an above-average Wisdom. They have horribleCharisma and everything is more expensivefor them when bought from NPC merchants.On the plus side, they have infravision fromall that time spent in caves, and a highSense Heading skill at the start.

Erudite. An Erudite Paladin has no realadvantages over the other racial choices. Youhave low Strength and Stamina, a Wisdom abit above average, and poor night vision.Your newbie zone is very difficult, as it is aforest that can get quite dark at night. Youare close to Qeynos, however, which is anexcellent area for newbies, and could justride the boat to get there.

Half Elf. A Half Elf Paladin has averageStrength and Stamina, but low Wisdom.This a great choice for newbies, as you havedecent stats (if some investment is made inadditional Wisdom) and are blessed withinfravision like the Dwarves and High Elves.Also, you can start in Qeynos and Freeport,good newbie areas.

High Elf. High Elves have the higheststarting Wisdom of all Paladin races, butpay for this with their lack of Strength andStamina. A full suit of plate would bring youvery close to your encumbrance limit, andtherefore you need most of your points to gointo Strength. You also have infravision,which is always useful.

Human. Humans have average stats andpoor night vision. While you are accepted bymost races in Norrath, and look pretty goodin your armor, you are still only an average

Paladin (until the higher levels, when youcan receive items that enhance your stats,which makes you much more effective).

TacticsSoloPaladins are the opposite of Shadow Knightsin many ways, and are designed to surviveattacks better than the other melee classesand hybrids. You not only have high hitpoints, you can also heal yourself whennecessary. Thus you can defy death over andover to continue your crusade against yourchosen target.

Often going up against undead is a muchbetter choice for soloing with a Paladin,because of the Direct Damage spells (somespecifically anti-undead) given to you byyour god.

GroupPaladins are a hybrid class — a cross betweena melee fighter and caster. As a tank, it’s yourresponsibility to make use of the Taunt skill toattract the attention of opponents to you.

When fighting one-handed and using a shield,you need to keep an eye open for NPCs castingspells. Whenever the NPC tries to cast, useyour Bash skill to interrupt the NPC’s casting.

Paladins are in some ways like Clerics. You canuse combat spells, spells to renew hit points,and spells to buff the AC of your party,although they will always be of lessereffectiveness than the spells of a Cleric ofsimilar level.

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Paladins also should make use of the stunline of spells. A stunned opponent is unableto attack, and stunned casters have theircasting interrupted. Flash of Light bothblinds and debuffs.

Paladins also get heal spells, and at times willbe called on to heal others during combat.Frankly, t his should always be the last resort,since you are not a very efficient healer.

Finally, the Paladin has the innate ability toLay on Hands once per day. With Laying onHands, you can sometimes completely healyourself or a party member. This can beinvaluable in matters of life and death.

TipsWeapon skills. At lower levels, use Bash andOne-Handed Slash. The shorter delay of theseskills is valuable until you get to higher levels.

Slice or smash. Most Paladins will have apreference for either slashing or blunt weapons.(Most by far prefer the edged weapons.) Whenyou begin, allocate skill points to one or theother, instead of dividing them between thetwo. (After level 6, you should keep all fourbasic weapon skills honed to their max levels.)Generally speaking, edged weapons have ashorter delay than equivalent blunt weapons.

Hammer of Wrath. Some Paladins prefer theOne-Handed Blunt skill because even deathwon’t disarm them. Paladins get Hammer ofWrath early on (relatively), but that doesn’tmean it’s particularly useful … unless you’vepracticed One-Handed Blunt. Of course, by thetime you get to level 15 and HoW, you’veprobably already got a weapon you like, andmay be saving for one that’s better than ahammer, even one that’s a gift from your god.

Still, it’s nice to always have a weapon youcan use in event of an emergency.

Use both hands. At higher levels, you canbenefit from the higher damage of a two-handed slashing weapon. However, as long asyou use a one-handed weapon, you can use ashield (useful) and Bash with it (even moreuseful). So keep in mind when decidingwhether to wield your one-handed weapon —are you more comfortable with a shield or witha more powerful weapon?

Join. Paladins usually do better in groups thanas soloists. You can solo, and solo well, but thehigher you get, the harder it gets. By aroundlevel 40, most Paladins either give up soloingor they give up their character.

Adapt. Paladins do a lot of things well,without really specializing in any one thing.What you should do in a group is fit youractions to the needs of that particular group.

Paladins do two things particularly well —tanking and healing. With a few buffs, youcan wade in and wreak havoc with the best ofthem. Or you can hold back, protect themagic-users and heal up anyone teetering ondeath’s doorstep. Paladins are good after-combat healers, especially healing the lowerhit-point casters.

No undead. Combat against undead? Paladinis the fighter-cleric for you!

Caster companion. Paladins are popularpartners with casters, especially casters whocan deal out direct damage. You’re a wonderfultank, and make an excellent taunter to keepthe enemy off the caster — with your AC youdon’t have to worry about taking a couple ofshots to the chin. You also have heal spells formid-battle recuperation.

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RangerRangers are well known as the “great outdoorsmen”of Norrath. Being 3/4 Warrior and 1/4 Druid, theypossess the ability to cast spells and fight head-to-

head with whoever crosses their path. Rangers come with awide variety of skills and spells that make them a very self-sufficient class. They Forage their own food and water, they usetheir Tracking to find or avoid danger (whichever is moreappropriate at the time), and once they hit level 9 their Druidicside comes forth and they are granted spells. Their spellsinclude many utility spells, which make them even more self-sufficient. They can heal and buff themselves during downtime,and use their offensive and defensive magic to aid in defeatingtheir opponents.

A Ranger’s mind, body and soul are in tune with MotherNature, and they may choose either to become a child of Tunareor a follower of the Rainkeeper, Karana. It is their sole duty topreserve and protect the wilderness. Animals of peace will notattack Rangers (except for the occasional frenzied lion thatwonders by). Rangers can spend extended amounts of time inthe wilderness, and are only brief ly seen in towns. They knowthe lands of Norrath like the back of their hands, and travelerscan always rely on a Ranger to know which way to head if theyget lost.

Although many melee classes can use a bow, Rangers trulystands out as the most talented in archery. Although theirjudgement and accuracy with a bow are unsurpassed, theyusually prefer to take on their foes up close and personal. Handto Hand is a Ranger’s primary form of combat, followed by hertrusty bow, which she uses to distract, pull and take downescaping foes. Most Rangers take on the trade skill ofBlacksmithing, to craft their own armor, but their most popularand useful trade is Fletching, which enables them to carve theirown bows and arrows, crafting items more powerful andaccurate then anything they could buy at a market.

Rangers make excellent pullers for groups. With thecombination of Tracking, Harmony, Snare and their bow, they

Ranger Skills1 1H Blunt1 1H Slashing1 2H Blunt1 2H Slashing1 Alcohol Tolerance1 Archery1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Defense1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Taunt1 Throwing1 Track3 Forage5 Kick8 Dodge9 Abjuration9 Alteration9 Channeling9 Conjuration9 Divination9 Evocation10 Sneak12 Meditate17 Dual Wield18 Parry20 Double Attack22 Instill Doubt25 Hide35 Disarm35 Riposte

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Ranger Starting AttributesRanger STR STA AGI DEX WIS INT CHA Bonus AP

Half Elf 75 80 100 85 65 75 75 20

Human 80 85 85 75 80 75 75 20

Wood Elf 70 75 105 80 85 75 75 20

can pull exactly what they intend to. Theycan find the mobs that will give their groupthe best experience or loot, and maybe eventhat rare spawn that holds a unique item …if it’s out there, a Ranger will know beforeanyone else. When the group is resting,Rangers use their keen senses to scout forany danger that might compromise thesafety of their party. Rangers make goodtanks in groups, especially by the timethey’ve accumulated a slew of useful skillsand spells — Dual Wield and Double Attack,along with a combination of stat and armorbuffs (especially their damage shields).

Being a hybrid class, Rangers are limited onboth ends when it comes to fighting andspellcasting. Although they make goodtanks, Rangers will not have as much armorclass and hit points as a Warrior, and arealso limited in what armor and weaponsthey can use. At lower levels most Rangerswill use a sword and shield or a two-handedslash weapon, whichever they prefer. Rangerscan also wear hand-made banded armor,which will last them until they can obtainbetter equipment at higher levels. Rangersget spells much later than Druids, and alsohave a smaller mana pool, so they can’t relytoo much on spells. They will run dry ofmana far before a Druid ever would.

AttributesAs a hybrid class, most attributes aredirectly useful to the Ranger in some way. Asmelee fighters, Strength and Dexterity arethe stats that most will concentrate onraising first, followed by Agility, Wisdom,Intelligence and Charisma (however, racialchoice can alter these priorities — see below).

As you advance, you will come across spells,armor and weapons that will further boostyour stats, so take comfort in the fact thatno matter what you choose, your stats willnever be carved in stone.

RacesHalf Elf. These half Human/half Elfadventurers have the best of both worlds,plus the advantage of starting in the quietpassage of Surefall or the energetic city ofKelethin. Half Elves seem to hold the middleground in most stats, including having thehighest Dexterity in this class. With theirlack of Wisdom, many choose to boost thisstat first, then distribute their remainingpoints into other attributes.

Human. Humans start in one of the mostbest kept secrets of Norrath … SurefallGlade. In this hidden sanctuary, a youngRanger can find everything he needs.

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Lvl Spell Skill Type Tgt Pg.9 Endure Fire Ab Shield T 4329 Flame Lick Ev Fire/Ht T 4399 Glimpse Dv Vision Y 4429 Lull Animal Al Mind Ctl T 4579 Minor Healing Al Heal T 4599 Skin like Wood Ab Shield T 4799 Snare Al Spd/Trvl T 479

15 Burst of Fire Ev Fire/Ht T 41615 Camouflage Dv Vision T 41715 Cure Poison Al Heal T 42515 Dance of the Fireflies Cn Vision Y 42515 Feet like Cat Al Buff T 43715 Grasping Roots Al Plant T 44215 Invoke Lightning Ev Air/Wthr A 45215 Thistlecoat Ab Shield Y 49022 Bind Sight Dv Vision T 41322 Enduring Breath Al Water T 43322 Harmony Ab Mind Ctl A 44422 Ignite Ev Fire/Ht T 44722 Light Healing Al Heal T 45622 Skin like Rock Ab Shield T 47922 Ward Summoned Ev Harm T 49430 Barbcoat Ab Shield Y 41230 Cancel Magic Ab Ench/Ill T 41730 Eyes of the Cat Dv Vision Y 43630 Invigor Al Spd/Trvl T 45230 Shield of Thistles Ab Plant T 47530 Stinging Swarm Cn Shape T 48330 Strength of Earth Al Buff T 48339 Calm Animal Al Mind Ctl T 417

Lvl Spell Skill Type Tgt Pg.39 Careless Lightning Ev Air/Wthr T 41839 Dismiss Summoned Ev Harm T 42739 Healing Al Heal T 44539 Levitate Al Air/Wthr T 45539 Skin like Steel Ab Shield T 47939 Spirit of Wolf Al Spd/Trvl T 48149 Bramblecoat Ab Shield Y 41449 Call of Flame Ev Fire/Ht T 41649 Ensnaring Roots Al Plant T 43349 Immolate Ev Fire/Ht T 45049 Resist Fire Ab Shield T 46749 Shield of Brambles Ab Plant T 47549 Superior Camouflage Dv Vision T 48749 Wolf Form Al Shape Y 49651 Ensnare Al Spd/Trvl T 43352 Extinguish Fatigue Al Spd/Trvl T 43552 Firestrike Ev Fire/Ht T 43853 Storm Strength Al Buff T 48354 Drones of Doom Cn Shape T 42954 Skin like Diamond Ab Shield T 47855 Chloroplast Al Heal T 42055 Jolt Al Mind Ctl T 45356 Chill Sight Dv Vision Y 42056 Greater Wolf Form Al Shape Y 44357 Greater Healing Al Heal T 44358 Nullify Magic Ab Ench/Ill T 46158 Shield of Spikes Ab Plant T 47559 Calefaction Ev Fire/Ht T 41660 Enveloping Roots Al Plant T 43460 Thorncoat Ab Shield Y 490

Ranger Spells

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Humans start with the highest Strength andStamina, but their Dexterity is below theother races. Humans are not blessed withinfravision, so traveling at night canrepresent a challenge. On the other hand,higher-level spells like Eyes of the Cat cangrant them (and others) this benefit.

Wood Elf. Wood Elves are a very popularchoice for Rangers, due to the fact that theyhave great starting stats and Forage skill,plus an innate resistance to fire and cold.Their deficiencies in Strength and Staminaare more than made up for by their highAgility and Wisdom. Being the lowest inStrength, many people choose to distribute alot of points into this stat.

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The breathtaking treetop city of Kelethin isthe home of the Wood Elves, and below thecity is a large newbie zone, currently occupiedby their hated foes, the Crushbone Orcs.

TacticsSoloRangers are suited not only to overpoweringtactics, but can also use some of the Rootand Direct Damage tactics at higher levels.

You are a master of archery, and can hit fordamage at a distance from a rooted mob, oruse arrows to Kite a mob without use ofmuch mana.

You should familiarize yourself with yoursurroundings and use outdoor areas to youradvantage.

GroupRangers receive Druid spells as well as somespells unique to their class. Druid-type spellscan buff your party’s Strength and Agility. Atlater levels, you have access to heal spells,though like Paladins, you should only becalled on to heal in combat as a last resort.You eventually get the ability to cast Spirit ofWolf. This spell increases movement rate andis highly sought by most adventurers ofNorrath. SoW can be useful when fighting inoutdoor areas, as it will allow your group torun for the zone boundary should an NPCprove too strong for them.

During fights, you should always make use ofthe snare line of spells. By casting Snare on anopponent you can prevent it from runningaway and getting help from other NPCs, thus

drastically cutting down the number of trainsyour party has to tackle.

However, you should be cautious about usingyour DD and DoT spells, like Snare andFlamelick. These spells damage your opponentsand help taunt creatures away from pure castersin your group; this is often a good thing, but beaware that you aren’t built to take hits liketanks. The more damage you do, the harder itwill be for a tank to taunt the creature awayfrom you. Remember, when taunting, you alsoneed to be careful to let the other fighters in thegroup taunt the monster off you — this spreadsout the damage. Occasionally, this will requireyou to stop taunting and even stop attackingfor a short while. This is especially true at highlevels, when the monsters can easily kill youfaster than a Cleric can heal you.

Bottom line: protect your groups’ casters, butdon’t overdo it — you may need protectionyourself, from your tanks.

TipsDress nicely. Rangers can use most of thebetter weapons and armor. Banded remainsa respectable choice into the upper 20s.

Skill point allocation can go two ways:

Go wide. There are so many useful skillsavailable to a Ranger (depending on whatyou plan to do) that many people simplyallocate one skill point to each skill as itbecomes available.

Go deep. Since a Ranger is primarily amelee class, another good idea is to max outall your weapon skills. Of course, coins willoften have to be spent on good weapons.

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Go for double damage. When Dual Wieldis available, practice it by having a dirk ordagger in one hand, and a sword (or someother weapon) in the other. The weapon withthe shortest delay should be in your lefthand.

Equip yourself. Your initial weapon isn’t verygood (no one’s ever is), so keep an eye on anyauctions going on. Moreso than most otherclasses, you’re only as good as your weapons.

Beware of planes. Rangers are great tanksin any non-planar situation. However,tanking on the planes will take someplanning. Basically, you’ll have to go all outon AC. Buffing your AC up as high aspossible makes it survivable.

Cash. Money and experience are easier tocome by in groups — especially at lowerlevels.

Ask a caster. Rangers are a melee class, sothey partner well with casters; particularlyShamans and Druids, since both are nature-based classes. The Shaman’s or Druid’s buffsand the Ranger’s Snare and attacks are quitea combination.

A Necromancer/Ranger alliance also workswell, with the Ranger essentially performingthe role of “pet.” The Necromancer casts adarkness spell, followed by Fear, and theRanger does the damage. This works outbetter for the Necromancer than using a pet,because the Ranger can recognize anemergency situation where the mob needs tobe taunted away from the caster. The Rangeralso does well by it, because not only doesthe Necromancer keep the target occupied,one way or another, but in a tough area cansummon a pet for backup.

For Rangers who want to play thetraditional bow-slinging fantasy Ranger,partnering with a Magician (for SummonArrows) is a good thing. (Of course, thereare those who point out that a well trainedRanger can do more damage in melee thanwith even an infinite supply of arrows.)

Track. Perhaps the most useful skill to havein most groups is the ability to locate (track)whichever kind of animal you’re interestedin. That way, everyone gets what they want:more experience points, more loot, andmaybe that special item.

Pulling slowly. Rangers are good pullers.Snare followed by Flame Lick will have acreature following you back to camp …angry but slow, just the way you like ’em.

Ye olde bow and arrow. At lower levels,before you get spells, the best way to pullcreatures is to use Archery. It works like acharm, and if you learn Fletching it’s notthat expensive. You can usually find someoneto sell you a bow at “discount” prices nearthe f letching supply places. Look for ahigher-level Ranger — they’re most likely toknow how — and ask very nicely.

Snare. It’s godlike. Use it.

Prime spells. Although a Ranger’s spells arenot as varied as the Bard’s, being able tobuff (Skin like Diamond, Feet like Cat), dodirect damage (Burst of Fire and thelightning spells) and hide (Camouflage), aswell your ability to cast Enduring Breath(that’s waterbreathing, and very handy) andCure Poison are all amazingly useful abilities.

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RogueYou can look at the name “Rogue” one of twoways: Rogue means “scoundrel” — someone whocannot be trusted — but it also means someone

(or something) different, unhindered by the rules thatgovern others. They’re not quite the same thing, butthey’re close. Exactly how you play a Rogue is up to you.

Rogues would be the underdogs in the world of Norrath …except that they’re too sharp to fall into that category.They aren’t strong, but they’re quick and quiet and have atalent for the unexpected. Where a Warrior breaks down adoor, a Rogue scales the wall or pries open a window.When a Paladin f lourishes a sword and cries defiance athis enemies, a Rogue silently creeps up behind and slips athin blade past the ribs and into the heart. Both areeffective, but one is much more appropriate to the smallercharacter who can’t bench press a packhorse.

Now, while you can play the Rogue as any type ofpersonality you choose, be aware that the skills a Rogueaccumulates as he or she lives and learns tend to be of acertain … to put it politely … practicality. A Rogue is partacrobat, part assassin, part thief and a whole lot ofswashbuckler. A Rogue can swagger and strut, and thendisappear into the shadows. The sheer f lexibility of theclass makes it a lot of fun for the moderately experiencedplayer. First-time players may be frustrated by the lack ofmuscle or fireworks, since the Rogue is not ideal for astraightforward lifestyle.

In a party, the Rogue truly shines. She requires theassistance of other characters to realize her true combatpotential, which is formidable.

In a group setting, no other melee class has the chance todeal as much damage in a given period of time, and withthe support of a more traditional tank, they are able toavoid taking too much damage. They make excellentscouts, being inconspicuous enough to see without being

Rogue Skills1 1H Blunt1 1H Slashing1 2H Blunt1 Alcohol Tolerance1 Archery1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Defense1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Sneak1 Swimming1 Tailoring1 Throwing3 Hide4 Dodge6 Pick Lock7 Pick Pockets8 (Sense Traps)10 Backstab12 Parry12 Safe Fall13 Dual Wield16 Double Attack16 Tinkering (Gnome only)18 Apply Poison20 Make Poison21 (Disarm Traps)27 Disarm30 Riposte

Disciplines53 Counterattack54 Deadeye55 Nimble57 Kinesthetics58 Blinding Speed59 Duelist

by John “Kendrick” Capozzi

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Rogue Starting AttributesRogue STR STA AGI DEX WIS INT CHA Bonus AP

Barbarian 103 95 92 80 70 60 55 30

Dark Elf 60 65 100 85 83 99 60 30

Dwarf 90 90 80 100 83 60 45 30

Gnome 60 70 95 95 67 98 60 30

Half Elf 70 70 100 95 60 75 75 30

Halfling 70 75 105 100 80 67 50 30

Human 75 75 85 85 75 75 75 30

Wood Elf 65 65 105 90 80 75 75 30

seen. This same ability allows them tobecome quite adept at corpse recovery as well— they’re often able to retrieve fallencomrades from the very feet of monsters.

Unlocking doors is also a forte of the Rogueclass, and there will be many places you willadventure that require a Rogue to enter (andexit!). Just remember, although you have theability to steal from creatures, when in agroup this decreases the loot the partyreceives, and can make you quite unpopularif you abuse this ability.

AttributesIn developing a Rogue, think Dexterity (forbetter use of higher level weapons), a littleextra Strength (for higher max damage, andloot-carrying ability), Agility (for not beinghit) and maybe even Charisma (for betterprices when fencing goods). Frail racesshould put a few extra points in Stamina.Your STR, DEX, AGI and STA should all beat least 75 … any less, and survivability

takes a nose-dive. And always remember,there are magical items for further statimprovements.

Strength. Don’t shirk on this primestatistic, as it helps determine how hard youcan hit. Remember that for a Rogue, a hardhit translates into an even harder backstab.Besides, you’ll need high Strength to carryall the loot you acquire!

Agility. Good Agility translates into betterarmor class, and reduced your chance to behit.

Dexterity. Most of your prime Rogue skillsare affected by this stat in one form oranother, so it’s well worth investing inDexterity as well.

RacesBarbarian. Very strong, with surprisingAgility despite their great bulk, Barbariansmake excellent Rogues. Their large size alsoenables them to Slam, which can stun an

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opponent, an ability not to be overlooked.The price of this superior physique is paidfor with a slower rate of advancement, aswell as a lack of night vision.

Dark Elf. Born to the night, Teir’dal Rogueshave no peer at seeing in the dark. As a racethey are also quite agile and dexterous, aswell as being highly intelligent. Due to theirsecretive nature, Dark Elves are born with theability to Sneak and Hide, which only getsbetter as the Rogue gains in level. Theirsmaller frames do not lend them greatStrength, but being smart and nimblecompensates a great deal. Being members ofan evil race, they have the ability to travel tothe other evil bastions of Grobb and Ogguk,but only with great effort can they persuadethe light races to tolerate them as well.

Dwarf. Dwarves are well suited to the rigorsof combat, being strong and sturdy, as well aspossessing an innate ability to sense directionand see in the dark. In their home city ofKaladim, the members of the Rogues guild aremore than tolerated; though stealing fromother Dwarves is frowned upon. They are lessnimble than any other Rogue race, thoughmost Dwarves fail to find this much of ahandicap.

Gnome. Small of stature, large of brain, thesediminutive people often choose to follow thepath of the Rogue, with very good results. Thenatural Gnomish inclination towards thingsmechanical provides a unique racial ability inthe form of Tinkering, and being asubterranean race, they are gifted withinfravision.

Halfling. Mention the word Rogue and manypeople instantly flash upon the image of agrinning Halfling, belt pouch full of gold and

a dagger close to hand. This race makesexcellent Rogues, as they possess goodStrength, Agility and Dexterity. They canSneak and Hide at birth, can see in the dark,benefit from one of the best starting areas inthe game, and advance very rapidly. The onlydownside? Big hairy feet!

Half Elf. Half Elves, the offspring of the not-uncommon union of Humans and Wood Elves,quite often find themselves outcast members ofsociety, so many gravitate towards theunsavory (but rewarding!) life of the Rogue.Drawing from the best physical aspects of boththeir parent races, Half Elves can be quitestrong, agile and dexterous, as well asphysically appealing. Borrowing from theirWood Elven heritage, they can see well in thedark, and also have the widest range ofstarting cities of any race in the game.Freeport, Kelethin and Qeynos all have largeHalf Elven communities.

Human. As is often stated, Humans are thebaseline to which all other races are compared.This means they have the widest range ofoptions when choosing statistics, and no onestatistic starts at a low level. They have noglaring disadvantages or disadvantages,though lack of night vision can be problematicin the earlier levels.

Wood Elf. Born to the forest, this arborealrace employs Rogues as scouts. As such, Scoutsof Tunare are quite welcome and respectedcitizens of Kelethin. Sharing the ability of allWood Elves to Forage for food, drawing oninnate woods lore that allows them to Sneakand Hide from birth, and having eyes adaptedfor peering through the murky forests ofFaydwer, Wood Elves can boast some very realadvantages. On the downside, they are notknown for great physical Strength or Stamina.

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TacticsSoloRogues do less damage compared to otherpure melee classes at lower levels, but haveincreased abilities and skills in other areasthat make them a joy to play.

Just remember that soloing a Rogue isdifficult, and it takes a long time to level.

By using Hide, you step into shadows. Byusing Sneak, you stay hidden and creep upon your opponent. The idea is to inflict anextreme amount of damage at the start andhope to survive the rest of the fight. Whilethis is still overpowering the target, there isa lot more skill involved in playing a Rogue.

If you have the ability to Apply Poison, do sofor your initial attack. This way, you arebackstabbing, inflicting a poison, andcatching your target off guard. You’re verygood at disarming an opponent, so if yourenemy has a weapon, take it.

And always keep your eye on an escape routejust in case the fight goes sour.

GroupRogues are excellent party members. You cando the most single-blow damage of any classin Norrath, and due to your ability to Sneakand Hide you make a good scout.

Don’t be a target. You’re a secondary meleefighter. You can’t take a full assault ... but ifa tank distracts the mob, your Backstabdamage is phenomenal!

When in combat, always watch for

opportunities to Backstab, since theBackstab attack delivers much more damagethan a regular attack. In fact, you shouldask the rest of your group to fight awayfrom you, to increase your Backstabopportunities.

When fighting NPC spellcasters, watch forthe casting message, then circle behind theNPC and deliver a Backstab — NPCs cannotturn while casting spells. You get the abilityto Disarm at level 27. Try to make use ofthis skill whenever possible, since a disarmedNPC does much less damage.

TipsAttitude. First of all, it takes the rightmindset. You should believe, deep down inyour heart, that everything “acquired” fromothers is somehow owed to you. “That’llteach them to goof off and not take care oftheir stuff.” It’s a conservation issue, really… it’s not healthy for people to have morethan they can handle.

Rogues aren’t one of the “usual” classes …they have extremely useful skills that mostclasses don’t get. More than that, they’vegot attitude. It takes a f lat-out stubbornperson to play a Rogue. It’s a matter ofpersonal style … and backstabbing like mad.

Go for the back. Get behind them wheneverpossible. No one can Backstab from thefront.

Dual Wield. Use the fastest weaponsavailable. When facing a caster, the goal isto interrupt the spell.

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Stick with it. Eventually a Rogue gets touse “special” weapons that proc, plus a littlepoison on the ol’ blade never hurts ….

Pick the place. Against non-Rogue player-characters, duel or fight, whenever possible,in a place near a steep incline. Safe Falldown the slope and hope they tumble after.Falling can really leave folks vulnerable. (Butthis tactic won’t work with mobs — mobsnever suffer falling damage.)

Tank ’em. Barbarians should Backstab …and Slam!

Player vs. Player. Be sneaky andunderhanded in duels. Success depends ongetting behind the opponent. People whowhine about a Rogue’s “moving too much”should be Backstabbed. People who don’tturn fast enough should be Backstabbed.Anyone who challenges a Rogue to a duelshould definitely be Backstabbed.

Think. In a fight, you have to think moreabout tactics ... Sneak? Arrows or throwingknives? Evade and run? Backstab?

Coordinate. It’s very important that yourgroup understands about staying on the farside of the enemy from you. If they don’t,don’t join that group again!

It’s not at all easy to backstab creatures,because they’re so fast at turning around.That’s why it’s so hard to solo, and why in agroup it’s helpful if someone distracts theenemy while you slide your knife in betweenthe fourth and fifth ribs (or whatever themob has instead of ribs).

Evade. Evade works off of the Hide skill. Thehigher your skill in Hide, the better yourchances to Evade. Hide is used out of combat

(avoiding trains, scouting with Hide andSneak) while Evade is used in Combat, to getan attacker off you. But, you can’t trainEvade — you just train Hide.

Evade is handy in groups, because it workslike a “reverse taunt.” While the fighters areusually good at taunting the opponent,sometimes it just isn’t enough. Their tauntsplus Evade usually get the mob off you andback onto the tank, where it belongs.

Pottery. Pottery gives you the vials you needto Make Poison.

Make poison. Poison is incredibly hard for aRogue to make profitable. The necessarythings are expensive and scattered all overNorrath. It’s great if friends help out, butotherwise, it’s just a very difficult hobby.Poison damage is based on the poison andyour level, up to a specified max damage foreach type of poison.

Pickpocket. Failing Pickpocket meansunpleasant consequences will follow. Alwayshave a Plan B ready.

Something useful —preferably against a bluemob — is to Sneak and Hide to get behindthe monster, Backstab, Pickpocket ... andimmediately Autoattack. Then whenPickpocket is available again, click offAutoattack, hit Pickpocket, and thenAutoattack again as fast as possible. Usehotkeys!

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Rogue “Invisibility”Why to Sneak and Hide. Sneak and Hideequals “invisible to the undead.” If you’reSneaking and Hiding you can’t run — it’spretty slow going, but it’s worth it. Once youmake level 20, this “invisibility” is prettyconsistently successful. It breaks if youattack or if someone particularly clever spiesyou.

How to Sneak and Hide. The secret, whena Rogue is young and naïve — and prone toskill failure — is to Hide first. When youfinally succeed (see How do I know I’mHidden?, below), there’s all the time in theworld to try to Sneak until that succeeds aswell. Sneaking first means you’ve only gotone chance to Hide … after that, Sneak hasto be reapplied. Guess it’s not so very sneakyto keep trying — and failing — to Hide!

When to Sneak and Hide. If you need outof combat quickly, Evade and run! Only at asafe distance should you try Sneak and Hide.It’s incredibly useful for exploring (i.e.,scouting spawns), especially to check for“surprise” mobs that might train with thepull. It’s also great for pulling friends’corpses out of dangerous areas, as well as forjust showing off a little. Rogues are the bestat retrieving corpses, hands down.

If you’re talented and prudent, you cansneak into towns that don’t normallywelcome you and do a little quiet business.Just be careful of anything that can seeInvisible! Your best bet in all cases is toassume that everyone might see through it.

Remember. A lazy Rogue is a dead Rogue. Adistracted Rogue is a dead Rogue. A hastyRogue is a dead Rogue ….

Practice makes perfect. Backstab willimprove much faster with a group … andyour goal is to get that skill as high aspossible. Why with a group? Because themore creatures pulled, the more backstabbingopportunities there are.

How do I know I’m Hidden? /consomething before you try to Hide. If itchanges to “indifferent” you know you’rehidden. Or if you’re in a group of friends,they can tell you if you’re hidden.

You can also find out by checking yourinventory. If you can’t see yourself in thewindow in the upper right corner, you’reHiding.

Safe FallAn expert Safe Faller can jump off anythingand feel no pain.

Safe Fall in the desert is a happy thing …just be careful when leading, since otherpeople can get hurt by the steep dunes.

Slow down. As long as you don’t run, youcan go down most inclines. Take it one stepat a time.

Practice. Improve Safe Fall by finding asteep wall at the edge of a zone, and run upand down it. Angle the approach and“bounce” or trip a few times on the waydown. Each bump has a chance of improvingSafe Fall, but done right, it doesn’t hurt toomuch.

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Shadow Knight

by Chris Skinner

Only the blackest pits of hell can spew forth thesoul that will become a Shadow Knight. Before birth, thissoul is molded in the direct image of the evil god that is to behis master. This fact is known early in the child’s life, andthe soul’s dark aura draws the priests from the temples insearch of their evil god’s new servant. From birth ShadowKnights are taught to hate all things pure, and thedestruction of all that is good and holy is their foul mission.

At a young age, fueled by the hatred and bitterness imbuedby their god, they are brought into training to become a darkknight. Day after day they train, becoming proficient notonly in the arts of killing, but in magnifying the inflictedpain, reveling in watching their opponents suffer as they die.This is the fire that drives them from the temples that havebecome their homes and out to slaughter indiscriminatelyuntil they feel that their destiny has been fulfilled.

Shadow Knights begin their unholy crusade with only theskills they learn in the temples and their natural fightingabilities. The first few months are a test to see whether ornot the creature will fare well in the overworld. Uponattaining their ninth rank, the gods themselves touch theirShadow Knights, giving them direct control over the darkmagics. Fear, pain and mastery of the undead are among themany gifts bestowed upon those paragons of evil who survivetheir initial tests. These, coupled with the devastating abilityknown more commonly as Harm Touch, make the newlyreborn Shadow Knight an entity to fear and avoid.

Because of the evil aura that emanates from these darkknights, most inhabitants of Norrath react to them in afearful, almost terrified manner. Even in their own cities,they are shunned, spoken about only in whispers and avoidedat all costs. Like rats, Human Shadow Knights live beneath the cities in the sewers andtunnels. Even in the cities of the evil races — the homes of Trolls, Ogres and the mysterious

Shadow KnightSkills

1 1H Blunt1 1H Slashing1 2H Blunt1 2H Slashing1 Alcohol Tolerance1 Archery1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Defense1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Taunt6 Bash9 Abjuration9 Alteration9 Channeling9 Conjuration9 Divination9 Evocation10 Dodge12 Meditate17 Parry20 Double Attack30 Riposte35 Hide40 Disarm

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Shadow Knight Starting AttributesShadow Knight STR STA AGI DEX WIS INT CHA Bonus AP

Dark Elf 70 70 90 75 83 109 65 20

Erudite 70 75 70 70 83 117 75 20

Human 85 80 75 75 75 85 80 20

Iksar 80 75 90 85 80 85 60 20

Ogre 140 127 70 70 67 70 42 20

Troll 118 114 83 75 60 62 45 20

Dark Elves — they are shunned anddistrusted.

In battle, the Shadow Knight is a fanatic;charging into the fight to stand toe to toewith the enemy, ably assisted by a skeletalminion. Though fanatics, these knights arewise fighters and will back off to fightanother day if the tide of battle turnsagainst them. If they are terriblyoutnumbered, a well placed Harm Touch or afear spell may even the odds a bit or at leastgive them time to f lee.

AttributesIntelligence. Shadow Knights areIntelligence-casters, relying on theirIntelligence for the mana to cast their spells.The higher their Intelligence, the more manathey have access to per level. Gainingadditional Intelligence items as they travelthe world is also helpful.

Dexterity. As fighters, all the physical statsare important to Shadow Knights, butDexterity is an all-important stat, as itdetermines how often they hit theiropponent and how successfully they dodge

incoming attacks. Though most ShadowKnights may wear plate armor (not Iksar)and get a good share of hit points,dispatching a foe as soon as possible isalways a priority.

RacesDark Elf. Dark Elves make great ShadowKnights. They have a decent Strength and ahigh Intelligence. These Elves can wear smallto medium armor and have ultravision.While they are not the most frightening ofthe races, in full black plate with a skeletalminion by their side they are an awesomesight. Dark Elves are hated throughoutNorrath, but so are the Shadow Knights ofany other race. The biggest drawback DarkElf Shadow Knights face is at higher levels,where it takes most of their Strength just towear the extremely heavy Shadow Knightarmor.

Erudite. Erudites are new in the ShadowKnight community, and little is yet knownabout them. Hailing from the city of Paineel,they are outcasts from Erudin and generallyhated throughout the lands. They are the

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most intelligent of all the Shadow Knights,yet lack the infravision that the other raceshave. Erudite Shadow Knights can expect ahard life, particularly at lower levels wheretheir unimpressive physical stats limit theirdevelopment as fighters, and they face thehatred of almost all the creatures in their

own starting lands.

Human. Probably the most downtrodden ofall the Shadow Knights, Human ShadowKnights are invariably banned from the citiesand forced to live in underground sewersystems and tunnels. Even though they

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Lvl Spell Skill Type Tgt Pg.1 Harm Touch – Harm T 4449 Disease Cloud Cn Disease T 4279 Invisibility

versus Undead Dv Vision T 4529 Leering Corpse Cn Summon S 4549 Lifetap Al Fr/Dth T 4569 Locate Corpse Dv Vision Y 4569 Sense the Dead Dv Vision Y 4739 Siphon Strength Al Debuff T 47815 Bone Walk Cn Summon S 41415 Clinging Darkness Al Harm T 42115 Endure Cold Ab Shield T 43215 Fear Al Fr/Dth T 43615 Lifespike Al Fr/Dth T 45515 Numb the Dead Ab Mind Ctl T 46115 Shadow Step Al Teleport Y 47422 Convoke Shadow Cn Summon S 42322 Dark Empathy Al Heal T 42522 Deadeye Dv Vision Y 42622 Engulfing Darkness Cn Harm T 43322 Spook the Dead Al Fr/Dth T 48222 Vampiric Embrace Al Harm Y 49322 Ward Undead Ev Harm T 49430 Endure Disease Ab Shield T 43230 Feign Death Ab Ench/Ill Y 43730 Gather Shadows Dv Vision Y 44230 Heat Blood Al Harm T 44530 Lifedraw Al Fr/Dth T 45530 Restless Bones Cn Summon S 46830 Wave of Enfeeblement Al Debuff 0 49539 Animate Dead Cn Summon S 411

Lvl Spell Skill Type Tgt Pg.39 Cancel Magic Ab Ench/Ill T 41739 Expulse Undead Ev Harm T 43539 Heart Flutter Al Debuff T 44539 Resist Cold Ab Shield T 46739 Shadow Vortex Al Air/Wthr T 47439 Shieldskin Ab Shield Y 47649 Breath of the Dead Al Air/Wthr Y 41549 Dismiss Undead Ev Harm T 42749 Dooming Darkness Cn Harm T 42849 Invoke Fear Al Fr/Dth T 45249 Life Leech Al Fr/Dth T 45549 Shadow Sight Dv Vision Y 47449 Summon Dead Cn Summon S 48549 Word of Spirit Ev Harm 0 49751 Siphon Life Al Fr/Dth T 47852 Malignant Dead Cn Summon S 45752 Rest the Dead Ab Mind Ctl T 46853 Boil Blood Al Harm T 41454 Banshee Aura Ab Fr/Dth Y 41254 Panic the Dead Al Fr/Dth T 46255 Bobbing Corpse Ab Fr/Dth Y 41455 Expel Undead Ev Harm T 43556 Spirit Tap Al Fr/Dth T 48256 Steelskin Ab Shield Y 48357 Vampiric Curse Al Fr/Dth T 49358 Cackling Bones Cn Summon S 41658 Nullify Magic Ab Ench/Ill T 46159 Cascading Darkness Cn Harm T 41860 Asystole Al Debuff T 41160 Drain Spirit Al Fr/Dth T 428

Shadow Knight Spells

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worship the same gods, and practice thesame arts, they are also never allowed in thecities of the Dark Elves, Trolls or Ogres,unless they work long and hard to provetheir sincere devotion to the dark arts.Humans lack infravision, regeneration orother unique abilities. They do have good all-around stats, and it’s somewhat easier forthem to overcome hatred of their class thanit is for their Erudite brethren.

Iksar. With an innate control overnecromantic magics and an impressive suiteof racial abilities, including infravision andenhanced regeneration, these natives ofKunark are deadly foes and should be feared.With a high Intelligence and the innate evilof their race, these Shadow Knights may verywell be the most powerful of them all. IksarShadow Knights are honored in their ownland, but have even more enemies than thesadistic Dark Elves abroad. Fortunately, withforage as an innate ability, the Iksar havelittle need to venture into towns, other thanto learn skills from their masters. Theirbiggest drawback is their inability to wearthe unique armors of the Shadow Knightclass, though this is somewhat offset by theirhigh natural armor class.

Ogre. Their immense size and Strength givethem an ominous presence, and their Strengthis a bonus in many other ways. Not only willthe Ogre be able to carry more equipment, shewill also hit much harder in later levels. Theirbiggest drawback is their low Intelligence, butthis is more than made up for by theirmassive physical abilities. The Ogre ShadowKnight is a truly fearsome creature.

Troll. An extremely fun combination to play,

the Troll Shadow Knight is strong and hardy,and comes fully equipped with infravisionand enhanced regeneration. The large statureof this race can be somewhat cumbersome,but the image of a massive creature in solidblack followed by an undead minion is onethat will leave your opponents withnightmares. Their biggest downside is theirlow Intelligence and slow accumulation ofexperience, the worst of all the races.

TacticsSoloShadow Knights are designed to be the mostoffense-directed class in the game.Everything about a Shadow Knight isfocused on overpowering your target withthe combination of Strength, spells, pets,lifetaps and brute force tactics.

You are great at terrorist tactics, and have amodified Reverse-Kiting that is bothdangerous and efficient at higher levels.

1. Start with a darkness-line spell, toslow your opponent.

2. Follow it quickly with a Fear spell, andcommand your pet to attack thetarget.

3. Chase the creature and engage it inmelee by hitting it in the back.

4. Make sure you recast Darkness andFear before they elapse, if possible.

5. Simply bully your target to death.

If the situation turns sour, remind the target

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that you are a Shadow Knight and don’ttake kindly to a counterattack by HarmTouching the creature, which will normallyturn the tide of battle in a solo fight back tothe side of the Shadow Knight.

GroupShadow Knights are a hybrid class. It isusually your duty to taunt your group’starget away from weaker casters and ontoyourself. You have the hit points (and armor)to take the blows.

When fighting single-handed, you should useyour shield to Bash. Bashing interrupts anenemy’s casting, rendering it unable tocomplete its spells.

Shadow Knight spells are primarily offensive.Use Siphon Strength to lower your opponent’sStrength while simultaneously raising yourown. You have access to several DoT spells,which will help kill runners that get away.DD spells, especially the higher-level ones,should always be cast when fighting, notonly because they do damage but alsobecause they help to taunt NPCs away fromyour casters.

All Shadow Knights have the innate abilityto Harm Touch once per day, which delivers amassive amount of damage to your target.This ability should be reserved for matters oflife or death, since you only get the one eachday. You also have Feign Death, which allowsyou to manage NPCs the same ways Monksdo.

TipsLeveling up. As for any magic user,increased Intelligence gets even more usefulat high levels.

Pet spell. Shadow Knights enjoy the doublebenefit of a fighter’s high strength andstamina, plus the ability to cast spells. Oncethe pet spell becomes available, you become afierce adversary.

Invisibility. The Invisibility spell is extremelyuseful to you. Use it well. Use it as often asyou can. It allows you to move around incities and areas where you would be killed onsight.

Of course, you can’t cast Invisibility yourself(and don’t get Gather Shadows until level30), so you have to find someone else whowill cast it on you until then.

Little-known spells. Many players don’tknow the spells that you have available, suchas Deadeye, Gather Shadows, Feign Death, orany of the darkness spells. This can work toyour advantage in a PvP confrontation.

Surly guards. Hey, Shadow Knights aren’tout to win any popularity contests. Payattention when you visit a city. ShadowKnights are not welcome everywhere and, infact, some city guards (such as in Qeynos)have standing orders to kill Shadow Knightson sight. Oggok, Grobb and Neriak streetsare open to Shadow Knights.

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Shamanby Jason Mash “Aylla SpineChiller”

Shamans are a strange class. One of the mostversatile classes in EverQuest, they can do a bit of

everything, from melee to all manner of casting. Shamansare not as equipped as some other classes at striking theirenemies directly, but they are far more effective in wearingthem down with disease, poison and other debilitatingeffects. Shamans are also more effective than Druids atbuffing themselves and others through quickness/alacrity,ability buffs and utility enhancements. They can also meleebetter than any other priest class.

Spells are the stock-in-trade of a Shaman. Without them,the Shaman is little more than meat for any monster.Acquire spells as soon as you can, and as often as you can,no matter how inconvenient it may seem. The “save money,buy spell, save money” cycle may seem repetitive, but whenyour spellbook is full and monsters topple before you, youwill realize the value of this strategy.

The most important spells to a Shaman are those thatfocus on defense. Spells that heal or buff stats andattributes are the Shaman’s forté. Keep a good number ofbuffing spells memorized, especially in a party. They canmake a big difference when cast on an already toughWarrior. Do not, however, neglect the healing spells, whichshould also be a priority for you in group-based combat.Shamans are most widely sought for their healing, andsecondly for their modifying spells. Concentrate on both, butremember that the best-healing Shaman is the most useful.

In addition to defense, Shamans receive a few offensivespells. These spells are nice supplements to group combat,but are most often cast in small parties or while soloing amonster. In a large party, the offensive spells are mostly awaste of mana. Leave the major spell damage to the purecasting classes. They can deal much more damage, and yourskills are better concentrated on preparation and healing,where you excel.

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Shaman Skills1 1H Blunt1 2H Blunt1 Abjuration1 Alcohol Tolerance1 Alteration1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Conjuration1 Defense1 Divination1 Evocation1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring4 Channeling8 Meditate15 Dodge25 Alchemy30 Specialize Abjure30 Specialize Alteration30 Specialize Conjuration30 Specialize Divination30 Specialize Evocation

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Armor and weapons are tempting prospects,but they are usually only secondary tools.Spells are the strength of a wise Shaman,and they should be used with great care.Focus largely upon your spells, and you willbe able to overcome most obstacles thatstand in your way.

AttributesAs with all healers, the size of your manapool is determined by your Wisdom.Prioritize this stat, then place any remainingpoints at your discretion, possibly addressinga racial weakness or possibly enhancing aracial strength. A Shaman can fill manyroles, so there is no wrong choice here.

RacesBarbarian. Barbarians make greatShamans, due to the fact that they are likedamong the majority of races throughoutNorrath. This allows them to travel freelyonce they reach a certain level. They havewell-balanced stats, and a decent amount ofwisdom.

Iksar. Statistically, Iksar also make greatShamans, but they do have one hugedrawback … there is no other race on theface of Norrath that likes them. This willmake life very difficult for them until highlevels, unless they are willing to spendcountless hours boosting their Faction byassisting various races in getting rid of localmenaces. Their upside is that they start withthe highest Wisdom, they can see at night,and they have enhanced regeneration, as wellas the ability to Forage.

Troll. Trolls do make good Shamans, butthey are held back by a couple of factors.They have the lowest Wisdom of all the racesthat can be a Shaman, and they are hatedby many throughout Norrath (although notas thoroughly hated as the Iksar). The upsideis they have the ability to see in the darkvery well, as well as enhanced regeneration.

Ogre. Ogres are the middlemen of theShaman class. They have the second lowestWisdom, and are hated in most cities. Theydo have the ability to see in the dark, as wellas having by far the highest Strength andStamina among Shamans. This gives them agreater weight allowance and maximum hitpoints.

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Shaman Starting AttributesShaman STR STA AGI DEX WIS INT CHA Bonus AP

Barbarian 103 100 82 70 80 60 60 30

Iksar 70 75 90 85 90 75 60 30

Ogre 130 127 70 70 77 60 42 30

Troll 108 114 83 75 70 52 45 30

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Lvl Spell Skill Type Tgt Pg.1 Burst of Flame Ev Fire/Ht T 4161 Cure Disease Al Heal T 4251 Dexterous Aura Al Buff T 4261 Endure Cold Ab Shield T 4321 Flash of Light Dv Vision T 4391 Inner Fire Ab Shield T 4511 Minor Healing Al Heal T 4591 Strengthen Al Buff T 4831 True North Dv Vision Y 4925 Cure Poison Al Heal T 4255 Drowsy Al Spd/Trvl T 4295 Endure Fire Ab Shield T 4325 Feet like Cat Al Buff T 4375 Fleeting Fury Ab Buff T 4395 Frost Rift Ev Ice/Cold T 4405 Gate Al Teleport Y 4415 Scale Skin Ab Shield T 4715 Sicken Cn Disease T 4785 Spirit Pouch Cn Summon S 4815 Summon Drink Cn Summon S 4859 Cure Blindness Al Heal T 4249 Endure Disease Ab Shield T 4329 Light Healing Al Heal T 4569 Sense Animals Dv Vision Y 4729 Serpent Sight Dv Vision T 4739 Spirit of Bear Ab Buff T 4809 Spirit of Wolf Al Spd/Trvl T 4819 Spirit Sight Dv Vision A 4819 Summon Food Cn Summon S 4859 Tainted Breath Cn Poison T 488

14 Bind Affinity Al Ench/Ill T 41314 Burst of Strength Ab Buff T 41614 Disempower Al Debuff T 42714 Endure Poison Ab Shield T 43214 Enduring Breath Al Water T 43314 Invisibility vs.Animals Dv Vision T 45214 Levitate Al Air/Wthr T 45514 Root Al Earth T 47014 Spirit of Snake Al Buff T 48114 Spirit Strike Ev Harm T 48214 Turtle Skin Ab Shield T 492

Lvl Spell Skill Type Tgt Pg.14 Walking Sleep Al Spd/Trvl T 49419 Affliction Cn Disease T 41019 Cancel Magic Ab Ench/Ill T 41719 Diminution

(see Shrink) Al Ench/Ill T 42719 Endure Magic Ab Shield T 43219 Frenzy Ab Buff Y 44019 Healing Al Heal T 44519 Infectious Cloud Cn Disease A 45019 Insidious Fever Cn Disease T 45119 Malise Al Fr/Dth T 45819 Shrink

(or Diminution) Al Ench/Ill T 47719 Spirit of Cat Al Buff T 48019 Spirit Strength Al Buff T 48219 Vision Dv Vision T 49324 Cannibalize Al Ment Str Y 41724 Counteract Disease Al Heal T 42324 Creeping Vision Dv Vision Y 42424 Envenomed Breath Cn Poison T 43424 Frost Strike Ev Harm T 44124 Invigor Al Spd/Trvl T 45224 Poison Storm Ev Poison S 46424 Protect Ab Shield T 46424 Regeneration Al Heal T 46624 Resist Cold Ab Shield T 46724 Scale of Wolf Al Spd/Trvl T 47124 Spirit of Cheetah Al Spd/Trvl Y 48024 Spirit of Monkey Al Buff T 48124 Spirit of Ox Al Buff T 48129 Alluring Aura Al Buff T 41029 Befriend Animal Al Mind Ctl T 41229 Counteract Poison Al Heal T 42429 Greater Healing Al Heal T 44329 Invisibility Dv Vision T 45229 Listless Power Al Debuff T 45629 Quickness Al Spd/Trvl T 46529 Raging Strength Al Buff T 46529 Resist Fire Ab Shield T 46729 Rising Dexterity Al Buff T 469

(cont. on p. 132)

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Lvl Spell Skill Type Tgt Pg.29 Tagar’s Insects Al Spd/Trvl T 48829 Ultravision Dv Vision T 49234 Companion Spirit Cn Summon S 42334 Enstill Al Earth T 43434 Fury Ab Buff Y 44134 Health Al Buff T 44534 Malisement Al Fr/Dth T 45834 Nimble Al Buff T 46134 Resist Disease Ab Shield T 46734 Scourge Cn Disease T 47234 Shifting Shield Ab Shield T 47634 Talisman of Tnarg Al Shield T 48934 Winter’s Roar Ev Harm T 49639 Assiduous Vision Dv Vision T 41139 Blinding Luminance Dv Vision T 41339 Cannibalize II Al Ment Str Y 41739 Chloroplast Al Heal T 42039 Deftness Al Buff T 42639 Extinguish Fatigue Al Spd/Trvl T 43539 Furious Strength Al Buff T 44139 Gale of Poison Ev Poison S 44139 Glamour Al Buff T 44239 Insidious Malady Cn Disease T 45139 Resist Poison Ab Shield T 46739 Togor’s Insects Al Spd/Trvl T 49139 Venom of the Snake Cn Poison T 49339 Vigilant Spirit Cn Summon S 49344 Agility Al Buff T 41044 Alacrity Al Spd/Trvl T 41044 Blizzard Blast Ev Harm T 41444 Guardian Ab Shield T 44344 Guardian Spirit Cn Summon S 44344 Incapacitate Al Debuff T 45044 Nullify Magic Ab Ench/Ill T 46144 Resist Magic Ab Shield T 46744 Stamina Al Buff T 48344 Talisman of Altuna Al Shield T 48849 Abolish Disease Al Heal T 40949 Charisma Al Buff T 41949 Dexterity Al Buff T 42649 Envenomed Bolt Cn Poison T 43449 Frenzied Spirit Cn Summon S 440

Lvl Spell Skill Type Tgt Pg.49 Malosi Al Fr/Dth T 45849 Plague Cn Disease T 46349 Rage Ab Buff Y 46549 Strength Al Buff T 48351 Immobilize Al Earth T 45051 Talisman of Jasinth Ab Disease G 48851 Turgur’s Insects Al Spd/Trvl T 49252 Insidious Decay Cn Disease T 45152 Regrowth Al Heal T 46652 Spirit of Scale Al Spd/Trvl G 48153 Cripple Al Debuff T 42453 Deliriously Nimble Al Buff T 42653 Superior Healing Al Heal T 48753 Talisman of Shadoo Ab Poison G 48854 Cannibalize III Al Ment Str Y 41754 Ice Strike Ev Harm T 44654 Riotous Health Al Buff T 46954 Shroud of the Spirits Ab Shield T 47755 Annul Magic Ab Ench/Ill T 41155 Spirit of the Howler Cn Summon S 48055 Talisman of Kragg Al Shield T 48855 Torrent of Poison Ev Poison S 49156 Acumen Dv Vision A 40956 Bane of Nife Cn Poison T 41256 Celerity Al Spd/Trvl T 41856 Paralyzing Earth Al Earth T 46257 Malosini Al Fr/Dth T 45857 Maniacal Strength Al Buff T 45857 Talisman of the Brute Al Buff G 48857 Talisman of the Cat Al Buff G 48958 Mortal Deftness Al Buff T 46158 Talisman of Rhino Al Buff G 48958 Talisman of Serpent Al Buff G 48958 Tigir’s Insects Al Spd/Trvl A 49159 Pox of Bertoxxulous Cn Disease T 46459 Talisman of Raptor Al Buff G 48959 Unfailing Reverence Al Buff T 49359 Voice of the Berserker Ab Buff Y 49460 Avatar Al Buff T 41160 Malo Al Fr/Dth T 45860 Torpor Al Heal T 491

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Shaman Spells (cont. from p. 131)

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TacticsSoloShamans are the “jack of all trades,” anduntil higher levels, the master of none. Thislimits your soloing tactics to blue mobs mostof the time at lower levels.

You can kite, but will usually run out ofmana and end up having to engage the NPCin melee before the end of the fight.

Strongly consider limiting your soloing atleast until you get your first pet spell.

GroupAlways make sure to buff the party with statbuffs, haste buffs and the talisman line ofspells (to add hit points). Focus on debuffingopponents with slow spells (such as Drowsy)and Malise (which lowers your enemy’sresistances).

You also have an assortment of DirectDamage spells and Damage over Time spells,but these should only be used after you’vedebuffed the enemy and when the tanks havetime to taunt the mobs away.

You also have access to heal spells, thoughthey’re not as strong as a Cleric’s. Insituations where you’re playing the healerrole, make use of the F keys to target groupmates when casting heals on them. (SeeCleric: Tactics: Group, page 73.)

Selfishness is very rare in Shamans. Often,you’re the one working to keep everyone elsealive. You can wield some powerful weapons,but those weapons are most often used to fendaway an enemy so a friend can be healed.

TipsOne hand or two? A one-handed bluntweapon should be in every Shaman’sinventory as soon as possible, but higher-level Shamans are more capable with two-handed blunt weapons.

Unique party role. You can play a vital rolein a well balanced party (for example, you, aWarrior or two, a Bard, a magic user, aDruid and/or Cleric) and never take theoffense. Keep the Warriors going withStrength buffs like Burst of Strength andeveryone moving quickly with haste spells(like Quickness).

DoT the targets. You get the greatestbenefit (more damage for less mana) from aDoT spell, such as Infectious Cloud, but becareful not to cast your AoE spells too closeto your group.

Stack spells. This is especially valuable in along combat situation. You can stack severalDoT and other spells, then get out of the wayto heal your party members.

Basically, all damage over time (DoT) spellsof different types do stack, while DoT spellsof the same type don’t stack. For example,you can stack Malise, Affliction, andInsidious Fever because they don’t haveoverlapping effects. (Malise first, because itdebuffs nearly all resistances.) Slowing spells,such as Drowsy and Walking Sleep, also don’tstack. Area of effect (AoE) spells (such asInfectious Cloud) stack with DoT spells.

Keep it Going. Continually keep a Strengthbuff, a Stamina buff and a travel spell (forexample, Strength, Inner Fire and Spirit ofWolf) on all the members of your party.

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Spell smarter, not harder. If your partyhas another magic user with ability buffs,don’t overlap and waste mana. For example,you might arrange ahead of time that theEnchanter buff haste while you buffeverything else.

Cleric on hand. At level 24 you can get theRegeneration spell, which can really lightenthe Cleric’s load by regenerating hit pointson the tanks.

Pets. At level 34, you get a wolf pet thatcan melee for you. Oh yeah, the wolf isdefinitely something to look forward to!

Weapon training. There are some greattwo-handed blunt weapons available to you.Keep this skill, as well as your one-handedblunt skill, as high as you can. However,

don’t disregard Piercing. Some of the newShaman spears look pretty good.

SpecializationNote: Also see Specialization, page 236.

You have two real choices — Alteration(which includes immobilization, haste,slowing, DoT, and most attribute buffingand debuffing spells) and Conjuration (mostattack spells). Alteration is a pretty safe bet,but if you tend to attack more than youbuff, then Conjuration is worth considering.

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The giant sat and fondled the blonde hair of his new human chamberattendant. “Have you ever witnessed a meeting of the Ring of Scale, human

woman?”

Kelisa stepped back from the giant and the lock of her hair fell from his massivefingers. “No, I was taken against my will only recently. If Erollisi blesses my escape, Iwon’t be here to see the next one either.”

The giant laughed and the gold door decorations rattled. “Do you know how toescape magic bonds, human woman?”

The angry flush on Kelisa’s face told the giant that she didn’t, but she answered,“I’ll find a way.”

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Warriorby Jason Mash, “Shyden ClawStinger”

Warriors are the epitome of a tank class. Theywield weapons in both hands, wear finely craftedarmors, and are able to absorb massive amounts

of damage easily. They have high hit points and armor classright from the start. As they gain knowledge of the arts ofwar, they acquire the skills of Bash, Dual Wield, DoubleAttack, Parry, Riposte, Dodge and Disarm. They are theonly class that learns all of these combat skills, and nearlyalways as soon or sooner than any other class.

Despite these combat skills, Warriors are not a class with alifelong ability to solo. At low levels, they can solo easily,but when they enter their low twenties they begin to losethat edge. Since they have no magical abilities of their own,and a lot of hit points to lose, recovering after battlewithout the aid of a healer is a slow process. By level 25they will not survive many White fights without a backuphealer. Because of this, the Warrior needs groups.Fortunately, groups need Warriors just as badly.

The Warriors’ duty in a group is not only to absorb damage,but also to pull for the group. They have to absorb damagefrom a mob as they lead it to their group. In combat proper,a Warrior should be adept at keeping an eye on the rest ofthe group. He must keep the mobs off of the lighter-armoredclasses, or it can be disastrous for the entire group. Whilemost of the combat functions of the Warrior are automated,this does not mean the Warrior is a boring class to play.The art of tagging and pulling mobs is in itself a challengingrole, and a very important one at higher levels.

Warriors are a very straightforward class that rely heavilyon their party in order to perform well. A Warrior will wantto become good friends with a Cleric early in life, anddevelop a trusting relationship between them, as it will bethe Cleric who keeps her alive in the levels to come. Thisclass is a fun one to play — Warriors get to beat things upand laugh in the enemys’ face, and they get some impressiveDisciplines after level 50.

Warrior Skills1 1H Blunt1 1H Slashing1 2H Blunt1 2H Slashing1 Alcohol Tolerance1 Archery1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Defense1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Kick1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Taunt1 Throwing1 (Berserking)6 Bash6 Dodge10 Parry13 Dual Wield15 Double Attack16 Tinkering (Gnome only)25 Riposte35 Disarm

Disciplines52 Evasive53 Charge54 Mighty Strike55 Defensive56 Furious57 Precision58 Fell Strike59 Fortitude60 Aggressive

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AttributesStrength directly effects the amount ofdamage that you deal when hitting a mob;higher Strength, higher damage … Strengthalso directly affects your weight allowance.

Stamina directly affects your hit points; lowStamina reduces your chances of hitting.

Agility directly affects your armor class andyour ability to dodge enemy blows.

RacesBecause there are so many possible Warriorraces, they’re discussed here in decreasingorder of Strength and Stamina, the two mostcrucial Warrior stats, to help you comparethem.

Ogre. Ogres are the best Warriors, stat-wise. With such a high innate Strength andStamina, they can devote most of theirattribute points to boosting their relativelylow Agility and Dexterity. Ogres also havesignificant disadvantages, though, becausethey can only wear large armor, and as anevil race are limited to a few bindable cities.

Troll. Trolls have excellent stats — not asgood as Ogres, but better than Barbarians.Trolls also have an enhanced regenerationability, which allows them to recover 4 HPevery six seconds (like the Iksar). Thisrecuperative power is really the only logicalreason to play a Troll — it will greatly reduceyour downtime after a battle, but then again,you could just bring a Cleric along. Not alldecisions are based on logic alone, however,so take a Troll Warrior if you like the mentalimage of your ugly mug leering out frombehind a blood-drenched Dwarf-gigger.

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Warrior Starting AttributesWarrior STR STA AGI DEX WIS INT CHA Bonus AP

Barbarian 113 105 87 70 70 60 55 25

Dark Elf 70 75 90 75 83 99 60 25

Dwarf 100 100 75 90 83 60 45 25

Gnome 70 80 90 85 67 98 60 25

Half Elf 80 80 95 85 60 75 75 25

Halfling 80 85 100 90 80 67 50 25

Human 85 85 80 75 75 75 75 25

Iksar 80 80 95 85 80 75 55 25

Ogre 140 132 75 70 67 60 37 25

Troll 118 119 88 75 60 52 40 25

Wood Elf 75 75 100 80 80 75 75 25

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Barbarian. Barbarians are the most popularlarge Warriors. Their Strength and Stamina,although higher than that of all otherWarrior races, is still lower than that ofeither Ogres or Trolls. However, they are themost widely accepted of these three races andhave the best newbie area in the world.

Dwarf. Dwarves make good, solid Warriors.They are stout, and their stats are veryfavorable. Their Stamina lags only 5 behindBarbarians, and they have much betterDexterity. They are also much-likedthroughout Norrath. Unlike the large races,they wear small armor (which is more readilyavailable).

Human. Humans are good Warriors,although their key stats are significantlylower than those of the Dwarves. They haveaverage stats across the board, so judiciouslyapplied attribute points turn them intoperfectly acceptable Warriors. Their biggesthandicap is poor night vision.

Halfling. Halflings have the highest Agility(tied with the Wood Elves) and the highestDexterity (tied with the Dwarves). Thismakes them good at Dual Wielding, a skillany Warrior would do well to focus on.Pump the bonus points into Strength andStamina, and you’ve got a Warrior who cango toe to toe with the best of them.

Half Elf and Iksar. Half Elves and Iksarshare identical key stats. While their Agility(and Dexterity) are better than most, theirStrength and Stamina are not up to theWarrior standard without the benefit ofmost of your bonus points. And both haveinfravision. How are they different? HalfElves are better accepted in most of Norrath

and can wear plate armor (Iksar can’t),while Iksar hold the edge in other keyrespects — enhanced regeneration and highernatural AC.

Wood Elf, Dark Elf and Gnome. What canyou say to a 75-STR Warrior except, “Pleasego find another group”? Actually, throwsome bonus points into key stats, and any ofthese three races make interesting Warriors.All three have high secondary stats — Agilityand (somewhat) Dexterity for the Wood Elf,Agility and Intelligence for the Dark Elf, andall three (AGI, DEX and INT) for the Gnome.

Barbarian and Ogre Warriors are a copper adozen. Consider creating a Gnome Warriorwith maxed-out Tinkering and other tradeskills, a Wood Elf Warrior whose defensiveskills are so high that she’s rarely hit incombat, or a Dark Elf Warrior who is highlyresistant to mind control. Step away fromthe class stereotype and you can create aunique Warrior with any of these threeraces.

TacticsSoloThere is but one efficient solo tactic for aWarrior, and that is to overpower your foewithin a melee battle.

When dealing with dangerous mobs, have anescape route in mind. Key features along thisescape route include the nearest creaturesthat are hostile to your opponent, such asGuards, or the nearest Zone border.

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GroupWarriors are the true tanks of Norrath. Youhave the most hit points, your armor yieldsthe best armor class, and your weaponsinflict the most damage. A tank is best usedto protect magic users, but you are also thefront line, first to wade into battle.

When in a group, use your Taunt skill toattract the attention of all NPCs that yourparty is engaging, excepting any that aremesmerized.

Kick and Bash to interrupt NPCs who arecasting.

You make a good puller because you have themost hit points. Unless there’s a Monk or aShadow Knight in the group, you shouldhandle all pulling responsibilities.

TipsDruid or Cleric? Adventurous Druids andWarriors form a lot of lasting friendships inEverQuest. The Druid can cast Spirit of Wolf,buff and teleport … and the Warrior’s skillsspeak for themselves.

Clerics and Warriors work together well in abattle with numerous enemies. The “why” ofthat statement can be summed up in oneword — healing.

If a rapid series of mobs is what you’ll befacing, Clerics work best with Warriors. Forattacks in a relatively safe area where atarget can be leisurely tracked and attacked,with downtime between hunts, Druids andWarriors work best.

Have a party. Many Warriors claim thatthe best hunting groups consist of a Warrior(for Bashing), a Druid (for Tracking) and aCleric (for healing). Add an Enchanter and acouple more Warriors, and the party iscomplete.

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Wizardby Jason Mash “Cimmerone Di’Amante”

Wizards are the undisputed masters of damage.This can easily be misunderstood. A Wizard isnot a master of all forms of damage, but rather,

the master of Direct Damage — she has the greatestvariety of spells available to her with which to Deal Directdamage. However, Wizards are not the most damagingclass overall in a long battle … a Wizard’s strength lies inmaking the battle a quick and painless one.

Wizards are the only class that possess Direct Damagespells in all three categories: cold, heat and magic. Wizardsalso get the most powerful area-effect Direct Damagespells. These spells are relatively unlikely to taunt a mob,so they rarely draw a targeted mob to their Wizardlysource, especially if the Wizard is grouped with Enchantersand good tanks. Area effect spells are by far the mostmana-efficient spells in the game and, in the rightsituations, add to the power of the Wizard. A Wizard whoknows how to recognize such situations is truly wiseindeed, and worthy of all the respect this class demands.

At level 35, Wizards get a noticeable enhancement to theirspells. Their spells become much more difficult to resist,especially for monsters that con white and yellow. Wizardsalso get a nice line of stun spells that add to the efficiencyof their class, especially in a group.

Wizards are also noted for their teleportation spells. Thesespells make them very fast travelers, and very much desiredthroughout Norrath. With a timely teleport, they can savean entire party, evacuating the group from a tight corner.Druids can also teleport, but Wizards alone acquire the spellsthat make them the gatekeepers of the planes of Fear andHate (of course, such travel usually comes at a high price).

Wizards are the only pure casting class that lack a pet. As such, they are generally forced touse the “Root ’n’ Nuke” technique at lower levels. As the Wizard gains levels and grows, sodoes his power, but at lower and mid levels, a Wizard can be very frustrating to play.

Player Characters: Wizard

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Wizard Skills1 1H Blunt1 2H Blunt1 Abjuration1 Alcohol Tolerance1 Alteration1 Baking1 Begging1 Bind Wound1 Blacksmithing1 Brewing1 Channeling1 Conjuration1 Defense1 Divination1 Evocation1 Fishing1 Fletching1 Hand to Hand1 Jewelry Making1 Offense1 Piercing1 Pottery1 Sense Direction1 Swimming1 Tailoring1 Throwing4 Meditate16 Research16 Tinkering (Gnome only)20 Specialize Abjure20 Specialize Alteration20 Specialize Conjuration20 Specialize Divination20 Specialize Evocation22 Dodge

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The true challenge for a Wizard lies inacquiring the knowledge of what spells workbest against which NPCs. Once in combat, aWizard is a straightforward class thatrequires few decisions. It’s a good class toplay, but maybe a bit repetitive.

AttributesIntelligence is by far the most importantstat for a Wizard, since it determines thesize of your mana pool at each level.

Agility and Dexterity are the mostimportant physical stats, helping you survivea direct physical assault.

Put all but 5 of your starting points intoIntelligence. (You can only spend 25 bonuspoints on any one stat.) Intelligencedetermines how fast you can learn almost allskills, and how much mana you will have,which are both vital to your long-termsurvivability. Allocate the extra points atyour discretion. (It’s common for non-HumanWizards to put the remaining 5 points intoStrength, so that they can carry more.)

RacesDark Elf. Dark Elves make good Wizards fornumerous reasons. Their Intelligence is high,and they have decent Agility and Dexterity,which are both good secondary attributes forthe class. They also can see in the darkbetter than any other race. The onedrawback to Dark Elves is that they are notliked by most other races. This can maketheir lives difficult, to say the least.

Erudite. Erudites make great Wizards, ifonly because of their excellent Intelligence.None of their other stats is all that low, butnothing to be proud of, either. They are morewidely accepted than Dark Elves, but lacknight vision until they acquire Heat Sight(level 16).

Gnome. Gnomes might make the bestWizards in the game. Their only low statsare Wisdom and Charisma (neither of whicha Wizard worries much about) and Strength(which can be boosted with 5 bonus pointsand various buffing items). They areaccepted by most races, they can Tinker, andthey can see in the dark. This makes them awise choice for a Wizard.

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Wizard Starting AttributesWizard STR STA AGI DEX WIS INT CHA Bonus AP

Dark Elf 60 75 90 75 93 109 60 30

Erudite 60 80 70 70 83 117 70 30

Gnome 60 80 85 85 67 108 60 30

High Elf 55 75 85 70 95 102 80 30

Human 75 85 75 75 75 85 75 30

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Lvl Spell Skill Type Tgt Pg.1 Frost Bolt Ev Ice/Cold T 4401 Minor Shielding Ab Shield Y 4601 Numbing Cold Ev Ice/Cold 0 4621 Shock of Frost Ev Ice/Cold T 4761 Sphere of Light Dv Summon S 4801 True North Dv Vision Y 4924 Fade Al Teleport Y 4364 Gate Al Teleport Y 4414 Glimpse Dv Vision Y 4424 Icestrike Ev Ice/Cold A 4474 O’Keils Radiation Ab Fire/Ht T 4624 Root Al Earth T 4704 See Invisible Dv Vision A 4724 Shock of Fire Ev Fire/Ht T 4768 Column of Frost Ev Ice/Cold A 4228 Eye of Zomm Cn Vision Y 4368 Fingers of Fire Ev Fire/Ht 0 4378 Fire Bolt Ev Fire/Ht T 4378 Lesser Shielding Ab Shield Y 4548 Sense Summoned Dv Vision Y 4738 Shadow Step Al Teleport Y 4748 Shock of Ice Ev Ice/Cold T 477

12 Bind Affinity Al Ench/Ill T 41312 Cancel Magic Ab Ench/Ill T 41712 Firestorm Ev Fire/Ht S 43812 Frost Spiral of

Al’Kabor Ev Ice/Cold A 44112 Gaze Dv Vision Y 44212 Halo of Light Cn Vision Y 44412 Resistant Skin Ab Shield Y 46812 Shock of Lightning Ev Air/Wthr T 47716 Bind Sight Dv Vision T 41316 Flame Shock Ev Fire/Ht T 43916 Heat Sight Dv Vision Y 44616 Identify Dv Vision T 44716 Invisibility Dv Vision T 45216 Lightning Bolt Ev Air/Wthr T 45616 Pillar of Fire Ev Fire/Ht A 46316 Project Lightning Ev Fire/Ht 0 46416 Shielding Ab Shield Y 47516 Shieldskin Ab Shield Y 476

Lvl Spell Skill Type Tgt Pg.20 Elemental Shield Ab Shield Y 43020 Enstill Al Earth T 43420 Fay Gate Al Teleport Y 43620 Fire Spiral of Al’KaborEv Fire/Ht A 43820 Force Shock Ev Harm T 43920 North Gate Al Teleport Y 46120 Sight Dv Vision Y 47820 Tishan’s Clash Ev Harm T 49120 Tox Gate Al Teleport Y 49120 Track Corpse Dv Vision Y 49124 Cast Force Ev Harm 0 41824 Cazic Gate Al Teleport Y 41824 Column of Lightning Ev Air/Wthr A 42224 Common Gate Al Teleport Y 42324 Frost Shock Ev Ice/Cold T 44124 Leatherskin Ab Shield Y 45424 Levitate Al Air/Wthr T 45524 Lightning Storm Ev Air/Wthr S 45624 Major Shielding Ab Shield Y 45724 Nek Gate Al Teleport Y 46124 Ro Gate Al Teleport Y 47024 West Gate Al Teleport Y 49529 Bonds of Force Al Earth A 41429 Energy Storm Ev Harm S 43329 Evacuate: North Al Teleport G 43429 Fay Portal Al Teleport G 43629 Inferno Shock Ev Fire/Ht T 45129 Magnify Dv Vision Y 45729 North Portal Al Teleport G 46129 Shock Spiral of

Al’Kabor Ev Air/Wthr A 47729 Thunder Strike Ev Air/Wthr T 49029 Tox Portal Al Teleport G 49129 Yonder Al Teleport Y 49834 Cazic Portal Al Teleport G 41834 Circle of Force Ev Harm A 42034 Combine Portal Al Teleport G 42234 Evacuate: Fay Al Teleport G 43434 Greater Shielding Ab Shield Y 44334 Harvest Al Ment Str Y 445

(cont. on p. 142)

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Lvl Spell Skill Type Tgt Pg.34 Ice Shock Ev Ice/Cold T 44634 Lava Storm Ev Fire/Ht S 45334 Nek Portal Al Teleport G 46134 Nullify Magic Ab Ench/Ill T 46134 Steelskin Ab Shield Y 48334 Thunderclap Ev Air/Wthr 0 49139 Chill Sight Dv Vision Y 42039 Common Portal Al Teleport G 42339 Concussion Al Mind Ctl T 42339 Evacuate: Ro Al Teleport G 43439 Force Spiral of

Al’Kabor Ev Harm A 43939 Immobilize Al Earth T 45039 Lightning Shock Ev Air/Wthr T 45639 Markar’s Relocation Al Teleport G 45839 Ro Portal Al Teleport G 47039 Shifting Sight Dv Vision T 47639 Tishan’s Relocation Al Teleport G 49139 West Portal Al Teleport G 49544 Arch Shielding Ab Shield Y 41144 Conflagration Ev Fire/Ht T 42344 Diamondskin Ab Shield Y 42644 Elemental Armor Ab Shield Y 42944 Evacuate: Nek Al Teleport G 43444 Force Strike Ev Harm T 44044 Frost Storm Ev Ice/Cold S 44144 Gravity Flux Al Air/Wthr A 44246 Alter Plane: Hate Al Teleport G 41046 Alter Plane: Sky Al Teleport G 41149 Evacuate: West Al Teleport G 43449 Ice Comet Ev Ice/Cold T 44649 Markar’s Clash Ev Harm T 45849 Paralyzing Earth Al Earth T 46249 Rend Ev Harm T 46749 Supernova Ev Fire/Ht 0 48749 Wrath of Al’Kabor Ev Ice/Cold A 49751 Atol’s Spectral Shackles Al Earth A 41151 Draught of Fire Ev Fire/Ht T 428

Lvl Spell Skill Type Tgt Pg.51 Pillar of Frost Ev Ice/Cold A 46351 Tishan’s Discord Ev Harm T 49152 Abscond Al Teleport Y 40952 Lure of Frost Ev Ice/Cold T 45752 Manaskin Ab Shield Y 45852 Tears of Druzzil Ev Harm S 48953 Annul Magic Ab Ench/Ill T 41153 Inferno of Al’Kabor Ev Fire/Ht A 45053 Jyll’s Static Pulse Ev Harm 0 45354 Pillar of Lightning Ev Air/Wthr A 46354 Shield of the Magi Ab Shield Y 47554 Thunderbold Ev Air/Wthr A 49054 Voltaic Draugh Ev Harm T 49455 Draught of Jiva Ev Harm T 42955 Lure of Flame Ev Fire/Ht T 45755 Plainsight Dv Vision Y 46355 Tears of Solusek Ev Fire/Ht S 49056 Jyll’s Zephyr of Ice Ev Ice/Cold 0 45356 Markar’s Discord Ev Harm T 45856 Retribution of

Al’Kabor Ev Ice/Cold A 46857 Draught of Ice Ev Ice/Cold T 42857 Evacuate Al Teleport G 43457 Eye of Tallon Cn Vision Y 43657 Pillar of Flame Ev Fire/Ht A 46358 Fetter Al Earth T 43758 Lure of Lightning Ev Harm T 45758 Manasink Ab Shield Y 45858 Tears of Prexus Ev Ice/Cold S 49059 Flam. Sword of Xuzl Cn Summon S 43959 Invert Gravity Al Air/Wthr A 45259 Jyll’s Wave of Heat Ev Fire/Ht 0 45359 Venge. of Al’Kabor Ev Harm A 49360 Disintegrate Ev Harm T 42760 Lure of Ice Ev Ice/Cold T 45760 Sunstrike Ev Fire/Ht T 48760 Winds of Gelid Ev Ice/Cold 0 496

Wizard Spells (cont. from p. 141)

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High Elf. High Elves make good Wizards,but their stats are a pace behind theGnomes’ stats in nearly every importantcategory. Like Gnomes, they are accepted bymost races and can see in the dark. Don’t letthe Gnomes’ slight advantage dissuade you ifyou want to play a traditional elvenspellcaster.

Human. Humans are not the best choice forWizards, but their well-rounded stats canprovide a solid foundation to build upon.They start out lower on the Intelligencescale, but they help balance that deficiencywith their other stats. Add a fewIntelligence-buffing items, and there’s noreason a Human can’t make the 200Intelligence cap in due time. Like theErudite, they have no night vision until theyacquire Heat Sight.

TacticsSoloWizards are the masters of Direct Damage.When using your Root spell in combinationwith your DD spells, you are a force to bereckoned with.

While Wizards at higher levels can Kiteusing Bonds of Force, the most effective tacticIs still is Root ’n’ Nuke.

At higher levels, you can take Root-DirectDamage tactics to greater extremes. Root-Bombing (as it is affectionately known tosome Wizards) is a very effective way tolevel.

However, be careful. Root-Bombing acreature that another player-character hasalready engaged is Kill Stealing and a serious

violation of EverQuest policies. Solo Wizardsare the most notorious for Kill Stealing, andthose that frequently use this tactic can findthemselves at a high level, but with aterrible reputation and no one to group with(or even worse — see Kill Stealing in thePlay Nice Policies, p. 25).

GroupWizards are the masters of offensive spells,although you’re painfully low in hit points.

In groups, Wizards have two roles, Nukerand Group Gater.

In general, allow the fighters to dish outaround 20 percent damage to a mob beforecasting at it. Once this has happened, you canbegin to throw Direct Damage spells, butcautiously — too many Direct Damage spellscast in succession will taunt the mob ontoyou, and that means more work for the tanks.

At higher levels, you also have a stun line ofspells, which should be used (and used often)to prevent mobs from attacking. Stuns canalso interrupt NPC spellcasting.

Should an NPC aggro on you it is importantnot to run, since running will make it harderfor the tanks to taunt the enemy back off you.

Your other group function is group gating.There are two types of group gate — Portaland Evacuate. Evacuate spells have shortercasting times, but have a greater chance ofleaving someone behind. (Portal spells areusually the better choice, because you reallydon’t want to strand someone alone with anangry mob.) You should always have one ofthese spells memorized and ready to go.

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TipsOffense. Wizards are very good at offense,with many powerful spells. You have themost damage potential in the shortestamount of time; however, it is difficult (ifnot impossible) to hit anything 6 levels ormore above your own level. Unfortunately,you’re in the only pure casting class withoutpets.

Defense. You’re bad at defense, vulnerable toattack (because of your low armor class),and have few hit points. This is a goodreason for you to stick with a party, ratherthan solo, and to belong to a guild. If youprefer to solo, consider creating a Magicianor Necromancer instead, as those classes aremuch better for soloing.

Embrace limitations. Stop carrying aweapon by the time you reach level 20. Tryrelying on spells alone once your level is highenough and you have a good, well-roundedspellbook.

Armor. The first wearable armor forWizards comes off of Orc pawns. Clotharmor is also sold in shops.

Teleporting. Wizards can teleport (which isa good defense, in a way) and this is anexcellent commodity to sell … as long as youdon’t mind constant requests for teleportsfrom everyone.

Only a Wizard can take people to the Planesof Sky and Hate, but you should exercisecaution in doing so. The components areexpensive, and the planes are deadly to anybut the toughest groups (in fact, you mustbe at least level 46 to even attempt either ofthese planes).

Immobilization. Early in you career you getimmobilization spells, which help in defense,as long as you watch your mana supply.

Mana conservation. You need to know howmuch damage your spells inflict and howmuch they cost to cast. It may seem to bedrudgery at first, but it becomes secondnature, and will save your life at times.When you drop to low mana, you become ajuicy target for any monster. Considerkeeping your mana level between 60-80%during a battle, because you may be asked toevacuate the group with a teleport spell.

Fizzles. Keep practicing your spells and keepthe skills you use maxed out for your level.Once the skill gets high enough, fizzles occurrarely.

Research. Wait until level 20, then throweverything into practicing research.Remember to put a practice point in theResearch skill and obtain a Lexicon (usuallyfrom your guild vendor). There are two runesthat have to be put into the Lexicon beforeyou can make any spells.

Meditating. This is simply recharging yourmana. For a level 10+ Wizard who is part ofa group, one strategy is to cast a strong (andcostly) damage spell at the beginning, gomeditate during the middle of the battle,and be ready to cast Root or another strongdamage spell at the end.

Area of Effect spells. In a train situation,these spells need special circumstances — anice tight area, plenty of crowd control forthe monsters about to attack you, and nonew spawns in the nearby area waiting tostart their own train. Icestrike and Firestormare great for low-level Wizards. Immobilize

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the target with Root, cast Icestrike orFirestorm, let the beast take all the hits, andthen repeat.

Stun spells. You’ll eventually obtain acouple of Stun spells, which can be your bestspells. If a Stun spell sticks, it gives youinstant control of a situation. (Higher-levelmonsters have higher magic resistance,which makes it harder to make these spellsstick.) However, bear in mind that Stunspells only last so long — have animmobilization spell ready, just in case.

Interruptions. If a monster is going to hityou while you’re casting a spell (for example,when Root times out), go ahead and take thehit, and then cast your spell before themonster has the chance to hit you again.That way, you get the spell off without beinginterrupted.

Dodge. Beginning at level 22, you canpractice Dodge. Levels 20-24 are difficult, soyou get plenty of opportunities to practiceDodge right off the bat.

SpecializationNote: Also see Specialization, page 236.

There is really only one choice for Wizards:Evocation. In battle, Wizards are thebastions of destruction.

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RacesBarbarianThe mighty Wolves of the North, followers ofThe Tribunal, fierce Warriors, wise Shamansand crafty Rogues — these inhabitants of theicy plains of Everfrost are some of the mostformidable on Norrath.

Halas is the Barbarians’ home city. It lies inthe cold and desolate wastelands of the farnorth. It is dangerous to those for whom theBarbarians have no love, and these fiercebeings have little tolerance towards most otherraces. Those who worship an evil god such asCazic Thule or Innoruuk should be especiallywary, for the Wolves will attack suchworshippers as soon as they recognize theirallegiance.

They are an isolationist people, though theydo associate with their Human cousins, andwill tolerate the snobbish Erudites. Theirhomeland contains the caverns of Permafrost,where many adventure but few return. Somesay a great and terrible creature dwells inthat place, but few have lived to tell about it.

Most Barbarians choose to be Warriors. Theirlarge stature allows them to bash opponents,and the sight of blood fills them with glee.Their strength is formidable, but they dosuffer from the same vision limitations astheir Human cousins.

Some Barbarians choose to dabble in thenatural magics of Shamanism. The Tribunalgrants them great power and knowledge ofherb lore. Their skills in Alchemy are soughtafter in the community, and across Norrath.

The few Barbarians who desire stealth areRogues. Only a fool believes these large beingsare awkward and clumsy. They are crafty, andcan use their deceptive appearance to theiradvantage.

TipsPull up roots. As a Barbarian, it’s relativelyeasy to live in other cities as long as you canmake it through the wilderness. The onlyplaces you want to avoid are the “dark” citiesthat are home to Iksar, Ogres, Trolls and DarkElves — Barbarians are KOS to them.

Pound ’em. Barbarians have the innateability to Slam their opponents, which has achance of stunning them. Rogues especiallybenefit from this at higher levels.

Wear steel. Barbarians can wear medium orlarge armor, the only race with both of thoseoptions.

Start at home. The starting city of Halas hasplenty of lucrative quests, and the beasts inthe nearby wilderness have a reputation forcarrying lots of coins.

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by Ester Ann Sauter

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Character Creation: Barbarian

Starting City Halas

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities Slam, +10 Cold Resistance(also Unenhanced Vision, Medium or Large Armor)

STR STA AGI DEX WIS INT CHA Bonus APRogue 103 95 92 80 70 60 55 30Shaman 103 100 82 70 80 60 60 30Warrior 113 105 87 70 70 60 55 25

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Dark Elves are the epitome of evil inNorrath. Vicious, cruel and extremelyintelligent, Dark Elves are perhaps the mostfeared race in all of Norrath. They aretwisted perversions of the Elven race, createdby Innoruuk, the Prince of Hate. Dark Elveshate all other races passionately: indeed,their fundamental belief is that throughhate, they shall conquer Norrath. The “good”races are pitiful insects meant to beexterminated, while the Troll and Ogre racesare tolerated only for their use as tools tofurther the glory of Neriak. Dark Elves didnot take the time to form a logical reactionto Iksar — they simply attack them on sight.

Love, mercy and compassion are pitiful traitsdisplayed by the weak worshippers of othergods. Honor and valor are laughabledelusions for those who lack the strength toact ruthlessly. Dark Elves act with cunningand ruthlessness, their motives fueled by theever-burning hate in their hearts.

In Neriak, the Necromancer rules supreme.Necromancers are feared and respected, as theyshould be, and rule Neriak from their ghoul-guarded stronghold behind Neriak’s third gate.In other cities, however, Dark Elves are fearedand generally killed on sight. Merchants whodo not overtly attack Dark Elves willnevertheless refuse to trade with them. Grobband Oggok are the only other cities whereDark Elves may walk and trade freely.

As children of the shadow, Dark Elves areblessed with ultravision. While the otherraces stumble blindly in the night, the Dark

Elf sees as clearly as if it were the day. DarkElves also have the innate ability to hide,concealing themselves from sightinstantaneously.

Intelligence is one of the Dark Elf’s primetraits. Therefore, Dark Elves make excellentNecromancers, Wizards, Enchanters orMagicians. Although one might think that thepath of hatred forbids healing, Dark Elvesmake very good Clerics. Dark Elves have noban against healing others — they simply usehealing as yet another tool to further the causeof evil. While not superbly strong, Dark Elvesnevertheless make formidable Warriors,Shadow Knights and Rogues.

Despite the prejudice against them, DarkElves are spread throughout Norrath. Somechoose to stay within the confines of the evilregions, while others adventure with and“befriend” the good races, using them astools to further their nefarious goals.Adventurers meeting Dark Elves will findthem calculating and confident, for theyknow that one day they shall rule Norrath.

Travel and FactionFind the back door. As a Dark Elf,traveling to other cities is difficult. You’llhave to resort to being sneaky and covert.Antonica’s port cities all have undergroundcaves or sewers you can use to bypass theguards at the gate. Look (or ask around) fora secret entrance hidden in the exteriorwalls.

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Dark Elf by Julien Beasley

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Character Creation: Dark Elf

You can sneak into a port city and grab aboat bound elsewhere, but that usually alsomeans jumping ship as you reach the nextcity. (On the other hand, that’s better thanfacing KOS guards.)

Make nice. Another way to get into non-evil cities is to kill other races that are hatedthere. This raises your faction standing withguards and commoners alike who are nativeto that city. (Of course, you aren’t helpingyour standing with the friends and family ofyour victims ….)

To get into Freeport, kill Orcs. To get intoQeynos, kill Gnolls. To get into Kaladim, killthe Orcs and Goblins that can be foundthroughout Faydwer. There are also severalcamps of named Dwarvish Rogues insouthern Butcherblock who can be killed toimprove your faction with the city Dwarves.

To get back in good standing with the IndigoBrotherhood in Neriak, kill Elven slaves.

Freeport faction. Try the “Note” quests inthe tunnels of Freeport — this will raise yourfaction standing with the guards in Freeport(as well as raising it a bit in Qeynos).

Trouble with Freeport shops? Seek outPardor the Blessed and the ShadySwashbuckler.

Dark Elf faction is initially dubious withmost other races, but eventually (specifically,by killing lots of Crushbone Orcs), even theother Elves can become amiable. Killing Orcsemploys a double-edged blade, however, soonly do so if you’ve left Neriak for good.

Completing evil-oriented quests in Neriakwill raise faction with the guards there.

Choose not to choose. Agnostics get poorerservice in Neriak than followers of Innoruuk.However, agnostics do better with most otherraces than followers of the Prince of Hate.

Agnostics can sometimes get guards inNeriak friendly by getting them drunk. Givethem bottle after bottle of red wine(especially the one guarding the letter ofInnoruuk), and they’ll eventually befriendlier.

Other TipsDisappear. Dark Elves can Hide and haveultravision. Use both to best advantage.

Take quiet time. Hiding can come in handyif you get the urge to sit down and meditatefor awhile. However, Hiding is only atemporary way of avoiding creatures, andshould not be relied upon completely.

Hunt a chest (Necromancers). Dark Elvesacquire a lot of things, but can’t getcontainers very easily at low levels. So, theNecromancer guild quest is a good way topick up a storage container early on. (Itdoesn’t pay you much, but you receive achest for your efforts.)

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Starting City Neriak

Racial Tensions Barbarians, Dwarves, Erudites, Gnomes, Half Elves, Half lings,High Elves, Humans, Iksar, Wood Elves

Special Abilities Ultravision, Hide (50) (also Small or Medium Armor)

STR STA AGI DEX WIS INT CHA Bonus APCleric 65 70 90 75 93 99 60 30Enchanter 60 65 90 75 83 109 70 30Magician 60 75 90 75 83 109 60 30Necromancer 60 65 90 85 83 109 60 30Rogue 60 65 100 85 83 99 60 30Shadow Knight 70 70 90 75 83 109 65 20Warrior 70 75 90 75 83 99 60 25Wizard 60 75 90 75 93 109 60 30

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Character Creation: Dwarf

DwarfBrell Serilis created the Dwarves, who live inthe underground city of Kaladim. Warriors,Clerics, Rogues and Paladins, nearly all ofthese strong, sturdy beings are loyal to Brell,and allied with his other creations, theGnomes. They are also friendly with the Elveswith whom they share their continent, andhelped fund the expedition to Kunark torescue Firiona Vie.

They have an innate sense of direction, andhave more Stamina than most. This makesthem hardy Warriors, as they can fightlonger and take more punishment. They alsoexcel as Paladins — they are Brell’s onlywarrior priests. They are unsurpassed asClerics, for they are wise and strong. Manyadventurers feel blessed to have a DwarvenCleric adventuring alongside them.

Dwarves can also be Rogues, and with theirnaturally high Dexterity they can Sneak andHide with the best of them.

Though not pretty to look upon, Dwarveshave a certain charm. They excel atdrinking; in fact, not a few are masterbrewers, as a tribute to their heritage.Rumor has it that they consider ale a holywater, and the massive consumption of it isakin to a sacramental blessing. Though thepriests deny this, their swaying tends tomake some doubt their veracity. Wonderfuldancers, they will try to charm any comelyyouth they come across. Though they can begruff at times, they are loyal and brave.

Dwarves guard the western shores ofFaydwer against their sworn enemies, theOgres. They have no love for Dark Elves orTrolls either. To further this purpose, theyare allied with the Humans of Freeport, andhave diplomatic relations with High Passand Qeynos. The Barbarians, who are moremilitant than most in their hatreds, find theDwarven racial biases a refreshing changefrom the wishy-washy attitudes of otherraces.

Kaladim exports gems to other cities.Freeport especially buys all the gems theycan from their Dwarven neighbors. KingKazom Stormhammer, the current leader ofthe underground city of Kaladim, is wise,and understands that trade is the best wayto cement peaceful relations with other races.

TipsSense Heading. Dwarves have a great senseof direction, so use Sense Heading as muchas you can early on. Learn your startingarea before you wander out into the wild,and always know which direction is “safe.”

Paladin. The Dwarven Paladin is an oftoverlooked combination. Examine the stats,and you’ll see why Dwarves make greatPaladins.

Faction. Take on the Bone Chip quest early(talk to NPCs near the Paladin guild inKaladim) — it’ll boost your level and giveyou some notable items.

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Starting City Kaladim

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities Infravision, Sense Direction (50), +5 Poison, Magic Resistance(also Small Armor)

STR STA AGI DEX WIS INT CHA Bonus APCleric 95 95 70 90 93 60 45 30Paladin 100 95 70 90 88 60 55 20Rogue 90 90 80 100 83 60 45 30Warrior 100 100 75 90 83 60 45 25

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Character Creation: Erudite

EruditeThe god Mithaniel Marr, The Lightbringer,and his sister Erolissi Marr, the Queen ofLove, created the Barbarians together. Fromthe Barbarians came the Humans and fromthe Humans came the Erudites. They are themost intelligent and magically powerful racein all of Norrath. There are few Erudites thatcannot use magic. However, they detestphysical labor, and so their bodies tend toremain frail and weak. They came from asociety of Humans, led by a man namedErud, who found the civil wars happeningbetween their people barbaric and a stepback toward the uncivilized brutishness fromwhich they had arisen.

They f led to Odus, a new land owned by asingle race of proud cat-people called theKerran. They drove the Kerran from theirhomes and took the land for themselves.They multiplied and began gatheringmagical artifacts from across the land, toresearch and expand their powers and minds.They also discovered dangerous dark magicswhich they labeled forbidden, but the verycuriosity that caused the Erudites to explorefar and wide to find these magics drove arebel group to delve into them.

The rebels were lead by a man calledMiragul, and they created the fourth schoolof magic, Necromancy. The Enchanters,Mages and Wizards of Erudin soon foundout what Miragul and his students werescheming, and another civil war broke out,much like the ones the Erudites had leftbehind when they came to Odus. Only thistime it was fought with magic rather thanwith weapons. The casualties were great, and

the war ended with a single powerful blastthat left a vast hole in the land. The rebelstook refuge within the walls of this crater, aterrible reminder of the price for their power.This place is called Paineel. It is very difficultto reach, and all but Necromancers andShadow Knights are likely to giving up theirlives by stepping inside its walls.

The Erudite race is famed for intellectualprowess, and they are revered as the HighMen of Norrath. They are rather upscale,and believe themselves to be superior to allother races. This might bring them respectfrom the world, but certainly not favor.

Erudites are a highly sophisticated andintelligent people. For the most part, theyare peaceful, and just wish to be left alone topursue their scholarly goals. They dwell inthe beautiful city of Erudin, a city renownedfor its library. Erudites, with their highIntelligence, are most suited to the magic-using classes. They believe physical prowessand muscles to be ugly, and wish no part ofthem. Erudin is an excellent place to begin acareer as a caster, as the city was founded inorder to pursue the mystical arts. The otherpossible Erudite classes — Paladins, ShadowKnights and Clerics (especially) — are allquite rare.

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TipsMax it out. If you’re going to play an INT-caster — and that’s the best reason to be anErudite — even though you start with a veryhigh INT, you’re still better off allocating asmany points as possible to Intelligence at theoutset, since this determines your maximummana at each level.

Blind, blind, blind. Erudites lack the abilityto see in the dark, greatly limiting theirpowers at night. This makes the Tox forestarea quite an obstacle for low-levelcharacters.

Ripped. Due to their rude manners, Eruditesoften get bum deals from merchants in othertowns. Hometown shops do have theiradvantages.

Get the goodies. If you chose Quellios asyour deity, you can find a lot of quests atthe Temple of Quellios. Some of them caneven be completed more than once.

Pick it up. Because they’re so intelligent,Erudites have no problem with the learningcurve, and can pick new knowledge in notime f lat. Languages? No problem. Skills?Even less of a problem.

Hunting. Some Erudites prefer to do theirlow-level killing in Qeynos or Halas — theyclaim that the loot’s better there.

However, if you’re an Erudite Necromancer,don’t go to Qeynos directly. The guards willkill you on sight. You can, however, take aboat and dive off before it docks. Under thedock, there’s an entrance to the Qeynosaqueduct system.

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Character Creation: Erudite

Starting Cities Erudin, Paineel

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities +5 Magic Resistance, -5 Disease Resistance (also UnenhancedVision, Medium Armor)

STR STA AGI DEX WIS INT CHA Bonus APCleric 65 75 70 70 93 107 70 30Shadow Knight 70 75 70 70 83 117 75 20Enchanter 60 70 70 70 83 117 80 30Magician 60 80 70 70 83 117 70 30Necromancer 60 70 70 80 83 117 70 30Paladin 70 75 70 70 88 107 80 20Wizard 60 80 70 70 83 117 70 30

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Wiry and gnarled, deft in both hand andmind, Gnomes are the second race created byBrell Serilis. Short in stature, but tall inintellect, the Gnomes have built one of themost unique cities in all of Norrath. Theirnatural proclivity for all things mechanicalhas lead them to create a society whichdepends upon clockwork machines to do allof the menial work in the city. Gnomes aregraced with high Intelligence, high Dexterityand high Agility, but suffer in both physicalStrength and natural Wisdom. Their gnarledappearance also leaves them a little short inthe natural Charisma department.

The Intelligence of Gnomes tends to be greaterthan that of High Elves and is surpassed onlyby Erudites. As such, Gnomish magic users(Enchanters, Wizards, Magicians andNecromancers) are very powerful and highlyrenowned. While their Agility and Dexterityare not as high as that of Wood Elves orHalflings, Gnome Rogues are also frequentlyseen in Norrath. The low Strength of Gnomesmakes the career of Gnome Warriors verychallenging. Because of their low Wisdom, thesame is true of Gnome Clerics.

Most Gnomes worship their creator, BrellSerilis, although Warriors frequently worshipRallos Zek, and likewise many a Rogue is afollower of Bristlebane. Agnostic Gnomes arefrequently seen dashing about Norrath. SomeGnome Wizards adhere to the precepts ofSolusek Ro. Gnomes are basically a goodrace, but some (especially the Necromancers)have strayed from this path. GnomeNecromancers worship only Bertoxxulous, thePlague Bringer, and thus risk shunning, if

not out-right violence, from all, even theGnomes of their home city of Ak’Anon.

All Gnomes possess a natural affinity forthings mechanical, and at beginning at level16 they can exhibit this through their skillat Tinkering. It is not uncommon to seeGnomish tinkered bait, collapsible fishingpoles and Gnomish fireworks in your travels.Some tinkered objects, like TinkeredRebreathers, which can only be made at highskill level, are highly sought by otheradventurers in Norrath.

The natural inquisitiveness of Gnomes leadsGnome adventurers all over Norrath.Gnomish astronomical observatories arelocated in several areas of Faydwer. TheGnomish Windmills in the SteamfontMountains are the only place to purchasemetal ore in all of Faydwer. Also, the Gnomecity of Ak’Anon contains one of the only twomagical libraries in all of Norrath. Only theErudites have a library rivaling its stature.Good magic users of all types travel to theLibrary Mechanimagica to get rare spells.

Familiarity has not bred contempt; Gnomemagic-users take full advantage of thislibrary, and its merchants, as well.

Gnomes are the smallest race in Norrath,and are often the brunt of jokes frommembers of other races. However, the quickintellect of Gnomes makes them more than amatch for the feeble barbs of brutish,hulking members of other races. Gnomes canfrequently be seen scoffing at the humorousattempts at mechanical devices provided bysome of the other races.

Gnome by Sasreyna, Gnome Wizard (Tunare)

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TipsSitting ducks. As cruel as it seems, you canhunt at the Ak’Anon zoo. This doesn’tappear favorably in your faction record withthe “good” citizens, but the Dark Reflectionfaction sure likes you afterward.

Five-finger discount. Gnomes make goodRogues, especially if you boost their lowstamina. (Their high Intelligence helps youlearn skills more quickly at higher levels.)

Ten-finger talent. Practice Tinkeringwhenever possible. High-level products arevaluable wherever you go.

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Character Creation: Gnome

Starting City Ak’Anon

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities Infravision, Tinkering at level 16 (also Small Armor)

STR STA AGI DEX WIS INT CHA Bonus APCleric 65 75 85 85 77 98 60 30Enchanter 60 70 85 85 67 108 70 30Magician 60 80 85 85 67 108 60 30Necromancer 60 70 85 95 67 108 60 30Rogue 60 70 95 95 67 98 60 30Warrior 70 80 90 85 67 98 60 25Wizard 60 80 85 85 67 108 60 30

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With the world of Norrath being such ahostile place, it’s always comforting that yourhome city, your community, accepts you forwho you are. It is there that you can findsome solace for the troubles that the worldtosses upon you every day. Unless you’re aHalf Elf. Half Elves are not exactly shunned bytheir community, but they are nevercompletely welcome either. Born of a Humanand a Wood Elf, a Half Elf will be raised inFreeport, Qeynos, Kelethin, or sometimes inthe High Elven city of Felwithe. None of thesetowns are led by Half Elves. None of themcontain a significant community of Half Elves.Even the most friendly Half Elf will be anoutsider to the Humans or Elves that they liveamong, despite forming strong bonds withindividual Humans or Elves.

Growing up as an outsider can be difficult foranyone. For many Half Elves it is this veryfeeling of otherness that makes themadventurers. Many become weary of life in thecity. These are the Half Elves that join theranks of the Rangers or Druids, putting theirElven blood to great use. A Half Elf will oftenfeel the pull of nature, of Tunare, in the sameway that their Wood Elven kin do. With theirElven blood comes the power to use the magicof nature. Others will become rebels amongtheir own society, turning to thievery or waras a way of striking back. As often as notthey become defenders of that very society bythe time they’ve mastered their craft. A fewsee the need to guard what precious little loveand goodness they have seen in their lives.They know that kindliness is something fartoo rare and take up arms and faith to defend

it and join the ranks of the Paladins. Othersrealize that they are no more of an outsider tothe Humans and the Elves than they are tothe Dwarves and Gnomes. They latch ontothis feeling of belonging equally to allcultures. They feel comfortable in Halas, forthe odd looks that they see there are nodifferent than the odd looks they garnered athome. These Half Elves are aggressivelyrecruited by the Society of Antonican Bards,for they tend to be travelers and peacemakersby nature.

But the life of a Half Elf isn’t made upentirely of dealing with the negatives of theiruneven blood. Half Elves are blessed with thegood characteristics of both of their parents.They tend to be bulkier and stronger thanWood Elves, while retaining much of theirquickness and affinity for nature. They alsotend to have Elven accents to their features –slightly pointy ears and more narrow features.Half- Elves are often the most strikinglybeautiful folk in all of Norrath. Perhaps this isanother reason why they are so activelyrecruited by the Antonican Bards …

Despite their beauty, or perhaps because of it,Half Elves are not welcome in the traditionalstrongholds of evil, such as Neriak, Grobb orOggok. To the denizens of these dark placesthey are just another version of Elf, food forthe pot or victims for the rack. A Half Elfshouldn’t expect any special treatment from aDark Elf just because the people of Kelethinthink he looks funny. And the Iksar, well, theydon’t like anyone anyway.

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Half Elf by Alan “Absor” VanCouvering

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Character Creation: Half Elf

Starting Cities Qeynos, Freeport, Kelethin, Felwithe

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities Infravision (also Medium Armor)

STR STA AGI DEX WIS INT CHA Bonus APBard 75 70 90 95 60 75 85 25Druid 70 80 90 85 70 75 75 30Paladin 80 75 90 85 65 75 85 20Ranger 75 80 100 85 65 75 75 20Rogue 70 70 100 95 60 75 75 30Warrior 80 80 95 85 60 75 75 25

It is the nature of a Half Elf to be a separatebeing, apart from their cousins. But it is thatvery nature that also makes them strong, wiseand adventurous. They can become fastfriends with those that accept them for whothey are instead of seeing them only as half-breeds. By the time they pass through theirchildhood and their guild training they havealso become resilient, resourceful and quick-witted. Don’t let a gleaming smile fool you, aHalf Elf is far more than just a pretty face.

TipsCareer counseling. This isn’t the wisest race— so avoid classes that rely on high Wisdom.

Track for cash. Half Elf Rangers andDruids can Track. Other characters willoften pay handsomely for you to locate aspecific creature.

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If one word could explain Halflings,hospitality would be that word.

No one knows where they originally comefrom. They appear to be miniature halfHuman/half Dwarf, hence the name Half-ling.The Halflings reside in the thriving town ofRivervale, which is wedged between Kithicorwoods and Misty Thicket. Many travelersfrom all different walks of life pass throughthis little town, which is well known for itstrade and supplies. Travelers feel at home inRivervale, and often come back to the onlyplace that you can find fresh baked bixleberrypies and the best ale around.

Halflings are humble, laid-back types whoenjoy life to its fullest. A typical day for aHalfing ends with him propping his hairy feetup on a stool and smoking his cob pipe aftera hard day’s work on the farm. Besides beingfarmers, Halfings also take up other tradeslike fishermen, crafters and merchants.Among the more youthful residents ofRivervale, only a few Halflings, withambitions beyond being a craftsman, farmeror tradesman, seek adventure beyond thegreat wall in Misty. These few take the pathsof Clerics, Druids, Warriors or Rogues.

Halfings make excellent Warriors and Rogues,due to their naturally high Dexterity andAgility, followed by their innate ability to hideand sneak. Small armor (the only size theycan wear) is also easy to find.

Halfings have good base Wisdom, which theDruids and Clerics take advantage of. Theyalso have been blessed with infrared vision,which allows them navigate through thosedark forests at night with ease.

Their primary downfall is that they aren’tnecessarily the most appealing class inNorrath when it comes to beauty. After all, ifsomeone with hairy feet and a recedinghairline, standing only waist high came intoyour shop, wouldn’t you be a bit apprehensiveabout doing business with her?

Halfings never hesitate to offer help to thosein need, and get along well with other goodraces. They are granted access to other good-aligned cities with little or no problem.Although they appear to be harmless littlebeings at first, many of their enemies findthemselves sadly disillusioned when they tryto overpower a Half ling. Don’t ever get on aHalfing’s bad side, they pack more punchthen you might expect; and always be carefulwhere you step, especially when you’rearound their jum-jum fields.

TipsShrub-huggers. According to many players,Half ling Druids are a great race/classcombination.

Easy to miss. Halflings have good Dexterityand Agility, so they’re able to evade shotsand don’t get hit as often in combat.

Home sweet home. Halflings are very fond oftheir home continent. Even those that wanderabout Norrath eventually return home.

Halfling by Patrick H. Cirelli

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Character Creation: Halfling

Starting City Rivervale

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities Infravision, Sneak (50), Hide (50), +5 Poison, Disease Resistance (also Small Armor)

STR STA AGI DEX WIS INT CHA Bonus APCleric 75 80 95 90 90 67 50 30Druid 70 85 95 90 90 67 50 30Rogue 70 75 105 100 80 67 50 30Warrior 80 85 100 90 80 47 50 25

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The Elven people recognize three distinct races;there are the wild and free Wood Elves, theevil Dark Elves, and the High Elves.Dignified, heroic, eloquent and intelligent,they are the “nobility” of the Elven race, andtheir home shows that. It is a pleasant mixbetween a castle and wilderness, with marblewalkways and buildings.

The Elves were created by Tunare, and havetime and time again fallen into disfavor withother gods. Innoruuk abducted the High Elfroyalty and warped them into the Dark Elves.The Elven home on Tunaria was destroyed, theforest turned to desert by the Burning PrinceSolusek Ro. Forced to flee from what had beentheir home for thousands of years, they werehemmed in by their hated enemies the DarkElves. The good Elves fled from Tunaria, wherethey had made their home so many years ago,and began anew in Faydwer.

On the entire continent they have only oneenemy, the Crushbone Orcs. Between themselvesand the other races of Faydwer they’ve had tokeep the Orcs under constant siege. The HighElven Council believe that even the Orcs’alliance with the Dark Elves can’t save themfrom the Elves of Faydwer, and sooner or laterthe Crushbone Orcs will have to flee.

The wilderness of Greater Faydark has few otherreal threats to Elven adventures. A few wolvesand skeletons and a small race known as theBrownies who hardly make their presenceknown unless you approach their home in LesserFaydark. Few have found the tiny home of theBrownies and lived to tell about it.

The continent is also home to the WoodElves, the Dwarves and the Gnomes. None ofthese is particularly unfriendly to the highones, though a few might be turned off bythe High Elves haughty attitude, and won’tdo business with strange High Elves untilthey prove themselves to them.

The High Elves are much more intellectualthan their woodland kin. They share theappearance of the Wood Elves, but arethinner, more beautiful, and paler incomplexion. They are the magic users of theElves; they pride themselves on their magicalabilities, and waste no time letting othersknow about it.

TipsSharp as daggers. High Elves are truemasters of magic because you possess bothhigh Wisdom and Intelligence, something noother race can claim.

Frail as toothpicks. Learn to travel light.Your frail back just can’t take any excessweight. So, try to find a weightless containeras soon as you can.

Talk in tongues. Remember, you can speakElven. Take advantage of this when you needto be discreet.

Faction. Faction standing can be a problemfor High Elves who wish to visit darker citiesassociated with Iksar, Ogres, Trolls and DarkElves.

On the f lip side, High Elves don’t have thefaction problems that Dark Elves do.

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High Elf by Jason Mash “Cimmerone Di’Amante”

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Character Creation: High Elf

Starting City Felwithe

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities Infravision (also Small or Medium Armor)

STR STA AGI DEX WIS INT CHA Bonus APCleric 60 70 85 70 105 92 80 30Enchanter 55 65 85 70 95 102 90 30Magician 55 75 85 70 95 102 80 30Paladin 65 70 85 70 100 92 90 20Wizard 55 75 85 70 95 102 80 30

Humans find you dubious, Dwarvenmerchants don’t really like you, and Gnomesdon’t especially like conversing with you, butthey won’t kill you on sight.

Most High Elves are killed on sight atCabilis, Grobb, Neriak and Oggok, but ifyour nature is rather dark, you might get inby killing the right enemies.

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Humans in Norrath are often said to be theyardstick by which all other races aremeasured. More importantly, Humans exhibita number of good characteristics that maketheir selection as a first character a viableoption. Though visually challenged at night,Humans enjoy a balanced stat distributionand the ability to be nearly any class. Shamanis the only class excluded, as Humans are toosophisticated to take part in witch-doctorways. However, Humans can worship amultitude of gods, depending on their class.

The many choices offered to Humans might beconfusing to a beginning player. Don’t worry.Thanks to the well-rounded abilities ofHumans, simply pick a class to play, read theoverview of that class, and jump right inwithout worrying about stats until you becomemore familiar with the game.

Humans can start out in either Freeport orQeynos, depending on the class and deityselected. Both cities offer nearly everything fora beginning character, including supplies,appropriate hunting grounds, and the abilityto take part in trade skills and quests. Bothcities are seaports and have access to anothercontinent. The south section of Qeynoscontains a dock that will let you take the boatto Odus, the home of the Erudites. The eastsection of Freeport contains a dock that willallow you to travel to the ButcherblockMountains in Faydwer for some adventuring,or take another boat from there to the harshlands of Kunark. Qeynos offers the newbiehunting grounds outside of the North gate,Qeynos Hills, and BlackBurrow. Freeportabounds with newbie areas including the Eastand West gates, the Northern Desert of Ro,

and both the East and West Commonlands.

Arguably the best thing about being a Humanis the multitude of choices on how to play thecharacter. A Human can be a loyal Paladin ofMithaniel Marr, a shunned Shadow Knight ofBertoxxulous, a tranquil Monk of Quellious, adamned Wizard of Innoruuk, or one ofnumerous other combinations.

Whatever class choice you make whenbecoming a Human, it is a good race whenfirst starting out in the confusing land ofNorrath. Many quests exist for the youngHumans in both cities, and it is a goodlearning experience for the new player.

TipsAllocating Points. Humans are about asmiddle-of-the-road as you can get. That’s nota bad thing, it’s just a starting place. Thereare lots of items that will help buff up yourkey attributes further once you’ve allocatedyour bonus points.

Monks. Humans are one of only two raceswho can become Monks (along with Iksar).They’re the only Monks who don’t have majorfaction issues.

Night blind. One major disadvantage to beingHuman is the lack of night vision. If you wantlight as a low-level character, you have tocarry a lantern, fire beetle eye or some otherlight source. At higher levels, you can gainitems or spells that help you see.

Remember that no-drop candle, and don’tworry about using it up. It lasts forever.

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Human by Dador Caduceus, Realm of Valor (Mithaniel Marr)

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Character Creation: Human

Starting Cities Qeynos, Freeport

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities None (Unenhanced Vision, Medium Armor)

STR STA AGI DEX WIS INT CHA Bonus APBard 80 75 75 85 75 75 85 25Cleric 80 80 75 75 85 75 75 30Druid 75 85 75 75 85 75 75 30Enchanter 75 75 75 75 75 85 85 30Magician 75 85 75 75 75 85 75 30Monk 80 80 85 85 75 75 75 20Necromancer 75 75 75 85 75 85 75 30Paladin 85 80 75 75 80 75 85 20Ranger 80 85 85 75 80 75 75 20Rogue 75 75 85 85 75 75 75 30Shadow Knight 85 80 75 75 75 85 80 20Warrior 85 85 80 75 75 75 75 25Wizard 75 85 75 75 75 85 75 30

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This reptilian race inhabits Cabilis, a city inthe middle of the newly discovered continentof Kunark ... newly-discovered to the rest ofNorrath, that is, since the Iksar have beenhere all along. Those same folk who considerKunark a new discovery, also tend to have ahard time telling one Iksar from another, oreven male from female. Of medium size andsimilar shape, the main difference betweenIksar seems to be in the pattern and color oftheir facial scales, with the females morebrightly colored than the males. Although theIksar’s unusual skin gives them regenerativeabilities and a higher natural AC, onedrawback to being covered in scales is theinability to comfortably wear plate armors.

As a race, the Iksar long ago were slaves tothe now-extinct Shissir. After their captivity,the Iksar were empire builders whotriumphed over the mighty dragon Ring ofScale, only to be crushed in turn, theirancient stronghold of Sebilis lost to them.The Iksar are a proud race, and hostile to alloutsiders, for their history has taught themto trust none but their own kind.

The Iksar have acquired many survival skillsover the years. In addition to regeneratinghit points faster than most other races, theIksar have natural damage absorption andare more resistant to heat, although they aresomewhat more susceptible to the cold. Iksarare excellent swimmers, and since Cabilisitself has waterways rather than roads, thisskill can be put to good use immediately.Iksar also have a natural ability to forage,and while they never become good at this,

it’s at least enough to keep them fromstarving. Living off the land is especiallyimportant for the travelling Iksar. Heat-based night vision lets them see in the darkbetter than Humankind, though not so wellas the Dark Elves.

As a young Iksar in Cabilis, you start out farfrom the familiar hunting grounds ofAntonica or Faydwer, and you should notplan to visit there any time soon. Cleave toyour homeland, for there is enoughadventuring in just the four areassurrounding the city to fuel your rise to your30th level, and even beyond. You are the onlyrace truly at home on Kunark, so takeadvantage of it.

TipsGrow another one. Iksar have enhancedregenerative powers. Like Trolls, they’re hardto keep down. As soon as they get up, tanksshould be ready to do quick damage, andcasters should have the next spell locked andloaded.

Aqua lizard. Iksar are excellent swimmers,right off the bat. That’s helpful more oftenthan might be expected. Keep in mind thateven though some port cities haveunderwater entrances (through sewers orwhatever), even the dark races residingwithin aren’t friendly.

Know the score. Iksar are a remarkablyrounded-out race … not short, not weak, notnight-blind. Their Monks have an

Iksar by Sherry Ann Menton

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alternative skill (the Tail Rake) and canDual Wield, and in general, Iksar areexcellent tanks and casters. The drawback,and it’s a big drawback, is that they’reuniversally despised and feared. Of course,that has its own charm, in a way.

Forage. Lizards aren’t particular about whatthey eat … or rather, what they like isn’t toohard to find. Extra legs don’t bother them,shall we say. Living off the land is muchbetter than trying to buy provisions fromforeign merchants who — let’s say it onemore time — all hate Iksar.

Train the tail. Iksar are the only one whocan f lail a tail … work it for all it’s worth.

Stay at home. There are many quests andlots of hunting in Kunark. Curious Iksarshould be dead certain they’re ready to facea hostile world — in a large group — beforeleaving Kunark to explore the rest ofNorrath.

Don’t trust anyone. Just because an Iksaris a “dark” race, it doesn’t mean that otherdark races are friendly. Nobody likes you,and you don’t like anyone else. GregariousIksar should stay outside the city limits andsee if any passing groups are looking for ascaly tank, caster or healer.

Put it off. Avoid the Dreadlands and theFrontier Mountains — neither place is safefor a young Iksar.

“Hail, there, boatman,” the Halfling said. “Where, along this canal, may awanderer, such as myself, find a peaceful night’s rest?”

The Iksar pushed his pole so that his flatbottom ferry would nestle closer to thesmall, pale customer. His reptilian eyes warily studied the little creature. After a beat,he replied, “No man such as you can rest peacefully within these walls, traveler.”

The Halfling put his hand on his sword hilt and tried to stand taller. “Can you takeme to an inn or not?”

“That, I can do,” the boatman said with a sneer, “as long as you make no conditionson your safety ...”

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Starting City Cabilis (New Sebilis)

Racial Tensions All

Special Abilities Infravision, +5 Heat Resistance, -10 Cold Resistance, AC +12,Swim (100), Forage (50), Enhanced Regeneration(also Medium Armor)

STR STA AGI DEX WIS INT CHA Bonus APMonk 75 75 100 95 80 75 55 20Necromancer 70 70 90 95 80 85 55 30Shadow Knight 80 75 90 85 80 85 60 20Shaman 70 75 90 85 90 75 60 30Warrior 80 80 95 85 80 75 55 25

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Character Creation: Ogre

Created by the God of War, and cursed bythe other gods, the life of an Ogre isinherently a difficult one. Physically thestrongest of all of Norrath’s races, the Ogreis naturally a Warrior-based race. To fullyunderstand an Ogre, you must first learn ofits history upon Norrath.

When the races first appeared on Norrath,the God of War, Rallos Zek, created racesthat would be bred for war. Thus were bornthe Giants, and Goblins, later to be followedby Ogres and Orcs. Possessing high strengthand the abilities of powerful magics, thearmy of Rallos Zek was unstoppable.Beaming with pride, Rallos Zek watchedother races fall before his devastating army.Feeling far superior, he personally led hisarmy to the planes of power to defeat thelesser gods of Norrath. Angered, the othergods rose up against Rallos Zek, permanentlysealing the planes of power from mortals andlesser gods, as well as cursing his children.The giants were almost completelyslaughtered, the orcs reduced to a primitiveversion of the race’s former self, the Ogresstricken dumb, and the fate of the goblinswas so drastic that no record remains oftheir fate. Those that survived barelyresemble their former glory.

Since this is meant for the Ogres, the fate ofthe other cursed races shall be left to thehistory books. Remember, while the Ogresare naturally Warriors, magic still coursesthrough their blood. Scarcely the power thatthey once possessed, they still retain asufficient amount to become Shamans andShadow Knights, as well as Warriors.

Being physically stout, Ogres have anadvantage over other races in that they cansurvive more hits and deal out more damage.Unfortunately, their large physical staturealso sets them apart from other races whenit comes to fitting into close quarters. Theirformer dominance of the other races hascreated an animosity amongst them that isan unwritten war. Although there aren’tformal battles waged, or borders drawn, it iscommon knowledge that Ogres cannot enterthe cities of the good races without firstproving themselves to those races. Sometimesthis is at the cost of banishing themselvesfrom their own homelands. Ogres have agood relationship with their neighboringTrolls, and a tentative relationship withDark Elves. Ogres and Trolls are the onlyraces that are attacked on sight by aviaks.

TipsStrong but slow. Ogres have the highestbase hit point value, which means they canabsorb a lot of blows. However, Ogres aren’tso hot at evading strikes.

Play porter. Ogres can carry an amazingamount of loot. Make friends with powerfulcasters by offering to carry their extra stuff.

Bash ’em. Ogres can naturally Slam theiropponents, and can greatly improve theeffect of their Slam by Bashing. (Of course,that’s only after a few levels. Shamans don’tget Bash at all.)

Don’t eat your friends. Ogres aren’t muchliked by others — perhaps because they enjoymunching on their opponents. But people

Ogre by Dave Harrod & Gimme Gudderarmur (Erolissi Marr)

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Starting City Oggok

Racial Tensions Barbarians, Dwarves, Erudites, Gnomes, Half Elves, Half lings,High Elves, Humans, Iksar, Wood Elves

Special Abilities Infravision, Slam, -20 Heat Resistance, Enhanced Regeneration (also Large Armor)

STR STA AGI DEX WIS INT CHA Bonus APShadow Knight 140 127 70 70 67 70 42 20Shaman 130 127 70 70 77 60 42 30Warrior 140 132 75 70 67 60 37 25

who have forged a friendship with an Ogreactually find them extremely helpful.

Got problem wit dat? Ogres have a smallvocabulary, which is a lot of fun to roleplay.

Train at home. Don’t travel beyond Oggok,Grobb and Neriak until you’ve leveled up a bit— merchants elsewhere don’t like to sell toyou. Some NPCs will even kill you on sight.

Don’t eat the merchants, either. Ogresusually get bad prices in other towns due tolow Charisma … or just because merchantselsewhere figure they’re too dumb to notice.

Gotta hate stumpies. Other races canimprove their standing with Ogres bysmashing up Dwarven slaves in Crushbone.

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Trolls are roughly eight feet tall andcorrespondingly wide, with green skin andeyes of just about every color imaginable. Byall accounts bathing does not figure highlyin their culture, and Trolls are singularlylacking in good looks, intelligence, charmingmanners, and ... well, you get the idea. MaleTrolls have faces that only their motherscould love, and as for female Trolls... don’tbe surprised to see the male Trolls courtingBarbarian women instead.

Despite their prominent noses, Trolls are athome in the smells and muck of InnothuleSwamp, where their city of Grobb can befound. Composed mostly of caverns with abit of open space, Grobb is a small city thatproduces few locally made trade goods,though there are enough merchants andteachers to meet the needs of the localpopulation. The nearby city of Oggok cansupply anything Grobb can’t, so long as thetravelling Troll hasn’t done anything toupset the equally slow-witted Ogres. Forreasons that should be obvious, the goodraces do not welcome Trolls.

Trolls excel at being strong and sturdy. Theyhave natural regenerative ability, as well asthe Slam combat skill. Along with thisphysical prowess comes physical bulk,however. If a Troll blocks your way through atight passage, he’s probably just forgotten hetakes up the whole space. A polite “Large sir,could you please step aside to allow mepassage” might suffice, or if all else fails, try“Hey fatty, outta da way!” and be preparedto run out of his range very quickly.

Innothule Swamp is a fertile hunting groundfor young Trolls, who navigate the murkyswamp with the assistance of their nightvision. Innothule also contains the entranceto Guk, a high level dungeon. Some Trollsstart up lucrative fencing operations, buyingand selling in Grobb on behalf of theswamp’s visitors who are not welcome there.Lucky Trolls may occasionally receiveunasked-for handouts from powerfulcharacters going in and out of Guk, but it isa bad idea to beg for money, items, or buffspells. The character you annoy with yourbegging just may be the one closest to younext time you /YELL for help, and mightdecide rescuing you is not worth his time.

TipsKeep coming back. Trolls can regeneratehealth amazingly fast — even without regenitems.

Surprise slam. Trolls have infravision …and can Slam their night-blind opponents“out of the black,” so to speak.

Bash ’em. Trolls, like Ogres, can naturallySlam their opponents, and can greatlyimprove the effect of their Slam by Bashing.(Of course, that’s only after a few levels.Shamans don’t get Bash at all.)

Ultra tank. In the Strength and Staminadepartment, Trolls are surpassed only byOgres.

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Troll by Sherry Ann Menton

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Ultra dumb. In general, Trolls learn skillsmore slowly than other races — this shouldcome as no surprise, given their lack ofintelligence.

Slaughter and scavenge. The Innothuleswamp near Grobb is a good source of loot,especially if there are high-level charactersaround. Many of those who stick aroundwould rather give away useless goods thango visit a merchant to sell them.

Go shopping. Grobb doesn’t have many ofthe items you need to develop specific tradeskills (like an oven or forge). Check out theneighboring city of Oggok … and make sureyou’re nice to the bouncer guards there sothat you don’t get forcefully evicted.

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Thaxes, the Troll leader, moved on his belly like a snake to the top of the hill.He knew he had to take care because it was more difficult to keep the top of

a Troll’s head from being spotted from the other side. However, he need not haveworried. When his eyes crested the top, he discovered that he and his twocompanions were quite alone in the area. He waved them up.

Dis and Cronah crawled on their hands and knees anyway.

“Looks empty,” Thaxes said before anyone could beat him to the assessment.

Dis started to stand. “We go in then.”

Cronah stopped him and pulled him back down. “It’s full of Humans that be fallen.You — you sure you want do this?”

Thaxes cuffed Cronah. “Then stay here if want, but no sharing with Trolls scared ofpuny humans, live or dead!”

�����

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Starting City Grobb

Racial Tensions Barbarians, Dwarves, Erudites, Gnomes, Half Elves, Half lings,High Elves, Humans, Iksar, Wood Elves

Special Abilities Slam, Infravision, Regeneration

STR STA AGI DEX WIS INT CHA Bonus APShadow Knight 118 114 83 75 60 62 45 20Shaman 108 114 83 75 70 52 45 30Warrior 118 119 88 75 60 52 40 25

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The quick and agile Wood Elves may not winany prizes when it comes to strength ortoughness, but they are at home in the wild.Wood Elves make wonderful Bards, Warriors,Druids and Rangers. However, their lives arenot easy. They are at constant war with theCrushbone Orcs, and though Crushbone isunder constant siege, it seems the Orcs arebecoming much smarter, and have madeplans to cut down the trees that support theWood Elves’ city, Kelethin.

If so, this would be the second time for theWood Elves to lose their home. The firstcame when the fire god Solusek Ro grewangry with the Elves and turned their forestinto the Desert of Ro. The Wood Elves f ledthat place, along with the High Elves,leaving a city of their dead behind. TheWood Elf City is located high within thetreetops of Greater Faydark. The only wayonto the city, and the only safe way off, areby mechanical lifts that they’ve constructed.The city itself is made of platforms connectedby wooden ramps and bridges.

The faster an adventuring Wood Elf learnshis way around home, the easier his life willbe. The place is very confusing, and the wayit is built makes maps of the place all butuseless. This is no doubt their way of keepingsafe from their enemies. Anyone attackingKelethin would have a very difficult time ofit, though the Crushbone Orcs may havefound the way to do it, if only they cansurvive long enough to accomplish the task.

The Wood Elves do not seems as regal as theHigh Elves, and certainly are not as arrogant

nor dignified. Many Wood Elves have evenhad children with Humans – something theHigh Elves would never do, feeling that tomix their blood would dishonor their mother, Tunare.

Wood Elves are one of the more Agile andDexterous races, which provides an excellentbasis in several classes. Although they haveonly a few classes to choose from, they fillthose roles well.

TipsDon’t look down. Wood Elves live in atreetop city. Yes, trees. High up, off theground. Take care not to fall off any ledges —it’ll kill you until you’ve gained a few levelsand upped your maximum health points.

One way to keep an eye on the ever-presentledge is to pan your view down slightly.

Hand-me-downs. Wood Elves can wearboth small and medium armor. This can bean advantage, since other races oftenaccidentally buy armor sizes they can’t wear.What better way to get it off their handsthan to hand it over to a friendly Wood Elf?

Nice froggie. There’s a Froglok-related NewbieQuest for Wood Elves. Note that killingFrogloks will ruin your faction with them andprevent you from completing that quest.

Weight balance. Because of your weightlimitations, you often have to choosebetween carrying equipment to protectyourself or staying light enough on your feetto run.

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Wood Elf by Jason Mash “Shyden ClawStinger”

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Character Creation: Wood Elf

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Starting City Kelethin

Racial Tensions Dark Elves, Iksar, Ogres, Trolls

Special Abilities Infravision, Forage (50), Hide (50)(also Small or Medium Armor)

STR STA AGI DEX WIS INT CHA Bonus APBard 70 65 95 90 80 75 85 25Druid 65 75 95 80 90 75 75 30Ranger 70 75 105 80 85 75 75 20Rogue 65 65 105 90 80 75 75 30Warrior 75 75 100 80 80 75 75 25

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Skills Bd Mk Ro Wr Pl Rn Dr Cl Sm SK En Mg Wz NcTrade1 1 1 1 1 1 1 1 1 1 1 1 1 1 1General2 1 1 1 1 1 1 1 1 1 1 1 1 1 1Basic Combat3 13 1 1 1 1 1 1 1 1 1 1 1 1 1

Additional Combat SkillsClass Bd Mk Ro Wr Pl Rn Dr Cl Sm SK En Mg Wz NcPiercing 1 1 1 1 1 1 1 1 1 1Throwing 1 1 1 1 1 1 1 1 11H Slashing 1 1 1 1 1 1 12H Slashing 1 1 1 1 1Archery 1 1 1 1 1Taunt 1 1 1 1(Berserking) (1)Dodge 10 1 4 6 10 8 15 15 15 10 22 22 22 22Parry 53 12 10 17 18 17Riposte 58 35 30 25 30 35 30Disarm 27 27 35 40 35 40Double Attack 15 16 15 20 20 20Dual Wield 17 1 13 13 17Bash 6 6 6Kick 1 1 5Instill Doubt 18 221 Baking, Blacksmithing, Brewing, Fletching, Jewelry Making, Pottery, Tailoring; Tinkering is only available to Gnomes, Lvl 16.2 Alcohol Tolerance, Begging, Fishing, Sense Direction, Swimming3 Offense, Defense, Hand to Hand, Bind Wound, 1H Blunt, 2H Blunt; but not 2H Blunt for Bards

SkillsLevel Limits. For most skills, the highest a skill can go is no higher than 5 times yourcurrent level, plus 5. For example, if you’re currently at level 20, your highest skill could beno higher than 105 [(20 x 5) + 5 = 105]. There are no level limits on most trade skills.

Skill Caps. There are absolute caps on each skill (but the cap will often depend on yourclass). You can’t exceed this cap no matter how much experience your character has. Forabout half the skills, the maximum you can achieve in a skill — its skill cap — is level 200.

First Training Point. In general, the first point you put into a skill gives you that skill atyour current experience level. (For example, if you are a Bard and put your first point intoStringed Instruments at level 36, you immediately have Stringed instruments at level 36.)Waiting so that you can increase this initial boost isn’t usually a good idea — if it’s useful,you want to be practicing and improving it as soon as possible.

Most trade skills are the exception to this first-point rule. You never start a general tradeskill higher than level 20, regardless of your experience level when you begin learning it.

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Skills: Skill Tables

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Monk SkillsSkill Bd Mk Ro Wr Pl Rn Dr Cl Sm SK En Mg Wz NcMend 1Safe Fall 24 3 12Round Kick 5Tiger Claw 10Block 12Feign Death 17Eagle Strike 20Dragon Punch/

Tail Rake 25Flying Kick 30

Rogue SkillsSkill Bd Mk Ro Wr Pl Rn Dr Cl Sm SK En Mg Wz NcSneak 17 8 1 10Hide 25 3 25 35Pick Lock 40 6Pick Pockets 7(Sense Traps) (8)Backstab 10Apply Poison 18Make Poison 20(Disarm Traps) (30) (21)

Ranger SkillsSkill Bd Mk Ro Wr Pl Rn Dr Cl Sm SK En Mg Wz NcTrack 35 1 20Forage 12 3 5

Bard SkillsSkill Bd Mk Ro Wr Pl Rn Dr Cl Sm SK En Mg Wz NcSinging 1Percussion Inst. 5Stringed Inst. 8Brass Inst. 11Wind Inst. 14

Caster SkillsSkill Bd Mk Ro Wr Pl Rn Dr Cl Sm SK En Mg Wz NcChanneling 9 9 4 4 4 9 1 1 1 1Meditate (10) 12 12 8 8 8 12 4 4 4 4Research 16 16 16 16Alchemy 25Casting Skills 9 9 1 1 1 9 1 1 1 1(Abjuration, Alteration, Conjuration, Divination, Evocation)Specialize Skills 30 30 30 20 20 20 20(Specialize: Abjure, Alteration, Conjuration, Divination, Evocation)

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Offense

Warrior 1 (max 252)

Monk 1 (max 252)

Rogue 1 (max 252)

Ranger 1 (max 240)

Paladin 1 (max 225)

Sh. Knight 1 (max 225)

Bard 1 (max 215)

Cleric 1 (max 200)

Druid 1 (max 200)

Shaman 1 (max 200)

Necromancer 1 (max 140)

Wizard 1 (max 140)

Magician 1 (max 140)

Enchanter 1 (max 140)

Defense

Warrior 1 (max 252)

Monk 1 (max 252)

Rogue 1 (max 252)

Paladin 1 (max 230)

Sh. Knight 1 (max 230)

Bard 1 (max 215)

Cleric 1 (max 200)

Ranger 1 (max 200)

Druid 1 (max 200)

Shaman 1 (max 200)

Necromancer 1 (max 145)

Wizard 1 (max 145)

Magician 1 (max 145)

Enchanter 1 (max 145)

Hand to Hand

Monk 1 (max 245)

Warrior 1 (max 100)

Paladin 1 (max 100)

Sh. Knight 1 (max 100)

Ranger 1 (max 100)

Bard 1 (max 100)

Rogue 1 (max 100)

Cleric 1 (max 75)

Druid 1 (max 75)

Shaman 1 (max 75)

Necromancer 1 (max 75)

Wizard 1 (max 75)

Magician 1 (max 75)

Enchanter 1 (max 75)

Combat SkillsAll classes can begin learning the most basic Combat skills immediately, but the morecombat-oriented your class, the further and more rapidly you can advance in the skill.

INT-based pure casters (Magicians, Wizards, Necromancers and Enchanters) can onlyadvance to about 3 x their experience level, and have lower caps on overall advancement.

Pure fighters (Warriors, Monks and Rogues) advance the fastest, with higher experience levellimits (about 5 x their experience level) and higher skill caps.

Hybrids (Rangers, Paladins, Bards and Shadow Knights) and WIS-based casters (Clerics,Druids and Shamans) fall between these two extremes.

Basic Combat SkillsNearly all classes can begin practicing the following six skills immediately. (The loneexception is that Bards never learn 2H Blunt.)

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“What the devil is that sound?” Meson asked his Iksar guide.

“It is only the wind, great warrior,” Slith replied. “Do you fear the wind?”

Meson had traveled with Slith long enough to recognize the sarcastic tone in hisvoice. However, even Slith’s petulance wasn’t going to curb Meson’s enthusiasm.“Those are the Howling Stones, aren’t they? We’re near the entrance that we seek.”

Slith shook his head. “Excitement to enter this dread realm is misplaced,barbarian.”

Meson started toward the howling sound, but the reptilian turned and walkedback the way they had come.

“Aren’t you coming?” Meson asked.

Loudly enough for Meson to hear, Slith shouted over his shoulder, “I am no fool.Rumors say to beware the Portals of Mist and to use the howling markers toteleport back here.” Slith turned and grinned. “But they are only rumors.”

Skills: Combat Skills

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Bind Wound

Warrior 1 (max 210)

Monk 1 (max 210)

Rogue 1 (max 210)

Cleric 1 (max 200)

Paladin 1 (max 200)

Sh. Knight 1 (max 200)

Ranger 1 (max 200)

Druid 1 (max 200)

Bard 1 (max 200)

Shaman 1 (max 200)

Necromancer 1 (max 100)

Wizard 1 (max 100)

Magician 1 (max 100)

Enchanter 1 (max 100)

1H Blunt

Monk 1 (max 252)

Warrior 1 (max 250)

Rogue 1 (max 250)

Ranger 1 (max 240)

Bard 1 (max 225)

Paladin 1 (max 225)

Sh. Knight 1 (max 225)

Shaman 1 (max 200)

Cleric 1 (max 175)

Druid 1 (max 175)

Necromancer 1 (max 110)

Wizard 1 (max 110)

Magician 1 (max 110)

Enchanter 1 (max 110)

2H Blunt

Monk 1 (max 252)

Warrior 1 (max 250)

Rogue 1 (max 250)

Ranger 1 (max 240)

Paladin 1 (max 225)

Sh. Knight 1 (max 225)

Shaman 1 (max 200)

Cleric 1 (max 175)

Druid 1 (max 175)

Necromancer 1 (max 110)

Wizard 1 (max 110)

Magician 1 (max 110)

Enchanter 1 (max 110)

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Additional Combat SkillsThe more specialized combat skills must be acquired gradually. You might expect that theWarrior always learns each of these skills earlier than the other classes, and can progressfarther with them, but that’s not the case. The Monk starts using a couple of these skillsfirst (Dodge, Dual Wield), while the Rogue can advance farther in Piercing and Throwingthan the Warrior.

Despite all that, this is the Warrior’s category. She’s not far off the lead with any of theseskills (except Dual Wield and Instill Doubt), and is usually the first to acquire any of them.One skill — Berserking — can only be used by a Warrior. For Warriors, also see the WarriorDisciplines, p. 183.

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1H Slashing

Warrior 1 (max 250)

Rogue 1 (max 250)

Ranger 1 (max 240)

Paladin 1 (max 225)

Sh. Knight 1 (max 225)

Bard 1 (max 225)

Druid 1 (max 175)

2H Slashing

Warrior 1 (max 250)

Ranger 1 (max 240)

Paladin 1 (max 225)

Sh. Knight 1 (max 225)

Piercing

Rogue 1 (max 250)

Warrior 1 (max 240)

Ranger 1 (max 240)

Sh. Knight 1 (max 210)

Bard 1 (max 210)

Shaman 1 (max 200)

Necromancer 1 (max 110)

Wizard 1 (max 110)

Magician 1 (max 110)

Enchanter 1 (max 110)

Archery

Warrior 1 (max 240)

Ranger 1 (max 240)

Rogue 1 (max 240)

Paladin 1 (max 75)

Sh. Knight 1 (max 75)

Throwing

Rogue 1 (max 250)

Warrior 1 (max 200)

Monk 1 (max 200)

Ranger 1 (max 113)

Bard 1 (max 113)

Necromancer 1 (max 75)

Wizard 1 (max 75)

Magician 1 (max 75)

Enchanter 1 (max 75)

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Skills: Combat Skills

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Dodge

Monk 1 (max 230)

Rogue 4 (max 210)

Warrior 6 (max 175)

Ranger 8 (max 137)

Paladin 10 (max 155)

Sh. Knight 10 (max 155)

Bard 10 (max 155)

Cleric 15 (max 75)

Druid 15 (max 75)

Shaman 15 (max 75)

Necromancer 22 (max 75)

Wizard 22 (max 75)

Magician 22 (max 75)

Enchanter 22 (max 75)

Berserking

Berserking is an inherent skill for Warriors. You cannot train in it or select it for use. If you are seriouslywounded, it activatesautomatically, causing youto fight with greater ferocity.Once you drop to 30% oftotal hit points you becomeberserk and stay that wayuntil you zone or are healedto 45% total hit points.

(Warrior) 1 (max 200)

Double Attack

Double Attack meansstriking twice (in the timethat you normally strike just once).

Monk 15 (max 250)

Warrior 15 (max 245)

Rogue 16 (max 245)

Paladin 20 (max 235)

Sh. Knight 20 (max 235)

Ranger 20 (max 235)

Bash

Warrior 6 (max 240)

Paladin 6 (max 200)

Sh. Knight 6 (max 200)

Disarm

Warrior 35 (max 200)

Monk 27 (max 200)

Rogue 27 (max 200)

Ranger 35 (max 55)

Paladin 40 (max 70)

Sh. Knight 40 (max 70)

Being the chamberlain to a dragon was difficult on the best days. Besthal, an ice giant whohad served the Lady Vox for decades, was praying that this latest scheme would work out.

“Have you heard anything?” Besthal asked one of the entrance guards.

“No, Lord Besthal,” the guard replied. “But they have not been gone that long. Thatbarbarian, Hanaar, is smart, and his fellow warriors are strong. They will get word to us.”

A long, low moan echoed throughout the caverns. Several stalactites fell near by from thereverberations.

Besthal sighed. “I hope they bring word from Lord Nagafen soon.”

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Parry

Parry is redirecting orturning aside an opponent’sattack. It’s another chanceto avoid getting hit.

Warrior 10 (max 230)

Rogue 12 (max 230)

Paladin 17 (max 205)

Sh. Knight 17 (max 205)

Ranger 18 (max 185)

Bard 53 (max 75)

Riposte

When you Riposte, you turn aside your opponent’sattack and counter with your own attack. Like Parry,it is another chance to avoid getting hit, but it also gives you a swing backin reply (thus giving you anextra attack in addition tothe normal fight rounds that come before and afterthe Riposte).

Warrior 25 (max 225)

Rogue 30 (max 225)

Paladin 30 (max 200)

Sh. Knight 30 (max 200)

Monk 35 (max 225)

Ranger 35 (max 150)

Bard 58 (max 75)

Taunt

Taunting draws theattention of a mob toyourself; the most commonreason to use this skill is todistract the mob from aweaker member of yourgroup.

Warrior 1 (max 200)

Paladin 1 (max 180)

Sh. Knight 1 (max 180)

Ranger 1 (max 150)

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Dual Wield

Dual Wield is fighting with a weapon in each hand. Youmust have two weapons in-hand to use it. (Except forMonks, whose two hands areweapons.)

Monk 1 (max 252)

Rogue 13 (max 245)

Warrior 13 (max 240)

Ranger 17 (max 240)

Bard 17 (max 200)

Instill Doubt(Intimidation)

This skill is almost alwaysreferred to as Instill Doubt,but a few places in the gamerefer to it as Intimidation. If you make a successful hit,you can also create the sameeffect as a fear spell on yourtarget with this skill.

Monk 18 (max 200)

Rogue 22 (max 200)

Bard 26 (max 100)

Kick

Monk 1 (max 250)

Warrior 1 (max 210)

Ranger 5 (max 205)

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Skills: Melee Disciplines

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Melee DisciplinesIn addition to the many automatic skills and abilities that characters receive past level 50,Verant has added player-controlled fighting “disciplines” to the repertoires of the pure meleeclasses (Warriors, Monks and Rogues). These disciplines are activated using the /DISCIPLINE

command on the command line, and have a duration and base reuse time associated withthem. You cannot use any other discipline until the reuse time of the last-used discipline hasexpired. You can type /DISCIPLINE on the command line to view the disciplines available toyou, as well as the amount of time before you can use another one.

Some disciplines, particularly the ones with long durations, have a disadvantage in additionto the advantage provided by the discipline. In all cases where this happens, thedisadvantage is less severe than the advantage. For instance, where the Evasive Disciplineallows a Warrior to be hit by his opponent less by a factor of 35%, the Warrior will also hithis target less, but only by a factor of 15%. In the interest of exploration, further formulaswill not be provided here.

The reuse time for each of these disciplines decreases as the fighter gains additional levels.

Warrior DisciplinesDiscipline Level Dur. Reuse EffectEvasive 52 3m 15m You are hit by your opponent less often, but

also hit your target less often.Charge 53 14s 30m You automatically land all attacks against

your opponent — you will not miss.Mighty Strike 54 10s 60m All attacks that land are automatically either

Critical Hits or Crippling Blows.Defensive 55 3m 15m You take less melee damage, but also deal less.Furious 56 9s 60m You automatically Riposte every attack landed

on you by the opponent you are facing.Precision 57 3m 30m You have a greater chance to hit your target,

but also have a greater chance of being hit.Fell Strike 58 12s 30m All hits you land are for at least four times

the base weapons damage.Fortitude 59 8s 60m You cannot be hit in melee combat.Aggressive 60 3m 27m You do more damage with every blow landed,

but also take more damage as well.

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Monk DisciplinesDiscipline Level Dur. Reuse EffectStone Stance 51 12s 12m You take approximately 1/3 damage from

most physical attacks.Thunder Kick 52 Once 9m Your next successful Flying Kick does

additional damage.Whirlwind 53 9s 60m You automatically Riposte every attack landed

on you by the opponent you are facing.VoidDance 54 8s 60m You cannot be hit in melee combat.InnerFlame 56 12s 30m All hits you land are for at least four times

the base weapons/hand damage.100 Fist 57 15s 30m You are hasted (that is, hit much faster). This

haste stacks with every other haste in the game, including haste items and spells.

SilentFist 59 Once 9m Your next successful Dragon Punch or Tail Rake does additional damage, and has a chance of stunning your target.

AshenHand 59 Once 72m Your next successful Eagle Strike does a surprising amount of damage, and under certain circumstances may have a chance to kill your target outright.

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Rogue DisciplinesDiscipline Level Dur. Reuse EffectCounterattack 53 9s 60m You automatically Riposte every attack landed

you by the opponent you are facing.Deadeye 54 14s 30m You land every attack.Nimble 55 12s 30m You dodge attacks of opponent you are facing.Kinesthetics 57 18s 30m All checks for double attacks and dual wields

are successful, giving you 4 attacks per round,guaranteed.

Blinding Speed 58 15s 30m You are hasted (that is, hit much faster). This haste stacks with every other haste in the game, including haste items and spells.

Duelist 59 12s 30m All hits you land are for at least four times the base weapons damage.

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Led by Srathar, the Toriz Keale Ze tribe of Iksar sent a party of its best warriors torecover the sacred stone stolen from them by two rival Iksar tribes. Theystumbled upon their quarry at a temple dedicated to Cazic-Thule.

Many of the band lost their lives in the battles that took them further and furtherinto the temple. Deeper and deeper they went until only five remained. Beatenand bleeding, they finally entered a large chamber. There it was. Their sacredstone. Exhausted, they stumbled toward the altar.

As Srathar reached for the gem on the altar, a veneer of stone fell from thesurface of one of the giant statues by the door. The largest Iksar any of thewarriors had ever seen stepped out with his sword raised.

Srathar snatched the gem and pressed it into the palm of the youngest warrior.“Carry this home,” were the final words spoken by any of that noble band ofIksar but the one who returned to tell the tale.

Skills: Monk Skills

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Monk SkillsThe Monk doesn’t need weapons for his style of play — he has access to a wide variety ofspecial unarmed combat attacks, starting at experience level 5. In addition, he can Mendhimself when he needs fixing, and can Feign Death when all else fails, starting at level 17.(Of course, the special weapons available beginning at level 40 are reason enough to alsolearn the normal weapon skills.) Also see the Monk Disciplines, on p. 185.

Mend

A successful Mend healsdamage to the Monk. Youcan only use it onyourself.

Monk 1 (max 200)

Safe Fall

Monk 3 (max 200)

Rogue 12 (max 94)

Bard 24 (max 40)

Round Kick

Monk 5 (max 225)

Tiger Claw

Monk 10 (max 225)

Block

Monk 12 (max 225)

Feign Death

Monk 17 (max 200)

Eagle Strike

Monk 20 (max 225)

Dragon Punch / Tail Rake

Humans get Dragon Punch;Iksar get Tail Rake.

Monk 25 (max 225)

Flying Kick

Monk 30 (max 225)

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Rogue SkillsIf you need it sneaky, the Rogue’s got what you need. While other classes can learn a few ofthese skills, the Rogue starts far earlier than other classes in every one of them, usually by atleast 20 levels. Also see the Rogue Disciplines, on p. 184.

Apply Poison

A Rogue can apply apoison in his inventorytemporarily to hisprimary weapon. Theeffect of successfullyapplying poison andhitting an opponent willvary, depending on thetype of poison used.

Rogue 18 (max 200)

Backstab

Rogue 10 (max 225)

Hide

Rogue 3 (max 200)

Ranger 25 (max 75)

Bard 25 (max 40)

Sh. Knight 35 (max 75)

Dark Elf 50

Half ling 50

Wood Elf 50

Make Poison

Make Poison is a tradeskill, but it does havelevel limits. Poisons aRogue can make includePutrid Bane andDelusional Speed. Samplerecipes are on p. 201.

Rogue 20 (max 200)

Sneak

Rogue 1 (max 200)

Monk 8 (max 113)

Ranger 10 (max 75)

Bard 17 (max 75)

Half ling 50

Pick Lock

Rogue 6 (max 200)

Bard 40 (max 100)

Pick Pockets

Rogue 7 (max 200)

While technicallyspeaking, Rogues get theSense Traps and DisarmTraps skills, there arecurrently no traps inNorrath, so there is noreason to spend a pointon these skills.

(Sense Traps)

Rogue 8 (max 200)

(Disarm Traps)

Rogue 21 (max 200)

Bard 30 (max 100)

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Forage

This skill allows nature-oriented classes to findfood and water. (Examplesare grubs, berries andrabbits.) It requires nocomponents or other tools.

Ranger 3 (max 200)

Druid 5 (max 200)

Bard 12 (max 55)

Iksar 50

Wood Elf 50

Track

Ranger 1 (max 200)

Druid 20 (max 50)

Bard 35 (max 100)

Ranger SkillsThe Ranger is master of these two outdoor skills, but the Druid and Bard can acquireexpertise in them, as well.

Skills: Rogue, Ranger, Bard Skills

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Singing

Bard 1 (max 200)

Percussion Instruments

Bard 5 (max 200)

Stringed Instruments

Bard 8 (max 200)

Brass Instruments

Bard 11 (max 200)

Wind Instruments

Bard 14 (max 200)

Bard SkillsOnly the Bard can learn these skills. The instrument-based skills are not necessary to casttheir related spells (i.e., sing their related songs). Bards can sing any song (as long as they’vereached the level to learn the song), but having the specified skill — like PercussionInstruments — and playing that instrument, makes any related song more effective.

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Caster Skills188

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ResearchOnly the pure INT-basedcasters can researchspells.They can beginresearching at level 16. TheWIS-based casters don’tneed to research spells, andthe Shadow Knight finds iteasier to acquire spells otherways.

Spell research is similar to the trade skills. Specificitems are place into a“container” (a tome),combining to produce a newitem. Sample recipes are onpp. 202-205.

Tomes. To research a spell,you must have a tomespecific to your class. Thesecan be purchased in yourguild hall.

Wizards use a Lexicon.

Magicians use an ElementalGrimoire.

Enchanters use a Tome ofEndless Enchantments.

Necromancers use a Book ofDark Bindings.

Instruction Books andLanguages. Researchinstruction books can also bepurchased in your guild hall.

All instruction books arewritten in languages otherthan Common. To learn thefundamentals of a language,you must train one point inthe language with your guildmaster. Once you’ve learnedthe fundamentals, you canadvance your linguistic skillsthrough use — usually bylistening to someone in yourgroup speak in thatlanguage.

Spell Components. Yourresearch instruction booklists the components neededto produce a scroll. Spellcomponents can be foundscattered throughout theworld — they appearrandomly on different crea-tures, so you don’t have to‘camp’ a spot to get acertain component.Components are each specificto a single caster class, andthey can be stored andtraded — ask around. 13 ofthe 14 classes out therecan’t use the researchcomponent that you need.

Research components areusually found on intelligentcreatures, or on creaturesthat are innately magical.

INT-Caster 16 (max 200)

Channeling. The skill tofocus and control the magicalforces working your spell.Channeling is used wheneveryou cast a spell.

INT-Caster (Nc, Wz, Mg, En)1 (max 220)

WIS-Caster (Cl, Dr, Sh)9 (max 215)

Hybrids (Pal, ShK, Ran)9 (max 215)

Meditate.1 The ability toconcentrate and ignore therest of the world. Meditationincreases the rate at whichyou scribe and memorizespells, as well as how fastyou recover mana. At levels35+, all magic users canMeditate by sitting downwithout having to open theirspell books.

INT-Caster 4 (max 252)

WIS-Caster 8 (max 252)

Hybrids 12 (max 226)

1 Technically, Bards get a single level inMeditate once they reach level 10, butthis is only so that the Bard may scribehis spells more efficiently. He can neveractually use this skill to Meditate.

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Only the Shaman can learn Alchemy. It isbasically a trade skill , but the Shaman can’tstart practicing it until reaching experiencelevel 25. A Shaman uses Alchemy toconcoct potions.

The Shaman must have a Medicine Bag inwhich to mix the potions. Examples ofpotions that can be concocted are CharmingDeceit and Troll’s Essence. Sample recipesare on p. 206-207.

Shaman 25 (max 200)

Specialize SkillsOnly casters (not hybrids) can specialize in the casting skills. Specializing in a particularcasting skill improves your performance in that type of spell — increasing the chance it willsucceed — but prevents you from specializing (to any great extent) in any other type of spell.You can only take one of the Specialize skills past level 50.

Specialize Abjure

Specialize Alteration

Specialize Conjuration

Specialize Divination

Specialize Evocation

All five of the specializedcasting skills have thesame minimum experiencelevel for a given class.INT-casters can startspecializing at level 20,while WIS-casters mustwait until level 30.

Necro. 20 (max 200)

Wizard 20 (max 200)

Magician 20 (max 200)

Enchanter 20 (max 200)

Cleric 30 (max 200)

Druid 30 (max 200)

Shaman 30 (max 200)

Casting SkillsAll five of the basic casting skills have the same minimum experience level for a given class— level 1 for casters, and level 9 for hybrids.

Skills: Caster Skills

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Abjuration

Alteration

Conjuration

Divination

Evocation

Cleric 1 (max 235)

Druid 1 (max 235)

Shaman 1 (max 235)

Necro 1 (max 235)

Wizard 1 (max 235)

Magician 1 (max 235)

Enchanter 1 (max 235)

Paladin 9 (max 235)

Sh. Knight 9 (max 235)

Ranger 9 (max 235)

Alchemy

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Trade skills in EverQuest allow you toconstruct useful items from component pieces.You construct these things to help you in yourprofession, as well as providing a secondarysource of income. To get started with a tradeskill, visit a merchant of the skill you wish tolearn. He will have the books and kits whichyou need to begin your career.

Once you’ve carefully read a book appropriateto your trade skill and acquired the componentpieces necessary to build the item, you mayattempt to construct it. Start by right-clickingon the container used for the trade skill. (If thecontainer is stationery — it can’t be moved —left-click it instead.) This will open a windowto which you drag the component parts fromyour inventory to the available slots in thecontainer. Double-check that all of the correctparts have been placed in the container(unstacked!), then click on “Combine”.

If you skillfully worked your trade skill you willget a new item(s). If you blundered, all of thedisposable components usually disappearanyway, along with all of the componentpieces placed into the container.

There are no level limits to your advancementin a trade skill, but the skill cap for all tradeskills is level 200. And your initial level inmost trade skills will never be higher than 20.

Trade Containers. You need one (or more) ofthese containers to create items with yourtrade skills. See the list on p. 192. They canalso be used as regular containers, but fewpeople recommend that you do so. If youaccidentally hit the “Combine” button whencarrying goods in one of these containers, thegoods are gone. Period.

Sample Recipes. There is a list of nearly every“recipe” in the game, up to difficulty 100, onpp. 192-201.

Other Trade Skills. Baking, Blacksmithing,Brewing, Fletching, Jewelry Making, Potteryand Tailoring are the common trade skills,available to anyone from the beginning of thegame. Other skills also function as trade skills,but are not listed here. Alchemy (pp. 189,206) is a trade skill only available to Shamanswho have reached level 25. Make Poison is atrade skill only available to Rogues who havereached level 20. Tinkering is a trade skillonly available to Gnomes who have reachedlevel 16. And the spell Research skills areonly available to their respective casters —Enchanters, Magicians, Necromancers andWizards, also beginning at level 16. (Theresearch “trade containers” are the books ofeach pure casting class.)

Of these other trade skills, there are no levellimits on Tinkering; there are level limits onMake Poison and the spell Research skills. Onthe other hand, when you begin learningMake Poison or a Research skill, you get thatskill at your current level, even if you arebeyond level 20.

Skill DescriptionsBaking. Allows anyone to produce a widevariety of baked goods. Examples include BixieCrunchies, Lizard-On-A-Stick, and DwarfChops.

You must have access to a Mixing Bowl andan Oven for this skill. Sample recipes are onp. 192.

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Blacksmithing. Allows anyone tomanufacture valuable metal items, includinglockpicks, muffin tins, and iron boots.

You must have access to a Forge for this skill.Sample recipes are on p. 194.

Brewing. Allows any inhabitant of Norrathto produce potent alcoholic beverages,including Mead, Short Beer, Kalish andHeady Kiolas.

You must have access to a Brewing Barrel forthis skill. Sample recipes are on p. 196.

Fletching. Allows anyone to construct a widevariety of bows and arrows. Examples ofFletching products include the Elm RecurveBow and a Class 1 Point Porcelain Arrow.You always get 5 arrows when makingarrows (10 if making silver-tipped arrows).

You must have a Fletching Kit for this skill.Bow and arrow recipes are described inWeapons, on pp. 369-371.

Jewelry Making. Allows anyone to fashionjewelry from gems and precious metals.Examples of Jewelry include the goldenhematite choker, engagement rings andwedding rings.

You must have a Jewelry Kit for this skill.Jewelry recipes are straightforward. Combinea precious stone with a bar of precious metalto get a piece of jewelry. For a slightly higherinvestment (of time or money), you can usean enchanted bar to make an enchanteditem. Substituting enchanted metals —obtained with the help of an Enchanter, ofcourse — for regular metals allows the jewelerto create stat-buffing items with the samename and appearance as mundanely craftedjewelry. For more description, and for a list ofbasic jewelry, see Jewelry, p. 374.

Pottery. Allows people to craft clay intopottery. Examples of hand-made potteryinclude the small bowl, small clay containerand clay deity.

You must have a Pottery Wheel and Kiln forthis skill. Sample recipes are on p. 196.

Tailoring. Allows anyone to sew fine leatheritems from hides and pelts. Examples includea raw hide tunic and a tattered backpack.

You must have a Tailoring Kit for this skill.Sample recipes are on p. 198.

Tinkering. As noted above, only Gnomes (ofany class) can learn this skill, and only afterreaching level 16. It allows Gnomes tofabricate mechanical items, including acollapsible fishing pole, Gnomish fireworksand a spyglass.

You must have a full toolbox for this skill.Sample recipes are on p. 200.

General SkillsAll classes can begin practicing the Generalskills immediately. The skill cap is 200.

Skills: Trade Skills

primagames.com Prima’s Official Strategy Guide

All 1 (max 200)(that is, all classes and all general skills)

Alcohol ToleranceBeggingFishing. Fishing allows people to pullfresh fish from larger bodies of water. Itrequires a Fishing Pole and Fishing Bait.Sense DirectionSwimming

Dwarf (Sense Direction) 50

Iksar (Swimming) 100

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Brewing Barrel 6 or 10 3 – immobileFletching Kit 8 3 – 1 0 0 0ForgesSharpening Kit 2 3 – 1 0 0 0Smithing Kit 6 3 – immobileForge 10 3 – immobileJeweler’s Kit 4 3 – 1 0 0 0Key Maker 2 1 – immobileKiln 10 3 – immobileMedicine Bag 6 3 – 1 0 0 0Mixing Bowl 4 3 – 1 0 0 0Mortar and Pestle 6 3 – 1 0 0 0

Pottery WheelsPottery Kit 6 3 – 2 0 0Pottery Wheel 10 3 – immobileOvensOven 6 3 – immobileSpit 6 4 – 2 0 0Sewing KitsSmall Sewing Kit 2 3 – 5 5 0Community Loom 6 4 – immobileLarge Sewing Kit 8 4 – 1 0 0 0Toolbox 8 4 – 1 0 0 0

Value

Container Cap. Lim. W% P G S C

Value

Container Cap. Lim. W% P G S C

Sample RecipesTrade ContainersYou need these containers to create items with your trade skills. See p. 350 for container details.

Baking (Oven or Spit)Diff Results Ingredients

5 Edible Goo Rat Ears, Fire Beetle Eye10 Rat Kabobs Rat Meat, Spices, Jug of Sauces, Skewers (*)10 Rat Sandwich Rat Meat, Loaf of Bread15 Wolf Sandwich Wolf Meat, Loaf of Bread15 Bear Sandwich Bear Meat, Loaf of Bread15 Mammoth Sandwich (5) Mammoth Meat, Loaf of Bread15 Catfish Croak Sandwich Sewer Catfish, Thin Sliced Froglok Meat, Shrub Lettuce,

Honey Mush Bread20 Dwarf Chops (2) Dwarf Meat, Spices, Garnish20 Rat Ear Sandwich Rat Ears, Jug of Sauces, Loaf of Bread25 Wolf Steaks Wolf Meat, Spices, Jug of Sauces25 Lion Steaks Lion Meat, Spices, Jug of Sauces25 Gator Steaks Gator Meat, Spices, Jug of Sauces25 Mammoth Steaks (5) Mammoth Meat, Spices, Jug of Sauces25 Bear Steaks Bear Meat, Spices, Jug of Sauces30 Batwing Crunchies Bat Wing, Frosting

Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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30 Woolie Spider Crunchies Spider Legs, Frosting30 Bixie Crunchies Bixie Parts, Frosting35 Pickled Froglok Froglok Meat, Vinegar, Jug of Sauces35 Pickled Lizard (2) Lizard Meat, Vinegar, Jug of Sauces35 Pickled Gator (2) Gator Meat, Vinegar, Jug of Sauces35 Pickled Bixie (2) Bixie Parts, Vinegar, Jug of Sauces35 Pickled Troll (2) Troll Parts, Vinegar, Jug of Sauces40 Hot-N-Spicy Toelings (2) Half ling Parts, Spices, Garnish40 Lizard-on-a-Stick (2) Lizard Meat, Spices, Jug of Sauces, Skewers*40 Gnome Kabobs (2) Gnome Meat, Spices, Jug of Sauces, Skewers*45 Blackened Teir’Dal (2) Dark Elf Parts, Spices, Garnish50 Beer Braised Wolf (2) Wolf Meat, Spices, Short Beer50 Beer Braised Bear (2) Bear Meat, Spices, Short Beer50 Beer Braised Mammoth (5) Mammoth Meat, Spices, Short Beer50 Beer Braised Rat Rat Meat, Spices, Short Beer50 Beer Braised Gator (2) Gator Meat, Spices, Short Beer50 Beer Braised Lion (2) Lion Meat, Spices, Short Beer50 Fish Head Soup Fresh Fish, Jug of Sauces, Water Flask, Pot*50 Vegetable Soup Vegetables, Jug of Sauces, Water Flask, Pot*50 Rabbit Stew Rabbit Meat, Water Flask, Pot*60 Shark Fillet (2) Shark Meat, Spices, Jug of Sauces60 Fish Fillets (2) Fresh Fish, Jug of Sauces65 Candied Spider Spider Legs, Frosting, Spices70 Smoked Wood Elf (2) Wood Elf Parts, Spices, Smoker*70 Smoked Shark (2) Shark Meat, Spices, Smoker*75 Cookies Clump of Dough, Spices, Frosting85 Elven Veal (2) High Elf Parts, Spices, Garnish85 Shaped Cookies (various) Clump of Dough, Spices, Frosting, Shaped Cookie Cutter

(various)*85 Loaf of Bread Clump of Dough, Bread Tin100 Fish Rolls Fresh Fish, Bat Wing100 Gator Rolls Fresh Fish, Wasp Wing100 Shark Rolls Shark Meat, Bat Wing100 Muffin (3) Clump of Dough, Fruit, Muffin Tin*100 Cup Cakes (4) Clump of Dough, Spices, Frosting, Muffin Tin*100 Pound Cake (4) Clump of Dough, Spices, Berrie Pie

Baking (Mixing Bowl)Diff Results Ingredients

1 Clump of Dough Cup of Flour, Snake Egg, Bottle of Milk10 Uncooked Rat Ear Pie Cup of Flour, Baking Spirits, Rat Ears (2) or Giant Rat Ear70 Winter Chocolate Frosting (2), Brownie Parts70 White Chocolate Frosting (2), Brownie Parts, Spices

Skills: Containers & Baking Recipes

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Blacksmithing (Forges)Diff Results Ingredients

1 Footman’s Pike Iron Rod, Forging Hammer*, Footman’s Pike Head (*)5 File Metal Bits, File Mold, Water Flask5 Metal Bits Small Piece of Ore (2), Water Flask5 Large Brick of Ore Small Brick of Ore (3), Water Flask5 Block of Ore Large Brick of Ore (3), Water Flask5 Bone Granite Powder Bone Chips (2), Forging Hammer, Pile of Granite Pebbles7 Shestar’s Scaled Coif Shestar’s Unfinished Coif (*), Loose Scale (3)10 Sharp Cutting Disk Dull Cutting Disk (*), Sharpening Stone

5-15 Tarnished weapon (various) Rusty weapon (various) (*), Sharpening Stone15 Boat Beacon Beacon Mount, Greater Lightstone, Metal Disk, Copper Band20 Small Metal Container Metal Bits, Hinge Mold, Small Container Base & Lid Molds,

Water Flask20 Soldier’s Pike Iron Rod, Forging Hammer*, Soldier’s Pike Head (*)25 Medium Metal Container Metal Bits, Hinge Mold, Container Base & Lid Molds,

Water Flask25 Studs (2) Metal Bits (3), File*, Water Flask25 Steel Boning Small Brick of Ore, File*, Water Flask25 Scaler Metal Bits, Scaler Mold, Water Flask30 Large Metal Container Metal Bits, Hinge Mold, Large Container Base & Lid Molds,

Water Flask35 Toolbox Metal Bits, Water Flask40 Sheet Metal Small Brick of Ore (2), Water Flask40 Shaped Cookie Cutter (various) Metal Bits, Cookie Mold (various), Water Flask50 Large Lantern Metal Bits, Lantern Casing Mold, Bottle, Water Flask50 Warlord’s Dull Mancatcher Champion’s Mancatcher (*), Warlord Mancatcher Plans50 Trooper’s Pike Iron Rod, Forging Hammer*, Trooper’s Pike Head (*)60 Forged Bastard Sword Sheet Metal, Dual-Edged Blade Mold, Hilt Mold,

Pommel Mold, Water Flask65 Lockpicks Metal Bits, Lockpick Mold, Water Flask70 Forged Two Handed Sword Sheet Metal, Heavy Steel Blade Mold, Hilt Mold,

Pommel Mold, Water Flask70 Forged Morning Star Sheet Metal, Spiked Ball Mold, Hilt Mold, Water Flask75 Small Banded Gorget Sheet Metal, Small Gorget Mold, Water Flask75 Small Banded Bracer Sheet Metal, Small Bracer Sectional Mold, Water Flask75 Banded Gorget Sheet Metal, Gorget Mold, Water Flask75 Banded Bracer Sheet Metal, Bracer Sectional Mold, Water Flask75 Large Banded Gorget Sheet Metal, Large Gorget Mold, Water Flask75 Large Banded Bracer Sheet Metal, Large Bracer Sectional Mold, Water Flask

Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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Skills: Blacksmithing Recipes

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75 Overlord’s Dull Mancatcher Warlord Mancatcher (*), Overlord Mancatcher Plans85 Muffin Tin Metal Bits, Muffin Tin Mold, Ceramic Lining, Water Flask85 Pie Tin Metal Bits, Pie Tin Mold, Ceramic Lining, Water Flask85 Cake Round Metal Bits, Cake Round Mold, Ceramic Lining, Water Flask85 Skewers Metal Bits, Skewer Mold, Water Flask85 Smoker Metal Bits, Skewers, Smoker Base Mold,

Smoker Support Mold, Water Flask90 Pot Metal Bits, Pot Mold, Standing Legs Mold, Water Flask100 Small Banded Boots Sheet Metal, Small Boot Mold, Water Flask100 Small Banded Helm Sheet Metal (2), Small Helm Mold, Water Flask100 Small Banded Mask Sheet Metal (2), Small Mask Mold, Water Flask100 Small Banded Mail Sheet Metal (3), Small Mail Sectional Mold, Water Flask100 Small Banded Belt Sheet Metal (2), Small Belt Sectional Mold, Water Flask100 Small Banded Sleeves Sheet Metal (2), Small Sleeves Sectional Mold, Water Flask100 Banded Boots Sheet Metal, Boot Mold, Water Flask100 Banded Helm Sheet Metal (2), Helm Mold, Water Flask100 Banded Mask Sheet Metal (2), Mask Mold, Water Flask100 Banded Mail Sheet Metal (3), Mail Sectional Mold, Water Flask100 Banded Belt Sheet Metal (2), Belt Sectional Mold, Water Flask100 Banded Sleeves Sheet Metal (2), Sleeves Sectional Mold, Water Flask100 Large Banded Boots Sheet Metal, Large Boot Mold, Water Flask100 Large Banded Helm Sheet Metal (2), Large Helm Mold, Water Flask100 Large Banded Mask Sheet Metal (2), Large Mask Mold, Water Flask100 Large Banded Mail Sheet Metal (23, Large Mail Sectional Mold, Water Flask100 Large Banded Belt Sheet Metal (2), Large Belt Sectional Mold, Water Flask100 Large Banded Sleeves Sheet Metal (2), Large Sleeves Sectional Mold, Water Flask100 Small Sewing Kit Metal Bits, Needle Mold, Thimble Mold, Water Flask100 Bread Tin Metal Bits, Bread Tin Mold, Ceramic Lining, Water Flask100 Warlord Mancatcher Overlord Mancatcher (*)100 Legionnaire’s Mancatcher Steel Rod, Forging Hammer*,

Legionnaire’s Mancatcher Crown (*)

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Brewing (Brewing Barrel)Diff Results Ingredients

1 Embalming Fluid Bone Granite Powder (*), Bog Juice (2), Rubbing Alcohol5 Bog Juice Snake Scales, Water Flask, Bottle (*)15 Bottle of Kalish Fruit, Vegetables, Water Flask, Bottle (*)15 Short Beer Barley, Malt, Hops, Cask (*)20 Legion Lager Flask of Bloodwater, Deadbone Barley, A Giant Blood Sac,

Bottle (*)25 Mead Hops, Malt, Yeast, Cask (*)25 Honey Mead Hops, Water Flask, Royal Jelly, Cask (*)30 Heady Kiola Packet of Kiola Sap (2), Water Flask, Bottle (*)35 Short Ale Barley, Hops, Water Flask, Cask (*)35 Ogre Swill Froglok Meat, Malt, Yeast, Cask (*)45 Fish Wine (3) Grapes, Fresh Fish, Water Flask, Bottle (*)50 Ale (3) Barley, Malt, Water Flask, Cask (*)50 Gypsy Wine (2) Grapes, Fire Beetle Eye, Wine Yeast, Bottle (*)60 White Wine Grapes, Fruit, Wine Yeast, Bottle (*)70 Red Wine Grapes, Berries, Wine Yeast, Bottle (*)75 Gnomish Spirits (2) Rice, Spider Legs, Rat Ears, Bottle (*)85 Elven Wine Morning Dew, Berries, Wine Yeast, Bottle (*)90 Brandy (3) Red Wine (2), Vegetables, Spices, Shotglass (*)100 Vodka Short Beer (2), Vegetables, Water Flask, Bottle (*)100 Half ling Stouters (3) Vodka, Berries, Spices, Shotglass (*)100 Halas Heater (3) Vodka, Spider Legs, Cask (*)100 Ol’Tujim’s Fierce Brew (2) Hops, Barley, Yeast, Malt, Cask (*)100 Tumpy Tonic Kiola Nut, Water Flask

Pottery (Pottery Wheel or Pottery Kit)Diff Results Ingredients

1 Skull with II Jawless Skull (*), A Mandible, Mendglow Clay5 Block of Clay Small Block of Clay (3), Water Flask5 Large Block of Clay Block of Clay (3), Water Flask5 Block of Clay (2) Large Block of Clay, Water Flask5 Small Block of Clay (3) Block of Clay, Water Flask5 Unfired Skewers Block of Clay, Water Flask, Skewers Sketch15 Unfired Small Container Block of Clay, Water Flask, Small Jar Sketch20 Unfired Medium Container Block of Clay, Water Flask, Medium Jar Sketch20 Unfired Ceramic Lining Small Block of Clay, Ceramic Lining Sketch, Water Flask

Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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Skills: Brewing & Pottery Recipes

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25 Unfired Large Container Block of Clay, Water Flask, Large Jar Sketch40 Unfired Pot Large Block of Clay, Metal Bits, Water Flask, Pot Sketch50 Unfired Deity Block of Clay, Water Flask, Carnelian, Small Deity Sketch60 Unfired Smoker Large Block of Clay, Water Flask, Smoker Sketch75 Unfired Cutter (various) Small Block of Clay, Water Flask, Template (various)75 Unfired Deity Small Block of Clay, Water Flask, Wolf’s Eye Agate,

Small Deity Sketch75 Unfired Small Bowl Small Block of Clay, Water Flask, Bowl Sketch85 Unfired Pie Tin Block of Clay (2), Water Flask, Pie Tin Sketch85 Unfired Cake Round Block of Clay, Water Flask, Glass Shard, Cake Round Sketch90 Unfired Muffin Tin Block of Clay, Water Flask, Metal Bits, Muffin Tin Sketch90 Unfired Medium Bowl Block of Clay, Water Flask, Medium Bowl Sketch95 Unfired Mixing Bowl Large Block of Clay (2), Water Flask, Large Bowl Sketch100 Unfired Deity Large Block of Clay, Water Flask, Sand of Ro,

Small Deity Sketch100 Small Unfired Urn Large Block of Clay, Water Flask, Metal Bits, Urn Sketch

Pottery (Kiln)Diff Results Ingredients

1 Skewers Unfired Skewers, Quality Firing Sheet1 Small Clay Jar Unfired Small Container, Quality Firing Sheet1 Medium Clay Jar Unfired Medium Container, Quality Firing Sheet1 Large Clay Jar Unfired Large Container, Quality Firing Sheet1 Pot Unfired Pot, High Quality Firing Sheet1 Smoker Unfired Smoker, High Quality Firing Sheet,

High Quality Firing Sheet1 Shaped Cookie Cutter (various) Unfired Cutter, High Quality Firing Sheet1 Small Bowl Unfired Small Bowl, High Quality Firing Sheet1 Medium Bowl Unfired Medium Bowl, High Quality Firing Sheet (2)1 Large Bowl Unfired Large Bowl, High Quality Firing Sheet1 Mixing Bowl Unfired Mixing Bowl, Firing Sheet1 Pie Tin Unfired Pie Tin, High Quality Firing Sheet1 Cake Round Unfired Cake Round, High Quality Firing Sheet1 Muffin Tin Unfired Muffin Tin, High Quality Firing Sheet1 Small Protection Deity Unfired Deity, Firing Sheet1 Small Resisting or Wisdom Deity Unfired Deity, High Quality Firing Sheet1 Large Protection,

Resisting or Wisdom Deity Unfired Deity, Firing Sheet1 Ceramic Lining Unfired Ceramic Lining, Quality Firing Sheet1 Poison Vial Unfired Poison Vial, High Quality Firing Sheet1 Lined Poison Vial Unfired Lined Poison Vial, High Quality Firing Sheet22 Onyx Encrusted Urn Small Unfired Urn, Quality Firing Sheet

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Tailoring (Sewing Kit)Diff Results Ingredients

1 Monk Training Bag Training Bag Husk, Pile of Granite Pebbles (3)(*)1 Mended Tapestry Torn Tapestry (*), Ripped Tapestry10 Tattered Skullcap1 Cap Pattern, Ruined Cat Pelt10 Tattered Mask1 Mask Pattern, Ruined Cat Pelt10 Tattered Gorget1 Gorget Pattern, Ruined Cat Pelt10 Patchwork Tunic1 Tunic Pattern, Ruined Cat Pelt10 Tattered Shoulderpads1 Shoulderpad Pattern, Ruined Cat Pelt10 Patchwork Cloak1 Cloak Pattern, Ruined Cat Pelt10 Tattered Belt1 Belt Pattern, Ruined Cat Pelt10 Patchwork Sleeves1 Sleeve Pattern, Ruined Cat Pelt10 Tattered Wristbands1 Wristband Pattern, Ruined Cat Pelt10 Tattered Gloves Glove Pattern, Ruined Cat Pelt10 Patchwork Pants1 Pant Pattern, Ruined Cat Pelt10 Patchwork Boots1 Boot Pattern, Ruined Cat Pelt

1 Note: A Ruined Wolf Pelt with the same patterns yields a Small version of these tattered and patchwork items. A RuinedBear Pelt with the same patterns yields a Large version of these tattered and patchwork item.

20 Tailor-made Whip Whip Pattern, Heady Kiola (4), Medium Quality Wolf Skin20 Raw Silk Headband Silk Swatch, Cap Pattern20 Raw Silk Mask Silk Swatch, Mask Pattern20 Raw Silk Collar Silk Swatch, Gorget Pattern20 Raw Silk Robe Silk Swatch (2), Tunic Pattern20 Raw Silk Mantle Silk Swatch, Shoulderpad Pattern20 Raw Silk Cloak Silk Swatch, Cloak Pattern20 Raw Silk Sash Silk Swatch, Belt Pattern20 Raw Silk Sleeves Silk Swatch, Sleeve Pattern20 Raw Silk Wristbands Silk Swatch, Wristband Pattern20 Raw Silk Gloves Silk Swatch, Glove Pattern20 Raw Silk Leggings Silk Swatch (2), Pant Pattern20 Raw Silk Sandals Silk Swatch, Boot Pattern20 Shadow Silk Silk Swatch, Shadow Wolf Pelt, Spell: Gather Shadows20 Large Shadow Silk Silk Swatch, Shadow Wolf Pelt (2), Spell: Gather Shadows20 Inky Shadow Silk Silk Swatch, Shadow Wolf Pelt, Spell: Gather Shadows (2)20 Tailor-made Whip Whip Pattern, Heady Kiola (4), Medium Quality Cat Pelt40 Studded Skullcap2 Cap Pattern, Medium Quality Cat Pelt, Studs (3)40 Studded Mask2 Mask Pattern, Medium Quality Cat Pelt, Studs40 Studded Gorget2 Gorget Pattern, Medium Quality Cat Pelt, Studs (2)40 Studded Tunic2 Tunic Pattern, Medium Quality Cat Pelt, Studs (5)

Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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40 Studded Shoulderpads2 Shoulderpad Pattern, Medium Quality Cat Pelt, Studs (3)40 Studded Cloak2 Cloak Pattern, Medium Quality Cat Pelt, Studs (4)40 Studded Belt2 Belt Pattern, Medium Quality Cat Pelt, Studs (2)40 Studded Sleeves2 Sleeve Pattern, Medium Quality Cat Pelt, Studs (3)40 Studded Wristbands2 Wristband Pattern, Medium Quality Cat Pelt, Studs (2)40 Studded Gloves2 Glove Pattern, Medium Quality Cat Pelt, Studs (4)40 Studded Leggings2 Pant Pattern, Medium Quality Cat Pelt, Studs (4)40 Studded Boots2 Boot Pattern, Medium Quality Cat Pelt, Studs (4)

2 Note: A Medium Quality Wolf Skin with the same patterns yields a Small version of these studded items. A MediumQuality Bear Skin yields a Large version.

60 Cured Silk Headband Cap Pattern, Silk Swatch, Heady Kiola (3)60 Cured Silk Mask Mask Pattern, Silk Swatch, Heady Kiola60 Cured Silk Collar Gorget Pattern, Silk Swatch, Heady Kiola (2)60 Cured Silk Gi Tunic Pattern, Silk Swatch (3), Heady Kiola (2)60 Cured Silk Mantle Shoulderpad Pattern, Silk Swatch (2), Heady Kiola (2)60 Cured Silk Cloak Cloak Pattern, Silk Swatch (2), Heady Kiola (2)60 Cured Silk Sash Belt Pattern, Silk Swatch, Heady Kiola (2)60 Cured Silk Sleeves Sleeve Pattern, Silk Swatch (2), Heady Kiola (2)60 Cured Silk Wristbands Wristband Pattern, Silk Swatch, Heady Kiola (2)60 Cured Silk Handwraps Glove Pattern, Silk Swatch (2), Heady Kiola (2)60 Cured Silk Leggings Pant Pattern, Silk Swatch (2), Heady Kiola (3)60 Cured Silk Sandals Boot Pattern, Silk Swatch, Heady Kiola (2)65 Hand Made Backpack Backpack Pattern, High Quality Bear Skin65 Wu’s Fighting Gauntlets Glove Pattern, Silk Swatch, Greater Lightstone, Heady Kiola (4),

Vial of Viscous Mana80 Reinforced Skullcap3 Cap Pattern, High Quality Cat Pelt, Steel Boning (2)80 Reinforced Mask3 Mask Pattern, High Quality Cat Pelt, Steel Boning80 Reinforced Gorget3 Gorget Pattern, High Quality Cat Pelt, Steel Boning80 Reinforced Tunic3 Tunic Pattern, High Quality Cat Pelt, Steel Boning (4)80 Reinforced Shoulderpads3 Shoulderpad Pattern, High Quality Cat Pelt, Steel Boning (2)80 Reinforced Cloak3 Cloak Pattern, High Quality Cat Pelt, Steel Boning (2)80 Reinforced Belt3 Belt Pattern, High Quality Cat Pelt, Steel Boning (2)80 Reinforced Sleeves3 Sleeve Pattern, High Quality Cat Pelt, Steel Boning (2)80 Reinforced Wristbands3 Wristband Pattern, High Quality Cat Pelt, Steel Boning 80 Reinforced Gloves3 Glove Pattern, High Quality Cat Pelt, Steel Boning (2)80 Reinforced Leggings3 Pant Pattern, High Quality Cat Pelt, Steel Boning (3)80 Reinforced Boots3 Boot Pattern, High Quality Cat Pelt, Steel Boning (3)

3 Note: A High Quality Wolf Skin with the same patterns yields a Small version of these reinforced items. A High QualityBear Skin yields a Large version.

Skills: Tailoring Recipes

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NOTE: A few of these tailoring recipes do not currently work, at least with all sizes of pelts.Talk to other tailors to see which recipes should be avoided.

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Tinkering (Toolbox) (Gnome only)Diff Results Ingredients

1 Firewater Water Flask, Gnomish Spirits5 Gnomish Firework (4) Metal Shaft, Firewater, Bat Wing10 Animated Bait Cork, Spriket15 Collapsible Fishing Pole Metal Rod (3), Gnomish Bolts20 Gem Cutter Firewater, Diamond Dust, Standard Bow Cam, Grease,

Metal Rod, Metal Fastening30 Gnomish Compass Pie Tin, Cork, Skewers, Water Flask, Static Orb45 Mechanized Lockpicks Lockpicks, Rat Ears, Gears, Sprockets50 Flameless Lantern Large Lantern, Metal Twine, Firewater55 Standard Bow Cam Grease, Gears, Gnomish Bolts60 Thermal Cloak Tattered Gnomish Cloak, Firewater, Metal Rod70 Spyglass Collapsible Fishing Pole, Metal Rod, Reflective Shard, Bottle,

Metal Twine75 Stalking Probe Metal Rod, Gears (2), Bottle, Firewater90 Powered Gloves Steel Lined Gloves, Sprockets, Gears, Metal Twine, Firewater100 Catapult Shaped Ashwood Recurve, Sprockets, Gears, Metal Twine,

Firewater

“Frogloks,” Rhasees said as he stoodin front of an army of his

beleaguered people, “we prepare for battle. Ithas been bad enough to defend ourselvesagainst the trolls from without. Indeed, wethought we had found blessed refuge in thesesunken ruins. Now, we must find somewherein these ruins the evil that consumes even ourown dead … and destroy it!”

Several in the front ranks whispered, “Hoptor,”while others murmured “Thaggelum.”

“Yes! You name our enemy!” Rhasees cried aswe walked to the front of the ranks.

The whispering increased in volume until everyone was croaking, “Snag theThaggelum! Chop the Hoptor!”

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Skills: Tinkering & Poison Recipes

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Make Poison (Mortar & Pestle) (Rogue only)Diff Results Ingredients

8 Asp Poison Poison Vial, Suspension, Asp Poison Sac (2)8 Retinal Deactivator Lined Poison Vial, Suspension, Coyotetail, Asp Poison Sac16 Basilisk Poison Lined Poison Vial, Suspension, Basalisk Eye Stalk (2)16 Spine Break Lined Poison Vial, Constrict Suspension, Thorny Ergot,

Delphinium24 Crystal Eritus Lined Poison Vial, Suspension, Crystallized Marrow (2)24 Solvent Gangrene Poison Vial, Suspension, Grave Mold (2)32 Cyclan Butil Lined Poison Vial, Suspension, Cyclamine Corm (2),

A Snake Venom Sac40 Putrid Bane Lined Poison Vial, Suspension, Putrid Bile (2)48 Sweet Lathyris Lined Poison Vial, Suspension, Ichor (2), Giant Wasp Venom Sac48 Delusional Swiftness Poison Vial, Suspension, Giant Wasp Venom Sac,

Vampire Bat Saliva (2)56 Lixt Wing Dust Lined Poison Vial, Suspension, Embalming Dust (2)56 Rancid Wolfkiller Lined Poison Vial, Suspension, Dogbane (2), Chunk of Meat56 Anti-Element Lined Poison Vial, Suspension, Red Hellebore, Ground Garlic64 Festering Nettle Lined Poison Vial, Suspension, Ashroot (2)64 Maddening Sap Lined Poison Vial, Suspension, Succulent Sap (2)72 Atrophic Sap Lined Poison Vial, Constrict Suspension, Alocasia Root (2)80 Aching Blood Lined Poison Vial, Constrict Suspension, Lactera (2)80 Eyeburn Solution Lined Poison Vial, Constrict Suspension, Coyotetail (2),

Muddite Mud88 Kinetic Suppressant Lined Poison Vial, Constrict Suspension, Delphinium (2),

Basalisk Eye Stalk88 Lethargic Bliss Lined Poison Vial, Constrict Suspension, Whore’s Bane (2)96 Brain Freeze Sealed Poison Vial, Constrict Suspension, Gelsemium Root (2)

Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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Enchanter Research (Tome of Endless Enchantments)Diff Results Ingredients

5 Spell: Levitate Two Parts of Tasarin’s Grimoire Pg. 23 (left and right)5 Spell: Disempower Two Parts of Tasarin’s Grimoire Pg. 24 (left and right)5 Spell: Mesmerization Two Parts of Tasarin’s Grimoire Pg. 26 (left and right)5 Practice Rune (Complete) Practice Rune (Azia), Practice Rune (Beza)25 Spell: Berserker Strength Two Parts of Tasarin’s Grimoire Pg. 30 (left and right)25 Spell: Color Shift Two Parts of Tasarin’s Grimoire Pg. 312 (left and right)25 Spell: Endure Magic Two Parts of Tasarin’s Grimoire Pg. 375 (left and right)25 Apprentice Rune (Complete) Apprentice Rune (Azia), Apprentice Rune (Beza)45 Spell: Strip Enchantment Two Parts of Tasarin’s Grimoire Pg. 390 (left and right)45 Spell: Tepid Deeds Velishoul’s Tome Pg. 8, 945 Spell: Invigor Velishoul’s Tome Pg. 16, 1745 Training Rune (Complete) Training Rune (Azia), Training Rune (Beza)65 Velishoul’s Tome Pg. 16 A Faded Velishoul’s Tome70 Spell: Ultravision Velishoul’s Tome Pg. 43, 4470 Spell: Nullify Magic Velishoul’s Tome Pg. 67, 6870 Spell: Enstill Velishoul’s Tome Pg. 75, 7670 Spell: Feedback Velishoul’s Tome Pg. 108, 10970 Journeyman Rune (Complete) Journeyman Rune (Azia), Journeyman Rune (Beza)90 Spell: Insipid Weakness Salil’s Writ Pg. 60 (both parts)90 Spell: Radiant Visage Salil’s Writ Pg. 64 (both parts)90 Spell: Mana Sieve Salil’s Writ Pg. 90 (both parts)90 Velishoul’s Tome Pg. 68 A Faded Velishoul’s Tome90 Velishoul’s Tome Pg. 108 A Faded Velishoul’s Tome90 Study Rune (Complete) Study Rune (Azia), Study Rune (Beza)

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Magician Research (Elemental Grimoire)Diff Results Ingredients

5 Spell: Summon Heatstone Summon Element Scroll, Words of the Element, Bloodstone5 Spell: Minor Summoning: Earth Spell: Elemental: Earth, Words of Tyranny, Small Brick of Ore5 Spell: Minor Summoning: Water Spell: Elemental: Water, Words of Tyranny, Shark Skin5 Spell: Minor Summoning: Fire Spell: Elemental: Fire, Words of Tyranny, Halas Heater5 Spell: Minor Summoning: Air Spell: Elemental: Air, Words of Tyranny, Aviak Feather5 Practice Rune (Complete) Practice Rune (Azia), Practice Rune (Beza)25 Spell: Lesser Summoning: Earth Spell: Minor Summoning: Earth, Words of Dominion, Topaz25 Spell: Lesser Summoning: Water Spell: Minor Summoning: Water, Words of Dominion,

Ice of Velious25 Spell: Lesser Summoning: Fire Spell: Minor Summoning: Fire, Words of Dominion, Jade Shard25 Spell: Lesser Summoning: Air Spell: Minor Summoning: Air, Words of Dominion, Pearl Shard25 Apprentice Rune (Complete) Apprentice Rune (Azia), Apprentice Rune (Beza)45 Spell: Cornucopia Spell: Summon Food, Words of Transcendence, Loaf of Bread45 Spell: Everfount Spell: Summon Drink, Words of Transcendence, Water Flask45 Spell: Summoning: Water Spell: Lesser Summoning: Water, Words of Dimension,

Ice of Velious45 Spell: Summoning: Fire Spell: Lesser Summoning: Fire, Words of Dimension, Jade Shard45 Spell: Summoning: Air Spell: Lesser Summoning: Air, Words of Dimension, Pearl Shard45 Spell: Summoning Earth Spell: Lesser Summoning: Earth, Words of Dimension, Topaz45 Training Rune (Complete) Training Rune (Azia), Training Rune (Beza)70 Spell: Summon Coldstone Spell: Summon Heatstone, Words of Sight, Eye of Serilis70 Spell: Greater Summoning: Earth Spell: Summoning: Earth, Words of Coercion,

Glove of Rallos Zek70 Spell: Greater Summoning: Water Spell: Summoning: Water, Words of Coercion, Flame of Vox70 Spell: Greater Summoning: Fire Spell: Summoning: Fire, Words of Coercion, Breath of Solusek70 Spell: Greater Summoning: Air Spell: Summoning: Air, Words of Coercion, The Scent of Marr70 Journeyman Rune (Complete) Journeyman Rune (Azia), Journeyman Rune (Beza)90 Spell: Nullify Magic Spell: Cancel Magic, Words of Detention, Blood of Velious90 Spell: Minor Conjuration: Fire Spell: Greater Sum.: Fire, Words of Duress, Breath of Solusek90 Spell: Minor Conjuration: Air Spell: Greater Sum.: Air, Words of Duress, The Scent of Marr90 Study Rune (Complete) Study Rune (Azia), Study Rune (Beza)

Skills: Enchanter & Magician Research

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Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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Necromancer Research (Book of Dark Bindings)Diff Results Ingredients

5 Spell: Banshee Aura Words of Derivation, Words of Eradication5 Spell: Shadow Vortex Words of Imitation, Words of Dissolution5 Spell: Hungry Earth Words of Materials, Words of Spirit5 Spell: Voice Graft Words of Possession, Words of the Spoken5 Spell: Restless Bones Words of Reviviscence, Words of the Sentient (Azia)5 Practice Rune (Complete) Practice Rune (Azia), Practice Rune (Beza)25 Spell: Harmshield Words of Refuge, Words of Absorption25 Spell: Identify Words of Enlightenment, Words of Anthology25 Spell: Word of Shadow Words of Cazic-Thule, Words of Radiance25 Spell: Animate Dead Words of the Extinct, Words of the Quickening25 Apprentice Rune (Complete) Apprentice Rune (Azia), Apprentice Rune (Beza)45 Spell: Shadow Sight Words of Discernment, Words of Eventide45 Spell: Intensify Death Words of the Sentient (Beza), Words of Recluse,

Words of Absorption45 Spell: Breath of the Dead Words of Cloudburst, Words of Mistbreath,

Words of Cazic-Thule45 Spell: Haunting Corpse Words of Possession, Words of Detachment, Words of Allure45 Training Rune (Complete) Training Rune (Azia), Training Rune (Beza)70 Spell: Summon Dead Words of Possession, Words of Haunting, Words of Rupturing70 Spell: Renew Bones Words of Purification, Words of the Incorporeal,

Words of Acquisition (Azia)70 Spell: Vampiric Wave/Curse Words of Possession, Words of Dissemination,

Words of Parasitism70 Journeyman Rune (Complete) Journeyman Rune (Azia), Journeyman Rune (Beza)90 Spell: Invoke Fear Words of Resolve, Words of Quivering, Words of Duration90 Spell: Call of Bones Words of Motion, Words of Neglect, Words of Endurance90 Spell: Surge of Enfeeblement Words of Abatement, Words of Cazic-Thule, Words of Efficacy90 Spell: Invoke Shadow Words of Dark Paths, Words of Haunting,

Words of the Suffering90 Study Rune (Complete) Study Rune (Azia), Study Rune (Beza)

Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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Wizard Research (Lexicon)Diff Results Ingredients

5 Spell: Identify Rune of Falhalem, Rune of Substance5 Spell: Project Lightning Rune of Periphery, Rune of Fulguration5 Spell: Pillar of Fire Rune of Proximity, Rune of Nagafen5 Practice Rune (Complete) Practice Rune (Azia), Practice Rune (Beza)15 Spell: Numbing Cold Rune of Inception, Rune of Cold25 Spell: Enstill Rune of Neglect, Rune of Oppression25 Spell: Fire Spiral of Al’Kabor Rune of Velious, Rune of Al’Kabor25 Apprentice Rune (Complete) Apprentice Rune (Azia), Apprentice Rune (Beza)45 Spell: Levitate Rune of Expulsion, Rune of Attraction45 Spell: Cast Force Rune of Presence, Rune of Disassociation45 Spell: Column of Lightning Rune of Trauma, Rune of Xegony45 Spell: Lightning Storm Rune of Karana, Rune of Xegony45 Training Rune (Complete) Training Rune (Azia), Training Rune (Beza)70 Spell: Tox Portal Rune of the Combine, Rune of Dismemberment,

Rune of Regeneration70 Spell: Shock Spiral of Al’Kabor Rune of Rallos Zek, Rune of Al’Kabor, Rune of the Helix70 Spell: Energy Storm Rune of Karana, Rune of Xegony, Rune of Fulguration70 Journeyman Rune (Complete) Journeyman Rune (Azia), Journeyman Rune (Beza)90 Spell: Nullify Magic Rune of Consumption, Rune of Sorcery, Rune of Arrest90 Spell: Circle of Force Rune of Concussion, Rune of Banding, Rune of the Catalyst90 Spell: Lava Storm Rune of Concussion, Rune of Solusek Ro, Rune of the Cyclone90 Spell: Thunderclap Rune of Conception, Rune of Howling, Rune of Contortion90 Study Rune (Complete) Study Rune (Azia), Study Rune (Beza)

Skills: Necromancer & Wizard Research

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Alchemy (Medicine Bag) (Shaman only)Diff Results Ingredients

1 Potion of Somber Origins Rat Ears, Alkanet Root1 Potion of Lesser Vigor Lucerne, Birthwart1 Potion of Lesser Cohesion Sage Leaf, Fenugreek1 Potion of Lesser Stability Lucerne, Sage Leaf5 A Potion of Swirling Liquid Opal Slush, Dristilate6 Potion of Charming Deceit Undead Froglok Tounge, Mugwart6 Potion of Lesser Accuracy Birthwart, Fenugreek6 Potion of Lesser Adroitness Sage Leaf, Birthwart6 Potion of Lesser Power Lucerne, Fenugreek11 Potion of Troll’s Essence Faerie Wing, Yebamante11 Minor Potion of Antibody Maidenhair Fern, Mullein11 Minor Null Potion Fenugreek, Mandrake Root11 Minor Potion of Cold Birthwart, Allspice16 Potion of Spurn Affliction Zombie Skin, Reucoat’s16 Minor Potion of Heat Sage Leaf, Benzoin16 Minor Potion of Purity Lucerne, Night Shade21 Potion of Wolves Blood High Quality Wolf Skin, Sticklewort21 Blood of the Wolf Birthwart, Fenugreek, Wolf Blood21 Potion of Lesser Rejuvenation Sage Leaf, Lucerne, Yarrow26 Potion of Frosty Insurgency Polar Bear Skin, Bistort26 Potion of Unlife Awareness Fennel, Elderberry26 Potion of Frosty Insurgency Polar Bear Skin, Bistort31 Potion of Gorging Toxin Giant Wasp Venom Sac, Boneset31 Potion of Fleeting Languor White Wolf Skin, Burdock Root31 Potion of Negation Mystic Ash, Mercury31 Potion of Aquatic Haunt Hydrangea, Jatamasi36 Potion Skin of Ro Fire Drake Scale, Vox’s Dust36 Kilva’s Blistering Flesh Clubmoss, Jatamasi36 Potion of Antiweight Hydrangea, Sumbul41 Potion of Gnomish Boils Bat Fur, Eyebright41 Kithar’s Disease Treatment Echinacea, Lady’s Mantle41 Ethira’s Poison Antidote Hyssop, Lady’s Mantle46 Potion of Vox’s Vitality Froglok Leg, Sea Spirit46 Serpent’s Conviction Fennel, Eucalyptus Leaf

Diff = Difficulty Level of recipe* = component can be reused (2) = two of this item required (if part of ingredients)(*) = component can be reused if the combine fails (2) = recipe makes two of these (if part of result)

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Skills: Alchemy Recipes, NP Reactions

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46 Serpent’s Drink Clubmoss, Sumbul50 Crushed Diamonds Dread Diamond (*),Spectral Pestle51 Potion Soul of the Incorporeal Aviak Feathers, Stinging Nettle51 Vial of Tamed Mercury Mercury, Comfrey51 Ant’s Potion Celandine Herb, Sumbul56 Potion of Undead’s Recourse Warbone Chips, Damiana56 Potion of Vigor Lucerne, Birthwart, Blue Vervain Bulb56 Potion of Cohesion Sage Leaf, Fenugreek, Blue Vervain Bulb56 Potion of Stability Lucerne, Sage Leaf, Blue Vervain Bulb61 Potion of Gulon’s Impunity Lightstone, Figwort61 Potion of Accuracy Birthwart, Fenugreek, Blue Vervain Bulb61 Potion of Adroitness Sage Leaf, Birthwart, Blue Vervain Bulb61 Potion of Power Lucerne, Fenugreek, Blue Vervain Bulb66 Potion of Copal’s Demise Evil Eye EyeStalk, Horehound66 Potion of Antibody Maidenhair Fern, Mullein, Blue Vervain Bulb66 Null Potion Fenugreek, Mandrake Root, Blue Vervain Bulb71 Potion of Soluan’s Vigor Werewolf Pelt, Vetiver Root71 Potion of Cold Birthwart, Allspice, Blue Vervain Bulb71 Potion of Heat Sage Leaf, Benzoin, Blue Vervain Bulb76 Potion of Shumar’s Breath Vampire Dust, Horehound76 Potion of Purity Lucerne, Night Shade, Blue Vervain Bulb76 Potion of Rejuvenation Sage Leaf, Lucerne, Figwort81 Potion of Assailing Cyclops Eye, Bugbane81 Potion of Spirit Shield Clubmoss, Sumbul, Clover86 Potion of Vampiric Spirit Griffon Feathers, Feverfew91 Potion of Wrackbane Mammoth Meat, Woundwart91 Greater Potion of Negation Mystic Ash, Mystic Ash, Mercury96 Potion of Dulsehound Hill Giant Toes, Balm Leaves

Non-Player ReactionsSome monsters and NPCs will interact with you to varying degrees, while others willattack you on sight (unless you’re just too powerful for them to hope to defeat you). Ifanyone other than a player character approaches you with the following reactions (alldisplayed in green on-screen), they will tend to interact with you:

Warmly Kindly Amiably Indifferently Apprehensively Dubiously

If you see either of the following reactions (both displayed in red on-screen), thecreature/character is about to attack:

Threateningly Ready to attack

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Con Table Compiled by Ronaldor Vladimir, Level 48 Mage, PrexusThere are a lot of possible responses when you /CON a target; many of the responsesdepend on your own character’s level. This list identifies your target’s level (as closelyas possible) depending on your own level and the response you get to your /CON. (Ofcourse, the most telling aspect of the response is its color.)

Color is mostly straightforward, with one note — “white” messages can display eitherwhite or black, depending on how you’ve set your options.

Target Level is relative to your level. For example, “-4 (or more)” means that yourtarget is 4 or more levels below your own level.

Color Your Level Target Level Text

Red All +3 (or more) What would you like your tombstone to say?

Yellow 1 – 24 +1 or +2 Looks like quite a gamble.25+ +1 or +2 Looks like it would wipe the f loor with you!

White 1 – 12 Same Looks like an even fight. 13 – 14 Same Looks kind of risky … you might win.15 – 24 Same He appears to be quite formidable.

25+ Same Looks like quite a gamble.

Blue 1 – 12 -1 to -3 Looks like you would have the upper hand.13 – 14 -4 or -5 Looks like you would have the upper hand.13 – 14 -1 to -3 Looks kind of risky, but you might win.15 – 24 -5 You would probably win this fight … it’s not certain

though.15 – 24 -4 Looks quite risky, but might be worth a try.15 – 24 -3 Looks quite risky.15 – 24 -1 or -2 Looks kind of dangerous.

25+ -1 to Green Appears to be quite formidable.

Green 1 – 12 -4 (or more) Looks like a reasonably safe opponent.13 – 24 -6 (or more) Looks like a reasonably safe opponent.25 – 34 -11 (or more) You could probably win this fight.25 – 34 -8 to -10 This creature could pose problems, but you would

probably defeat it.35 – 40 -11 (or more) You could probably win this fight.35 – 40 -10 This creature could pose problems, but you would

probably defeat it.41 – 44 -12 (or more) You could probably win this fight.45 – 49 -13 (or more) You could probably win this fight.

50+ -14 (or more) You could probably win this fight.

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Words to the Wise

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Do this first, always! This is the very firstrule — and one that most players find out thehard way during their first few hours of play.

MOVE THE AUTO-ATTACK KEY!

There’s nothing more frustrating than tryingto strike up a conversation with an NPC andaccidentally not bringing up the chat barfirst. That means the first time you type inthe letter A, thinking that you’re just talkingto a merchant, you attack him. The result isa disastrous bludgeoning that leaves an uglystain on the sidewalk and leaves the newplayer-character dazed, dead and confused.

To move the auto-attack key, go into GameOptions, click “Keyboard,” click in the fieldbelow “Autoattack,” click the key to which youare remapping auto-attack, and click “Back.”

ViewsThere are three different user interface viewsfor players in EverQuest: Use 0 to cyclethrough them.

� Full-Screen. You see all the action withno interface at all except for importantmessages, such as “Loading Please Wait”or “You are dead.” You need to be veryfamiliar with keyboard commands to usethis view effectively.

� Half-Screen. This is the most-used set-up for most players. The entire action isstill viewable, but the really importantinterface buttons are available. Textf lows across the bottom of the screen.

� Interface Screens. You default to thisset of screens after character creation.This is the view where you can open upcharacter inventory, see character skilllevels, etc.

Tech it up. The Options screen has someoptions that may make it easier to see atnight, depending on what race you’replaying. Some races (Elves, Dwarves, Gnomes,Iksar, Ogres and Trolls) have special nightvision abilities, but others (like Erudites) areblinder than bats at night. The Gamma sliderbar can offset that problem by making thingsa bit brighter for Voodoo card owners.

Pan around. Those pesky little creatures inthe newbie garden are often short and hard tokeep track of during an attack. Players learnearly that panning the view around helpstremendously. 3 and 9, the right mousebutton and the arrow keys all pan the view.5 re-centers the view (but not the keypad).

Panning the view also works really well whenswimming underwater. The character swimsin whatever direction the view is pointing.

Customization/OptionsEverQuest has taken into account that notevery player enjoys the same interface andhas built in options to tailor the game toyour preferences. For example, you can re-map keyboard commands. (See theEverQuest manual.) Check out the optionsmenu for choices, such as MOUSE LOOK.

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Hot ButtonsHot Buttons make life on the run a biteasier. The first step is to open the Abilitieswindow and assign all available skills to theMacro Buttons there.

The second step is to click-and-hold onfrequently used buttons. A copy then“floats” on the cursor and can be droppedonto an empty slot on the left side of theinterface screen. Any clickable button (except“Meditate”) on the interface and anyinventory/cloth slot can be copied onto anempty slot. That button can then be pressedwhenever you need a particular attack, spell,chat message or other function.

Combat. Combat attacks and other offensiveskills are used more than just about anyother buttons, so it’s a good idea to copy allof those onto Hot Buttons right from thestart.

Organize. Six Hot Button “banks” exist.Clicking the small number above the slotschanges banks. One could be dedicated tonon-combat actions (Walk/Run, Camp, Sit,Hail) while another holds spells or combatattack types.

Highly recommended. Check the EverQuestmanual and set up the character “hotbuttons.” Each character is given 6 groups of6 buttons — that’s 36 hot buttons for eachcharacter. To switch between the 6 groups,either click the arrow buttons above theboxes or hold s and hit 1-6. Each of the6 buttons in the group is mapped to the1-6 keys on the keyboard (but not thekeypad).

Mapping the buttons. Left-click-and-holdon almost anything in the User Interface.When a BUTTON ICON appears, you can thentake that BUTTON ICON and drop it into anempty hot box. This works for everythingfrom memorized spells to the programmabletext macros.

Important Note: Hot button groups do notcarry on to other characters. For example, youcan set up hot buttons for spellcastingcharacters differently from Warrior characters.

Example: BardConsider a set of hot boxes for quick accessto useful Bard songs, another set up formelee weapon and instrument changes, anda third one set up for traveling.

Suggested organization: Most frequentlyused spells on hot box group 1, weapons andother often-used items on hot box group 2,and a set of items used when traveling onhot box group 3. Of course, you shouldorganize your hot boxes in ways that best fityour playing style.

StrafingWorkaroundThere is no STRAFE LEFT or STRAFE RIGHT key inEverQuest. To be honest, you won’t find a lotof use for strafing since you select a targetand start swinging. However, you can holddown the STRAFE key and use the TURN LEFT

and TURN RIGHT keys to strafe in thatdirection.

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Text MacrosYou have 12 social buttons you can use toset up the most commonly used textcommands, such as controlling pets, dialogduring battle, emotes, etc. Right-click on a“Social” box to bring up a dialog box. Then,type in a short description, multiplecommands, and/or spoken text. You canhave up to five different messages (one oneach line) per macro.

Example: NecromancerYou type in:

/pet attack/say I command thee to kill!

Characters around your Necromancer will“hear” the /sayand then see the petrespond and attack.

Limitations: /saydisables /say or generic /commands on the three lines immediatelyfollowing it. The exception to this rule is theuse of /groupsay (/gsay), /guildsay (/gu),and /shout. Play with the macros, get a feelfor how they work.

Try lines similar to the following example:

/pet guard me/say Deathfang, to my side!:snaps his fingers.

AuctionsSimilarly to the messages above, you canalso extend a message for auctions by justrepeating /auction (up to five times permacro) and continuing your text.

Choosing aServerWant suggestions on which server to pick?We have three, and they contradict eachother, so we’ll give you all three:

Go low. The CHOOSE A SERVER screen givesyou a wide choice of servers from which tochoose. It also tells you how many player-characters are online at that particular time.It helps to watch servers for a few days duringthe times you’re most likely to play. Usually,it’s more fun to play on newer servers withlower populations. Even a low populationserver will have enough people to play with,so there isn’t really a worry about notfinding groups. There is more likely to be atighter community on such a server and it’sless crowded.

Find the crowds. On the flip side, olderservers with lots of established players can bea source of reward and wealth. What betterway for a level 30 Paladin to unload a rustytwo-handed blade or old armor than to give itto a newbie character for cheap? What’s 5ppto a character brimming with hundreds ofplats? Be nice, play nice, and make nice, high-level friends … it’s often worth the effort.

Split the Difference. Go for the mid-range ofserver age and population. There are betterchances to put together the group you wantthan there are on the less-populated servers,and more people willing to help you out withquest suggestions, tips, and the like. And youhave better odds of camping the spawn youwant without having to wait for a turn thanyou would on an older, more crowded server.

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The ConsensusChoose the server with the lowest averagepopulation at the times you’re likeliest toplay, unless one of the following holds true:

� You have friends who already playEverQuest and want you to join theirserver so you can play with them.

� You’re a diehard PvP’er and want tojump into one of those servers.

� You have hopes of joining aprominent guild or roleplaycommunity on a particular server.

� You want to play with others whosefirst language RL (real world) is thesame as yours (non-English).

OtherConsiderationsSprechen Sie Orc? Despite the vast array ofin-game languages, players sometimes find itdifficult to communicate with other playersfrom other countries. Players from outsidethe United States should do some checkingaround to find servers containing otherplayers of the same nationality. For instance,Veeshan has a relatively high number ofAsian players, and Solusek Ro is home tomany German players. The Karana server hasa high population of French players. Similarly,Tunare has a large international contingent(as do many of the older servers), including alarge Taiwanese/Hong Kong contingent.

PvP? All players are automatically enabledfor PvP combat on three of the servers.Rallos Zek has free-for-all PvP, with theability to loot an item from the people youkill. Tallon Zek and Vallon Zek are team PvPservers, with coin loot only. (See PvPServers, pg 28.)

The current PvP teams are:

� Dark (Dark Elf, Iksar, Ogre, Troll)

� Elven (Half Elf, High Elf, Wood Elf)

� Human (Barbarian, Erudite,Human)

� Short (Dwarf, Gnome, Half ling)

Find your own. There are some servers thathave been adopted by certain groups. Forexample, Fennin Ro was the first server chosento be designated a ‘roleplaying’ server.

Search the web for the groups you want tojoin (see EQ On-Line Sites, p. 46, to getyou started). For example if you want to playon a server with a lot of German players,search the German sites and see if they havea preferred server.

Ask other players, poke around on the chatboards, and then select a server. When itcomes to grouping and leveling up quickly, itpays to make a lot of friends who are nearyour level, regardless of the server youchoose.

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The BasicsRoleplayingImmersion roleplaying. One of the bestways to have a good time in EverQuest is toassume the personality of a certain race andclass. Come up with good backgroundstories, and stick to them. Don’t worryabout what other players think, even ifthey’re all ROFL — nearly everyoneappreciates a player who takes the time tocreate an interesting personality.

Spend some time making up the fantasy lifeyou’ve always wanted to have. Make a newcharacter who’s an Erudite orphan, taken inby a great Wizard and carefully taught everyspell from the tender age of two … detail anOgre past, including a family history of thickblood and schizophrenia … explain why yourHuman Monk gave up a life of wealth andriches and decided to roam Norrath ….

Make a description. You can create your owndescription of your character (physical, socialor whatever). Right-click on your character’spicture (in a camera view) and type in thedescription. If you enter /roleplay, yourname changes from dark blue to purple, andanyone who right-clicks on you will see thedescription you typed. Also, your character nolonger shows class or level to a /whocommand.

Drop hints. When a character has a quirk,give other players clues as to why thatparticular trait exists. Does your steaminghatred of Trolls stem from a childhood ofbeing teased? Allude to it. Do you have atraditional “fight song” that you sing before

each fight? Put in on a hot key, or just talkabout it. Drop hints as to why the fearlesscharacter has an unnatural loathing ofbridges. You can use conversations, butemotes in particular are helpful in definingyour character (see Emotes, p. 42).

Think like an Iksar, or whatever. Being agood roleplayer means getting into acharacter. Leave your real personality behindand be consistent in your tone and actions.Before long, you’ll be spending time in yourreal life thinking about your fantasy life!

Pick an easy name. Here’s an importantone — keep the name simple! Remember,other players who want to say anythingother than “Hey, you!” must type in byhand. Feel free, of course, to make it matchthe character’s background or personality ...just try to keep it relatively short and easyto spell. Other players will appreciate it.

Give some slack. Get to know other playersbefore judging them too harshly. Just becausesomeone comes across as brash, rude andinsensitive doesn’t make him or her a meanperson. Talk, converse, ask questions … whoknow what mysteries will surface after a fewdeep conversations over a couple of ales.

Stay off-channel. If you’re a true roleplayer,don’t overuse /shoutand /ooc. For offlinediscussions with other players, try /tellandstarting the line oocwithout the “/”.

Stay local. Try to keep idioms local toNorrath. Same goes for insults, etc.

Spin control. It’s accepted that roleplaying acertain race may make your character hostileto certain other races. That’s a good thing,and makes the Norrath experience moreimmediate and compelling. However, if your

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language is going to be very “sharp,” or yourtargets seem to be taking offense for real, youmight want to drop out of charactermomentarily and /tell them that you areteasing or insulting them “in character” only.

The Book of Discord. That little book in theInventory window may seem rather vague anduseless at first, but it’s really not. It’s a majorcomponent of the game — if a newbie wantsto join the ranks of player-killers (PKs) on anon-PvP server, the book must be handed overto a Priest of Discord. Most new characters,though, destroy the book immediately andforget about player-killing altogether.

TimeTime flies by at a manic pace in EverQuest.First it’s night, then it’s day, and then it’snight again. Expect to see many days go by inNorrath per one 24-hour session.

The /time command lets you know a) whattime it is in Norrath and b) what time it isin the real world.

When your character camps and exits thegame, time screeches to a halt. It stillprogresses in the game world, but uponreturning, everything else will remain exactlythe same (your character’s health, fatigue,physical location, etc.).

The only thing exempt from standstill time isa character’s corpse. After death, the corpseclock starts ticking. How long the corpse takesto decay depends on the character’s level, andwhether the player’s still logged into the gameor not. Higher-level corpses last longer, andyoung corpses don’t last long at all. (See Howlong will my corpse last? p. 34.) The moralhere is don’t log out after dying!

TravelTyping coordinates in the chat bar can beproblematic: the positive and minus signsoccasionally get dropped out. It’s better tospell it out. 305.78, -200.66 would bespelled (pos)305.78 (neg)200.66.

/loc. Learn how to read the /loccoordinates.

The first number indicates how far north orsouth you are. If it’s a positive number, it’snorth. If it’s a negative number, it’s south.The bigger the number (ignoring negativity),the farther north or south you are.

The second number indicates how far west oreast you are. Positive numbers are west,negative numbers are east.

The third number — often ignored by players— is altitude. Positive numbers are higherthan lower numbers.

Therefore: A location in Halas might be305.78, -200.66 which means it’s in thenortheast part of the world.

Also: A Cabilis location might be -266.44, -221.15, meaning it’s in the southeasternpart of the world.

Cloud direction. Clouds head from east towest, which is an enormous help in figuringout what direction is where.

Big, dangerous & magnetic. Droppedswords will land with the point facingnorthward, just like a compass.

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MoneyBaby bread. The best way to earn money atthe start is to go out and kill small game,then sell the loot to merchants in the city.This should yield enough to keep a newcharacter fed, watered and clothed through alevel or two.

Change out your cash. Don’t carry copperand silver if you can switch it for gold. Keepyour extra cash in a bank, preferably close to agood source of equipment you intend to buy.

QuestsGo to the guild. Your first quest is alwaysto find your guild and turn over the note inthe Inventory window — as the note itselftells you (right-click on the note to read it).This is really very easy if you’re willing toask around to track down the guild hall.Plus, the recipient is always happy to seenew faces and usually hands out a smallquest and reward item in return.

Quest again. Training is the next step aftermeeting the guildmaster. He (or she) willsend your new character off to the next stopon the newbie journey — namely, a visit toMaster So-and-So for a little training. (Newcharacters get a few freebie practices, andgain more with experience.)

And again. Check around the cities forquests that you can do. They make gainingexperience a lot more fun than justslaughtering critters in the newbie gardens.Check out your guild hall, and talk to otherfolks in your city.

ItemsFoodDespite differences in price, one type of foodor drink doesn’t last longer than any other.

Alcohol does not count as drink. Milk, yes.Water, yes. Ale, no.

AcquisitionThere are four basic ways of getting items inthe world of Norrath (besides being handedone from another player-character). Each hasdifferent difficulty levels and reward values.Learning how to get these items is one of theenjoyable challenges that EverQuest provides.

Shop Goods

The most straightforward method is simplybuying the item. There are hundreds ofvendors in EverQuest, selling not only thestore’s own inventory, but also many items(including equipment) that other player-characters have sold to the vendors. If you’vegot the coin, this is a simple way to get thebasic items that any PC needs to survive.

There is also a very large player-driveneconomy on EverQuest, and in many citiesyou will find items for sale by use of the/auction channel. Learning the “street”value of items before purchasing or sellinganything is something that takes a while toget used to, but there are many players whotake pride in making money simply throughtrade.

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Loot

The next easiest means of item acquisition istreasure. You need a weapon, an NPC thatyou can defeat in front of you, and a victory.Defeat the NPC in battle, and whatever prizeit’s carrying shall be yours.

Knowing where to find the most desireditems in the game comes from muchexploration. These are the items that must bewon, that have great stories behind them.

Handmade Items

Making items with trade skills can beconfusing at first, but the items will beimbued with pride and value to the personmaking them. Armor, jewelry, bows andmany other items can be made by characterswho have practiced the right skills.

Be warned that NPC vendors in EverQuestaren’t going to sell an item for less than theywould pay for it. Therefore be advised thatyou cannot simply make items and sell themto vendors for a profit. You make profit byselling things to other player-characters, notNPCs.

Quest Items

Questing is what makes EQ as great as it is.There are quests released with the game thathave yet to be figured out. There are manyvarieties of quest items — from things that anewer player might consider disappointinglyaverage, to the incredible Fiery Avengersword for Paladins. Learning, adventuringand quest completion are joys of the gamethat players learn to love.

Note that many of the items and parts to aquest are “no-drop,” which means there willbe no shortcuts, or the final item will neverbe able to leave your inventory. New questscontinue to go into the game all the time,and those first to figure them out oftenbecome part of Norrathian history.

Items that Stick

Some items are “no-drop,” which means theycan’t be given away, traded, sold or dropped(although they can be stored in a bank).Usually, no-drop and lore items are part ofquests. They can be destroyed, althoughthat’s a last resort, usually. Don’t pick upitems that are no-drop if you think someoneelse in your group has a better use for it. Tofind out if an item is no-drop before you pickit up, right-click-and-hold on it to find out.Be careful — right-clicking (without holding)can loot the item.

No-drop items are especially useful on thePvP server Rallos Zek, or anyplace else thatplayer-killers can take treasure off fallenopponents, since you can wear them withoutfear that they’ll be taken off your corpse.

Twinking

If you twink, you should expect to get f lakfrom people who don’t agree with twinking(see Jargon Glossary: Twinking, p. 22).Long-time players have a pretty good ideawhat equipment can be had at differentlevels, so if you show up with something youprobably shouldn’t have, they’ll realize it.

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Other TipsNew weapons. Check for new weapons —especially your own class-specific weapons —that may be added from time to time!

Be prepared. You should leave at least oneslot open if you do not have a bag that willcarry the largest possible item. If youcomplete a quest that results in an item toolarge for any of your containers, it will dropto the ground and you can easily overlookthe fact that the item is not in yourinventory until it is way too late.

Containers. One backpack takes up 1inventory slot, weighs 3, and holds 8 — for 3pounds you gain 7 slots. On the other hand,a large sack takes up 1 slot, weighs 1, andholds 6, giving you a gain of 5 slots per 1weight.

So, for the weight of 1 backpack, you canhave 3 large sacks, or 15 extra slots. If yourcharacter has a low Strength, and therefore alow encumbrance, it can be much moreefficient to carry sacks than a backpack.However, if weight/encumbrance is not anissue for your character, carry severalbackpacks, as you will need to make fewertrips to the nearest vendor to convert yourloot to cash. You should always leave one ortwo of your inventory slots empty, as notedabove, for over-sized loot. When you sit tomeditate or heal, examine (right-click-and-hold) your recent loot, then put it into yourcontainers. You should always have someidea of how much more space you have forloot, and should never be surprised by the“You don’t have space in your Inventory forthat item” message.

Bundle up. A few players suggest using alarge sewing kit or a f letching kit as a pack.This has a great advantage — either of theseis much lighter than most normal packs, andcan hold a great deal. It also has a greatdisadvantage — if you accidentally hit theCombine button while carrying goods ineither of these trade containers, everythingin the container will be lost. It’s your choice.

Take the time. The old adage “good thingsare worth working for” holds true inEverQuest. Many of the trade skills (smithingarmor, f letching, jewelry-making, etc.) canbe particularly profitable if a character iswilling to put effort into learning them.

Take just one. Control-click on a stack inyour inventory to extract just one item fromthe stack. This is invaluable for practicingtrade skills.

Dungeon loot. For characters at higherlevels, good loot can be hard to come by. Theless-populated places end up yieldingvaluable items more often, especially when itcomes to dark, dangerous dungeons. Risk-taking is part of the game — players whowant better stuff should be willing to take afew more risks to acquire it.

The old-fashioned way. Most of the time,class-based quests yield pricey items moreoften than the “hunt what’s around — kill it— loot it — sell it” method of doing things.Because of this, quests that are specific to anoccupation (Monks, Necros, Warriors, etc.)are fairly intricate and send charactersscurrying around all over the place. The lessonhere is that valuable things can be acquiredwith lots of effort instead of lots of platinum.

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Pal around. Group, group, group for profit!The more characters that can help out at acamp site or on a quest, the better. It’s muchmore efficient for a group to help itsindividual members than it is for eachcharacter to go at it solo. A group can helpa character earn more money and betteritems in less time.

Being nice for profit. At newbie levels, it’stough enough to support oneself and staystocked up on food and drink. It does get abit easier as characters reach higher levels(mostly because harder creatures give outbetter loot), but good equipment still wears aheavy price tag. A lot of higher-levelcharacters have more cash than they couldpossibly need and go through occasionalperiods of generosity. It never hurts to looknice, hopeless and poor in front of a richcrowd. Of course, it also never pays to annoyhigher level characters who aren’t in agenerous mood. You never know when theymight be in a position to help you out with abuff or a bind, and you don’t want them toremember you as a pest and decide not tohelp after all.

Stay-ability. Focus items are kind of likenon-perishables — they’re needed to cast aspell, but they don’t vanish afterward. Forinstance, some spells require a Fire Beetleeye. Once the spell is cast, the eye remainsintact in the caster’s inventory.

Elemental focus items. Magicians typicallyhave to complete quests to get four elementalfocus items — the Broom of Trilon, Shovel ofPonz, Torch of Alna and Stein of Ulissa: Air,Earth, Fire and Water, respectively. (A steinis a kind of mug.) Once acquired, these itemshelp Magicians conjure up some pretty

powerful pets. Common rumor states thatfocus items aren’t usable until a characterreaches higher levels. This isn’t true, however.At low levels, their advantage may be moredramatic than at higher levels.

Going back to the elemental focus items,Water and Earth have their very own Stavesof Elemental Mastery. They aren’t easy to findby any standard — let’s just say that they’rehighly useful when it comes to pets ….

Boot-strapping. Here’s a strategy availableto nearly any character who can wear leatherarmor. Put your first four training pointsinto whatever weapon you will use, then putone into Tailoring. Then save up for a largesewing kit, that will double as a backpack(but remember the danger of accidentallyhitting Combine when using trade containersto carry things). Then go and kill whateveris wearing the pelts you need. Since you getXP for the creatures, you’re not wastingtime, and you can usually get all of yourleather by level 4 or 5 (especially if you’resmall and just have to kill wolves).

Fun. Before your character reaches level 5,you don’t lose experience points when youdie. Therefore, an adventurous new charactermight want to put all valuables, such aswhat your guildmaster gives you and yourmoney, into the bank and go exploring.Norrath is a big world, and it’s worthspending a while to get out and becomefamiliar with it before diving into seriouscharacter-building play.

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Experience & LevelsLeveling and balancing. Some races andclasses acquire XPs faster than others. Someof this is due to faster attack speeds(Monks), faster health point regeneration(Iksar and Trolls) or other basic racial orclass advantages. On the other hand, thereare built-in compensations, so that the racesand classes that tend to accumulate XPfaster also require more XP to level. Ingeneral, Warriors require the least XP tolevel, followed by Rogues. Paladins, ShadowKnights, Rangers and Bards require the mostXP, followed by Monks.

Similarly, Half lings require the least XP tolevel. Trolls and Iksar require the most,followed by Ogres, then Barbarians.

You can do the math — a Troll ShadowKnight is going to take more XP to levelthan a Half ling Warrior, but (as wasmentioned above) these are balancing factors— the races and classes that take more XP tolevel are also the races and classes that, onaverage, will acquire XP the fastest.

Bottom line? This is a game, not an exercisein math. XPs required for leveling might be afactor in the class and race you choose, butit’s only one factor — try to find moreinteresting reasons for the choices you make.

EP disparities. Killing monsters in certainzones can provide more experience than killingthe same monster in another zone. Somezones award more experience than others, orgive more experience for mob fights.

Grouping for gain. In nearly all cases,grouping together helps you level up faster.

The bleeding obvious. After level 5, dyingcosts you experience. This XP loss gets biggeras you level up. Eventually, you’ll be losingabout half a bubble of XP per death. Inaddition to that, it will look like you’ve lostless during a hell level (30, 35, etc.) but itactually hurts more. And the levelimmediately after a hell level (31, 36, 41,etc.) appears to actually subtract double theXP. You will lose a full bubble for dying inthose levels! To level up, try not to die. Thismeans you need to develop strategies andplay with people you work well with.

Common misconceptions are that caster mobsgive more XP than fighter mobs, or thathigher HP mobs give more XP than lower HPmobs. Neither is true. Mobs give XP based ontheir level, and whether they are dungeon oroutdoor mobs. (Dungeon mobs give slightlymore XP than outdoor mobs.) However, twooutdoor mobs of the same level will give thesame XP, regardless of their toughness orclass. A level 35 sabretooth tiger (2000 HP)will give the same experience as a level 35cockatrice (1300 HP).

DyingContrary to what they’d have you believe inreal life, dying is not the end of existence onNorrath. Most characters have died severaltimes by the time they reach level 10, sodon’t agonize over dying when you startplaying EverQuest — just get up, go findyour corpse (if you had anything useful) andget on with your life. In fact, until level 4,dying gives you back nearly everything youhad at the start. New food, new drink, anda new little book. That’s the best time to goexploring ….

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Binding. Binding refers to the spot whereyour character respawns when you die.Beginning at level 12 (pure casters) or 14(pure healers), casters can bind themselvesand other characters. Classes that never getBind Affinity must find a caster bind them toa new location. While casters with the spellhave the ability to bind themselves at almostany point on the face of Norrath, some of themost dangerous places will not allow bindingfor anyone. See Bind Affinity, below.

Self looting. Dying isn’t fun, but at least youhave one advantage — you’re the only onewho can claim your valuables off your deadbody. You can also /consent to someone elsepicking up your goods for you, to save yourparty time and trouble — see the lastparagraph, next column. (This isn’t true forplayer-killers, who usually get some moneyand maybe an item if they succeed in killinganother player-character.)

Bodies aren’t always easy to find, however ...especially if you were lost before you died.So, most people choose to leave coins andreally valuable stuff (that they won’t need ontheir current adventure, of course) in thebank if they’re about to venture out intodangerous or uncharted territory.

You can give the /consent command(followed by another character’s name) uponrespawning. This allows the other character toloot your corpse, which can be handy if yourrespawned character is miles away and therest of your group is standing over youroriginal dead body. Note that this also allowsanother character to drag your corpse to alocation that is accessible to you or a Clericwho can resurrect you. Be careful about whomyou trust with your mortal remains. It is best

to do so with characters of much higher levelthan yourself, people you know or members ofyour group. There is little recourse forrecovering your items and cash if they arestolen. If you give consent to a character whothen steals your belongings, be sure to reportit to a GM — you won’t get your belongingsback, but the thief may be punished.

Corpse dragging. If a corpse seemsirretrievable because of time or physicallocation, /consent can be used inconjunction with /corpse to move the bodyto a better place. The respawned charactercan then go loot his or her corpse and pickup everything. Of course, you should giveconsent only to players you trust not to dragyour corpse to someplace even more remote.

Bind AffinityThe caster and the recipient of the BindAffinity spell must be grouped together forthe spell to work.

How to know if it has worked. Characterswill receive a message from the spell sayingthat they have been bound to the area. If acharacter doesn’t get that message, even ifthe spell was cast, he is not bound and whenhe dies, he will return to his old bind point.

The caster will get a message if the spellfails, but may not think (or in the case ofcertain conniving Dark Elves, may notchoose) to tell the target.

Binding bugs. Rarely, Bind Affinity getsbugged. If you receive the “You feel yourselfbind to the area” message and then die andreturn to your old bind point, petition andask for help. (Or if anything else unusualhappens, petition a GM for help.)

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CombatOne hand or two? One-hand weapons areuseful for Dual Wielding and doing moredamage within a specific time-frame. Two-hand weapons usually lower the Taunt effectof an attack (good for wounded characters),and are good for doing more damage in thelong run. (Of course, if you don’t have DualWield or Taunt, ignore this paragraph.)

Skill balance. Fighters, practice your 1Hand 2H skills in equal increments so thatyou’ll keep both of them approximately thesame level. If the disparity is too great, youmight find yourself in trouble during battleif you aren’t sufficiently skilled with theweapon you really need to use.

Interrupting spells. Stun spells and Bashinterrupt caster mobs. This is a veryimportant tactic that a good fighter(Warrior, Paladin or Shadow Knight) mustmaster and a good caster (with theappropriate spells) must know. For thefighter, save your Bash until you see the mobbegin a spell, and then try to hit with theBash. If you hit, chances are that you willinterrupt the caster. Casters also have spells(for example, the Druid’s wind series) thatcan interrupt a mob during casting.

Overpowering your enemy. This isdesigned for the melee classes in the game.While it’s extremely difficult in the higherlevels to gain experience by simple bruteforce, at lower levels it can be done quiteeasily. It’s a simple enough tactic: hit targetwith weapon, repeat. If you have specialattacks, like Kick, Bash, and/or Slam, usethem as often as possible.

If you’re stronger than your foe, you’llusually be victorious. This is the simplest ofall soloing tactics, but don’t expect it toremain this simple at higher levels for thosein melee classes. Eventually all melee classeswill need the assistance of at least one othercharacter to gain experience in EverQuest.

Con as a way of life. “Conning” is notswindling … it’s just a measure of how acharacter stacks up against a targetedopponent. Right-clicking on any character(or person, for player-killers) displays acolored text message. For real newbies, redand yellow critters should be avoided at allcosts. White and blue ones are okay (theyaward experience), and so are green ones(they don’t give experience, but they stillyield loot). See the Con table, p. 208.

Scram. Generally, it’s a smart idea to runwhen only one or two health-point bubblesremain. Unless, of course, dying soundsbetter than running all the way back to theedge of the zone.

Not all created equal. Not all monstersthat con the same color are equally easy (orchallenging) to kill. Some are bigger andbadder than their friends. If somethingseems to be taking longer to kill, it’sprobably one of the better specimens of thespecies.

Run to daddy. In most towns, guards at thegate will kill most monsters that try to runthrough the gate. Newbies quickly realizethis and use it to their advantage when atrain of skeletons or equally dangerouscritters are chasing them.

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Casting in combat. Being hit automaticallyinterrupts your spell at lower levels. As yougo up in levels, and your skill in that magicschool and Channeling go up, your ability tosuccessfully cast a spell while being hit mid-cast goes way up.

Timing your Casts. Begin castingimmediately after the mob swings andhits/misses. (Watch the text to determinewhen the enemy has swung. If you judge bythe animation, you’ll usually be wrong. Theanimation doesn’t match the actual action —the text is more accurate.) That way you getthe longest amount of uninterrupted time.(It’s not long, but it’s the best possible.)

Thrown items. You can lose a ranged itemby accidentally throwing it. It’s a real painto lose that 40pp dragoon dirk because youunintentionally threw it at a mob.

Double-whammy. Fighting and castingclasses form a useful symbiotic relationship— they can each benefit from the other’stalents. The tank can taunt the creature tokeep it interested and the caster safe, whilethe caster uses magic to help the tank defeatit. One really effective strategy players havedeveloped for partner play is this: a tankand a spellcaster team up, the spellcasterbuffs up the tank, the tank goes aftersomething that normally cons yellow or red,and then both characters attack the creature.Simple and sweet.

DuelingClaustrophobia/Agoraphobia. Whencasters take on fighter types in a duel,they’ll normally try to fight in a wide-openarea. That way, they can kite theiropponents (in other words, knock them sillywith an immobilizing spell, then castdamage, then run away while they regainmana). One good way for a fighter tocounteract this — if the caster can’t be forcedinto a smaller area — is to hit back withlong-range weapons. They hate that.

To the pain. It has been known for twopeople to fight to the not-quite-death, byagreeing to fight up to a certain point — forinstance, one bubble of health. (However,watch out for liars that might takeadvantage of you and kill you anyway …)

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Player-vs-PlayerBe careful what you wish for. In nearly allcases (especially for players new toEverQuest) think twice, and then three times,about turning in your PvP book on a blueserver... this is a Very Bad Thing, as itprevents anyone who didn’t turn in a bookfrom casting beneficial spells on you (or youon them) and generally removes some of theadvantages of grouping.

Dress down. With the exception of folkswho’ve got gold and plats just pouring out oftheir pockets, it’s wise to carefully considerwhat equipment to carry when going solo. InPvP-land, cool stuff is an invitation to bekilled and looted. Losing that great piece ofequipment that took so long to get can bequite a letdown. For this reason, somecharacters prefer to keep a “nice” set ofexpensive armor on reserve for group play,and wear a less-expensive second set whilegoing it alone. Don’t be an obviously valuabletarget — it’s safer that way.

Blind ’em. Clerics, Paladins and Shamans —when in doubt, blind ’em with Flash of Light.

Fizzle ’em. When battling a finger-wiggler(caster-type), one of your strongest offensivemoves is to interrupt your opponent’sspellcasting as often as possible. The bestway to do this is to use the fastest weaponand the best shield possible.

Know the rules. All PvP servers are notcreated equally. The regular PvP server isRallos Zek, while Tallon Zek and Vallon Zekare team PvP servers. What this means isthat on Rallos Zek, everyone is out to killeveryone else. With the other servers, it’sDark Team vs. Elven Team vs. Human Teamvs. Short Team. (Teams are listed on page213.)

Start with the basics. All of the PvPservers are well populated. However, youshould probably spend time getting to knowEverQuest on a regular, non-PvP server beforeyou decide to join the PvP ranks. Keep inmind that on any PvP server, corpses can belooted for coins, and on Rallos Zek, one itemout of your inventory.

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GroupsDon’t be afraid to join parties and gohunting mobs; in fact, it’s a good idea. Atlower levels you won’t lose as muchexperience, because you will die less often,and at higher levels you’ll have what youneed to make the fighting easier.

Curfew. If you’re only going to be able toplay for an hour or so, be sure to warnprospective groups before you join them.

Organizing a PartyStrengths and weaknesses. Before you gointo battle, talk about what people feel theirroles are and what you feel your best abilitiesare, and then work out a plan for how yourskills will help the outcome.

Commands. Looking to group with aspecific race or class? Prefer to travel withcharacters at exactly your level? You can usethe following commands to locate the kind ofcompanions with whom you might like toform a party. Most of these are listed inCommands (p. 37), but repeated here foryour convenience.

/who This command gives you a list of theplayer-characters in your zone, eachcharacter’s name, race, class andlevel (unless the character is inanonymous mode, or roleplayingmode, in which case it will justindicate the name). You can alsomodify this command to filter outinformation you don’t want; forexample, type /WHO NECROMANCER

and learn all the Necromancers in

the zone, or /who5 to find all thelevel 5 player-characters in the zone. Remember that at lower levels, yougain no experience if members ofyour group are 4 levels above you, soknowing who is the right level iscrucial.

/friend<name>This command will put(name) on your character’s friendlist. To see which friends on the listare playing, type /who friend all.

/tell <recipient’s name> <yourmessage here>This command willsend a private message to anotherplayer. This can be useful to askothers if they want to join yourparty without having to shout andbother everyone else in the zone.

/shout This is the easiest way to find groupmembers, but it can be overused andannoying. Consequently, a lot ofplayers keep /shout turned off. Touse, simply shout something like“/shout Lvl 9 Ranger lookingfor party!” and wait for replies.

/group, /g: This works a little like /tell,only it allows you to talk privatelyto everyone in their group.

/inviteand /disband: These are alsoselections on the character’sinterface screen. To invite someoneto join your group, target thecharacter and click the INVITE button.The invitee will either accept ordecline. If he or she accepts, joiningthe group is automatic. To thenleave the group or disband it, clickthe DISBAND button.

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Level limits on grouping. At lower levels,all characters in a group must be withinthree levels of each other. If this limit isexceeded, the characters who are too low willgain no experience points.

Later, this limit becomes 2/3 of the highestlevel present. For example, a level 30 maygroup with a level 20, and a level 50 with alevel 35, and they all gain experience.

Assign roles. Grouping is without a doubtone of most enjoyable ways to spendEverQuest time. Make sure, however, that thepotential groups have a strategy… otherwise,everyone might end up attacking onemonster while another goes unnoticed. Beforethe mob arrives, make sure everyone knowswho’s going to do what — especially if theapproaching monster is bringing friends.

This one’s almost too simple, but oftenneglected — let people do what they do best… but get everything sorted out before yougo into your first battle together.

Group LeaderDelegate. Choose a group leader and letthat group leader decide who will lure thecreatures, who will stand back and healcharacters, or who will be the zone guide.That way, parties won’t end up with toomany members luring beasties back to thegroup and suddenly having more monstersthan the group can fight. Every party needsa leader to come up with quick decisions onthe details so the players can get back to thefun of the game instead of arguing.

Nose count. The group leader should alwaysmake sure the entire party is following before

heading off somewhere. Double- and triple-check to make sure everyone is where they’resupposed to be. It’s easy to get lost inNorrath … and no one will be happy ifhunting has to be suspended to find a lostgroup member (especially the one who gotleft behind)!

GroupResponsibilitiesPare down. Always take the time to reallyexamine accumulated possessions closely.When you’re carrying too much, Agility andAC suffer. However, think carefully beforegetting rid of Strength-enhancing gear —with armor it’s often the difference betweenbeing fine and being encumbered.

Be ready. If you join a group to go fight, beready to go there. The prepared partymembers will be pretty annoyed if the Dwarfhas to run to Kaladim to get food/water/sellitems, etc. Take care of those things beforejoining the group.

Buff the AC. Generally speaking, items thatincrease armor class are more valuable thanitems that merely increase Strength. Uppingarmor class — even by only a few points —makes a big difference. (By the way, this is atleast as big a concern when going soloing.)

Wait for the casters. If they’re not readyto attack a creature, no one is ready.

Casters, don’t sweat the small stuff. Ifthe creature is an easy kill for the party,magic users should save those huge spells(and thus conserve mana) for another time.

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Let one person choose. One tank shouldtarget the next mob to be attacked; everyoneelse targets the tank and types /assist sothat everyone attacks the mob at once.

Track everyone’s hit points. If a partymember’s hit points are getting too low, othermembers of the group should Taunt thecreature away, cast a heal spell, or both.

Places, everyone! The effectiveness of agroup almost never depends on the classesthat make it up. What matters more is howwell each person plays his or her character. Ifthe Cleric is nuking and the Bard isTaunting, chances are the group will be veryinefficient, if they survive at all. However,when everyone finds their place and getsinto a rhythm, even the largest of pulls canbe dealt with quickly.

Keep talking. Assign hot keys to commoncommands if you want to, but let peopleknow what’s happening.

Things change. Roles change as you level upor change groups. Do not assume that yourgroup responsibilities remain constant as youcontinue playing.

For more information, see Etiquette, p. 238.

Splitting the LootNothing’s worse than a bunch of charactersstanding around bickering over who getswhat. The AUTOSPLIT button will helpsomewhat, but the non-money loot will stillhave to be divided by the characters. Manytimes, the easiest way is to loot by takingturns alphabetically. Elect someone to keeptrack of whose turn it is to loot so there areno fights. (See also Etiquette, p. 238.)

Splitting MoneyThere are two types of loot in the game: coinand items. When dealing with coin, thereare two acceptable ways of divvying it up.First is to simply turn on AUTOSPLIT, and letthe computer do the work for you. There isonly one drawback to autosplit, and that isthe looter will always receive the coins thatare not evenly divisible.

For example, let’s say you’re in a group offour. Someone in the group loots an NPC,getting 2 platinum, 3 gold, 4 silver and 5copper. The looter’s split would be 2platinum, 3 gold, 1 silver, 2 copper. The restof the group would each receive 1 silver and1 copper, because the loot system does not“make change.” It cannot split a single coinbetween characters. This is a big issue, sokeep it in mind when choosing this method.

The second method is to have one trustedmember of the group loot all NPCs withAUTOSPLIT off. Then, by using the /splitcommand, the trusted member can split allloot at one time — a much more precise wayto split the coin.

Splitting ItemsOne of the largest conflicts among groupscan be the handling of item treasure. Whenhunting creatures that have specific, nameditems, know beforehand how the issues ofallocation will be handled — just to avoidfights after the treasure has been acquired.

The most common way is to split by greatestneed. For example, a Warrior has no needfor a robe, or a Wizard a sword. Givepreference to those who can use the itembefore those who cannot.

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If there is more than one character who hasa need for an item, or an item that no onehas a need for (but all would like), the mostcommon way of distribution is the lotterysystem. Basically, anyone that is involved inthe lottery of the item does a /random x(where x is a number). So to get a randomnumber between 0 and 100, type /random100. Whoever rolls the highest number winsthe item in question.

Normally the winner of an item doesn’treceive a second item until everyone else inthe group has received one. This ensures thatthe entire party profits from the adventure.

Being compassionate to the other membersin the group has great benefits. Rememberthat everyone in the game desires the nicestitems and great piles of coin. Yourreputation for kindness to others will spreadthrough Norrath, and others may base theirdecision on accepting you into a group — orleaving you out of a group — depending onthat reputation. Dickering for and winningone nice item, at the cost of sitting out ofmany future groups, is a mistake that manynewer adventurers make … once.

Group CombatThe way it works. During a group fight,all members’ damage is added together.After the creature dies, the entire group isawarded party experience.

If two groups are attacking somethingsimultaneously, the group that does the mostdamage gets to loot the corpse and gets theexperience.

Communication. Characters in a partyshould keep saying how many opponents areup, whether they are tough or weakopponents, what target is being attacked,and if any new monsters have popped in.Casters and healers should let the partyknow how much mana they currently have.

Be aware. Party members should cyclethrough camera angles during a fight tocheck for wandering beasties. Of course, youshould alert your party as soon as anythinghostile is sighted and whether it seems like itwill interfere.

Hate list. Monsters like to attack whoever’shitting them the hardest. Their immediateperson of choice varies, and they can be“redirected” by either taunts or blows.

All for one. During a group fight, everyoneshould try to keep an eye on everyone else’shealth bar. (The bars for all group membersappear on your interface when you join thegroup.) If someone’s getting slammed, thatcharacter can quit fighting for a moment (orback up) and the other characters canconcentrate on the attack. Hopefully, themonster will focus his attack on anothergroup member.

The greater sum. Grouping with othercharacters is a highly effective method ofbanding together to take down a monsterthat no one newbie can take downindividually. Many a group of newbies hassuccessfully killed off a white or yellowmonster by combining their attacks.

Don’t forget to Taunt. Monsters tend tostick to one target at a time. If someone inthe group is getting wasted by a creaturewho’s focused on him or her, have the

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nearest fighter Taunt the creature and divertits attention away with a good whack ortwo. (See Taunt, p. 230.)

Run away! If the situation warrants a full-scale blind retreat, yell “Evac!” and hope theWizard or Druid doesn’t fizzle the spell. Theyshould also be prepared to evac the group ifthe fight is not going well and the Clericcalls “OOM!”

If the Wizard or Druid is evac’ing and tellsthe party, get close to the caster because youdon’t want to be left behind. If you’re notwithin the spell’s radius you’ll be left behindto face near-certain death.

PullingDouble-check. Be very careful not to pullmore than your party can handle. That maysound obvious, but be sure and check thatwhat you’re pulling is all you meant to pull.

Watch your pulls. If you’re pulling a mobfrom a distance, try not to pull it throughanyone’s camp. It only confuses things, andit’s potentially dangerous, as well.

Keep control. If you’re pulling or kiting acreature and it goes aggro on an innocentpasser-by, that’s your fault and you shouldapologize.

Tell your party. Let your party know what,and how many, you’ve pulled. This givesthem time to prepare a proper reception.

Mesmerized TargetsIf the party has an Enchanter or other classthat can cast mesmerize spells, have her castit upon a monster. The monster sits there,unable to fight. Mesmerize is broken if anydamage is done to the creature. The/assist<name> command targets amonster that the named character isfighting. If everyone in the party uses it,they can easily target a single monster andattack it simultaneously, avoiding themezzed mobs.

Tip for /assist. Set your text macro to/assist. It allows your character to quicklyassist other group members (but you musttarget the person you’ll be assisting, first.

You can /assist <name>without having totarget that person first. Try to use the onethat’s quicker.

If you’re pulling and run off to bring backmore than one monster to fight, keep onemonster targeted and keep your AUTO-ATTACK

on. The rest of your party can’t /assist youunless you’re attacking something.

Killing mezzed monsters. In mostsituations, it’s better to have a magic userstrike the blow that wakes a mesmerizedmonster. (In general, a spell will inflict moredamage than a single weapon strike.) Learnwhat you can do that is considered a Taunt.For Warriors, use the TAUNT button. ForRangers, Taunt/Snare/Flamelick is a goodcombination. When everyone is ready toattack the monster, one of the magic usersshould cast a Damage over Time spell. Theparty should follow this spell with anotherTaunt/attack/Taunt volley, so that the mob isdistracted from attacking the original caster.

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Use Area of Effect spells. Consider usingan AoE mesmerization spell (from distance)to stop the monster. Stand too close to thecreature you have targeted, and you canmesmerize yourself as well!

Mesmerizing spells during combat.Damage over time (DoT) spells (such as thedarkness spells) will wake up a mesmerizedenemy. Don’t do it unless you want it to wakeup. However, if you do want to break the mez,it’s a great way to get it to come after you,instead of going after the caster who spelled it.

TauntHow to. There are two ways to taunt acreature — using the Taunt skill, and simplyknocking the critter around a little. Whenfacing a group of monsters, it’s oftenpossible to stir the pack into a near-riot bytaunting the individual members or castingDamage over Time (DoT) spells.

High-quality taunts. Some spells andactions are better taunting tools than othertypes of spells or actions. Direct Damage(DD) spells work quite well. So do any areaeffect spells that work on the monster groupas a whole (for instance, a spell that de-buffsthe Strength of all members). DoT spells andSnares take longer to work, but can backfireif the mob gets too angry.

All of the healer-types are pretty good attaunting, even if it is rather indirectly. This iswhy: healing and curing spells heal groupmembers, which makes the monster mob very,very angry. After all, the healer is undoingall the monster’s hard work. Nine times outof ten, the mob will quickly turn to find thesource of the spell. Of course, the healer thenneeds someone to protect him or her …

The old-fashioned way to get a monster’sattention is to step directly in front of it andattack. Boy, they notice that!

The rapid touch. The faster a character candeliver hits to a mob, the madder it’ll get.Monks are particularly good at this, sincethey have Dual Wield from the start, as areBackstabbing Rogues.

Other TipsTank task. Been elected as the group’stank? A tank’s main task is to watch out forher fellow group members and see who themonster is focusing on. This is, of course,while she’s simultaneously fighting the goodfight.

Take it on the chin. When getting aggro’don (bearing the brunt of a critter’s attack),the best advice is to stand completely still,quit fighting, and yell for help. Yes, thatsounds a bit counterproductive for a battle,but it’s not. It’s harder to help people whorun around like lunatics, and continuing todo damage keeps the mob focused on you.

Shields up. Any Warrior in a less-than-powerful group should invest in the bestshield possible. Maybe other party memberswill be willing to chip in a plat or two —after all, who knows when the tank is goingto be the group’s last, best hope against anunexpected train?

DD and the mob. Most casters get DirectDamage spells — while these spells do a fairamount of damage, they should only be usedwhen absolutely necessary. The problem withDD spells is that they attract unwantedattention to the caster. When casters areattacked they should try to back away,

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hoping the mob will leave them alone.However, if an enemy continues to attack, donot run. Instead, stand still (yes, you canyell for help) so your tanks can attack andtaunt the enemy away. Running just meansthe melee types of the group will have tochase the enemy around, and that justmakes it harder for them to taunt it/kill it.

Multi-GroupTacticsThere are times and places where a singlegroup is just not strong enough to handlethe task at hand. Examples of these arefights against Dragons, Gods and high-leveldungeon “Bosses.” For these types of high-level encounters, multi-group tactics can beused. There are several differences betweensingle group and multi-group tactics. Setup,Deployment, and Communications are thebiggest factors for a successful engagement.

SetupFour groups of six (24 characters in all),working together can handle almost any singleencounter. At this point, setup of these groupsbecomes more necessary then total numbers. Agroup of twenty-four dedicated and well-communicating characters can easilyaccomplish more then 100 independentcharacters. This has been proven many times inthe lands of Norrath. Keep in mind, thecommon rules of balanced parties do notalways apply to multi-group tactics. There canbe specialized groups made up of certain classesor roles that have a specific task assigned tothem. How they are established and deployed isup to the dictates of the members of the group.

A pulling group is made up primarily of themelee classes (Monks, Warriors, Rogues) butShadow Knights have also become popularpullers on many servers. The idea of the pullis to bring as few NPC’s to the multi-groupas possible, so that the victory is easy.

DeploymentDeployment of the groups depends heavily onsituation. There are times that it is beneficialfor a single character or a team of charactersto “pull” an NPC from its current location tothe rest of the groups, and then ambush itwith a full barrage of melee and DD attacks.

If a full attack is called for, make sure it isclearly communicated, that everyone knows,and that all groups do, in fact, engage theenemy.

CommunicationCommunication is key to solving many of theproblems that face a large group of players.The answer is to use different channels fordifferent tasks. /shoutmay be reserved forthe overall organizer and pullers only. Haveall other communications be used in either/ooc, or if everyone is in the same guild,then guildchat. This way everyone knowswhat is important to be heard, and nothingimportant is missed.

While this has become common on mostservers, players on some of the newer serversstill need to learn that this kind ofcommunication is key to surviving andthriving in a high-risk area.

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CastersLevel 1 spells. Many casters find thesespells worthless. However, level 1 spells areoften very good choices to raise casting skills(since they are low mana-usage spells), andshould usually be purchased for this purposeonce the caster has a bit of spare coin.

Hard life. Casting spells is no easy matter —first, there’s the task of scribing the spell,then there’s memorizing it, and then there’spracticing it until it can actually be castwithout a high risk of fizzling. Then there’sthe meditating (later on) and the findingmoney for spells, and so on ….

Pick and choose. The spell gem inventoryslots (little cutouts on the left side of theinterface screen) can hold eight memorizedspells at a time. That doesn’t mean magicusers are limited to only eight, but it doesmean that only eight can be available forcasting at any given time.

PetsHere, Fido. To summon a pet, spellcastersneed an appropriate spell and usually gems,bone chips or some other sort of catalyst.The pet’s power is limited, of course, by thespecific summoning spell. And you don’talways get exactly the same pet for a givenspell — some will be relatively weaker andsome will be stronger.

Get the best. Especially at lower levels, ifcomponent aren’t a concern, keepsummoning pets until you get the best onefor your level. You can judge the strength ofa pet by noting how much it hits for.

To arm, or not to arm. Lower-levelspellcasters should arm their pets with aweapon when possible, but any old weaponwill do — until the mid-teens, a pet with aweapon does more damage than an unarmedpet. A more powerful weapon doesn’t makeyour pet’s attack more powerful, so give itthe cheapest weapon you have available (andconsider keeping a supply of cheap weaponsfor this purpose). What a weapon does isincrease the chance that your pet will hit forits max damage. A rusty dagger works just awell as a fine steel longsword. The delay ofthe weapon doesn’t matter since a pet’sdelay never varies.The only problem withdoing this is that pets are greedy and refuseto give up the weapon at the end of a fight,even if you dispel them.

If you have a weapon with a proc, the petwill occasionally proc with that weapon.Also, to help your pet, you should debuff themonster and cast slow and stun spells tokeep the monster from attacking.

Necro pets of level 44 and above willactually proc a drain spell.

Elemental pets. Magicians have access tofour elemental pets — Fire, Earth, Air andWater. Each has its pluses and minuses, andsome players are sure to argue that one isbetter than the other. Which pet to summonin a specific situation, however, depends onthe opponent and the combat environment.

� Fire has less hit points than the others,but shields itself and has better attackpotential.

� Earth has lots of hit points and can rootmobs, but is pretty low on Dexterity andAgility.

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� Water boasts a reasonable number of hitpoints and delivers a fair amount ofdamage.

� Air has great Dexterity and Agility andcan stun mobs, but doesn’t have much of apunch.

Elementalings are baby Elementals — not ashigh-level, and not as powerful.

Experience. When soloing with a pet, if thepet inflicts at least half the damage on amob that dies, the pet will take up to half ofthe experience. When grouping with a pet,the chance of your pet taking experience,and the amount of experience it takes, willdecrease significantly.

Guarding. /pet guard here tells the petto stay where it is and attack anything thatcomes near. This is useful if there is a spotthat you want your pet to keep clear ofenemies. It can be more polite (since otherpeople might want to kill something in thearea too) to not have your pet attackeverything that comes near — on the otherhand, it is often safer for everyone if you tellyour pet to guard while in dungeons. Withsmall passages and 90 degree turns, it’smuch easier for a pet to get lost in adungeon than an outdoor area. so it’s betterto make the pet stay in one place than tohave it wandering around training yourgroup or bystanders.

Maturing. Starting with level 12 pets, mostof them can hit magical creatures, such asghouls and wisps. Pets from the mid-20s andabove can Dual Wield, but only if you’vegiven them two weapons.

Important information. An Enchanter petcannot be controlled in any way. It attackswhen its master is attacked — that’s aboutit. So when you enter combat as anEnchanter with a summoned pet, cast a spellor attack with a weapon, to taunt themonster for a moment. Then the pet will joinin and you can step back and cast fromthere.

Pet healing. Pets regenerate their hit pointsat ten times the rate that player-charactersdo.

Get the best. Casters should cast and recastfor pets until you get the most dangerous petaround. Remember that your pet is there totake the beating so that you don’t.

Spells on the pet and the Enchanter.When playing an Enchanter, buy cat’s eyesagates and cast Rune I (at least) on yourselfand your pet before battle. Cast Quickness onyour pet during combat and Languid Pace onthe mob. Also, a shield spell and some sortof cloud, like Haze or Mist, should be on youand your pet. Also, to help out your pet, youshould debuff the monster, and cast Whirlalong with your color series to keep themonster from attacking.

Pet-Kiting. (Also known as Chain Kiting)You can pull a monster to your pets, hit themonster with a debuff or so, get away fromthe thick of things and — keeping an eye onthe pet’s hit points — meditate. As soon asthe pet goes down, cast another pet. Whenthe monster runs at you again, the pet willtake it. Of course, if you have enough mana,you should run through the buffs for yourpet (haste and Strength, usually).

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Tanking for the pet. Casters have tomeditate after a fight, so there’s also going tobe time to recover some hit points. Therefore,getting hurt a bit, if it gives the pet more timeto finish off the monster, is definitely anoption. If the mob is attacking but missingyou, while the pet is attacking and connecting,that’s definitely a short-lived enemy.

Pet buffing. PCs can target othercharacters’ pets and buff them, and shoulddo so for group members’ pets. This includesmovement spells like SoW. In fact, if you geta SoW, you should ask for it to be cast onyour pet, too, or it will be left behind,causing a variety of problems.

Euthanasia. Pets are useful, but sometimesa pet stirs up trouble you’d rather not dealwith. In those cases, you have a few options:

Casting a new pet. In most situations this isthe best recourse to losing a pet. But timingand use of the /pet get lost commandmust be mastered.

Running to the nearest zone. Send it into thepath of the nasty mob to sacrifice itself whileyou run away. If you use the lead-time beforeyour pet dies you can usually get to a safedistance and zone or cast a new pet.

Nuke the mob to death (mana permitting). Youmight even make a melee attack (afternuking it) to get the mob on you. As long asthe pet is alive, it’s inflicting melee damage.So sacrificing 50% of your health can makethe difference between getting the XP orhaving to run.

If your pet gets lost and you can’t find itquickly, casting Invisibility (or somethingsimilar) on yourself will kill the pet no

matter how far away it is. (The Magician’sfour focus items can all cast RenewSummoned, but they are limited by a range.)Casting Invisibility to rid yourself of a lostpet in a dungeon can cause a train if yourpet was in a fight (you’ll know because the“taunting master” message appears). Onceyour pet is dead, the creatures will be comingfor you, many times bringing friends withthem. In this case, immediately leaving thedungeon will stop the train, and can saveyou and your group’s lives. If you’re not in adungeon, zoning or camping is advised.

TacticsRoot ‘n’ Direct Damage —Moderate DifficultyThis is designed for the pure casters with thecapability of completely stopping themovement of an enemy.

Root ‘n’ Nuke works best when you surpriseyour target by rooting it, then hitting it withthe best direct damage spells available. Forthis to work, you must have enough mana tocast sufficient direct damage to destroy yourtarget. Be ready to cast a root spell again,because assaulting a target with DD hasbeen known to break the root spell, and youwill need to reapply it to execute this tacticcorrectly.

If you run out of mana, you have basicallytwo choices: Fight or Flight. Most casters arenot masters of melee combat, and can becrushed easily in a hand-to-hand situation.If the mob is low enough on health, and youbelieve that you can take it down by hittingit with your staff or dagger, feel free to

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engage the enemy and hope for the best. Ifyou don’t believe that you can handle thewounded target in melee combat, then f lee.It’s better to run and get more mana, or tolet a guard finish your target, than it is tolose experience to an untimely death.

Kiting — Moderate DifficultyThis is the term given to the tactic ofconstructive f leeing. There are many spellsthat will affect the movement rate of thetarget. Snare, Drowsy, Darkness and Bonds ofForce are all examples of spells that willmake your target move a lot slower thannormal. This tends to upset the target, andit will give chase. The concept behind thetactic is to stay far enough away from thetarget that you can cast a spell on the targetbefore the distance is closed.

Druids are best suited to this tactic.Normally Druids have speed-enhancing spellson them, such as Spirit of Wolf, which allowthem to move faster than normal. Combinedwith casting a speed-reducing spell on thetarget mob, this nearly always gives theDruid the advantage of speed.

Of course, all you need is to be faster thanthe mob that’s chasing you. If you’renaturally faster, or if you can speed yourselfup, you don’t necessarily have to slow downthe mob — you just have to provoke it in anyof several other ways into chasing you.

Running from the target, and releasing aspell against the creature that does eitherdirect damage or damage over time, thenfleeing again before taking a hit — these arethe secrets to Kiting.

Reverse-Kiting — AdvancedTacticThis tactic came into existence whenNecromancers found a way to make Kitinginto a safer and more efficient way ofkilling. The secret is to start Kiting a mob,but cast Fear on it instead of Root. This way,instead of the mob chasing you and (andmaybe hitting you from time to time), youare chasing the mob and hitting it. A“feared” mob won’t fight if it can run — sodon’t root it. What’s even better, a fearedmob that is running while simultaneouslybeing attacked by a pet is taking constantdamage.

There is a standard way to Reverse-Kite:

1. Get a high-speed spell placed upon youand/or

2. Cast a speed-reducing spell on thetarget.

3. Cast Fear on the target.

4. Sic your pet on the target.

5. Stack DoTs on the target to seal its fate,while staying far enough back to castFear again if the spell wears off.

This will normally finish the Reverse-Kiting.

Reverse-Kiting is by far the most advancedand efficient way to solo a monster. The onlydrawback is that doing this in any zoneexcept an outdoor area can lead to the mobfinding help. Having three more monstersjump into the equation drastically reducesthe survivability of any Reverse-Kitingcharacter.

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SpecializationBased on material provided by EQ CastersRealm (eq.castersrealm.com).

First study the Spells (starting on p. 407)and your class’s individual spell list, to learnwhat spells are in what class. For example, ifyou’re an Enchanter thinking of specializingin Evocation, you would notice that only afew spells use this skill. Therefore, SpecializeEvocation would probably be a bad idea foran Enchanter.

Before making a decision aboutspecialization, you should:

� Count the number of spells which willbenefit from the specialization

� Think about the situations those spells canbe used in

� Determine how often those spells are used

� Consider the average mana cost of thatclass of spells

There can be only one. Specializing incertain types of spells (Abjuration,Alteration, Conjuration, Divination orEvocation) especially pays off once you’vegained a specialization skill of 51 in any onearea. Spells falling into the specializedcategory take less mana to cast, and fizzlefewer times. The downside is that specializingin one area prevents you from attaininghigher than 50 in any other specialization.

Keep them straight. Specializing in amagical category isn’t the same thing asspecializing in one skill. (For example,Conjuration and Specialize Conjurationaren’t the same thing.)

Just FYI. Trainers offer up Specializationskills in the following order: Alteration,Conjuration, Abjuration, Evocation, andDivination. The guildmaster will also tell youexactly which skill you just clicked on in yourtext box at the bottom of the screen. This is thebest way to verify you’ve chosen the right one.

Keep count. Specialization enables you tocast certain types of spells with less mana. Ifyou can’t make up your mind what sorts ofspells you’d like to specialize in, just figureout which ones you use the most. After abattle, including bringing everyone back upto health afterwards, scroll back and counthow many healing spells, buff spells, anti-dead spells, etc., you used.

Abjuration Buffing up your groupAlteration Healing and traveling

(including Evacuation)Conjuration Damage over Time spellsDivination Travel and sight spellsEvocation Direct Damage spells

MechanicsINT-based Casters Specialization

available at Level 20WIS-based Casters Specialization

available at Level 30

Element of Chance. Chance determines thelikelihood of whether a casting will receivethe specialization bonus: the higher thecaster’s specialization skill, the higher thelikelihood. When the determination ispositive, the bonus will reduce the manaused on the spell and the chance of the spellfizzling. When the caster doesn’t get thespecialization bonus, the spell is still castwith normal mana cost and fizzle chance.

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NOTE: Specialization does not increase chanceof recovering after interruption. This is basedpurely on Channeling. Specialization does notmake spells cast faster. This is a fixed amount.

Choosing fields of magic. A caster canspecialize in all five fields of magic, but onlyone field can exceed a skill of 50. Whicheverskill first exceeds 50 becomes the primaryspecialization of the caster from that time on.

Setting your specialization. First, spend 1point in each of the five casting skills (whichyou’ve probably already done). Thenmemorize a level 1 spell that falls into yourchosen specialization, and cast it on yourselffor an hour or so until you reach a skill of51. Once you hit 51 with thatspecialization, your primary specialization isset. (This avoids accidentally hitting 51 inone of the other specializations, first.)

Changing specialties. Characters can altertheir specialization by completing a quest inthe Temple of Solusek Ro.

Other TipsCharisma. High Charisma is good forenchantment and charm spells — higherCharisma gives a slightly better chance ofsuccess (or at least fewer resists by mobs thataren’t conning red).

Charisma helps spellcasters charm wildbeasts. (For example, Druids can benefitfrom a combination of high Charisma(boosted with +CHA items) and the BefriendAnimal spell. They can then send thecharmed animal into combat against anequal or slightly better opponent.) So what ifit dies? By then, the second creature (the oneunder attack) should be somewhat close to

dying as well. One good direct damage spellwill finish the kill for the caster. If yourcharmed pet survives, you can kill it forexperience, too.

Man boosts. Intelligence-enhancing itemshave the desirable side effect of increasing anINT-caster’s maximum mana potential. Themore +INT items a caster wears, the moremana can be acquired. The same is true for+WIS items and WIS-based healers.

Offensive vs. Defensive. One importantpoint to note is that casting non-offensivespells will improve magical skills, but won’taward experience. Attacking mobs (eitherwith spells or weapons) is still the mostprevalent way to gain experience.

Words, not cash. Casters’ researchcomponents (words, pages, etc.) aren’t inhigh demand to anyone but the class thatcan use them. In a group you can ask thatyou get first dibs on any such components,and people will normally be more thanpleased to do so … of course, you’ll be laston the list for cash, but it’s worth it. Makesure you can recognize the components foryour class when you see them.

Meditation. Constantly remind yourself ofthe cardinal rule of spellcasting — cast, restand meditate. Hour after hour after hour.Meditating is the best way to restore mana,and mana is everything.

Even while meditating, you can keep an eyeon the battle. The hit point bars for yourcharacter, your group members and themonsters give valuable clues as to when it’stime to mez or heal again.

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EtiquetteEverQuest has been around for a long whilenow, and people have developed ways ofdoing things that make everything go a littlesmoother. Some are common sense, and someare game-specific. Of course, these aren’trules, so you don’t have to pay attention tothem, but life will be easier (for you andanyone around you) if you do ...

Train etiquette. Angry mobs and trainshave been known to chase characters formiles, or more accurately, to the closest zoneborder. Zoning is a great evasion method —characters run into an adjacent zone, and themonsters can’t follow. While this is veryconvenient for the chasee, it’s veryinconvenient for any innocent victims whohappen to be hanging around the border areawhen the train comes in. /shouta warningand let folks know what’s coming in.

Alms for arms? Begging is one of thoseskills that many players toss aside as useless.Yes, it can take a long time to improve, butan Excellent rating in Begging can eventuallyyield platinum cash and a measurableamount of experience. The f lip side of thecoin, so to speak, is that some NPCs growhighly agitated when begged and have beenknown to attack player-characters.

Begging from pets is a safe way to improveyour Begging skill.

Know your audience. Most player-characters really don’t like begging, nomatter what form it takes.

Begging. Using the begging skill is fine, ifit’s in character. Asking higher-levelcharacters to give you things “just ’cause”tends to annoy people.

Help! Crying out a plea for help (/yell) isone of those semi-annoying but really usefulthings new characters can do in the game.There are usually lots of experienced player-characters roaming the zone, and a goodportion of them will respond to new PCs thatare having a problem — as long as /yellisn’t overused. /yelldoesn’t allow you toenter a message — it simply gives nearby PCsgeneral directions to your location. Use/yell only if you’re being attacked and indanger of death; people near enough to hearyour message will usually follow thedirections to find you and try to help.

If no one responds to /yell, try /shout— ithas a broader range (the entire zone), but itdoesn’t tell the other PCs where you are andinterrupts players who aren’t near enough tohelp you anyway.

/shoutand similar commands are generallyreserved for desperate situations. For example:

/shoutWhere in the heck is theWarrior’s Guild?!(a newbie can’t find his guild and shoutsout in frustration …)

/ooc I don’t know where to find the wolfpups. Can you help me?(a new, starving Ogre needs to find andsell pelts, and thus speaks out of character)

/shoutAck!! Incoming Skellies!!(a new spellcaster’s spell fizzled andshe’s got two skeletons chasing her tothe edge of the zone)

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Ownership. If a party is already at a spawnsite when you arrive, respect their camp anddon’t pull from that area. Especially if theyare in a room, everything in that room is“theirs.”

If you want to camp a site, but someone elseis already there, you might ask if you cantake the next turn. Usually people who are“power-leveling” will let you take a turn. Ifthey don’t, wish them luck and find anothercamp site, or if necessary, dungeon.

Tactics. Discuss your battle tactics with yourgroup mates, and try to take people’s needsinto account. For instance, if a Rogue asksyou to keep on the other side of the mobfrom him, try to do it. If a caster asks younot to hit the mezzed monsters, try to steerclear of them.

Medding magic users. Don’t get angry if amagic user doesn’t do much during a fight,until you’re sure he didn’t do much.Sometimes someone who meds most of thetime will provide just the right DD blast orhealing spell when you need it. First find outwhat their technique is, then makecomments as to what you were expecting.

Tank duty. Fighters with lots of hit pointsshould keep themselves between the bad guysand the magic users. Sure, the finger-wigglers can usually take care of themselves,but they can be doing much more usefulthings if they can concentrate on strategy.

/assist. If a group member asks you forhelp in a battle, help him (see Commands,p. 37). Don’t insist on fighting your ownmob ... that might be what you want to do,but in a group, fight like part of the team,not a solo fighter.

Mezzed/harmonied monsters. Don’t hit amonster that has been mezzed or harmonied.One of the most useful things that anEnchanter can do is to mesmerize severalcreatures in a crowd, thus allowing thefighters to concentrate their efforts on feweractive enemies. However, once a mezzedcreature is attacked, it wakes up.

Constructive Criticism. If people are doingthings in a fight that you think isdetrimental, /tell them individually (andpolitely) what problem you think each one iscreating. Keep it private and they’re lesslikely to get defensive about it.

Descriptions. Describe your character’semotions or actions, rather than just spellingit out. It’s fine to use “/em is happy,” butit’s better to use “/em smiles at all aroundher.” Making people see the experience isbetter (more enjoyable) than just tellingthem what the experience is. (For a list ofpre-programmed emotes, see Emotes, page42.)

Using emotes improves the game for you andeveryone around you. Come up with somecatchy lines, assign them to hot keys, anduse them. “Trioss howls with victory.”“Permia checks for a broken nail.” “Haloxxwipes his bloody blade on his fallen enemy’shair.” (Don’t spell out your name, just typeeither /em or a colon.)

Petition politely. If something happens andyou need to ask the GM for some sort of fix,ask promptly, ask clearly and ask politely. Ifthe GM isn’t on, you can ask a guide to passyour requests along, or you can ask for theGM’s email address and forward the requeststhat way. Don’t repeat your requests more

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than once a day, and always be polite. TheGMs have a list of rules that outline whatthey can and can’t do — see p. 29-30 — soif you get a negative answer, don’t take itout on the GM!

Converse. Talk, talk, talk. Talk to anyfriendly high-level characters of your class(and there are almost always more friendlypeople than otherwise) for advice. Talk tofolks your own level to find what theythought was interesting, lucrative or justplain fun. Talk to the people in your groupto find out what they want you to do.

Death stories are the most useful pieces ofinformation you can get from someone yourown level. What couldn’t they handle? Whatwere their mistakes? What will/won’t theydo next time?

A friend of my enemy … Many races (andcreatures) won’t attack at first, but if youkill a lot of them, certain faction standingswill lower and, eventually, previouslycongenial NPCs will kill you on sight (KOS).One example involves how you treat wolves— NPC Druids are never happy with peoplewho slaughter wolves.

Safe times. If you’re playing solo and wantto “poke around” in places that are famousfor being death-traps, you might want togive those areas a try on busy weekends.There will be so many weekend-warriorscamping the critters that it’ll be a bit safer(well, not thoroughly suicidal ...). Just bevery careful not to interfere with anyoneelse’s plans.

Controlled kiting. If you’re going to kite acreature (hurt it, stun or slow it, run awayand repeat), don’t stun it and then runtoward other people. It’s dangerous for allinvolved. Hit it, hold it, and then run intounpopulated areas.

Announce loot. If you’re in a dungeon andfind loot that you don’t need, drop it on theground and yell out what you found andwhere it is. For instance: “Rune of Froon atpos35 neg58.” (If it’s no-drop, of course,don’t pick it up in the first place! Justannounce where it is.) You’ll make friendswherever you go.

Ask nicely. People are often willing to letyou loot, in a controlled fashion, after theirbattles ... especially if you offer services likehealing. If you’re in an area that has acommon (or rare) drop that you’re lookingfor, just ask if you could trade services for it,if they find it. If they don’t want itthemselves, they’re usually more than happyto be helpful.

Short and Sweet. Pick a name that’s easyfor people to type, since if they’re going totalk to you with a /tell command, theyhave to type in your name. Especially payattention to capital i’s and lower case L’s.They look similar.

Be helpful. If you want to practice yourcasting skills, make a newbie’s day bycasting an unexpected buff or heal on her.Or, give her a “hand-me-down” item you nolonger need.

OOC mode. This mode allows players whowant to immerse themselves in the fantasy ofNorrath to filter out the non-roleplaying text(by turning off the OOC toggle). Anything

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that your character wouldn’t say, fromcomments about the server to asking what thecurrent Superbowl score is, should be madeOOC. On the other hand, remember that OOCcomments are heard throughout the zone.

It really depends on the etiquette of theindividual server, but many people considerit polite to type “ooc” before any out-of-character comments, rather than use the/ooc command. This f lags OOC comments,but keeps them local, instead of zone-wide.

/ignore. For every rude person there are ahundred nice people. If you encountersomeone who’s a real pill, just /ignorehimor her, and forget it.

Walk away. Don’t like the way someone isplaying? Go somewhere else. Norrath is waytoo big a place to let jerks ruin your goodtime.

All for one. If one or more of your groupcan’t see in the dark, don’t travel in the darkunless you can find something that helpsthem out. It’s just no fun walking aroundblind.

Safe Fall. Remember that falls that are nolonger dangerous to you (because you haveSafe Fall) can seriously hurt other people. Becautious where you lead friends or partymembers.

Spell it out. Sometimes punctuation can getlost. If it’s important, spell it out. The bigissue is coordinates. For example, if you wantto write the coordinates “+35 -58,” it’sbetter to type something like “pos35 neg58”or “(plus) 35 (minus) 58.”

LanguageNot that many PCs (at least not many newones) bother to speak in their native tongue,if they have one. No, it’s not really necessaryfor having a good time, but it can have itsadvantages.

In addition, casters need to use speciallanguages to interpret some scrolls andbooks.

Speaking in code. Two of the player-vs.-player servers (Tallon Zek and Vallon Zek)service ongoing racial wars. Each set haslanguages that are intelligible among theraces in that group, but less so among otherraces. For example, the Dark races (DarkElves, Iksar, Ogres and Trolls) all speak Darkspeech … a potentially useful tool on thebattlefield.

Practice (again). The best way to improve alanguage skill is to group with othercharacters who speak that tongue.

Occasionally, characters who want toimprove their skill in a particular languageset up language-learning parties, completewith ale, food and good stories. Stay alertfor them if you want to expand yourlinguistic horizons.

Check it out. The language you’re currentlyspeaking can be changed by right-clicking onthe Text Display window. One field in thewindow that appears shows your currentlyselected language. Clicking the name of thelanguage cycles through all of your possibletongues.

Words to the Wise: Etiquette, Language

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GuildsGuilds are where you can find training andcan be very important to your advancement.For example, you might want to be in aguild for Wizards, to help in researching newspells, armor, weapons, etc. Or, you mightwant to belong to a guild that is allDwarves, or all Good Guys, or all Evilcharacters, or whatever.

Turning in your newbie note to your class’sNPC guildmaster alters your faction, butjoining a player-run guild does not. Whileplayer-run guilds may indeed welcome andtrain younger characters, many have nopatience with newbies. It is your NPCguildmaster who teaches you skills, if youhave the practice points to spend on them.

Joining a GuildResearch the guild. Don’t be in a hurry tojoin a guild. Talk to members and see if theyare happy with the guild. Group withmembers of the guild (if they group withnon-guild members) and see who they fightagainst and why. Otherwise, you might endup in a guild that is always going to warwith other guilds for inconsequentialreasons. In particular, be wary of guilds thatmight damage your character’s reputation.

Questions to ask. What are people sayingabout the guild? What is the reputation ofthe various members? What time of day(real time) do most of the members play? Doyou have common interests with themembers? Plus consider: do you like thepeople within the guild whom you’ve met?

Communication. This is a good indicator ofwhether a guild is good or not. Do theymaintain communication among themembers of the guild?

Wait to join. Spend a little time reallylearning EverQuest before joining a player-run guild. There’s too much basicinformation that needs to be learned: howthe game works, who the races are, what thedifferent classes do, religions, etc. By thetime you reach levels 12-17, you haveenough experience and knowledge to makean educated decision about joining a guild.Meet people and make friends, and the guildinvitations will follow!

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Deity SelectionYou select a deity (or choose to be agnostic) when you create your character. If you are of areligious class (Cleric, Shaman, etc.), selecting a deity is mandatory (religious zeal isn’t veryeffective if you aren’t worshipping something specific). If you are of a non-religious class, youcan sometimes choose to be agnostic. For more details, see Deity Table, p. 54.

In either case, your religious choice is somewhat important, as it is A) permanent and B) itaffects your character’s faction standing. In other words, you can’t switch religions, and yourreligion in part determines which NPCs will like you and which won’t. For example, choosingInnoruuk, the Prince of Hate, will most certainly not make your character popular aroundthe Temples of Rodcet Nife, the Prime Healer. On the other hand, being Human and choosingInnoruuk will not by itself make you welcome in Neriak, the home of the Dark Elves.

The Norrathian PantheonBertoxxulous —The PlaguebringerFollowers of Bertoxxulous believe the onlytruth on Norrath is that everything dies.They view the decay of f lesh as a thing ofultimate beauty. The subtle purples of afresh bruise, the almost iridescent yellowgreen of an infested pustule, are but a fewof the things that His followers relish. It isnot surprising that many of His followerspursue the dark art of Necromancy, for tothem nothing is more desirable than to besurrounded by beings who, even in unlife,continue to rot and decay. Do not take thisto mean that His followers are suicidal orseek a quick death. To the contrary, theywish to live long, painful lives, spreadingtheir dark, diseased stain across all ofNorrath.

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Brell Serilis — The Duke of BelowFollowers of Brell Serilis believe that thesurface world is a waste of space. They findtrue happiness in the caves, caverns andtunnels that perforate the belly of Norrath.But this is one of few points that all followersof Brell can agree upon. There are manydifferent factions who all worship Brell. TheDwarves of Kaladim know that they are thetrue children of Serilis. But the vicious Gnollsof Split Paw disagree entirely. For was it notBrell who sculpted them out of the sacred Clayof Cosgrove? Followers of Brell Serilis in oneform or another can be found nearlyanywhere you enter the Underfoot of Norrath.

Bristlebane Fizzlethorpe — The King Of Thieves Followers of Bristlebane believe in having fun, at theexpense of nearly all else. Bards, Rogues, jesters,gamblers and gypsies are all typical followers. They arealmost always have the very charming, clever and wittytraits which all Bristlebane followers should strive for.Mischief in all its forms is encouraged. Practical jokesare performed as if they were the highest of rituals.Very few of Bristlebane’s followers are outright wickedin their desires, but it is best to keep at least one eye onyour purse if they are about. And never let one dealyou a hand of King’s Court.

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Cazic-Thule — The FacelessFollowers of Cazic-Thule fear their Lord andbelieve that only by causing terror in others willthey be spared his vengeful wrath. They striveto beat down and suppress all hope. Fear rulestheir lives and through fear, they rule the livesof others. Pain, misery, violence, torture, livingsacrifice — these are the tools of a Cazicite.Many Lizardman tribes are devout followers ofCazic-Thule, but his number of humanoidfollowers grows daily, a cold shadow slowlyengulfing the bright spots of Norrath in anightmare of horror and pain.

Erollisi Marr — The Queen of LoveFollowers of Erollisi Marr cling to the belief that loveconquers all. It should be pointed out that while love is agenerally peaceful concept, Erollisi worshippers are notpacifists. They would like to live in a world whereeveryone loves everyone else and violence does not existbut they are not naive enough to think that Norrath isthat world. They have passionate loves of people, placesand ideals and are more than willing to fight and die topreserve those things. The dream of every follower ofErollisi is to die in selfless defense of someone orsomething they love. Many Paladins hear the true callingof their hearts and follow Erollisi Marr.

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Innoruuk — The Prince of HateFollowers of Innoruuk include nearly the entire Dark Elvenrace who regard him as their “Father.” They believe thatHate is a creative force, or rather the creative force in theuniverse, a creativity born of destruction. Love andkindness are tools for those too ignorant to know whatthey want or too cowardly to do what is necessary toobtain it. It is only through the total disdain of yourenemies that you can gain true power over them. Pity andmercy have no power when confronted with contempt andviciousness. It is the honest belief of the followers ofInnoruuk that if they were to hate strong enough they coulddestroy all of Norrath.

Karana — The RainkeeperFollowers of Karana believe in the absolutepower of storms. They worship the life-givingpower of the rain and respect the destructiveforce of a sandstorm or hurricane. Typicalfollowers of Karana are rural humanoids,farmers, ranchers, hunters and the like. Theywill often offer shelter from the elements tostrangers. Many Karana followers live anomadic lifestyle, travelling where the windstake them. They are humble, generous peoplewho value strength and honesty and brook nodisrespect of Karana and his work, for theyknow it is only through his wisdom andkindness that all of Norrath is not consumed inan eternal tempest.

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Mithaniel Marr —The LightbringerThe followers of Mithaniel Marr believethat valor is what separates civilizedbeings from beasts. His followers liveby a strict moral code that prizestruth, honor and charity. They arechampions of the downtrodden and themost noble of warriors. His followersstrive to rid Norrath of all things darkand evil, often sacrificing themselvesin this never ending quest. They willnot rest until the day when all ofNorrath is cleansed in Mithaniel’slight. They take themselves and theirduty very seriously, and have littlepatience for mischief or mayhem.Many Paladins are devout servants ofMithaniel Marr.

Prexus — The OceanlordFollowers of Prexus believe true power lies in the vastdepths of Norrath’s oceans. They believe that eonsago, life first formed in the murky deep and that oneday the oceans shall rise again to consume those whoare unworthy and to embrace the faithful. TheOceanlord’s servants tend to live and work near, on,or beneath large bodies of water. They seek to spreadthe word of Prexus to all who will hear and defendthe oceans and seas of Norrath against any whowould cause them harm. Many sailors and fishermenare followers of Prexus.

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Quellious — The TranquilFollowers of Quellious seek peace. They are notstrict pacifists, though, and will fight to defendthemselves and those they care about. The peacethey seek is an inner one. They wish to know allthere is to know about themselves and the worldaround them. They thirst for knowledge of theirtrue selves and strive to help others attainenlightenment. It is through the sharing of thisknowledge that they believe universal peace canbe obtained. If every creature fully understooditself and its neighbors there would be no need forconflict and war. Followers of Quellious oftenfollow a nomadic lifestyle, constantly seekingwhat there is to know and hoping to findthemselves along the way.

Rallos Zek — The WarlordThe followers of Rallos Zek believe in survival ofthe strong and death to the weak. The heat ofbattle is the only place where enlightenmentcan be gained. The universe was formed byconflict and in conflict it will end, the victorsfeasting upon the remains of their fallen enemy.No respect or regard is given to the dead, for ifthey were worthy, their hearts would still pumpblood through their veins and not upon the soilof Norrath. Followers of Zek are almostexclusively Warriors, Ogres or both.

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Rodcet Nife — The Prime HealerFollowers of Rodcet Nife take a solemn oathto fight disease and death until one or theother finally claims them. They are verygenerous and humble, asking little morethan that recipients of aid from them passtheir kindness onto another. They are notcontent to only deal with the effects ofdisease and death after they occur, butvigorously seek to destroy the sources ofthese evils. Human and Half Elven healersand mystics are typical followers, but manyother Humans and Elves have also taken theNife Oath. They believe that, through faithin The Prime Healer, the wounded heart ofthe universe shall one day be mended anddeath’s dark shadow never be seen again.

Solusek Ro — TheBurning PrinceThe Followers of Solusek Ro believe in the rawand unbridled power of fire. Fire created theworld and in fire shall it be consumed. Trueaggressive action is the only way for one toobtain what is desired. Power is gained bysuperior force. Followers of Ro have little fear.They are bold and brash, say what theymean, and do what they say. Social graces aresomething they neither possess nor desire.They demand the respect of their peers andmore often than not, earn it as well. Thosewho seek true elemental power follow SolusekRo, and thus many Wizards turn to hisburning embrace.

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The Tribunal — The Six HammersFollowers of The Tribunal seek one thingabove all else: Justice. While some claim toexpress this desire by pursuing careers asguards or magistrates, true believers in TheTribunal do not recognize the rights of anycourt on Norrath and themselves enforce theTribunal’s sense of ultimate justice on the restof the population. Retribution, vengeance andpunishment are sacred duties. Followers ofThe Tribunal are methodical, patient andjust. They must be so, for it is their belief thatif they punish an innocent, The Tribunal willpass judgement against them and doom themto an eternity of torment.

Tunare — The Mother of AllFollowers of Tunare believe that we are allTunare’s children. The children of Tunare seekto help Norrath, which they believe to be aliving and breathing Being, to blossom andgrow. Followers believe that the world ofNorrath gave birth to Tunare and from her alllife has sprung forth. Thus, by worshipping andprotecting the land, followers are payinghomage and respect to The Mother of TheirMother, who in turn protects and provides forthem. Followers of Tunare will fight to thedeath to protect nature in all its forms. ManyDruids, Rangers and a great many Elves followthe ways of Tunare.

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Veeshan — The WurmqueenNon-dragon followers of Veeshanbelieve that dragonkind issuperior to all other forms of life.They swear allegiance to theMother Of Dragons and oftensacrifice themselves or their lovedones to one of Her children. Inreturn for this undying devotion,Veeshan is very protective andgenerous to her loyal followers.Many humanoids have gainedgreat riches and ancientknowledge through servitude tothe Wurms, but these gifts camewith a high price … knowing thatone is less than cattle to thedragons, and that they can takeyour life whenever it suits them.

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Exploring Antonicaby Gary Grobson

Tunaria, now called Antonica, is the mostpopulated area in the world. The cities of Qeynos,Freeport, Surefall Glade, Rivervale, Neriak,Oggok, Grobb, High Keep, and Halas serve toshow how great a land Antonica truly is.

Qeynos, founded by Humans, also has a largeHalf Elven population. Many guild masters callQeynos home, and for those that are not of thelight path, below Qeynos lie the Catacombs wherethose humans who follow darker ways lurk. Someof the greatest evil lies under the city, while someof the greatest heroes walk the lands above.

Freeport, the second Human settlement inNorrath, is also a city at war. North Freeport hasbecome the last stronghold for the honorablePaladins, as the Freeport Militia have seizedcontrol of East and West Freeport. Tensions arehigh, and the battle continues. There are manysecrets in Freeport waiting to be discovered. Becareful of your actions unless you want to enterthe war on one side or another.

Surefall Glade is the home of the Rangers andDruids of Antonica. While other guild masterscan be found in this realm, none are finer thenthe true followers of the Glade. Even Tunareherself would be proud to visit the Glade. Sacredanimals are protected in the Glade, so poachersbeware of upsetting the Druids and Rangers whocall Surefall Glade home.

Rivervale is the home of the Half lings, a citybursting with energy. One cannot help but getinvolved with the never-ending festivities in thisunusual city where the mayor is only a few feettall. In this great metropolis, while many maythink that no evil could ever hide, there are dark

secrets to be discovered. Mind the dogs and watchyour step if you are of the races “over-blessed inheight,” for Rivervale is a city of both mysteryand adventurous quests.

Neriak is the home of the followers of Innoruukand his creation, the Dark Elves. While somedisbelievers in the “Father’s Faith” may bewelcome to buy goods and supplies in the ForeignQuarter, past this area lies only the purest hatred.Beware any “Lightwalker” who enters this city, forthe Prince of Hate knows no limits. For those whofollow the dark path, this city’s rough streets havethe beauty of great illusions and wicked glory.Some of the greatest magic in the lands can befound here … for those who dare call Neriak home.

Oggok is the home of the Ogres, an outpost suitedonly to those large of foot. Supplies and rations canbe found here, as well as a few quests, but this isnot for the small or kind-hearted. Those whowander past the bouncers into this city have founda quick and unexpected death from bouncers’weapons. Even though this city is one of thesmallest in the realm, there is adequate protectionfrom most would-be thieves and trespassers.

The Trolls call Grobb home, or “Hoom” as manymay say. Troll “Bashers” like to defend the outerparts of the city, as if the inside of the city wasworth anything except for cold, hard food, andperhaps a large club to hit things with. Most of thearea is in disarray, with not even water control;streams flow freely, and seemingly unnoticed,through the city. Caves, for the most part, are thebuildings, and evil creatures are ready to springfrom the lairs of the least civilized of the races.

High Keep is a human outpost between the citiesof Qeynos and Freeport. Not much is knownabout this place: it is easily skipped whentraveling the High Pass between the greater cities.The young adventurer should only seek what is

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needed before continuing quickly onward to areasthat suit their adventuring needs; however, mosthumans and allies of the race are allowed to resthere for the night.

The great city of Halas is home to the proud“Wolves of the North,” the Barbarians. While stillhaving one of the lowest standards of livingcompared to some of the races, the Barbarians haveevolved further than the Trolls and Ogres in boththe art of Shamanism and living conditions.Without a question the coldest city in Norrath,there are great trades, quests, and deeds to beshared with the peoples of this land. While manyare tolerated in this city due to the “Rogues of theWhite Rose,” the Barbarian Guards are thestrongest in the Lands of Antonica, and there is butone punishment for crossing the Wolves: Death.

Not only has this land some of the greatest cities,but also perhaps the greatest adventure zones aswell. Blackburrow, Paw, Cazic-Thule, Solusek’s Eyeand others are all located on this continent. Tomiss adventuring any of them (at the correct timein your career) is a great loss, and many havecreated secondary characters to simply hunt azone they missed at the appropriate time in theircharacter’s life.

Blackburrow is the home of the SabretoothGnolls, whose influence is seen both in Everfrostand Qeynos Hills. This burrow is their finalstronghold upon the lands, as the Barbarians andHumans wage a winning war against them. Whilethis zone is designed for the very young to theyoung, it can be hard to survive a full alarm ofGnolls coming to save their commander. So populara place is this to adventure that great heroes fromacross the lands — as far as Ak’Anon and Felwithe— come to prove their honor against these beasts.

Paw was once a great colony of the SplitpawGnolls, and was within this lifetime taken over byan opposing clan. Clan Torn Ear has completecontrol over the dungeon, and only the shatteredsouls of the Splitpaw Clan remain, enslaved orimprisoned. Although it was once an area safe forthe young to travel, now only the experiencedmay enter the lair with a hope of survival, andonly the toughest can go to the lowest depths tochallenge the leaders of the Clan Torn Ear.

The Temple of Cazic-Thule is the home to lizardmen who worship Cazic-Thule. There is rumor thatCazic’s presence is so great, he sent his own Avatarof Fear to oversee the training of Cazic’s greatestcreation for world domination. Only experiencedcharacters should enter this realm — and take goodtime to learn its mysteries — for many before havebeen sacrificed to the faceless god. The templeconstructed by the lizard men is confusing, bydesign, intending to entrap those who walk on theland without the blessing of their god. It’sdefinitely a zone that should not be missed bythose passing from Young to Mastery level.

Between the dungeons lie many lands to betraveled and explored. Everfrost is the frozentundra of the North. Here Snow Orcs challengethe Barbarians in the land of ice and snow, wherethe “Wolves of the North” earn their manhood.Every character can find adventure in this area,from the very young to the masters of the lands.If the greatest icy tundra is not hard enough,there are stories that the great NecromancerMiragul who founded the black arts of magic lairssomewhere beneath the snow. Truly, it’s a landthat all should see.

The Karanas are the lands named after LordKarana, the god of the rains. The largest outdoorregions of Antonica are patrolled on the westernedge by the Guards of Qeynos, but their protection

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only goes so far. In the Southern Karana areas liethe civilizations of the Centaurs and Aviaks, areasthat advanced players come to experience. EasternKarana is home to many hazards, but still manybrave souls attempt to tame this great land. TheKaranas are home to many great races that haveflourished upon Lord Karana’s blessed lands. OnlyRangers and Druids skilled in tracking can findmany of the creatures missed by those who simplywalk through this area.

Lake Rathetear is another land with scatteredtribes of many races. This is a young- toexperienced-area where many can find quests,adventures and unique encounters. The lake itself isrumored to be haunted, as undead have been seenat night in those places where the living walkduring the day. Many are the reports of mysteriousdeaths which leave no corpses, and it’s not known ifsomething lives in the lakes, or if the undeadresurrect the bodies to join their army of evil.

The Desert of Ro is geographically divided intoNorthern Ro, Southern Ro, and the Oasis ofMarr. Creatures that can survive the dry climatedo well here: snakes, spiders, mummies, and theundead. Younger to experienced players do thebest in this realm, but beware the Sand Giantswho roam these sands. This desert once boasted agreat city, but long ago it was erased from view ina great sand storm.

The Commonlands have scattered humansettlements of many vendors and citizens. TheFreeport Militia has many outposts here,spreading its influence in the world. Manycreatures live in this area … it is rich inadventures and opportunities. Hill Giants, onceliving within the Commonlands, have mostlymoved to the Karanas, as well as the greatGriffons, but there are still some who prey on theweak who walk these paths.

Qeynos Hills is the land between the great city ofQeynos and Surefall Glade. This area has bothpatrolling Guards from Qeynos and Druids fromSurefall to keep the area safe for those pushingfarther from the city gates. There are stories ofuprisings of undead in this area, but none havebeen seen in many moons.

Innothule Swamp is the least tamed in all thelands of Antonica, if not all of Norrath. Swampalligators and snakes are common, as well as bothwandering and posted Troll Bashers from thenearby city of Grobb. The Frogloks’ young areborn and take their first steps onto the land here.While it’s a very confusing area to explore, it isstill safe for the younger dark races to hunt. Ofcourse, those young from non-evil races may findthemselves smashed instead of saved by theprotectors of the lands, if they should f lee fromcreatures of the swamp.

Kithicor Forest was once a very peaceful land, butthat was before the time of war … before Innoruuk.In the greatest conflict in modern history, LanysT’vyl, the Daughter of Innoruuk, and Fironia, theAvatar of Tunare, did battle upon these lands thatlie between the Western Commonlands, High HoldPass and Rivervale. In an action condemned by thegods, Father Innoruuk protected his only daughterfrom defeat, not for love (because that god has notthe knowledge of such an emotion), but for pride.Unwilling to have his daughter conquered by afollower of Tunare, he opened forever a rift in spacebetween Norrath and the Plane of Hate. Thissevering of the dimensions killed everything in theforest, and hundreds of Warriors’ blood soaked thelands of Kithicor. While Tunare’s blessing keeps theforest safe during the day, Innoruuk’s hatredhaunts the night. Therefore, younger parties aresafe enough during the day, but only theexperienced and masters dare set foot into the

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forest at night. Many younger characters havelearned the meaning of the word fear whilewatching the sun set upon the forest with theprotection of Rivervale still a ways off.

The Feerrott is a thick rainforest, known to be thestomping grounds of many young Ogres and thebouncers that protect them. Many undead andlizard men also call this home, making it a greatarea for the young and old alike. Secrets lie behindtrees and rocks, and many have found themselveslost in the rainforest, shouting for anyone to help.

Rathe Mountains is a dangerous crossing betweenLake Rathe and The Feerrott. Giants, Cyclopes,undead, lizard men, and many others make this ahunting ground for experienced parties. While thereare many settlements of merchants and gypsiesalong the way, not many will lend a hand to help astranger in need. There are stories of great mysticalflying cat-like creatures, but recent travelers fromthe lands have not confirmed these.

Beholder’s Maze, also known as the Gorge of KingXorbb, is the territory of Evil Eyes, Minotaurs, anda race consisting of living rock. There are alsopatrols from the nearby goblins of Runnyeye,making this a hostile area — at best — to cross,and rewarding for experienced characters to huntin. Groups of younger players who work welltogether can survive, but even the moreexperienced characters cannot hope to simply crossthe maze and continue on their journeys.

Misty Thicket lies between the town of Rivervaleand the Runnyeye Citadel. This land is protectedwell by the Guardians of the Vale and is filledwith creatures that wander this area. Youngercharacters do well here, well protected by severaloutposts of Deputies from Rivervale. Beware thegoblin guards near Runnyeye, and be certain youare ready to engage them, for it is a long way tothe outposts from there.

Nektulos Forest is the land outside Neriak, andis controlled by the children of Innoruuk. Thisforest is not as thick as many of the other forestsof Norrath, but there are still many dangers. Well-guarded by the Dark Elf guards of Neriak, as wellas towering, walking golems enchanted to protectthe fledgling villains, the lands are under almostconstant attack from those who fear what thesegrim-eyed children may grow up to be. Halflingsespecially are trying to reclaim these once-safelands from the dark forces, but to this date haveonly won a tenuous foothold.

Lavastorm is a disaster waiting to happen. Activevolcanoes spew forth streams of lava; these are theyoungest mountains in Norrath. The temperaturesare extreme, and many creatures who thrive in theheat call this land home. Reports of Fire Drakeshave been confirmed, as well as the walkingcousins of these creatures, while Fire Elementalsleap at prey from the lava. This zone, while goodfor many of the younger parties, still holds greatdangers since rocks have been known to workloose, forming puddles of molten rock.

Near Lavastorm is the Temple of Solusek Ro,where some of the greatest quests in the lands canbe found. Beware those who wish to challenge thepower of the Prince of Fire, for whosoever crossesthis dread god will find fiery hatred behind hismask. The quests are considered the supremeadventures to be had by the experienced player,although betraying the god of Ro will find thosehanding out the quests to be suddenly savageopponents. All are equal in the Prince’s eyes, as itis only deeds that measure the man, not his race.

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Exploring FaydwerFaydwer is the second-most populated land, and hasmany places for learning, growing and adventuring.The great cities of Kelethin, Felwithe, Ak’Anon andKaladim are here, as well as Castle Mistmoore. It isthe home to the Dwarves, Elves and Gnomes ... andmany political factions.

Kelethin is the tree city of the Wood Elves, located inthe center of Greater Faydark. Wood Elves feel athome in a city far above the ground, and have littlefear of falling. They are safe in the trees, where theOrcs that pillage the land cannot reach them. Whatevents occur dirtside are seldom noticed above, as thebards play their music, and some of the finest bowsand armor are made.

Felwithe, a city bordering Greater Faydark, is thehome of the High Elves, a race steeped in tradition,and a city of great magic. From the Paladins andClerics, to some of the most capable casters in therealm, Felwithe has several notable quests, and is agreat resource for magic users.

Kaladim is the city of the Dwarves, and industry isthe trademark of those within. Great mines lie deepwithin the city, and gems and minerals are well usedby these great artisans. Taller races beware, for thistown was built for the race of Dwarves. Barbariansmay be welcome, but the folk of the town are notabout to start making taller buildings to conveniencethe likes of them.

Ak’Anon is the home of the Gnomes, where some ofthe greatest inventors of the lands come to discussideas and concepts. Great mechanical creatures havebeen built to make the Gnomes’ lives easier.Everything is of interest in the city, especially for thosewho venture here seeking knowledge. The Ak’Anon zoois famous in Norrath, as only the Gnomes could devisesuch a concept for their people to enjoy. Knowledge iseverything, neither evil nor good, but simplyinformation to be processed, refined and consumed.

The Butcherblock Mountains lie outside Kaladim,and are protected by the Dwarven “Storm Guard.”These scattered mountains and great hills have pathsthat were worn deep long ‘ere any Humans set foot onFaydwer. Wandering creatures are here, and youngercharacters can grow strong hunting them, taking timeto wonder at a very strange monument. It is, in fact,a large chess set, with pieces that look as though thegods themselves once played with them, but the setnow lies in ruins within a mountainous alcove.Unique undead creatures are all that remain fromwhat must have been the gods’ pastime.

Dagnor’s Cauldron lies south of the ButcherblockMountains. The rough terrain here is as dangerous asthe creatures that roam it. Take your time touringthis land. It is easy to misjudge the steep slopes andrapid descents … and be injured in a fall. AquaGoblins have camps in this area, and stage frequentambushes on those that cross the Cauldron. There arerumors of a legendary underwater city to be foundhere, but no recent travelers’ reports confirm this.

The Estate of Unrest was once a place of great joy,before an extreme catastrophe occurred in thesurrounding land. The estate is now haunted, and allwithin are undead or minions of the undead. Manyexperienced undead hunters come here to test theirfaith, as the estate seems to moan with despair. Theundead never cease defending the estate, and thesource of their unrest has never been found.

Clan Crushbone is the final stronghold of the Orcson Faydwer. An entire legion of Orcs still remainsactive here, in Emperor Crush’s service. They traineach other for battle against the Dwarves and Elves, aconstant threat as it appears that the Orcs aregaining ground in Greater Faydark. This is theproving ground for many aspiring Elven and Dwarvenheroes, and those who have established themselves asgreat Orc slayers often go on to become legendsamong the their people. Those who fail often end upas slaves to the Orcs, unable to free themselves fromthe never-ending lash of the whip. Rumors have itthat the Dark Elves are supplying the Orcs with

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weapons and counsel on how to make a final assaulton Kelethin and Felwithe. How deep the involvementof the Dark Elves goes is not yet known.

Lesser Faydark is a foreboding, dangerous forestwhere many mysterious creatures live, hidden tothose who cannot look with trusting eyes. Brownies,Fairies and other small creatures of magic hide inthis place which knows nothing of modern ways, butonly the ways of nature and of ages past. Storiesfrom long ago claim that the most magical ofcreatures, the Unicorns, used to be seen on moonlitnights, but these mythical creatures have not beenseen in a long time, if ever. Perhaps a faithful Elf inthe moonlight can still see these creatures if he liesstill enough in the woods. Recently, the Dark Elveshave begun an invasion of Faydwer within thisforest.

Stories were told long ago that the most magical ofcreatures, the unicorns, used to be seen on moonlitnights, but these mythical creatures have not beenseen in a long time. Perhaps a faithful Elf in themoonlight can still see these creatures if he lies stillenough in the woods.

Steamfont Mountains is the area where Gnomeshave settled down. Many Watchmen of the King ofAk’Anon stand guard near the city and its environs.Drakes, Minotaurs, and many smaller creaturesmake this a great zone for the younger to somewhatexperienced players. Several Gnomes have won fameand favor with the King for duties against theMinotaurs. Many Gnomes put new inventions ondisplay; the most noted was a great clockwork spiderthat malfunctioned immediately after being unveiled.The Gnome creator of this failed project still answersto this date for the chaos it caused.

The Ocean of Tears divides the world into a land ofmany islands and adventures. Ranging from theyoung to mastery level, each of these islands has astory and history behind it. From Pirates to Spectresto Aviaks, there is as much different life on theislands as there are fish in the sea.

Exploring OdusOdus is the home of the Erudites, a group ofHumans who broke off from Qeynos to form theirown society. Erudin is the center of life for Odus,but no longer the only city on the continent.Paineel, the city of outcast heretics, now stands indefiance of the High Council of Erudin. ToxxuliaForest is the only common ground between theseareas, and is in contention by both factions of theErudite race.

Erudin is a city of great knowledge andrefinement. It is by far the most civilized city (byErudite reckoning, at least), protected by manySentinels, and the noble council overviews all. Theknowledge of many generations is stored within thelargest library in the lands — even the heretics’version in Paineel pales by comparison. Deeperinside the city is the great Palace of Erudin. Theruling council and leaders decide on the truestforms of magic by the greatest casters in therealm.

Paineel is the city of outcast heretics — those whostudy the arts of Necromancy — located on theopposite side of Toxxulia Forest. Inside, followers ofCazic-Thule bring forth a new school of Clerics, theFell Blade Shadow Knights, and the ruling class ofthe Necromancers. Do not be fooled by theappearance of this city. Even though it is nearly asrefined as Erudin, it is a dark and evil site.Isolationist at heart, this city is well defended bythe Shadow Knights and Necromancers who studyin the heretics’ library; they have the secrets of theoriginal first Necromancer, Miragul.

Kerra’s Ridge is the land that has been ruled bythe Kerrans, a cat-like people fighting for existenceagainst extinction at the hands of the Erudites.This is a younger dungeon, and groups of newerErudites can find fame and glory worthwhile toanyone starting a career in the arts of

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magic or faith. There are recent reports that theHeretics have established an outer school on anearby island, but those who set out to verify thisinformation failed to report back. For those whoare opposed to the Heretics, and are of thesuitable age, this could be a quest to fulfill.

Erud’s Crossing has but a single island betweenOdus and Antonica, a volcano that made anisland within recent years. This island has beentaken by a group of Kerrans who appear to haverevolted against those at Kerra’s Ridge, and havea good colony to start a new life. A ship travelingbetween Qeynos and Erudin has been lost in thearea, and hopes were high that survivors might befound. However, as time goes by, this hopediminishes. This island is good for younger toslightly more experienced parties, and is a greatbreak from other areas to get away from theworries of everyday life on a more tropicalvacation.

Exploring KunarkFiriona is the landing area for most of the good-hearted races of Norrath. This Elven outpostcomes under attack often from Drachnids, Giantsand Drolvargs. The Overseer of Firiona is GalethVeredeth, an Elven Warrior of historicalsignificance. There are many adventures here fordifferent races and classes.

The Dreadlands is the hilly region in westernKunark that is prowled by wild packs ofWerewolves, Giants and other deadly creatures.The land is wild, and incredible changes inclimate can be seen within very short distances.This area is the first that many will see since itholds the portals and ring for the Wizards andDruids. Inexperienced groups should not hunt theland. Many a scouting party has disappeared,leaving no clue as to its fate.

Karnor’s Castle has been taken over bywerewolves, encamping themselves in this ruinedcastle in an attempt to control Kunark. The largecastle has enough supplies to keep the Werewolvesin good armor and weapons, and they trainrelentlessly in order to continue their siege of thelands.

Burning Woods is a once-beautiful forest area.It has been scarred with intermittent meteorstrikes that set the forest ablaze. Many creatures’homes have been affected by the strikes, includingthe Giants and Sarnaks. Undead Gorillas, Wurmsand other monsters also roam this zone … so onlyexperienced parties can expect to survive a tour ofthe area. It is rumored that an actual meteor stilllies here, and can be found if searched for.

Chardok, the largest of the Sarnaks’ castles, canbe found in the Burning Woods, somehowuntouched by many of the nearby strikes. The

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half-dragon, half-Iksar Sarnaks continue to wagewar against any rivals who wish to controlKunark. Chardok is close to impenetrable, evenwith an army of well-trained individuals.

The Skyfire Mountain Range is still veryactive, even more so than Lavastorm. Large riversof lava meander throughout the land, andcreatures of incredible strength wander freely.Inexperienced parties are fodder to thesecreatures, which snatch up and swallow any whocannot repel them.

Veeshan’s Peak, the largest volcano, is strangelydormant, with large doors on the outside thatappear to be forever locked. This meeting place ofthe Ring of Scale is one of the greatest mysterieson Norrath.

The Overthere is a plains area teeming withwildlife and rumored to be the home of a lost andancient race, but few have survived the journey toverify these stories. While there is an outpost forthose whose duties and deeds may be … may be ofan evil nature, there are yet many mysteries thatresist investigation.

The Howling Stones mark this area. Some reportscreams that filter through the very earth of theselands … sounds that have weakened the will ofeven the bravest. Experienced parties havedisappeared in this area, and the reports fromthose who best know the missing are that they nowcan hear their friends’ screams in the night as well.

The Frontier Mountains, comprised of tall,jagged peaks, form an almost impregnable barrieracross the width of Kunark and some consider itthe most dangerous traveling terrain in Norrath.Many Giants have claimed this area for theirhome, and they have made several outposts andcamps.

Droga and Nurga, death camps for Goblins whoprofit from the labor, are two of the many minesin the Frontier Mountains. Here you will findMole-like creatures called “Burynai,” who alsoown a few mines and defend them viciously. TheGiants have started their own shaft, but no onehas been able to get close enough to discover justhow deep it goes.

Lake of Ill Omen’s legend has it that those whotouch the waters of the lake are forever doomed torise as undead three days after their deaths. Thisarea has many adventures from the training areasof Iksar (for the least-trained of the locals) to alarge colony of Goblins, underwater ruins and aSarnak stronghold that could take severalexperienced groups to explore.

Veksar’s entrance has collapsed and it isunknown if another path into the underwater citywill ever be found. What mysteries lie in this zoneare unknown, as the city under the lake has notyet been revealed.

Warslik’s Wood is named for Warslik theDestroyer, a Mountain Giant hero who rained hisfury upon Kurn’s Tower in elder times, destroyingit utterly. This area is attractive to lesser-experienced parties — mostly Iksar — who arelooking for a variety of adventures. Moreexperienced parties might assault the Goblin orForest Giant strongholds here.

Dalnir, an ancient crypt, lies not far from thenew Iksar city of Cabilis. Dalnir was a wealthynoble from the first Iksar Empire whose crypt’slocation was lost long ago. Recently several Iksarcriminals stumbled upon a cave where theyattempted to hide from a pursuing patrol. Deepwithin the cave they discovered the entrance toDalnir. Ignorant of the legend of Dalnir, the

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criminals went in to plunder the tomb, and werenever seen again. Over the years many differentcreatures have stumbled upon this tomb.

Field of Bone is where many creatures inNorrath come to die. Thousands of skeletons andcorpses of all kind litter the landscape. This placewas once f lush and fertile in the early days of theIksar, but now it is all but desert. The bones ofjust about every race on the continent litter theground — more numerous than vegetation inmany areas. Moreover, the field is haunted …especially at night … by foul undead.

While greater undead hunters will not bechallenged by this location, those newer tohunting the undead will be delighted with theopportunities.

Kurn’s Tower was used to torture, enslave andenforce the will of the Iksar upon the non-Iksarraces. This foul tower now lies in ruins, but thecatacombs and dungeons beneath hold secrets toodark to tell.

Kaesora is ruled by a Vampire named Xalgoz, anemissary of Venril Sathir. There are manydangerous traps in Kaesora that hold manytrapped souls … never to be released. Kaesora isfor experienced parties who work well underpressure and are capable of handling surprises.

Swamp of No Hope makes Innothule look tame.This swamp is very confusing, easy to get lost in,and has many creatures that wander it.

Krup lies somewhere in the mist of the swamp. Itis the capital city of the Frogloks of Kunark. KingLupzlup is rumored to be found in this area,defended by a large number of Frogloks.

This area is good for the inexperienced to get usedto working together as a team, and great forlearning how to not get lost in a large zone withfew landmarks.

Emerald Jungle is a wild and dangerous place:home of many predators, including f lesh-eatingplants and creatures once thought extinct.

The City of Mist, the ruined Trade City of Torsis,is hidden in the translucent haze of this zone.This was the city of merchants, smiths — andhome to a formidable army. Now the dead aresaid to walk its streets, seeking souls to devourand bodies to crush. However, in the last days ofthis city’s empire, many a merchant fell dead withgems in hand.

Note: All characters can be bound (BindAffinity) to this city.

Both of these zones are designed for experienced-to mastery-level players, with groups that haveworked together before. The middle of a jungle faraway from anything resembling safety is not thetime to experiment with group compatibility.

Trakanon’s Teeth is in the far south reaches ofthe Emerald Jungle. Undead are much morecommon here, as entire areas of old Iksar ruinsare spread throughout the zone. Sebilis can befound — obliterated by dragonkind — now takenover by the ancient poison dragon Trakanon.

Old Sebilis’s entrance lies in the deepest parts ofthe jungle. Its location is unknown, but it isrumored that Trakanon himself may be found if aparty of heroes could ever explore deep enough.

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Factions & Who They Are�����* The faction name is its own description.

Agents of MistmooreSpies for the Vampireof Mistmoore

Allize Tae EwCazic ThuleLizardmen

Allize Vol EwFeerrott Lizardmen

Antonious BayleLeader of Qeynos andthe surrounding areas

Arcane ScientistsFreeport casters guild

Ashen OrderFreeport Monks guild

Befallen Inhabitants *

BloodgillsWater Goblin factionin Kunark

BloodsabersHuman followers ofBertoxxulous, out ofQeynos

Broken Skull ClanUltra-violent clan ofTrolls

Burynai LegionBurynai primaryfaction

Carson McCabeHigh Keep basedfaction

Circle of UnseenHandsRogue guild operatingout of Qeynos

Clan Runny EyeGoblin clan nearMisty Thicket and inButcherblock Mtns.

Cleaving Tooth ClanA clan of Goblins

Clerics of TunareCleric guild operatingout of Felwithe /Paladins of Tunare

Clerics of UnderfootCleric and Paladinguilds operating outof Kaladim

ClurgOgre tavern owner

Coalition of TradefolkMerchants of Freeport

Combine EmpireForgotten faction of apast empire

Commons ResidentsResidents ofCommons and EastCommons

Corrupt QeynosGuards *

CraftkeepersErudite Enchantersguild

Craknek WarriorsOgre Warriors guild

Crimson HandsErudite Wizards guild

Crushbone OrcsOrc clan operatingout of Faydark

Da BashersTroll Warriors guild,and Troll Guards

Dark BargainersDark Elf Merchantsout of Neriak

Dark OnesTroll Shaman guild

Dark ReflectionGnome Necromancerguild

Dead (The)Dark Elf ShadowKnights andNecromancers guild

Deathfist OrcsOrcs operating nearFreeport

Deep MusesGnome (Rogues) guild

DeeppocketsHalfling Rogue guild

Deepwater KnightsErudite Paladin andCleric guild

Timorous Deep is full of adventures for variouslevels of explorers. Different islands dot thelargest body of water in Norrath, and each islandand waterway holds opportunities galore. Severalspecies call this area home, including a tribe ofbird people and some very large carnivorouscreatures. Those lost on the high seas may verywell end their careers as a midnight snack to thelocal denizens.

There are mysterious forces at work in TimorousDeep, as somewhere in the water large amounts ofmana and energy are being consumed andexpended for unknown purposes. Also, tales of avoracious sea monster strike fear into the heartsof many young travelers, although the experiencedhave come to discount them as simple rumor.

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Dervish CutthroatsDervish cutthroatsoperating out of theOasis of Marr andDeserts of Ro

Dismal RageHuman followers ofInnoruuk, out ofFreeport

DonovonHigh Keep citizen

DraflingHalfling faction

Dread Guard InnerDark Elven guards ofNeriak

Dread Guard OuterDark Elven guards ofNeriak’s ForeignQuarter

Ebon MaskGuild of Dark ElfRogues

Eldritch CollectiveGnome casters guild

Emerald WarriorsElven Warriors guild

Faydark ChampionsElven Warriors guild

Firiona VieCity of Firiona Viefaction

Freeport MilitiaEast and WestFreeport guardfaction

Frogloks of GukFroglok encampmentin Innothule

Frogloks of KunarkFroglok encampmentin Swamp of No Hope

GatecallersErudite Mages guild

Gem ChoppersGnome Warriorsguild and guardfaction

Gnarled Fist ClanClan of Trolls

Greenblood KnightsOgre Shadow Knightsguild

Guardians of the ValeRivervale guardfaction

Guards of QeynosPrimary Qeynosguard faction

HereticsErudite Necromancersand Shadow Knightsin Paineel

High Guard of ErudinGuards of Erudin

High Hold Citizen *

Highpass Guards *

Horde of XalgozWerewolf clan inKunark

Indigo BrotherhoodDark Elf Warriorsguild

Jagged Pine TreefolkDruid guild out ofSurefall Glade

Kane BayleYounger brother toAntonious Bayle

Karana Bandits *

Karana Residents*

Kazon StormhammerKing of the Dwarvesand ruler of Kaladim

Keepers of the ArtHigh Elf casters guild

Kelethin Merchantsguild

Kerra IsleGroup of Kerra’s offthe coast of Odus

King Ak’AnonRuler of Ak’Anon

King Naythonx ThexKing of the DarkElves

King Tearis ThexKing of the HighElves

Kithicor ResidentsCitizens who live inKithicor Forest

Knights of ThunderPaladins of Karanaoperating out ofQeynos

Knights of TruthPaladins of MithanielMarr operating out ofFreeport

Kobolds of FirepitClan of Kobolds

Kromdek (The)Faction of Giants inKunark

Kromdul (The)Faction of Giants inKunark

League of AntonicanBardsBard guild of Qeynosand Freeport

Legion of CabilisArmy of Iksaroperating out ofCabilis

Mayong MistmooreDark Elf vampire whocontrols CastleMistmoore

Mayor GubbinMayor of Rivervale

MeldrathGnome Necromancerin Steamfont

Merchants ofAk’Anonguild

Merchants of Erudinguild

Merchants of Felwitheguild

Merchants of Halasguild

Merchants ofHighpassPass guild

Merchants of Kaladimguild

Merchants of Oggokguild

Merchants ofRivervaleguild

Miners Guild 249Dwarven miners guild

Miners Guild 628Dwarven Miners guildin Kaladim

Minion of ScaleArmy of the Ring ofScale

MiragulThe Erudite whofounded Necromancy

Mucktail GnollsClan of Gnollsoperating near HighPass

NagafenLava Dragon in a lairoff of Lavastorm

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NajenaDark Elf operatingout of Lavastorm area

Oggok Guards *

Opal DarkbriarA studier of the artsin Freeport

Order of ThreeMage guild of Qeynos

Pack of TomorClan of Werewolves

PeacekeepersErudite Paladin andClerics guild

Phingel AtroposThe last kedge

Pickclaw GoblinsGoblin clan operatingout of High Pass

Pirates of GunthakPirates of the greatseas of Norrath

Priests of NagafenFollowers of the LavaDragon

Priests of InnorukDark Elf Clerics guild

Priests of LifeCleric guild out ofQeynos

Priests of MischiefHalfling Clerics guild

Protectors of the PineRangers guild out ofSurefall Glade

QRG ProtectedAnimalsQeynos Rangers guildprotected animals

Queen Cristanos ThexDark Elf Queen

Ring of ScaleCouncil of Dragons

Rogues of the WhiteRoseBarbarian Roguesguild

Sabertooths ofBlackburrowClan of Gnollsoperating near theJaggedpine

Sarnak CollectiveHalf Iksar, halfDragon race collective

Shamen of JusticeBarbarian Shamanguild

Shralok OrcsOrcs operating out ofKithicor Forest

Silent Fist ClanMonks guild out ofQeynos

Soldiers of TunareDruids guild out ofKelethin

Solusek MiningCompanyGnome miningcompany out ofLavastorm

Split Paw ClanClan of Gnolls

Steel WarriorsWarriors Guild out ofQeynos

Stone Hive BixiesClan of Bixies

Storm GuardWarriors guild out ofKaladim

Storm ReapersHalfling Druids ofKarana out ofRivervale

Temple of Solusek RoGreat temple toSolusek Ro nearLavastorm

Thrall of KlyFaction of Kly out ofDalnir

Thunder HoovesCentaurs of the Plainsof Karana

TrakanonFollowers of thePoison Dragon ofKunark

Tunare’s ScoutsElven Rogues guild

Undead Frogloks ofGuk *

Undead of Kithicor *

Unkempt DruidsFaction of Druids

Unrest InhabitantsInhabitants of theEstate of Unrest

Venril SathirLich lord of Kunark

Verishe MalAn invading clan ofGnolls

VoxFrost Dragon whoselair lies near Everfrost

Wolves of the NorthWarriors guild inHalas

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The Mapmaker

Mylord,

I trust this missive finds you in good health, if indeed it finds you at all. I had only returned tothe port to replenish my supply of parchment, when I was informed by the captain that hewould soon be departing for home. He kindly offered to carry my humble report to your eyes.

This new land is all I could ever dream it would be, and more! I must confess that my musicalendeavors have quite fallen by the wayside. Indeed, the head of my drum is even now playinghost to a careful tracing of an inland lake some six days journey from our anchorage (I believe Imentioned that I had run out of parchment). I have become utterly consumed with the task ofcommitting the contours of great Kunark at last to paper. I think I have almost a third of thewhole landmass sketched out now, and hope to have the rest in no more than a year, at whichtime I can start the even more massive task of making my charts fit for your sight. Have I foundhere my life’s calling? Indeed, it may be so.

I wander hither and yon quite overwhelmed by the infinite possibilities of this land. Shall Ifollow the river that winds to the east, or seek out the peaks that loom to the north? I havelearned much about both my craft and myself. It is most difficult, for example, to take anaccurate compass reading while one is being pursued by a pride of lions, owing to the frequentnecessity of evasive action. Although the actual distance covered between attempts wasminuscule, the problem of reestablishing a true baseline under the formidable time pressure ofleonine attention proved to be both frustrating and potentially life-threatening. In the end,however, I triumphed, when I discovered simultaneously that the trunk of a long pine can beclimbed, with a sufficiently rapid run-up, and that said pines make both a good vantage pointfor geographical survey and a passably comfortable bower for the night.

I apologize for the brevity of this account, when indeed I have so much to report. However, thecaptain’s departure cannot be delayed. As for myself, I once again hear the call of the expanses.There is a rumor of a most fascinating high meadow to the southwest, which none have beenable to cross owing to the unfortunate presence of dragon-like Sarnak. Therefore, I have everyreason to hope that I shall be the first! Excitement quite overwhelms me.

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Ever your obedient servant,

Muse, bard and cartographer

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Cities of NorrathEQ Atlaswww.eqatlas.comTo serious EverQuest adventurers, a good map is the magic mirror that lets them see theworld as it really is. It saves time, saves resources, and saves lives.

Exploring is half the fun of questing … but anyone who’s spent hours wandering throughzones, confused and frustrated, knows that being lost is neither "exploring" nor fun.

EQ Atlas has an excellent array of high-quality maps, not just of cities, but also of themyriad areas in between. Muse, the Half Elf Bard/Cartographer, has been wanderingNorrath since the early days of the Beta, drawing maps and making them available to hisfellow adventurers.

Even more, there is first-hand expert advice on the best ways to survive exploration and findyour way back home.

It’s definitely worth a bookmark.

All maps are copyright EQ Atlas Web Site, and used here with permission.

Using the Maps in this BookPlaces of interest are marked on each map and listed in the key below the map. Items thatyou can find at these locations are listed in parentheses where applicable. Please note that inaddition to things you can buy (like food or cloth armor), these lists include things youmight see and possibly use (like an oven or brew barrel) and occasionally people. Also, thelists are very general — a merchant listed as selling plate armor may not have all pieces ofarmor in every size, for example. And of course, items merchants keep in stock are subject tochange as the game changes.

The maps are followed by lists of NPCs and creatures found in the major newbie zonesoutside these cities. As EverQuest is a living, breathing game it is always possible that beingswe’ve listed are no longer around, or creatures we haven’t listed are out there. We’veprovided the lists as a hint to the opportunities and dangers that lie outside city walls.

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AntonicaThe first stop for any traveler from abroad should surely be the main continent of Antonica.From broad green meadows to lush forests and frosty plains, our favorite island presents abreathtaking image of all four seasons at once. This jewel of Norrath is home to the mostacceptable of our thirteen known races, each with its own region and rich heritage. We wishyou a warm welcome throughout the land, and hope you find your travels relaxing andpleasurable. Let us take a few moments to guide you through our bright and beautiful land…

Halas, nestled comfortably between several snow-capped mountain ranges on thenorthernmost tip of Antonica, is home to most of the world’s Barbarians. Further south inRivervale, the land of the Half lings, the temperature rises to a breezy and comfortable 70°year round. Surrounded by lakes and rivers, this area has evolved into the most desirablevacation spot in the land — as evidenced by those visitors who return season after season.

Hardier travelers who want to mingle with several cultures may opt to visit the easternseaboard. This region harbors the most varied terrain, races and native life in the land. Fromthe Dark Elves’ forested city of Neriak to the ever-alive Human and Half Elf city of Freeport,visitors are always amazed by the unpredictable, exciting events and happenings in thisregion.

Southern Antonica may lack the wealth and goods present elsewhere on the island, but thetrue explorer or avid spelunker can’t help but appreciate the unexplored lands surroundingOggok (home of the Ogres) and Grobb (city of the Trolls). Caves, wild marshlands andhistorical ruins abound, many still untouched by progress or culture.

After an extended tour of the mainland, most travelerstake a few days’ rest in Qeynos, a tolerant,predominantly Human city that rests on the westernedge of Antonica. This famous port city bustles withmercantile activity both day and night, lending to itswell-earned reputation as the City of Infinite Trade.

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FreeportLocated on the eastern coast of Antonica,Freeport is a starting city for Humans andHalf Elves. In this humming port city youwill find all manner of goods andrefreshment for sale. In particular, travelersin search of spirits to quench their thirstwon’t be disappointed.

The city is divided into three zones: north,east and west. Boats depart from the docksin East Freeport for Faydwer, by way of theOcean of Tears.

Newbies who wish to venture outside of townwill do well to stick to the EastCommonlands, which lie just to the west ofWest Freeport. Check there on weekends —you’ll sometimes find it bustling with atraders’ fair.

Marsheart’s Chords was fulltonight — of singers warming

up their voices, strummers tuning theirlutes, and travelers eager to listen.

Angel leaned close to her lover, Mykel,and said, “That guard said to come here tolearn about the city, but this is a group ofentertainers. Don’t they deal in fantasy?”

Mykel caressed Angel’s hair, “Where doyou think they get their stories from, love?”

A hush fell on the crowd as the night’sentertainment began. There were storiesof love and valor. Tales of the gods andtheir faithful. Songs of magic andwonderment.

When it was all done, Mykel turned toAngel and said, “Well, there you have it.You need to see this Tara Neklene in theMagician’s Tower of the Arcane Scientistsand help her with her importantresearch. I, a humble cleric of Mithaniel,will be off to visit the Marr Hall of Truthand rid it of the pestilence that hasinfested the peaceful waters there.”

“But those were just stories,” Angel argued.

Mykel smiled as he kissed Angel’s hand.“Meet me here tomorrow evening. Tellme about your story and I’ll let youknow about mine.”

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West Freeport

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to NorthFreeport

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1. Lady Krystin — brewing supplies

2. West Gate Marketplace

3. Freeport Militia House

4. Lady Linadian — cloth armor

5. Academy of Arcane Science / MageGuild — tomes, gems, violet robes

6. The Steel Warriors Guild (forge inback) — weapons

7. The Freeport Arena / PvP area

8. Gurb’s Anvil (pottery wheel inside, kilnoutside) — weapons

9. Hog Caller’s Inn (brew barrel inside) —alcohol

10. The Theatre of the Tranquil

11. Brownloe Bakery (kiln and potterywheel outside) — food items, cookingsupplies, recipes

12. The Ashen Order / Monk Guild

13. Torlig’s Herbs and Medicines —potions,crystals, mistletoe

14. Vacant Tavern (oven inside)

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1. Armor by Ikthar (forge outside) — chainand plate armor, armor molds, clay

2. Trader’s Holiday (brew barrel and oveninside) — blacksmithing molds and books,alcohol

3. Backalley Brewhouse — alcohol

4. Velithe and Bardo’s Imported Goods —alcohol, blacksmithing books, file molds andother molds

5. Leather and Hide — small and mediumleather armor and patterns

6. Priest of Discord

7. Grub n’ Grog Tavern (oven inside) —alcohol

8. Freeport Inn — food items, lanterns, othergoods

9. Port Authority — fishing supplies

10. Freeport Dock (boat to Ocean of Tears,Butcherblock Mountains, and the rest ofFaydwer)

11. Seafarer’s Roost (brew barrel inside) —odd and unusual beers

12. Eastside Inn (secret entrance tounderground tunnels where Necromancer,Shadow Knight, and Rogue guilds arefound, as well as the evil races Guild-master for the other classes)

13. Gord’s Smithy — weapons and bags

14. Chops and Hops (oven inside) — alcohol

15. Hallard’s Resales (KOS dog namedScraps) — weapons

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1. Freeport Office of Landholders

2. Hall of Truth — Paladin/ Cleric Guild

3. Temple of Marr — Paladin/ Cleric Guild

4. Groflah’s Forge (forge outside door) — ore,weapons, clay, steel boning, sharpening stones

5. Marsheart’s Chords — Bard Guild Hall—throwing weapons and musical instruments

6. Freeport City Hall

7. Coalition of Trade Folk — food items

8. Knight’s Quarters

9. “The Blue Building” — jewelry craftingitems

10. The Jade Tiger’s Den — food items

11. Tassel’s Tavern (brew barrel inside) —alcohol

12. Emporium! (forge outside door) — medium cloth items

13. The Vault [bank]

14. Galio’s Meat and Mullet (brew barreland oven inside and pottery wheel and kiln outside) — food items, meat pies

15. Public Bunkhouse (oven outside)

16. The World at Hand — food items

17. Freeport Fine Clothiers — potterysketches, cloth armor

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North Freeport

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Teir’Dal BishopTeir’Dal ChaplainTeir’Dal CorporalTeir’Dal Elder Ritualist

Teir’Dal EliteTeir’Dal High PriestTeir’Dal High WizardTeir’Dal Lieutenant

Teir’Dal PriestTeir’Dal RitualistTeir’Dal Ritualist AdeptTeir’Dal Senior Ritualist

Teir’Dal Sergeant

Teir’Dal

air elementalaspbixieblack bearblack wolfdarkweed snakedecaying skeletonfire beetle

ghoulgiant scarabgiant spidergriffinlarge spiderlesser mummylionlioness

moss snakeorc apprenticeorc centurionorc legionnaireorc oracleorc pawnorc weaponsmithpuma

rattlesnakeshadow wolfskeletonspiderlingwillowispyoung kodiakzombie

Others

East Commonlands Newbie ZonePersonalitiesAltunic JartinBattle ChanterBlademaster ArishanBubarCavalier of ThunderCavalier of TunareChaplain of BrellDena LoommistressElder Battle ChanterElder Enchantress of ThreeElder Priest DunnikElder Priest of BrellElder Ritualist Ka’VisanElder WizardElder WoodsmanEnchantress of ThreeEssence Lord LaenariGeneral MelkarGeneral Sa’RalisGerme ThreadspinnerguardsHigh Lord Elisar

High Paladin of TunareHigh Priest of BrellHigh Priest of ThreeHigh Priest Z’KuvelHigh Priestess of BrellInnkeep BlaiseInnkeep CalenInnkeep DolmanInnkeep EloraInnkeep FeniaInnkeep HaroldInnkeep JunaInnkeep LeoJagged Pine TrackerJelda NeedlefingerJoryd LongarmsKatha FirespinnerKnight of TunareLady of the PineLord Shin ReeLoric WeaverLyth Spellstar

Master ElementalistMstr. Enchantress KalystariMath WintersongMerra ClayfingerMetha WintersongMith WintersongMytha WintersongPaladin of TunarePardor the BlessedPartharPonila QuickfingersPriest of BrellPriestess of BrellPriestess of ThreeRinna LightshadowRomyaRugged WoodsmanSenior ElementalistSenior WizardSergeant SlateShadow MasterShadow Warrior

Shady SwashbucklerSilent Fist MasterSilent Fist WarriorSquire NarlSteel Warrior GeneralSteel Warrior LieutenantSteel Warrior SergeantStormGuard CorporalStormGuard GeneralStormGuard LieutenantStormGuard SergeantVali GreenwhisperVeli GreenwhisperVoli GreenwhisperVuli GreenwhisperWarlord SpruanceWizard AdeptWizard of Three

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Look for Boomba the Bigin Freeport

Well, now, I’ll tell you right here and now

that not all evil Ogres are really evil. I

mean, really now, if you can’t believe a

trusty Rogue, who can you believe? You

doubt me? I’ll give you a for-example.

For example, there’s Boomba the Big in

Freeport. I still remember the first time I

saw Boomba the Big. I was sashaying

down the streets of West Freeport

(sashaying is part of my signature style)

and I turn the corner and Boom! There’s

this big old Ogre standing in front of me.

Okay, so he wasn’t exactly swinging a

club at my head, but still you’ve gotta

admit that there are times when a Rogue

practices hiding, and there are times when

he just … hides. I hid in a heartbeat,

almost right out of my own boots, if you

know what I mean.

But then I see that this Ogre is doing the

market-place thing. So I think, “Tunare on

a half-shell, you just gotta love Freeport.”

And then I see that this big Ogre isn’t just

shopping … he’s got his own thing going.

Foodstuffs in barrels, with tongs and

skewers and little take-home boxes. And I

think, “What a town.” Then I think, “I

wonder what he’s selling?” so I go over

for a look-see.

You’ll never believe this. He’s selling

pickles. I couldn’t believe it, so I asked

him, “What is this stuff?” He says,

“Anybody can see it’s pickles.” Only he

doesn’t actually say exactly that, you

know how Ogres talk in verbal bursts of

testosterone. But that’s what he meant.

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And I thought, “Hey, I don’t even have to

go out of the city walls for a new

experience,” so I asked him how he

learned to make pickles, and which ones

he recommended, etc.

Well. Apparently he learned from the

master Chef Dooga in Oggok. Boomba

apprenticed with him for years, but he

said that everybody in Oggok makes

pickles at home, so it’s not exactly the

best way to get rich. That’s when he

decided to come to Freeport, land of the

Free and home of the Port, and make his

fortune as a pickle-chef. Only when he

got there, the militia conscripted him in

the fight against the Deathfist Orcs. So he

was in the Brute Squad for a few years,

and then set up shop.

His recommendation du jour was the

Pickled Paladin. I looked in the barrel, and

sure enough, it was full of pickled Paladin.

He said he only pickled evil Paladins, and

that the militia had told him that there

was an infestation of evil Paladins in the

north, so that was what he used. He said

that I could tell he used only the best

Paladins, because if you looked you could

see splinters of plate armor and bits of

jewelry embedded in the … um … pickled

parts.

So you see, all Ogres aren’t evil. Some are

decent, hard-working pickle-chefs just

trying to make a living like the rest of us.

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GrobbGrobb, the starting city for Trolls, lies at thefar southeastern tip of Antonica. Comparedto a busy metropolis like Qeynos, Grobb isrelatively small and somewhat limited inresources, but residents are able to find allthey need in the way of necessities like food,armor and weapons.

Innothule Swamp separates the Troll cityfrom its neighbors. Evil newbies who quailnot at the thought of slogging throughdecaying f lora and fauna might find this avery rewarding place. Not the spot for asecond vacation home, perhaps, butpotentially lucrative nonetheless.

“Here deal,” Sohog said to

Mixac. “I help you get

bones for Hukulk and you gets to be

Nightkeep.” Sohog grabbed Mixac’s

tunic and drew him close. “You go

through swamp to desert with me. Kill

fire beetles for eyes for Basher

Nanrum.”

Mixac shrugged. “Thought fire eyes a

lie.” When Sohog pulled him closer,

Mixac added, “But, it deal.”

EverQuest: The Ruins of Kunark primagames.com

Innothule Swamp Newbie ZonePersonalitiesBasher OggrikBasher SklamaBasher SmagBasher TrakBunk OdonDark Deathsinger

Fandl ArathinForager GrikkGwynn MarthankHogus DurmasJars LegolaJojongua

Jyle WindstormLynugaPeltin FunterRell OstodlSlayer CaptainSpore Guardian

StragakSylp TyanathinTal GodinTann CellusZepin WinsleZimbittle

FroglokFroglok fisherman, forager, guard, tad

Frogloks

bull alligatordecaying skeletonearth elementalfat alligatorfungus man trackerfungus spore

giant ratgiant water moccasinkobold hunterlarge ratlesser koboldlesser mummy

shadowed manskeletonsnakeswamp alligatorTroll slayerwater moccasin

young water moccasinzombie

Others

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Cities of Antonica: Grobb

1. Priest of Discord

2. Da Bashin Place / Warrior Guild —weapons

3. Gunthak’s Belch — food, brewing supplies,alcohol, bags

4. Krung’s Clubs N’ Junk[inside] — weapons, large leather, chain, platearmor[outside] — food items, boots, fletchingequipment, bows and arrows

5. Uzak the Jeweler

6. Nightkeep / Shadow Knight Guild — ore,sharpening stones, clay, weapons

7. 1st Bank of Grobb

8. The Root of Innoruuk / Shaman Trainers— medicine bag

9. The Throne of Might / Shaman Guild

10. Ootok the Merchant — food, water,bandages

Grobb

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Look for Carver Cagrek in GrobbCarver Cagrek is in the middle of a very

small glen, The Root of Innoruuk, next to

the Grobb gallows. The Carver can

always be found here slicing and dicing

the unfortunate. You might find him with

a Dwarf ... er ... half a Dwarf tied up.

“Work never stop,” Carver Cagrek moaned

to himself as he headed back to the

kitchen to butcher the Dwarf executions of

the day. Cagrek sometimes longed for the

simple days when he worked at Gunthak’s

Belch. However, since no one wanted the

cook bashed, he knew he should be

grateful to be Carver for Grobb.

When he walked into the kitchen, the

eyes of his three helpers widened.

“Dwarf stew!” Cagrek shouted as he

threw the tougher Dwarf parts into a pot

of boiling water.

“Dwarf bad!” Kak said.

Cagrek grabbed Kak’s throat and

grinned at him. “You taste first.”

Reged and Gragoc laughed and slapped

the bloody butcherblock. New red spurts

dotted their already soaked aprons. Cagrek

knew he would be greatly honored when

he served Dwarf that didn’t kill anyone —

like the Carver before him had done.

“Who get head?” Gragoc asked.

The Carver slapped Gragoc’s head and

replied, “Shaman get head!!”

“Dumb Troll,” Reged mumbled. Reged was

the oldest and stayed alive by always

agreeing with the Carver.

Cagrek reached for his favorite cleaver

and noticed something below the curtain

to the storeroom that shouldn’t be there

— furry boots. Cleaver in hand, Cagrek

ripped aside the curtain. “What this?”

When he saw the burly man, he grinned.

“Barbarian! Cagrek be much honored

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tonight when he serve Barbarian Guts

Pie!”

“I,” the man began, then cleared his

throat. “I was teleported here by accident.”

“Not care,” Cagrek said as he took down

a whetstone and began sharpening his

cleaver. “Barbarian ribs tough.” He smiled

broadly at the nervous man in the

storeroom. “Need sharper cleaver.”

“But … um … I may be able to help you,”

the man replied.

“Help by quiet, not scream,” Reged said.

He and Kak were flanking the storeroom

as Cagrek raised his cleaver.

“I can get you Ogre recipes!” the man

blurted out and cringed to the floor.

Cagrek lowered his cleaver and crossed

his arms. “You? How?”

The man looked up at the trio of Trolls.

“I’ve eaten Ogre myself,” he said. “Get me

out of here and I’ll send the recipes and

some salted Ogre toes back.”

“Stand!” Cagrek commanded and the man

stood. “Give me pouch.”

“It’s all I have,” he pleaded.

Cagrek started to raise his cleaver.

“All right! Here,” the Barbarian said.

“And extra big sword on back,” Cagrek

added, cleaver at the ready.

The man reluctantly took off the sword

and said, “This belonged to my father.”

“You get back when I get Ogre toes and

recipes,” Cagrek said. “Reged, take

Barbarian to border.”

Reged threw a cloak over the Barbarian

and tossed him in the back of the

Carver’s trash cart with all the bloody

garbage. Reged could hear the Barbarian

puke. Outside the gate, the Barbarian

took 5 gems out of his boot. He was

smart enough to draw his remaining

sword before he gave them to Reged —

an act Reged respected.

“Told you. Ogre promise always work,”

Reged said.

“Thank the gods. Here’s what we agreed

upon,” the Barbarian said as he handed

over the gems. He wistfully looked

toward Grobb. “I wish I could get that

sword back.”

“Bring Ogre toes,” Reged laughed as the

man frowned and ran off into the night.

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HalasThe Barbarians have managed to construct afairly cozy little town out of the frozenwastelands they call home. Suchachievements don’t come easily, however, asthe rough-and-tumble nature of the residentsmay attest. The wandering traveler will findHalas rich in food, alcohol, weapons and thetools to make them.

Newbies should check out the Everfrost andBlackburrow newbie zones, which are justoutside the city (take the raft across thepond in front of the main gate).

“Hail, lassies,” McQuaid

asked Salona and Drasa

as they stepped into the Bar and Stout.

“What can I get for you?”

“Something strong to drown the bad

taste of a disappointing day,” Salona

replied as they both slipped onto a

barstool.

McQuaid turned to pull a draught of

his strongest grog as an older man sat

next to Salona. “You know, the Warrior’s

Guild is always on the lookout for

people strong like you. Perhaps

direction is all you need. Speak with

Lysbith McNaff. She’ll send you after a

worthy goal.”

“And, after you’ve found what McNaff

wants,” McQuaid laughed, “you can

drag your beaten body over to Waltor

Felligan’s for healing. He’ll fix you up in

return for a favor.”

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1. Cold Den Quarters / Dog Pens

2. Pit of Doom / Warrior Guild — weapons

3. Church of the Tribunal / Shaman Guild —alchemy items

4. Dok’s Cigars — food, pottery equipment

5. The Golden Torc (pottery wheel inside, kilnout back) — steel and iron torques

6. Cappi’s Rose Garden / Rogue’s Guild

7. Cappi’s Coffer / Bank (Priest of Discordoutside)[merchants] — parrying daggers, throwingweapons, food items[Rogue trainers]

8. Mac’s Kilts — large cloth armor, leatherarmor, small sewing kits, patterns

9. McDaniels Smokes and Spirits (oven outside)[inside] — alcohol, smithing equipment[outside] — food items

10. McDonald’s Fire Cider — food items, alcohol,pottery and brewing supplies

11. McPherson’s Bloody Blades (two forgesoutside) — large chain armor, plate armor,bows, arrows, fletching supplies

12. McQuaid’s Dark Stout (brew barrel) —alcohol

13. Yee Majik — blunt weapons, medicine bags

14. The Bound Mermaid — fishing supplies

15. Providers Post — food, cooking equipment,pottery patterns

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Everfrost Newbie ZonePersonalitiesArnis McLishBandl McMarrinBonn McMarrinBryndin McMillDansie McVickerDark AssassinDom McMarrinGarn McMarrin

Granin O’GillIcebergKarg IceBearLich of MiragulLish McMarrinMartar IceBearMegan O’ReillyMiragul

RedwindRistiaSeria O’DanosSnowflakeStarn BearjumperSulgarSulon McMoorTalin O’Donal

TanoshTarquinTartainTasvanTinishTrankiaTundra Jack

decaying skeletongiant wooly spiderglacier beargnoll guardgnoll pupgoblin diverice boned skeletonice giant

ice goblin casterice goblin diverice goblin scoutice goblin whelpicy orclarge wooly spiderorcish mountaineerpolar bear

polar bear cubscrawny gnoll guardskeletonsnow leopardsnow orc Shamansnow orc troopersnow wolfvengeful composer

vengeful lyricistvengeful soloistwhite wolfwooly mammothwooly mammoth calfwooly spiderling

Others

Blackburrow Newbie ZonePersonalitiesLord Elgnub Master Brewer Tranixx Darkpaw

brown beargiant plague rat

giant snakegrizzly bear

razorgill

Others

gnoll brewer, commander, guardsman, high Shaman, pup, scout, Shamanburly gnoll, elite gnoll guard, patrolling gnoll, scrawny gnoll

Gnolls

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Look for Tundra Jack &Iceberg in Halas

Oh aye, I believe you when you say it was

a big bear. The white bears are the

biggest of their kind, and I’ve seen ’em

rear up to a height that would put them a

head or more above a Barbarian. And

when one o’ them is achasin’ you acrost

the floes, why then they look a great deal

bigger yet. I speak from experience.

All I’m sayin’ is that however big your

bear was, it wasn’t the biggest ice-bear

ever. No, friend, that honor is held by

Iceberg, the pet and companion to Tundra

Jack. Yep, I said pet. Iceberg is as friendly

as a speckled puppy to those ol’ Jack

takes kindly to. Those he don’t take kindly

to … well, they don’t hang around too

long.

Iceberg is three times the weight of any

bear ever whelped, they say. I myself have

seen him rear up to more’n twice the

height of Tundra Jack himself, and Jack’s

a big man even among the Barbarian folk.

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Tundra Jack? Ah, now there’s a man. He

prospects for metal, as his parents did

before him. They died on the ice when he

was just a lad, and he raised himself. ’Twas

then he found and saved a wee bear cub,

an orphan like himself. That was Iceberg.

They grew up together, tall and fierce like

the mountains that bore them.

That Jack’s as good a smith as you’ll find

anywhere, but he won’t tie himself down

to a forge. He and Iceberg wander the

hills, searchin’ for metal. Tundra Jack

carries a pickaxe in each hand, for minin’

or fightin’ as the situation demands. Woe

betide the creature who earns his ill will.

He’s a good man though, Jack, and he

often helps out those in need of it.

If you ever meet Jack and Iceberg, it will

go well for you if you have a bit of Lion

Delight on your person. That’s the favorite

treat of Iceberg’s, and he’ll be your friend

for life if you share it with him.

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Cities of Antonica: Neriak

NeriakThe Dark Elves carved out an extensive areafor themselves, invisible to the prying eyes ofoutsiders. One enters Neriak from NektulosForest, through the first zone of the city,which is known as the Foreign Quarter. Fewbut the Dark Elves continue through thiszone to the next, known as Neriak Commons.The single entrance to the final zone, theThird Gate, lies at the far side of theCommons.

Neriak is a sizable city, offering its residentsnot only the basic necessities of life, but alsogoods of a higher order, such as wines, fineplate armor, and magical supplies of allkinds. The mansions of the Third Gate arereputed to be quite fine, indeed.

Such wealth is of course not immediatelyavailable to all, and newbies are advised toseek their fame and fortune (or at least earnbed and board) in the Nektulos Forest newbiezone near the entrance of the city.

“You are new here,” the wine

steward said as he looked

down his nose at Krasath, a Dark Elf

Necromancer, and her Dark Elf Warrior

companion, Kr’santh.

“Perhaps we are,” Kr’santh said

indignantly.

“Well, I’m sure you won’t be able to

afford anything here,” the steward said

and turned to his next customer.

A tall, wiry Warrior stepped between

Kr’santh and the retreating steward. “I

can tell by your pride that you are a

Warrior. If you seek the gold to pay for

The Rack’s wines, seek out Trizam N’Tan

at the Cauldron of Hate.”

“But, I am no Warrior,” Krasath said. “I

study the dark arts.”

“Ah,” the older Warrior said, “then it is

to The Dead that you should go. An

old friend is seeking assistance. His

name is Noxhil V’Sek.”

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1. Hall of the Fallen

2. The Smuggler’s Inn — alcohol, brewing andpottery supplies, food items, other goods

3. Silk Underground — cloth armor, sewing kits

4. Drana’s Bread and Butcher (oven outside)— food items, cooking supplies

5. Slug’s Tavern (brew barrel outside) — alcohol

6. Market View — alcohol, brewing and potterysupplies, food items, other goods

7. Cobbler Farlain (kiln and pottery wheel) —shoes, bags

8. Mrak’s House

9. Ungia and Putad — blacksmithing books, filemolds, other molds

10. Hard Shell / Armor Shop (forge outside) —large ringmail armor

11. Pig Stickers — weapons

12. Restin’ Caves

13. Hold of the Brutes

14. Bull’s Pit - Arena / PvP Area

15. Bites n’ Pieces (oven outside) — food items,other goods

16. Shinie Tings — metal for jewelcraft

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1. Priest of Discord

2. Neriak Down Under [entrance][The Burnished Coin / Bank, The RefinedPalate, The Bounty of the Earth, The BlindFish] (brew barrel and oven) — sharpeningstones, clay, ore, alcohol, food items, books,cooking supplies, potions, lightstones

3. The Forge of the Blue Film / Smithy —ringmail armor, weapons

4. Adamant Armor — plate armor

5. Forge House — alcohol

6. Tower of the Spurned / Wizard,Magician, and Enchanter Guild Hall —items for those classes

7. Toadstool — alcohol, small armor molds[outside] — fishing supplies

8. The Bleek Fletcher — fletching kits and supplies

9. The House of D’Abth — food items, other goods

10. The Dashing Form — cloth armor and sewingkits

11. The Cauldron of Hate / Warrior Guild

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1. Spires of Innoruuk / Cleric Guild — bluntweapons

2. Lodge of the Dead / Necromancer andShadow Knight Guild — appropriateequipment for these classes

3. The Library of K’Lorn — Wizard portalspells, Enchanter vision and enchant metalspells, Magician summon spells, other spells

4. Furrier Royale — small leather armor,patterns and kit

5. Hall of the Ebon Mask / Rogue Guild Hall

6. The Maiden’s Fancy (brew barrel inside)—alcohol[Dark Elf Ambassador]

7. The Bauble — gems for jewelcraft

8. Cuisine Excelsior — alcohol

9. The Rack — wine

10. The Villa Tragic / Vacant Mansion

11. X’Lottl Private Mansion

12. J’Narus Private Mansion

Neriak Third Gate

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Nektulos Forest Newbie ZonePersonalitiesBinkCannixCaptain N’FarreCorporal D’AbthCorporal J’RaisCorporal X’HornCorporal X’TisDragoon J’lenDragoon T’SanneDragoon V’taiDragoon X’LottlFoleyForleyGammer

GolleeGuard E’BronaGuard E’truGuard F’LostaGuard N’LanGuard T’AbaGuard T’QuetalGuard V’LexGuard X’OnnuHamerHimmelInitiate AbberInitiate GuaninInitiate Hart

Initiate PoolInitiate RambelInitiate UmbraJossleKlimmerLeatherfoot DeputyLeatherfoot MedicMardoonMaster WhoopalNeophyte EdelNeophyte HalleNeophyte HazelQuester DundenQuester Hannil

Quester HanninRaunerRollisSergeant C’OrmSergeant J’NarusSnitchTravis Two Tone

bixieblack bearblack wolfdarkwater piranhadecaying skeletonfire beetle

iron guardianlarge piranhalarge spiderlesser mummymoss snakeorc runner

shadow wolfshadowed manskeletonspiderlingstone guardiantree snake

will o’ wispyoung kodiakzombie

Others

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Look forBelyea Kjartanin Neriak

Allow me to introduce myself, most

gracious lord. I am Belyea Kjartan,

proprietor of the Maiden’s Fancy, a

gentleman’s establishment within the

Third Gate of Neriak. Perhaps you’ve

heard of it? … My lord is too kind.

Yes, in my youth I toiled at The Rack, as a

barkeep. But I aspired to more gracious

surroundings. When Lord U’Dedne so

tragically vanished, I was able to muster

the resources sufficient to purchase the

Maiden’s Fancy from his estate. My goal

from the very start was to make it a place

where no gentleman, no matter how

refined or exalted, need ever scorn to

show his face.

Our chief attraction to the gentry, I

believe, must surely be our entertainment,

which is quite without equal in all of

Norrath. Our dancers, lord, are justly

famed far and wide. There is Spice, the

terpsichorean Ogre, undisputed star of

our stage. Ah lord, you have not lived

until you have experienced the earth-

shattering majesty of her dance. On the

other hand, there is also the exquisite

Lady Mare X’Lottl, the daughter of one of

the most noble houses in the city. A true

artist, Lady Mare could not bear to

confine her pursuits to the private suites

of her class, and so she graciously

displays them to the very select clientele

of my humble establishment. There are

many more artists of wondrously varied

talents, both slave and free.

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The libations are also of the very finest

grade, though it may be immodest for me

to say it. I have recently concluded a most

discreet agreement which allows me to be

the sole vendor in Neriak of the

mysterious brews of Cabilis. In addition,

we have a most excellent cellar, and I am

particularly proud of our selection of fish

wine, which as you can see is my own

preferred tipple, and regarding which I

fancy myself a bit of an authority.

And, of course, many among the gentry

come simply for the company of their

peers, and also for the news and rumor

which might be circulating among that

set. It is a foolish man, they say, who

dives in without testing the waters. In the

Maiden’s Fancy the waters of politics can

be tested in the utmost comfort and

security. Ah, my lord, the things I hear, the

things I know. But of course my lips must

remain forever sealed. The privacy and

discretion of my clientele is ever my

paramount concern.

Of course my lord, good evening to

yourself as well. I trust you will soon

grace our establishment with your august

presence.

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OggokOggok, home city of the Ogre race, is locatedin central southern Antonica. At first glance,it may not appear much, but a substantialportion of the city is hidden in undergroundtunnels. City merchants stock almosteverything the inhabitants and theoccasional traveler might require, includingfood, various types of armor and weapons,and alchemy supplies.

Newbies can rustle up a living in the Feerrottto the south of town, at relatively little riskto life and limb. As swamps go, this one’snot so bad ...

Grasog and Oc stood over

their mutual lizard man kill in

the Feerrott Marsh. Grasog said, “Me

gets meat for Soonog in Greenblood

Guild Hall.”

“Me gets tail for Horgus,” Oc the Ogre

warrior said.

The Ogres nearby looked confused.

Grasog and Oc just grinned at each

other and walked off to their next kill.

The Feerrott Newbie ZonePersonalitiesBouncer FlerbBouncer FugBouncer HurdBouncer PrudBupCyndreela

Dark AssassinDrizda TunesingerDugaFuglaGrakInnkeep Gub

Innkeep MorpaMuguMurgMurgaRoror

lizard man broodling, Warrior, forager, mystic, scout, watcher

Lizard Men

batblack wolfdecaying skeletondry bones skeletonFroglok tadgiant bat

green snakehatchlinginfected ratjungle spiderjungle spiderlinglarge piranha

lesser scarabminor scarabshadow wolfskeletonsnakespectre

swamp alligatortree snakezombie

Others

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1. Greenblood Rock / Shaman Guild

2. Living Quarters

3. Merchant Brana — blunt weapons

4. Merchant Sinsaal (pottery wheel and kiln) —food

5. Merchant Uoola — boots

6. Gropp’s Guards — shields

7. Cikoona’s Hack, Bash n’ Jab — weapons

8. Boxtripper’s — boxes

9. Priest of Discord

10. Citadel of Praak — arrows, fletching supplies

11. The Welcome Matt — food, other goods

12. The Ded End (oven) — food

13. Murdunk’s Palace / Shadow Knight Guild— weapons

14. Lether Armer — leather armor, cloth armor

15. Metil Armer (forge) — chain armor, plate armor

16. The Humidor — alchemy items, blunt weapons

17. Death’s Rain / Clurg’s (brew barrel) — food,alcohol

18. Fortress Craknek / Warrior Guild

19. Oggok’s Keep / Bank

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Look forUoola inOggok

Dem little folk, dey think dat all Ogres do

is break head. Hah! Uoola can break a

little head all right, if head need breakin’,

but mostly Uoola she make de shoes.

Dat right, I make de shoes. What, you tink

Ogre grow shoes on feet? You tink de

Humans or de Elves come to Oggok wit’ a

big bag o’ shoes an say, “Here you are,

nice Ogres, we make pretty shoes for

you?” You tink maybe Ogres steal de

shoes from de Humans or de liddle

Halflings? I wear Halfling shoe on my

liddle toe maybe.

Nah, I make de shoes. I make de best

shoes in Oggok. I live here all my life, and

de Ogres know. Dey say, “You wanna

good shoe? You better go see dat Uoola.”

Marda, she dat boss o’ de Greenblood

Shaman? Yeah, dat Marda. I make her

shoes. She send her menfolk to me, she

say, “You dumb Ogre, you go to dat

Uoola, you tell her make me shoes. I don’t

wanna wear no crappy shoe dat Uoola

not make.”

Dat Marda, she one beautiful Ogre. She

got de prettiest teef. If I look like Marda, I

have me a whole pack o’ menfolk. Deyd

all follow me around, do just what I say

you bet!

But Uoola ain’t no ugly old maid. Nuh-uh.

Don’t let me hear you tellin’ nobody dat

Uoola too mean an’ ugly to get a man. I

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gonna marry soon. You bet, I gonna get

me a Bouncer. Dats right, gonna marry

me a Bouncer, one a’ dem dat guards the

gate. Don’t nobody talk back to a

Bouncer. I already an Ogre of position in

dis city, I need a husband dat folk can

respect!

You know who I gonna get? C’mere, I

whisper it to you. Nah, c’mere, I ain’t

gonna bite you ear. OK. I’m gonna get me

dat Bouncer Raan. Yeah, I got my eye on

dat one, you bet. Hah, he one big, fine

Bouncer, dat Raan. Me an’ him gonna

make plenty big strong Ogre cubs, you

bet. Den everybody see me comin’, dey

steps aside. Dey say, “Here come de lady

Uoola. Yeah, she got important man. She

got lotsa strong cubs, and she make de

best dam shoe in all Oggok. She plenty

important Ogre.” Dat what de gonna say,

just you watch ’em.

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QeynosAh, the bustling city of Qeynos — home toHumans and Half Elves, and waystation fortravelers of Norrath. Qeynos is divided intotwo zones, North and South. Most merchantshave set up shop in South Qeynos, and boatsleave from the docks to the west of this zone.

A larger than average number of Qeynosiansare young and upwardly mobile, and newbieswill find abundant resources in the NewbieZones of Qeynos Hills and the Plains ofKarana surrounding the city.

“Rats and bats and snakes!”

the young warrior said to

the evening gate guard. “The merchants

hardly pay anything for what I gather.”

“Experienced in killing rats, are you?” the

guard asked. “Sneed Galliway’s having a

big rat problem. Help him and he might

consent to pay you more.”

The swordsman rolled his eyes. “And,

after I kill one more rat?”

The guard grinned at the young man’s

ambition. “After that, go see Brin

Stolunger. He hangs around the Arena.

He might know of a way to make bat

wings and snake scales useful.”

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1. Order of the Silent Fist / Monk Guild —monk weapons, bags, bandages

2. Klicnik Tunnel [leads to Qeynos Catacombs]

3. Reflecting Pond [tunnel leads to QeynosCatacombs]

4. Crow’s Pub & Casino (brew barrel) —alcohol [secret tunnel to Thieves Guild]

5. Sneed Galliway’s Trading Post — food,other goods

6. Ironforge’s — sharp weapons, medicine bags

7. Jewelbox — supplies, metals, gems forjewelcraft

8. Ironforges’ Estate

9. The Cobbler — boots

10. Temple of Life Repository — bluntweapons, Cleric/Paladin spells

11. Teleport to Temple of Life [Cleric andPaladin trainers]

North Qeynos

400 200 0 -200 -400

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South Qeynos

Renara had tried many ways to find her guild in Qeynos, and to find thetemple of Bertoxxulous where she could pay tribute to her god.

Unfortunately, many of the directions she had been given up until now werewrong. It was always difficult for Renara to trust anyone, but she was desperate.She finally ran into a caster called Grein who was willing to help her.

He cast a spell on her. "That should make it so you can breathe underwater." Then,he jumped from a nearby bridge into the water. "Follow me," he said with a grin.

Renara looked into the water. There were others down there!

1. Tin Soldier (forge outside) — medium chainarmor

2. The Wind Spirit’s Song / Bard Guild Hall— Bard songs, weapons

3. Fhara’s Leather & Thread — mediumleather armor, small sewing kit and patterns

4. Bag n’ Barrel (pottery wheel and kiln outback) — bags

5. Nesiff’s Wooden Weapons[inside] — blunt weapons[outside] — arrows, arrow supplies

6. Lion’s Mane Inn (brew barrel) — alcohol

7. Tax Hall

8. Qeynos Hold / Bank

9. South Pond and Aqueduct / UnderwaterTunnel to Qeynos Catacombs

10. The Herb Jar — spells, potions, books,lightstones, Magician equipment

11. Hall of Sorcery / Wizard, Enchanter,Magician Guild Hall — spells, wizardequipment [Trainers]

12. Tent merchants — small leather armor,ringmail armor, medium cloth armor

13. Fireprides — medium plate armor, chain andleather armor, shields

14. Tent merchant (forge outside) — largeleather armor, ringmail armor, large shields

15. The North Dock / Boat Dock

16. Mermaid’s Lure — fishing supplies

17. Arena Marketplace[tent merchants] — cloth armor, small sewingkits, bags, axes, sharp weapons, includingclaymore

18. Ground’s of Fate / PvP Area [Undergroundtunnel leads to Qeynos Catacombs. Followthe bones]

19. Hall of Steel / Warrior’s Guild

20. Ocean Inlet / Underwater Tunnel toQeynos Catacombs

21. Qeynos Port Authority

22. Fish Market — fish, instrument parts, spells,compasses

23. Voleen’s Fine Baked Goods (oven inside) —food, brewing supplies, cooking supplies

24. Fish’s Ale (brew barrel inside) — alcohol

25. Temple of Thunder — spells, weapons, shieldsof all sizes [Paladin and Cleric trainers]

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Northern Plains of Karana Newbie ZonePersonalitiesAshenpawBarkeeps Jeny, MiloBilbis BriarBriana TreewhisperBristletoeBrother NallinBunu StoutheartCallowwing

Capt LinariusCordelia MinsterCory BumbleyeEzmirellaFixxin FollowigGrimFeatherGrimtoothguards

Innkeeps Disda, JamesKorvik the CursedLieutenant MidraimMrysilaNul AleswillerRegis the ReverentRomellaRomi

RouleShiel GlimmerspindleSwiftclawTak WhistlerTimbur the TinyWatchman DexlinXanuususZahal the Vile

borer beetleDruidfarmerghoul

griffawn, griffenne, griffongrizzly bearhill giantlion, lioness, highland lion

pincer beetleraiderscythe beetlesilvermist wolf

skeleton, tiny skeletontreantwillowispzombie

Others

Western Plains of Karana Newbie ZonePersonalitiesAlysaAnalyaAnderiaBasilBrenzl McMannusBrothers Chintle, Estle,

TrintleCaninelCarlan the YoungChief GoondaChoonChrislin BakerCleet Miller, Cleet Miller JrDraze Slashyn

Einhorst McMannusFroonFrostbiteFurball MillerGindlin ToxfodderGomo LimerinGrebin SneztopguardsHabastash GikinHenina MillerInnkeeps Danin, RislarnJunth McMannusKobot DellinKyle Rinlin

Lander BillkinLars McMannusLempeck HargrinLinaya SowlinMaldin the OldMindaMinya ColdtoesMisla McMannusMistrana Two NotesMisty StoryswapperNachhOllysa BladefinderPaglanParcil Vinder

Quegin HadderRongolRonly JogmillSera McMannusSilna WeaverSpinnerTarnarTiny MillerTolony MarleTukkTyzerUlrich McMannusVanikkYiz Pon

banditblack wolfbrigandbrown bearcyclopsfarmerfire beetle

ghoul, ghoul messengergiant beetlegiant spidergrizzly bearhill giantlion, lionessmist wolf

ogre guard, priestess,Shaman, Shamaness

scarecrowshadow wolfskeletonSplitpaw assassintreant

Troll basher, runnerwerewolfwillowispyoung lion, lionesszombie

Others

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Southern Plains of Karana Newbie ZonePersonalitiesBrothers Drash, QwinnColoth MeadowgreenCracktuskGhanex DrahGnashmawGnawfangGrizzleknotGroi GutbladeHigh Shaman Grisok

High Shaman PhidoJale PhlintoesKnari MorawkKrak WindchaserKroldir ThunderhoofLady ArlenaLord GrimrotMarik ClubthornMroon

Narra TanithQuillmaneSentry AlechinShakrn MeadowgreenShamans Lenrel, Ren’RexSynger FoxfyreTarnTashTesch Mas Gnoll

TigiaTopaztreantTrumpyTurninUlan MeadowgreenVhalen Nostrolo

Qeynos Hills Newbie ZonePersonalitiesAxe BroadsmithBaobob MillerBarn BloodstoneBuzzlin BornahmChanda MillerColyn IronBarkCros TreewindCrumpy IrontoeGnasher Furgutt

GornolinguardsHaddenHefax TinmarHilda WildRunnerHolly WindstalkerIsabella CellusKonem MatseLars McMannus

Marton SayerMira SayerMisty StoryswapperMogan DelfinNeclo RheslarNiclaus RessinnPinataPyzjnRephas

ScruffySir Edwin MotteTalym ShoontarTol NicelotTovax VmarVarsoonWyle Bimlin

gnoll hunter, pup, scout, watcher

Gnolls

batbrown beardread corpsefire beetlefish

giant ratgray, grey wolfgrizzly bearlarge batlarge rat

large snakemangy ratpiranharabid grizzly, wolfskeletal messenger, Monk,

spearman

skeleton, decaying, putrid,strange, warbone

snakewillowisp

Others

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Look forNerissaClothspinner inQeynosThe young girl looked startled. That was

the first thing the Warrior, Keriq, noticed

about her: simply walking down the

street, with nothing unusual in the vicinity,

she wore a fixed expression of surprise.

Perhaps, thought the Warrior, she was

new to Qeynos and had gotten lost. He

himself had been lost for days when he

first arrived. He determined to offer his

advice and help. Briefly he hoped that

back in those early days, his expression

had not mirrored hers.

“Pardon me,” he said, stepping in front of

her. “May I assist you to your

destination?”

He winced inwardly. That hardly sounded

suave. He tried again.

“I mean, are you lost? Perhaps I can show

you where to … rather … I’ve been

around … um, are you lost?”

The dark-haired girl glanced at him

suspiciously. Yes, he was pretty sure that

was a suspicious look. “I’m not lost. I’m

going to services at the Temple of Light.

It’s just over there.” She stepped around

him, now looking positively apprehensive.

“You’re a local?” Keriq blurted out in

astonishment. She was very … skittery …

for someone native to Qeynos. Mostly, he

found the natives to be as hard-boiled as

lava stones.

“A local what?” She turned around and

looked at him with a distressed look. It

carried such a certainty of impending

doom that he actually glanced up to see if

the sky was going to fall.

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“ … a local, you know … a local girl.”

Keriq suspected that he now looked

equally as startled as she.

She thought about it. “Well, in a way. Yes,

I could be a local girl. Because, you see,

I’ve been here as long as I can remember.

My parents moved to Qeynos when I was

very little, but they didn’t survive the trip.

They were killed by bears before they got

here. My sister brought me the rest of the

way. She’s a Warrior, like you. She

belongs to the Steel Warriors, and went

adventuring a while ago. A long while

ago. I haven’t seen her since.” She glanced

around surreptitiously. “She told Kane

Bale to watch after me, but mostly he’s

busy with commanding the guards and

all. I wish he’d send someone to go look

for her. I’m sure she’d have come back by

now if she hadn’t found trouble. But I

think he’s having trouble with some of his

men. I don’t like them.”

Twisting her fingers together nervously,

the young woman turned back to go to

the Temple.

“Wait!” Keriq said, hearing the ringing call

of adventure. “Perhaps I could find your

sister. I can help you, if you let me. I

mean, you haven’t even told me your

name … mine’s Keriq.”

“I’m Nerissa Clothspinner,” she said, then

suddenly gasped and put her hand to her

lips. A second later, she’d dashed into the

Temple and closed the door behind her.

Very skittery, he thought, but very pretty

in a helpless kind of way.

� ��

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RivervaleThe pleasant tunnel town of Rivervale liesalmost at the exact heart of Antonica. It isn’t alarge town, but it has everything its residentHalflings need to live prosperous lives. Mostof the merchants and shops are clusterednear the more highly traveled entrance fromthe Misty Thicket, while more specializedestablishments are generally located at theend of branching tunnels.

Newbie adventurers might try cutting theirteeth exploring the Misty Thicket NewbieZone just outside of town.

C lall strummed his lute and sang

the story of Greenley, the man

who could not believe that he could

profit so much in one day!

“Greenley’s knowledge and wisdom ha’

been blessed by Reebo Leafsway,

guildmaster of Druids; while Greenley’s

pouch bulged from the reward of hard

work, well done!”

Elleanne nudged her friend. “Do you

think there really is a Reebo Leafsway?”

“Of course not,” her friend Dilling

replied,” ‘tis only a Bard’s tale.”

Or, is it? Elleanne thought to herself.

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1. The North Village (pottery wheel and kiln)

2. Mayor Gubbin’s House

3. The Wheelhouse — bags, fishing supplies

4. Weary Foot Rest [Inn]

5. Deputy’s Post [Bard]

6. Guardian Stronghold / Rantho’s Weaponry /Bank / Warrior Guild — weapons

7. Bobick’s Boats — fishing supplies, food, othergoods

8. Priest of Discord

9. Fool’s Gold / Rogue Guild [tavern]

10. Brew Barrel

11. Kizzie’s Jum Shack — potions

12. Kevlin’s Gear — leather armor and patterns,small chain armor

13. Tagglefoot Farm / Druid Guild (forge andoven outside) — veggies

14. The South Village (pottery wheel, oven, andforge)

15. The Chapel of Mischief / Cleric Guild —blunt weapons

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Misty Thicket Newbie ZonePersonalitiesBim BuskinBlixkin EntopopBrock BrawlbottomBronin HigginsbotDeputy AslerDeputy BudoDeputy DreboDeputy FelpDeputy Keld

Deputy LoohDeputy QeynosDeputy TagilDeputy UplinDeputy VastinDeputy VixDeputy WiddDeputy YassinDralf ling

EizoszeEmberFaano WindmakerGuardian BrasterGuardian GastenGuardian KillenGuardian YillirumGunrichHanga Wiskin

Joogl HoneybuggerLil HoneybuggerMootoRelia WasteinSlaytheSonsa FrompTipa LightenTopper Drodo

goblin alchemist, Shaman, Warrior, whelp, worker

Goblins

Klaknak drone, Klaknak Warrior, Prince Klaknak, Princess Klaknak, Queen Klaknak

Klaknak

batbixiebixie dronebixie queenblack bearblack wolfdecaying skeletondread corpse

fire beetlegiant batgiant ratgiant scarabgiant spidergiant wasplarge batlarge rat

lesser mummymangy ratmoss snakeorc apprenticeorc centurionorc legionnaireorc oracleorc pawn

shadow wolfskeletonspiderlingtree snakeyoung kodiakzombie

Others

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Look forFiddy Bobickin RivervaleI’ve heard it said … and I daresay ye have

too … that the Halfling folk have no taste

for water. That they dislike boats and fear

the ocean. All I can say in return, is that

them what says it have never had the

dubious pleasure of meetin’ Captain Fiddy

Bobick.

There’s not an old salt in any port of

Norrath who’s as crusty as Cap’n Fiddy. I

reckon he’s been everywhere once and

ever place worth visiting twice or more.

He first made his name as an explorer,

and many’s the savage land that to this

day has never felt the tread of any

Halfling foot save Fiddy’s.

In those days he was equally famous as a

navigator, an adventurer and a trickster.

’Tis said that Fiddy would work for a day

and a night to trick someone bigger and

more foolish into doing a job that could

have been finished in an hour. He did it

for the joy it brought him, y’see.

At length, I’m told, he determined to settle

down, and then he took to buildin’ ships

rather than sailing ’em. Both warships and

merchantmen, to this day there’s no finer

steed upon the wave than a ship from the

small hand of Fiddy Bobick. Antonius

Bayle of Qeynos, I’m told, commissioned

the design of their finest warships from

Fiddy. And today, who can stand against

the navy of Qeynos? With all respect to

the admirals of the empire, much of the

credit for that goes to Fiddy Bobick.

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Last I saw of the little Cap’n, he was

getting on a bit in years, but he still had a

sparkle in his eye and a shipwright’s firm

grip. Today I’m told he’s settled in

Rivervale. He still designs an occasional

ship, for only the most select of clients.

His true passion, though, is fishing, at

which he can be found most days. He

makes a tidy income arranging the import

and export of exotic fish all over the

world, or so he told me.

And he’ll still take the time to trick a new

acquaintance, just for the pure devil of it.

What? Did old Fiddy work a prank on

me? Ah lad, I’ll thank you very much to let

that news remain between Cap’n Bobick

and myself.

� ��

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FaydwerThe gods have blessed Faydwer with some of the most glorious forests on Norrath. In thenortheast, the Greater Faydark forest surrounds Felwithe, home to High Elf and Half Elfalike. The city of the Wood Elves, Kelethin—arguably the most unique city in the world—islocated among the high branches of the tall trees of the Greater Faydark!

To the south of Felwithe, over the Elizerain Lake and Dragonscale Hills, is the city ofAk’Anon, populated mostly by those industrious Gnomes. An interesting side trip would beto visit the Steamfont Mountains outside of Ak’Anon.

Along the southern coast of Faydwer, bordering the Timorous Deep, are the Wayunder Lake,the Loping Plains with Kanthok’s Ridge to the north, and Dagnor’s Cauldron in the lower,southern tip of the continent.

Just north of the Cauldron lies Kaladim, the grand city of the Dwarves, along with the LesserFaydark forest, the Butcherblock Mountains and the Hills of Shade.

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Ak’AnonAk’Anon is located on the far end of Faydwer’ssoutheastern peninsula. To reach it, one mustpass through the Steamfont Mountains,making this little hamlet all the more remotefrom its Elven neighbors to the north. Still, theGnomes who call Ak’Anon home like it thatway, for although they hold few stronganimosities toward others, they are happykeeping to themselves and their tunneled city.

But Ak’Anon is by no means a boring place. Ithas not only the usual attractions of a city itssize, but also a fine palace, a zoo and otherspots of interest that are worth a look.

Newbies can cast about for things to sell in theSteamfont Mountains — the single entranceand exit to Ak’Anon leads directly to and fromthem, at the southern end of town.

Kaxan stood at the crossroads

and thought, That merchant

told me a gnome named Larkon

Theardor at the Library of something or

other would have a job for me. And,

that Bard, Danask, said that his fellow

singer, Lyra, had an errand of value.

Kaxan shrugged and walked off to find this

library. Surely, the work from there would

be more noble than that from a Bard.

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310

Steamfont Mountains Newbie ZonePersonalitiesBom KnotwoodBrona FrugrinBuggleguppByrola BendilCardizzinCargo ClockworkCharlotteCrisynCrumpy IrontoeDeputy Fylo

Dimlore StormhammerDriver BrygginFeddi DoogerFinkel RardobaenFodin FrugrinFrebin TinderhueFreed FimplefurFrugo PrigdishGenda MinyteGlaneon Priddlepril

Glen GarginburrGodbin StrumharpguardsJogl DoobraughLegyn SarawynLodrand DindlenodMeldrath The MalignantNilit DruzlitOren FurdenblinePhiz Frugrin

Thagrim ToridrornThetherthag WakintrobTindo FrugrinTorodrane FrompwaddleWatchman DreebWatchman HalvWatchman MylzWatchman PrennWatchman PrynnZondo Hyzill

minotaur guard, hero, lord, sentry, slaver

Minotaurs

kobold, kobold runt, scout, Shaman

Kobolds

decaying gnome skeletondecaying skeletonearth elementalgiant diseased ratgnome skeleton

harpyinfected ratlarge plague ratlarge ratlesser ebon drake

nilits clockworkpumarogue cleanerrogue clockworkrunaway clockwork

skeletonspiderlingyoung ebon drake

Others

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Look forSanfyrdFeatherheadin Ak’Anon“Finally!” the big Human male, Mardesan,

said as he and his Gnomish friend, Darissa,

turned the corner. They had been walking

through the back corridors of Ak’Anon for

hours, searching for the Scrapyard.

Darissa wryly thought to herself, If only

he’d asked me to help.

As the couple approached the work area

of “Sanfyrd Featherhead, Garbologist,” as

the sign read, the Gnome smiled. “Come in,

friends! I’ll be with you in just a moment.

Such a busy, busy morning.” He then

turned to the Human woman already there

and continued his conversation with her in

hushed tones. Darissa only heard a word

or phrase, now and then. “… are you

sure?” “Guaranteed, Sanfyrd … full hair

follicle rejuvenation … ladies will love …”

“I’ll take all you have,” the Gnome said

aloud.

Darissa smiled as she realized the

gentleman they were about to haggle with

had a streak of vanity. She knew she

could use that to their advantage when

bargaining …

The sound of metal and glass crashing to

the floor shook Darissa from her

thoughts. She spun and saw Mardesan

sitting in the middle of a pile of copper

and glass and steel wire bits and boxes

and globes. Her companion was mostly

unharmed, but Sanfyrd’s face had gone

bright red.

“Why … you … you …” he sputtered.

“I just …” Mardesan began.

“Good sir,” Darissa interrupted. “My

companion and I are very sorry for the

mess. We will, of course, not charge you

for pointing out the instability of this …

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Cities of Faydwer: Ak’Anon

(cont. on p. 314)

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1. Mines of Malfunction / Chamber A —dark gold robes, spells[Necromancer and Evil Cleric trainers]

2. Mines of Malfunction / Chamber B[Evil Warrior Trainer]

3. Mines of Malfunction / Chamber C[Evil Rogue Trainer]

4. Tick Tock Jetty — tinkering supplies

5. Abbey of Deep Musing / Cleric Guild —blunt weapons[secret door to Rogue Guild] — Rogue weapons

6. Tools of Battle — weapons

7. Forge of Defiance (forge nearby) — bluntweapons

8. Merchants — bags, boxes, food, other goods[Bard]

9. Merchant — shoes

10. Library Mechanamagica / Enchanter /Magician / Wizard Guild — spells, goldrobes, equipment for all spellcasters

11. Whiz Click Bunker — small cloth armor

12. Clink Tink Bunker — food, fishing supplies,lightstones, potions

13. Ak’Anon Palace (oven, pottery wheel, andkiln inside) [King Ak’Anon resides here]

14. Gemchopper Hall / Warrior Guild —weapons

15. The Works[inside] — fishing supplies[outside] — small cloth armor, small sewing kit

16. Merchant — food, other goods[Priest of Discord]

17. Bank of Ak’Anon / Merchants — jewelrysupplies, gems for jewelcraft

18. Merchants — jewelry supplies / metals

19. Ak’Anon Zoo

20. Timekeep Square — small cloth armor, food,other goods, weapons, small shields

21. Merchant — fletching supplies

22. The Oil Can (brew barrel inside) — alcohol

Ak’Anon

The small gnome paced in his office. “I’m hiring you to protect my mine fromthe kobolds. Here’s the map of the mines and the maze to … well, nevermind

where that maze goes. Now, get out and protect!”

Hanaar, a tall barbarian, and his two clansmen glanced at each other. Theunspoken words between them were: not only can we kill kobolds, we can also killlittle gnomes if they annoy us too much.

The warrior guards stepped out of the office and walked toward their posts.However, after they were out of sight of the gnome’s office, Hanaar whispered, “Ican’t believe our good fortune. A map directly to the old wurm Nagafen. Lady Voxwill be sure to reward us when we return to Permafrost with this news.”

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this … uh …” She winked at Sanfyrd.

“This sure-to-be-marvel as soon as you’re

finished reordering it.”

The Gnome took a step back and

narrowed his eyes as he took Darissa in

from head to toe. “Give me one good

reason I shouldn’t turn you over to the

mines. You’ve both got the muscle, and

mind, for hard labor.”

“I can give you five reasons!” Mardesan

said as he jumped up. Glass shards

tinkled to the ground and a metal ball

gonged on the dusty stone floor.

Darissa could see that Sanfyrd was using

the last of his patience, but the big,

lumbering Mardesan was unperturbed as

he reached into his backpack — the same

backpack that had toppled the metal

structure now all over the floor — and

pulled out a pouch.

Sanfyrd cautiously walked over and peered

at the five finished items of metal and wire

that fell into the Human’s giant hand. Even

though Sanfyrd tried to hide his excitement,

Darissa could read his face as if he were a

whelp at his first wagering table.

Before Mardesan could say more, she

stepped between him and Sanfyrd. “That

should be worth your time to fix this …

whatever it was … and that sword and

that looking glass.”

“Hah!” Sanfyrd said. “Give me these

trinkets and I might forget about this

clumsy lummox Human.”

Mardesan opened his mouth to say

something, but Darissa stomped on his

foot. As Darissa pushed the limping

Mardesan to the door, she agreed to the

arrangement.

Outside the door, Darissa strode off.

Mardesan had to hurry to catch up to his

angry friend. “But, we didn’t give him the

journal,” Mardesan said.

“We’ll have to go somewhere else … in

another land … to sell that,” Darissa

replied over her shoulder as she expertly

maneuvered through the mine tunnels.

“Why?” Mardesan asked.

“Because, just like the contraption you

demolished, our little trinkets don’t work.”

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(cont. from p. 311)

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The party split at the gate andagreed to meet back up that

evening. They had all heard enoughrumors and tales to drive the most sanecreature totally crazy.

"We were told that the city’s magic wasthis way," Llanth said, as they enteredthe southern part of Felwithe. "I wonderwhere the guilds are." Seeing twospellcasters in long robes going up abridge to the left, her friend Strongreplied, "Let's follow them — they looklike they know where they’re going.Maybe you can track down the Wizardsguild and find out if there is such aperson as Tarker Blazetoss. I can findthe Magician who’s seeking spellcomponents."

They crossed the bridge and enteredthe building at its end which wassuspended above the center of the lake.Confused, they looked around. No onewas within.

"Now where could they have gone?"wondered Llanth. "We didn't seeanyone leave." Strong lookedwhimsically at Llanth. "There must besome magical way out of here and tothe guilds. This building deserves someserious investigation!"

Cities of Faydwer: Felwithe

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FelwitheFelwithe is perhaps the most beautiful cityon Norrath, with its fair walls and elegantbuildings. Built by the High Elves in timeimmemorial, it is also home to many HalfElves, and a temporary waypoint fortravelers of all but the Dark races.

The sole entrance to the town is through theGreater Faydark, through a guarded gateamidst ivy-covered marble towers andramparts. Perhaps because of the protectionand seclusion afforded by these ramparts,the city is normally quite peaceful. Justinside the ramparts is the zone of NorthFelwithe, where most shops are located.Continuing through the heart of the city, thetraveler will discover a path leading to SouthFelwithe and the guilds of magic arts.

For the newbie, the forest of Greater Faydarkjust outside the city entrance contains manyuseful resources. Although the way is by no

means without peril, especially fora lone traveler, Felwithe sharesthis newbie zone with the

Wood Elves of Kelethin,which lies to the

northwest.

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1. Cathedral of Fortitude / Paladin Guild —weapons [Priest of Discord][secret tunnels to ramparts]

2. Tovanik’s Venom (brew barrel) — alcohol

3. Traveller’s Home [Inn]

4. Shop of All Holos — cloth armor, boots, gems

5. Beyond Faydark — food, other goods

6. Chapel of Tunare / Cleric Guild — bluntweapons

7. Faydark’s Bane (pottery wheel and kiln

outside) — fletching supplies, fletching, sewingkits, leather armor and patterns

8. Emerald Armor — chain and plate armor,blunt and sharp weapons, shields

9. Felwithe Keeper / Bank

10. Bait and Tackle — fishing supplies

11. Felwithe Fish House (oven) — fishingsupplies[outside] — jewelry supplies / metals and somegems

to GreaterFaydark

to South Felwithe

North Felwithe

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1. Embark Isle [Gate Room to Guild Halls]

2. The Amethyst Palace / Wizard Guild

3. The Ruby Palace / Magician Guild

4. The Jade Palace / Enchanter Guild

5. Keeper’s Archives — cloth armor andsewing kits, jewelry supplies / commongems, common spells

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Greater Faydark Newbie ZonePersonalitiesAlania PeaceheartAleena LightleafAstar LeafsingerbanditBanker WillaenBarkeeps Aanlawen,

Lysslan, Manlawen,Myrisa, Sissya, Syntan,Tuviena, Tvanla,Uulianu

Beleth StreamfootBidl FrugrinBilrio SurecutCaptain SilverwindCerila WindriderDevin Ashwood

Dill FireshineExpinGallin WoodwindGeedaGrynnguardsHeartwood MasterHendricksHorth EvergreenIdiaInnkeeps Anisyla, Larya,

Linen, WuleranJakum WebdancerKindl LunsightLaren

Lieutenant LeafstalkerLily AshwoodLinadianMaesyn TrueshotMerchants Aianya,

Aildien, Ainaiana,Aluuvila, Aluwenae,Gaeadin, Gerienae,Gililya, Iludarae,Kaeluase, Kanoldar,Kweili, Kwein, Laedar,Lanin, Legweien,Linolyen, Minamas,Muvien, Neaien, Nildar,Nluolian, Nyssa, Sylnis,Tananie, Tegdian,Tenra, Tiladinya,

Tilluen, Tinolwenya,Tuluvdar, Uaylain,Ueaas, Weaolanae,Winerasea

Priest of DiscordRan SunfireRegrenSalani TunfarSerilia WhistlewindSindl TalonstrikeSylia WindlehandsTylfonUleen LaughingwaterVerth MistwielderZelli Starsfire

batblack wolfbrownie scoutdecaying skeleton

drunkardfae drake hatchlingfaerie courtier, duchess,

guard, maiden, noble,royal guard

giant wasp droneorc centurion,

hatchetman, oracle,pawn, Shaman

pixie tricksterwidow hatchlingwill-o-wisp

Others

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Look forGeneral Jyleel Vadin FelwitheA group of drunken Dwarves staggered

into and almost toppled a merchant’s tent

outside the popular Tovanik’s Venom.

They tossed a few coins at the merchant

and voiced some weak apology.

“Oh wise Tunare, when will these people

learn?” General Vad said.

His aide, Kerel, walked next to him. He

stopped at the general’s question. “I fear

they shall never learn, General.”

The General sighed. “Why did they have

to put a tavern just outside the walls of

the Cathedral of Fortitude?”

“A question I always ask, General,” Kerel

replied.

Although Kerel was a most capable aide,

his obsequiousness was a bit unbearable

this evening. “Aide Kerel, please go back

to our offices and look through the

information we recently got from our

scouts in the Faydark.”

The aide looked surprised at the dismissal

from his general’s side, but he obeyed

without question — and that made

General Vad feel a little guilty.

Jyleel Vad needed to walk the streets of

his beloved Felwithe. The problem with

the Crushbone Orcs was becoming a

serious threat to the security of his city,

and, of course, to the security of the

Wood Elves in Kelethin. Even though they

did not ask for his help, he felt honor-

bound to assist in any way that he could.

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The reports he received about the daily

skirmishes between Wood Elf and orc

outside Kelethin were encouraging, but

more needed to be done and quickly.

A few nights ago, General Vad had read a

deathbed report from one of his most

valued scouts. The cursed Crushbone

Orcs had found an ally. Unfortunately, the

soldier — the Paladin — died before he

could name the ally. Vad sent other men

out, but he needed more.

The situation was becoming so grave that

General Vad seriously considered going

into Tovanik’s Venom and having a drink

himself. Before he had to make such a

decision, blessed Tunare intervened. A

severely injured Elf called out, “Can you

help me?”

The general ran to the young soldier and

began his prayer to Tunare. The Elf

stopped him. “Too late. Tunare save us all.

Crushbone massing to the north. Many

tents. We have come to help.”

Vad ignored the boy’s mumblings and

continued his prayer, but it was too late.

He died in Vad’s arms. There, alone at

night in the street, the General shed a tear

for this brave boy and his people who

were so willing to help.

He picked up the young man and carried

him to the Cathedral where the attendants

took over seeing to the final

arrangements.

The next day, the General put out a plea

to anyone wishing to help.

He swore he would make everyone see

the danger ahead. He silently made a vow

that the young soldier would not have

died in vain.

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KelethinA distracted traveler might walk past Kelethin without seeing it. It lies not before, but aboveone, nestled within the leafy crowns of the ancient trees of Greater Faydark. Here the Wood Elveshave built their home upon wooden platforms that ring the treetrunks. The platforms are linkedto one another with bridges, and lifts convey everyone from the platforms to the ground.

Alongside the descendants of the Wood Elves who built the arboreal city, one finds Half Elveswho make it their home and visitors from all races friendly to Wood Elves. Kelethin is deceptivelyfull of resources — numerous merchants of food, alcohol, armor, weapons, gems and other goods.

Kelethin shares the Greater Faydark Newbie Zone with Felwithe, which lies on the eastern edgeof that forest. See Greater Faydark Newbie Zone, p. 317.

1. “Orc Lift” to Faydark — food, other goods,pottery sketches [Inn]

2. Merchants — Elven food items, other fooditems, other goods

3. Tavern — alcoholMerchant — plate armor

4. Merchants — racial alcohol, common gems

5. Tavern — alcoholMerchant — plate armor

6. [upper platform, connects to platforms 4, 5,abandoned platform] Sparkling Glass (oven)— metals, rare gems, Elven food

6. [lower platform, connects to platforms 2, 10]The Emerald Outpost / Warrior GuildMerchants — pottery and fletching supplies

7. Heartwood Tavern — alcohol

8. Hut — food, other goods

9. Tavern — alcohol

10. “Priest of Discord Lift” to Faydark — med.armor molds, sheet metal, food, other goods

11. The Bank of KelethinMerchant — potions

12. [upper platform, connects to abandonedplatform]

12. [lower platform, connects to platforms 10, 13] Packwearers Goods — bags, boxesSongweaver’s Stump / Bard Guild [acrossbridge]

13. Prime Lift to Faydark — food, other goods,sewing kits and instructions

14. Faydark’s Champions / Ranger Guild

15. Inn (forge) — food, other goodsMerchant — potions, weapons

16. Merchant — leather armor

17. Inn — food, other goods

18. Merchants — blacksmithing books andcontainer, weapons, file moldsMerchant (pottery wheel and kiln) — clotharmor

19. Soldiers of Tunare / Druid Guild Hall(brew barrel)

20. Bilrio’s Smithy — sharp and blunt weapons,medicine bags

21. Merchants — chain mail armor, boots

22. Scout Outlook / Scouts of Tunare /Rogue Guild — throwing weapons

23. Trueshot Bows — fletching (arrow) suppliesMerchants — fletching (bows) suppliesTavern — alcohol, Ranger spells

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Look forBilrio Surecutin Kelethin

With the noon sun warming their backs,

the two Wood Elves traveled the road

from Felwithe to Kelethin. During the

previous months, they had explored many

of the lands of Norrath and were heading

home to share stories with their old

friends who had stayed behind, as well as

sell some treasures the pair had amassed

along the way. Melasse turned to her

companion, Dolak, and asked, “Why are

you taking that old rusty knife to the

weaponsmith in Kelethin?”

Dolak smiled knowingly. “I once traveled

with Bilrio Surecut, a valuable man to

travel with, too. Kept all our weapons at

their peak. This dagger is a repayment, of

sorts.” He winked at Melasse. “I know he’ll

be very excited to see this knife.”

“But, he’s a master. He owns Bilrio’s

Smithy,” she said. “He’s known everywhere

for the the precise crafting of his blades.”

She glanced at the wrapped dagger Dolak

had slipped under his belt. “That old thing

will turn to rust before it will ever hold an

edge again.”

“You are so young,” he mused.

“I wish you’d stop saying that every time

you don’t want to answer a question,”

Melasse said as she stopped and put her

hands on her hips.

Dolak stopped and gazed at this young

ranger. Out of loyalty to her teacher, she

had agreed to assume the guise of an

Iksar — a distasteful transformation for

such a lovely Elf. Then, she traveled with

him to Kunark — quite a dangerous

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journey. He smiled and patted the knife.

“This ‘old thing’ has a history, Melasse.”

She tipped her head and raised an

eyebrow, “And that history is?”

Noticing the sun high in the sky, Dolak

walked over and sat, his back to a nearby

tree. “Come, eat, and I’ll tell you the story.”

He continued speaking until the

afternoon shadows had grown long.

Melasse had asked few questions during

the telling and, now, sat with her mouth

agape.

After a while, she regained her

composure a bit. “There truly are such

creatures, half Dragon, half Human?” she

whispered as if they would fly from the

sky at that moment if they heard her.

“Yes, those creatures serve the Dragons

today,” Dolak said and patted the knife

again, “and, they use these knives.” He

smiled at her amazement. “Not only will

Bilrio bring this blade’s edge back, but

he’ll recreate it so that all Wood Elves

may purchase one.”

“So, this was quite a profitable find then?”

she grinned.

“Nay, the other gems and metals we

found will be profitable,” Dolak said as he

stood.

“But, if it’s such a special blade…,”

Melasse began.

As they started back down the road,

Dolak explained, “This is a present to an

old friend.” His eyes twinkled. “Now, we

may be able to hear some of his old tales

— inflated memories all, but well worth

the trade.”

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“Of course, I’m dwarf

enough!” Fuzzbeard

exclaimed. He had finally found out where

his hero, Gunlok Jure, was, and this

nobeard was doubting his ability. “If I

weren’t in such a hurry, I’d show you!”

“Old Nultal Malfoot of the Cathedral needs

skunk glands,” Fuzzbeard’s tormentor said.

“Maybe you should start there, eh?”

Everyone in Irontoe’s laughed as Fuzzbeard

headed out to locate the Hall of Paladins.

324 KaladimThe Dwarves built the town of Kaladim inthe midst of one of their works in progress,the mines beneath Butcherblock Mountains.Like all underground cities, this one is verydefensible — a single entrance leads from themountains into South Kaladim. The city isdesigned in a loop, and the entrance tunnelsoon branches to the east and west, witheach branch taking you through the shopsand guilds of the town into North Kaladim.

Needless to say, the merchants of Kaladimsell everything one could possibly need topursue a living in the mines. Those who feeltheir fortunes lie along a different pathmight seek to start in the ButcherblockMountains to the south of the city.

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Butcherblock Mountains Newbie ZonePersonalitiesAlga BruntbucklerAlun BilgumAralin GwalmyrAtwin KeladrynAyen RundlorBalen KalgunnBarma DunfireBlyle BundinCorflunkCrytil DunfireDalbar TarbrindDarm DundamDeldryn SplendyrDelin IronblendDen Ironblend

Doran GlosglenDru RazbindDurkis BattlemoreEllonaFelen RazdalFugan MumfurGamin GriststoneGanbar DundamGand TruelinkGann DunbullGibi BilgumGlath GaladendalGlorin BinfurrGlubbsinkGlynda Smeltpot

Glynn SmeltpotguardsGundlHapp FindlefinnIglan ThranonInudul DumirgunIzbal BrightblazeKaila RucksackKalvyn BynfurrKeldyn DunfireLann DabldrinMagnus BoranMargyl DarklinNaeneth GlynspurrNalda Griststone

Nyzil BloodforgeParn GylwynPeg LegQuedSignus BoranSiltria MarwindStump RundlTagnis GinfarrThar KelgandTrendel BittlespinUrazun ThranonZarchoomi

aqua goblin, Shaman, Wizardgoblin grunt, Shaman, Warrior, whelp, Wizard

Goblins

aviak chickbatdecaying dwarf skeletondwarf skeletondwarven banditemerald drake

giant batgiant scarabKrag chickKrag elderlarge skunklarge snake

large spiderlowland basiliskorc centurion, oracle,

pawn, runnerrock spiderlingShuttle

SirensBanesnakeStormbreakerundead bishop, king,

knight, pawn, rookworker scarab

Others

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1. Tanned Assets — small leather armor

2. Irontoe’s Eats — alcohol [Tumpy Irontoe]

3. Staff and Spear — swords, fletching supplies

4. Redfist’s Metal (forge) — small shields,weapons

5. The Battlefield - The Arena [not PvP]

6. Pub Kal (brew barrel) — alcohol[outside] Bard

7. Stormguard Hall / Warrior Guild

8. Priest of Discord

9. Creekside Alchemist — potions

10. The Stout Pack — bags

11. Gurtha’s Ware — shoes, small cloth armor,pottery supplies

12. Stormhammer Hold / Castle of the King

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1. Kaladim Mines — gems

2. Underfoot Cathedral / Cleric Guild — bluntweapons[outside] Merchants — food, other goods

3. Pottery wheel and kiln

4. Ratsbone Treasury and Assay Office / BankMerchants — throwing weapons, mining supplies

5. Miner’s Campfire [Rogue trainers]

6. Everhot Forge (forge outside) — blunt andsharp weapons, small chain and plate armor,jewelry metal and rare gems

7. Greybloom Farm (oven outside, brew barrelinside) — grapes

8. Underfoot Citadel / Paladin Guild

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Look forFurtog Ogrebanein Kaladim“D’ye know why this tavern is called

‘Irontoe’s Eat’s’?” asked the Dwarf in a

conspiratorial whisper. Furtog Ogrebane

ignored him. The young fellow leaned

over a dozen scattered ale mugs and

tapped his finger on the rough tabletop.

“Do ye?”

Furtog twitched his moustaches just

enough for them to clear the edge of his

stein, and took a long drink. His ale had a

perfect head, thick and lacy, but it was

hard to appreciate it with someone

wittering inane comments into his ear. He

glared at the drunken babbler, as only a

Commander of the Stormguard can glare.

Alas, the young carouser was blissfully

immune.

“’Cause I know that the guy who owns

this place, his name isn’t Irontoe. It’s some

frilly name, can’t remember zactly what.

But it’s not Irontoe. You want to know

why, old man? It’s ’cause they boot you

outta here if you can’t pay your tab.” With

a solemn nod, he tapped the table again.

For a second, Furtog’s teeth clamped on

the steel rim of his mug, and then he

slowly lowered his drink. Upon

consideration, he twisted and placed it

safely out of harm’s way on a table

behind him. Then he turned back and

grabbed the young git by the edges of his

leather armor, and pulled him across the

table. The empty mugs spun away and

clattered onto the floor.

“It’s called Irontoe to honor the brave lads

in the Irontoe Brigade,” he snarled. “The

best soldiers that Dwarvenkind could ever

offer, they fought off the most massive

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Ogre invasion force the world has ever

seen — with no hope of support — for

weeks. They ran out of food, they ran out

of water, their weapons snapped in their

hands, and they never stopped fighting.

That was the Irontoe Brigade. They’re the

reason, and the only reason, that Dwarves

live free in Kaladim today.” Furtog pulled

harder, dragging the struggling Dwarf

completely off the table and lifting him

nose to nose. “Trumpy called this place

Irontoe in remembrance to his brave lads

who died in that battle. Every draft pulled

is in honor of their sacrifice.”

“Ah. Din’t know,” stammered the quickly-

sobering young Dwarf.

“No, you didn’t. Because you don’t belong

here.” Furtog picked the younger and

larger Dwarf up by the scruff of his armor

and the seat of his pants and with a

muffled grunt pitched him out the

barroom door. “Go find some other

puppies to play with.”

With that, he went back to finish his ale.

Across the room, the bartender tapped a

customer on the shoulder and nodded at

Furtog. “Times like this you can really see

how his great-grandfather, Trondle, could

wipe out the entire clan of Mudtoe Ogres.

His family grows them tough, like cured

leather.”

“Ayeah,” the customer stroked his beard.

“And I’m thinking he’s not been a puppy

himself for nigh-on generations. An old

knot like himself, I’ll wager he knows his

history ’cause he’s been there. If I had to

point at a survivor of the Battle of the

Irontoe Brigade, perhaps I’m not looking

too far out of this room.”

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OdusThe reason that Odus was chosen by Erud all those years ago is quite simple. This continentholds all the perfect climates for the up and coming magic users! From the Grand Plateau inthe north to The Barren Coast in the southeast, there simply is no better place to practicethe arcane arts.

After taking Erud’s Crossing from Qeynos, we begin our tour in Erudin, the main city onOdus. Nestled on the Grand Plateau, the city holds all the arcane guilds, except one.

Necromancers and Shadow Knights (dubbed Heretics by the inhabitants of Erudin) have beenbanished to their own city of Paineel on the western coast, just north of The Hole. Specialtours of The Hole can be arranged for the right price.

In the center of the continent are the Stonebrunt Mountains, which separate Toxxulia Forestfrom the Vasty Deep. This part of the land holds a cornucopia of spell components — frommosses in the forest to the fur of monsters in the Stonebrunts to scales of creatures in theVasty Deep.

Nestled between the warm waters of the Gulf of Uzun to the north and the Abysmal Sea tothe south, Kerra Isle lies to the west of the Toxxulia Forest. It should be avoided by all butseasoned adventurers.

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ErudinHome to the Erudites, a race which brokewith Humans long ago to follow the higherarts of knowledge, Erudin is a secluded cityon the northwest coast of Odus. Qeynos liesjust across Erud’s crossing, and boats trafficbetween the two. From the Erudin Docksarea, the traveler must teleport into Erudinitself. Merchants of various goods lie within.Those catering to practitioners of magic aregenerally clustered within Erudin Palace,which is linked to Erudin by teleporter.

Citizens of Erudin share the Toxxulia ForestNewbie Zone with the inhabitants of Paineel,which lies within that forest (see ToxxuliaForest Newbie Zone, p. 335). However,“sharing” is a word used only loosely here, asin truth the Erudites openly despise thePaineelians as heretics and outcasts, andattempt to destroy any that they find.

Enoust had just finished singing.

The crowd dispersed, but not

before they filled his hat with many

coins. He smiled at the woman who

was trying to dig a coin out of her

almost empty pouch. “I can see, m’lady,

that you are a bit down on your luck.”

She blushed and turned to walk away in

embarrassment.

Quickly gathering his hat and coins, the

bard caught up with the woman.

“Forgive me. I do not mean to distress

you. I only wish to tell you that I heard

of opportunities galore at the Temple of

Divine Light. You are a good soul, are

you not? A Cleric, yourself, perhaps?”

When she nodded, he continued, “Ah, I

can always spot the people to know!

Speak with Cleric Guildmaster Leraena

Shelyrak or Cleric Lumi Stergnon. When

you’ve filled that pouch with more coins

than you know what to do with,”

Enoust said with a wink, “I will gladly

take one or two in payment for any

amusement I may afford you.”

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1. Temple of Divine Light /Cleric and Paladin Guilds —blunt and sharp weapons[outside] Merchant — clotharmor

2. Teleporter to Erudin Palace

3. Bard

4. Teleporter to Erudin DockArea

5. City Armory — mediumchain, plate armor

6. Arrival Platform fromTeleporters

7. Erudin Surplus (brew barrel,pottery wheel and kiln inside)— food, other goods, boxes[outside] Merchant (oven) —small cloth armor

8. Erudin City Library — Bardsongs, Cleric spells, Enchanterillusion spells, Wizard portalspells, Mage summon itemspells, Wizard vision andelemental effect spells

9. Deepwater Temple / Clericand Paladin Guilds (forgeout back) — blunt and sharpweapons

10. Vasty Deep Inn

11. BlueHawk’s (brew barrelinside, oven outside) — food,other goods, alcohol, cookingbooks

12. Teleporter

13. TeleporterMap by Mike Swiernik

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2. Erudin Port Authority

3. Merchant — cooking supplies, food

4. Priest of Discord

5. Teleporter to Erudin

6. Platform for Teleporter arrivals

7. Erudin Docks – To Qeynos

First Floor Second Floor

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1. [upper] Teleporter Arrival Platform[lower] Teleporter to Erudin

2. Bank of Erudin

3. Erudin City Office (prison downstairs)— bags

4. Sothure’s Fine Gems — gems, jewelrymetals, jewelry supplies

5. Vials of Vitality — all jewelry suppliesexcept metal, potions, lightstones

6. Tower of the Crimson Hands / WizardGuild — spells, crimson robes, Wizardbooks, gems

7. Tower of the Gate Callers / MagicianGuild — spells, blue robes, gems, Magicianequipment

8. Tower of the Craft Keepers /Enchanter Guild — spells, gold robes,gems, spell components

9. Merchant — common spells

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Look forSinnkinHighbrow inErudinAt the tavern, the newly-formed party of

adventurers had a drink and discussed

their travels and histories. As the wine

flowed, talk turned to the powerful and

attractive women they had each

encountered. The Warrior mentioned an

unknown Enchantress who had gifted him

with magic jewelry when he was on his

very first quest. He’d never seen her again,

but still wore the topaz and silver

necklace to this day. The Druid spoke of

the first Iksar she had ever met. She saw

just enough to determine that the reptile

Warrior was a female. Unfortunately she

didn’t have any souvenirs of that

encounter — she never even tried to

retrieve her corpse….

When it was the old Wizard’s turn, he

smiled in recollection, and said, “Not too

far from here, by boat of course, you’ll

find the shrouded paths of Toxxulia

Forest. If you can follow them without

losing your way, you can enter the

magnificent city of Erudin. That is a place

of real magic, as everyone knows, and I’ve

been there more than once in my long

life.

“In fact, the first time I was there I did

indeed lose my way in the forest, and

there met a lovely young girl and her

brother. Her brother was friendly enough,

although he had a rather condescending

manner, but the girl, Sinnkin, was like a

radiant goddess. They were being raised

by an odd couple — I think they were

heretics from the path of true magic —

and were growing up rather wild of mind,

I’m afraid.

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“The second time I traveled to the city, I

saw the girl again, only this time she was

full grown. A beautiful woman, if ever I’ve

seen one. Skin like satin, as graceful as an

Elf, and a cool glance that could drive a

man to despair. She spent much of her

time in the Library, and since that was

where I did my research and training, I

was able to see a great deal of her

methods. She would ensnare the eager

young casters with her charms, ridicule

them mercilessly and then delight in

rejecting their advances.”

“I’ve heard of this Sinnkin,” interrupted the

Druid. “What I’ve heard is that she deals

with Rogues from Qeynos. She’s the brain

behind a local ring of smugglers.”

“I, too, have heard of her,” added the

Bard, who always listened twice as much

as he talked. “Rumor is that she’s met her

match … a suitor she cannot cast aside.

Tales tell of a Paladin who is ever-present,

challenging all those who so much as

cast an eye upon her. His implacable

attentions distract her from conducting

her businesses: both contraband and

coquetry. I’ll admit, my interest is piqued. I

say if anyone hears of a quest to bring us

to Erudin, we stop by and visit the local

‘radiant goddess.’”

And the others agreed.

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PaineelPaineel is a city in exile. Its inhabitants wereonce followers of Erud, like their brothersand sisters the Erudites, to the north.However in times past they turned awayfrom the teachings of Erud, following theirown path into the powerful dark arts ofCazic-Thule. The Erudites persecuted them asheretics, leaving the Paineelians to found anew home deep within Toxxulia Forest on theruins of a much older settlement.

Erudin lies not far to the North through theToxxulia Forest Newbie Zone. However,considering the animosity between theErudites and the Paineelians, adventurersbest not travel too far from the cityunaccompanied and unarmed for combateither physical or magical.

Sathys had been in Paineel for

some time and had been

enjoying increasing notoriety with his

Necromancer faction. Last night, he had

heard of two new opportunities. A

young apprentice stumbled into Sathys’

favorite tavern and complained about a

very strong skeleton in the initiates

yard. Also, a Cleric told a tale about

undead rats that her guildmaster, Sern

Adolia, was looking to eradicate.

After a bit of hit and miss, Sathys got a

tip that the person he needed to speak

with was Noclin Saah. The opportunity to

stop the skeleton had much more appeal

to Sathys than going after more rats!

Toxxulia Forest Newbie ZonePersonalitiesAglthin DasmoreCyria LorewhisperE’lial B’rookEmil ParsiniErudin EmissaryIslan Hetston

Jalen GoldsingerJonly SmithinMartyn FirechaserMerchant BogunPhaeril NightshirePoachers Bogun, Dell, Hill,

Shelli, Topi, Unil, Willa

Quana RainsparkleRunguppSentinels Bogun, Creot,

Drom, FlaviusShintar VinlailStylla Parsini

Tran LilspinVeisha FathomwalkerWin KarnamXylania Rainsparkle

kobold caster, runt, scout, sentry, Shaman, watcherweird kobold

Kobolds

abandoned heretic petbriar snakedecaying skeletonfire beetlefish

giant piranhaheretic prophet, recruiterIlanic’s skeletoninfected ratmoss snake

palace courierpiranhapixieskeletonskunk, large skunk

spiderlingThe Gate Banditthistle snakewidow hatchlingwillowisp

Others

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1. Overlord’s Hall

2. Library

3. Shop (pottery wheel and kiln)

4. Tabernacle of Terror / Cleric Guild

5. Merchants — chain mail armor, bluntweapons

6. Merchants — shields, blunt weapons

7. False Idols (pottery wheel and kiln inside) —pottery supplies

8. The Final Reckoning / Bank

9. Shackled Spirits / Dancing Skeletons(brew barrel inside, inn upstairs) — alcohol

10. Superior Supplies — food, other goods[top f loor] Poison Petal — alchemy supplies

11. Good Iva’s Tasty Treats (oven inside) —food, cooking supplies

12. Sinfully Handsome — cloth armor, leatherarmor

13. The Abbatoir - Necromancer Guild

14. The Fell Blade / Shadow Knight Guild —leather armor, two-handed slashing weapons

15. Merchant (forge inside) — plate armor

16. PvP area

17. Observatory

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Look forKelkarnin PaineelThis is a true tale, and one the Bards tell

only to other Bards. It’s not to be told to

scare the kiddies around the fire ere

they’re tucked in on a midwinter night.

This is a true horror, my young friend,

and it could have happened to you as

easily as to poor Kelkarn.

A hundred years ago, Kelkarn was a Bard

of some skill. Not one of the great ones

… not yet, anyway, but a fine performer

and a particularly promising composer.

He wandered the plains of Karana, honing

his craft and playing for his supper.

One day he was caught out in a great and

sudden storm. The only shelter he could

find was a wagon, wherein he was

greeted by an ancient crone with a

shrouded face. Hearing he was a Bard, the

old woman asked Kelkarn to listen to a

piece she had begun, but never finished.

As a gracious guest, he could not refuse.

The hag produced a magnificent lute all

inlaid with opal, and played for Kelkarn a

strange and wild piece like nothing he

had ever heard. When she stopped

playing, she told Kelkarn that the opal lute

could be his, if he but finished the piece.

Innocently, Kelkarn accepted the

commission. Poor unknowing fool! Was

he somehow singled out for this cruel

infernal jest, or was it mere happenstance

that brought the curse upon him? None

may ever know.

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338

If I were spinning a tale to frighten yokels,

the next bit would be long and blood-

curdling, but you’re a brother in the craft

so I’ll tell you straight. The song drove

Kelkarn quickly mad. He conceived the

notion that the only way to ever finish it

would be to pay for his inspiration in

blood. Many innocent folk died slow and

horrid deaths at Kelkarn’s hands, their

blood spilled in the service of his hellish

song.

Did he finish the song? Oh aye, he did. He

finished it on the very night that the

cityfolk found him and captured him and

carried him off to die for his crimes.

In his cell, awaiting the gallows, Kelkarn

was visited by the selfsame hag who had

first cursed him, come to pay her unholy

debt. She appeared from a shadow, gave

him the foul lute she’d promised, and

vanished again.

Kelkarn played ’til dawn, wildly and

constantly repeating the song that had

doomed him. None dared approach his

cell until the music stopped. When they

did, they found naught but a pile of

bloody bones. The music had flayed the

very flesh away from Kelkarn’s body.

When they gathered the bones, they

found them all to be made of glistening

opal. They buried the bones in a secret

place, and the evil lute with them.

If this were the end of the tale it would be

awful enough, but there is a coda. The

bones of Kelkarn were found and stolen,

and his soul was ripped from its

otherworldly fate. Today a glistening

skeleton, Kelkarn plays in an inn called

Shackled Spirits, in Paineel. He is still mad,

though restrained from violence by the

magicks of his masters. It is said he

speaks only in rhyme. It was a foul deed,

and I do not wish to speak further of it.

���

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Kunark is the most mysterious of all the continents and, therefore, of high interest to intrepidtravelers. The main city of the Iksar is Cabilis, built near the Lake of Ill Omen, central to thecontinent. The palace of Emperor Vekin is under construction and is expected to be a gloriousstructure befitting the ruler of the Iksar race.

Any other information we have on Kunark is rumor. It is shared here with the proviso that thetraveler be forewarned.

The history of these lands — indeed, the history of all of Kunark — befits the names of knownareas of the island. Across the Frontier Mountains, to the northwest of Cabilis, are the BurningWood (the remnant of a draconian struggle) and the Overthere. Northeast of Cabilis is therenowned Field of Bone, site of much interest to those who wish to do battle.

Other areas include the Broken Teeth mountains, Trakanon’s Teeth, the Emerald Jungle (reportedlair of Trakanon himself), the Hills of Disdain, and The Dreadlands.

Travelling To (and From) KunarkGood-Aligned RacesFrom Antonica, take the boat from Freeportdocks all the way to Butcherblock Mountain(do not get off at the first stop). Get off atButcherblock and run to the end of the dock.Turn right and go to the last dock. Follow thedirections from Butcherblock (next paragraph).

From Butcherblock run to the docks, go tothe last dock on your left (while facing thewater). At the end of that dock you will seefour small platforms independent of thedock. If they are not there, they will returnsoon. Stand or sit on one of the four andwait until they move. They will take you intothe next zone where you can get on the boat.Carefully watch as your platform meets theboat — if it’s dark it can be difficult to see

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the platform. If you fall in the water you will have littletime to get on the boat before it takes off. Once on theboat sit back and enjoy the ride. After you zone intoFironia Vie get off at the first stop.

Once you arrive at Fironia Vie, an excellent startingzone is the Lake of Ill Omen (for levels 1-40+) or theDreadlands (for 35-50). The outskirts of Fironia Vie aresuitable for levels 20-35. The rest is up to you toexplore. Good luck and happy hunting.

Evil-Aligned RacesFrom the docks in the Oasis of Mar, the barges carry you into the Timorous Deep zone, andstop at a small island. There is no dock, so you have to wade to the beach. With your backto the water, follow the rocky outcropping on your right until you reach a dock guarded byOgres. Wait here for the ship to Kunark. Note that you can’t bind yourself in the TimorousDeep zone. The boat is a weather-beaten wreck (literally), called the Bloated Belly. Climb onboard, and enjoy the ride. Get off when it stops at the docks in the evil races’ outpost in TheOverthere. Note that you get on the boat on the starboard (right) side, but get off of it onthe port (left) side.

For Evil races landing in The Overthere, this zone contains one area suitable for levels 15-25and another suitable for 35-45.

IksarGood characters may take the route from the Oasis, and evil characters may take the routefrom Butcherblock, using all the evasion techniques they would normally use to avoid thenotice of races that hate them. Iksar must always use evasion techniques, as they are hatedby good and evil alike. Luckily for the Iksar, their natural swimming ability is a help inreaching a boat to stow away, and in jumping overboard to swim for an out-of-the-waylanding spot.

Travel from Kunark by reversing either set of directions above.

Words to the WiseIt is strongly advised that characters under level 30 do not teleport to Kunark. The teleportarrival point is deadly, and has been the death of many a new traveler to the area. Unless, ofcourse, you have a friend to guide you.

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CabilisWhatever one’s opinion of the Iksar, thereports of Cabilis paint a picture of a townas elaborate and extensive as any onNorrath. Divided into an east and west zone,and surrounded by a number of newbiezones, Cabilis is rumored to support athriving local merchant trade, which offerseverything from the basics of food and waterto precious gems and armors of rare hides.

Cerisss had spent enough time

exploring Cabilis and he was

running out of food. He knew he had to

get busy. Merchants were always an

annoying lot when it came to gossip, so

Cerisss went to the Haggle Barons

building and listened. He got two

names. Klok somebody (Mugruk?)

needed some help and Warlord Zyzz

was paying for killing those irritating

scorpions!

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1200 1000 800 600 400

800

600

400

200

0

-400

-600

-800

-200

to Warslik’sWoods

1

2

3

4

56 7

89

10

Map by Mike Swiernik

to Lake of IllOmen

to EastCabilis

1. Tower of Death /Necromancer Guild HallMerchant — Necromancerequipment, books, gems

2. Merchant — ivory weapons

3. Merchants — rhinohidearmor, arrow fletchingsupplies

4. Merchant — food items,other goods

5. Merchant — medium clotharmor

6. Mortuary — embalmingsuppliesMerchant — high-levelNecromancer spells

7. The Haggle Baron’s Manor— all alchemy supplies,potions, lightstones, dufrenite

8. Keeper’s Grotto —Necromancer spells*

9. The Gauntlet / PvP area

10. Iksar Hermit

* Underneath the Keeper’s Grotto (#8 above) is atunnel leading to a section of catacombs to the eastof the city, as well as a maze area. Once in, youronly way out is to make your way through the maze.

West Cabilis

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200 0 -200 -400

1000

800

600

400

200

1200

-200

-400

-600

0

1

23

4

5 6

7

8

9

10

11 12

17

21

2019

18

16

15

13

14

Map

by

Mik

e Sw

iern

ik

to West Cabilis

East Cabilis

*The east tower of the Temple of Terror / Shaman and Shadow Knight Guild Hall (#1 above) leads down to some catacombs to theeast of the main city which are filled with newbie creatures and very deadly pit traps (if you even survive the initial fall). These eventuallylead to an underwater tunnel that comes out underneath the eastern boat dock at 600, -400.

1. Temple of Terror / Shaman and ShadowKnight Guild Hall*

2. The Block / Bank

3. Merchant — gems, metals, jewelry kits

4. Merchant (oven inside) — cooking supplies,pastries, cookbooks

5. Court of Pain / Monk Guild — Monksupplies, Iksar history books

6. The Haggle Baron’s Manor—bristle silk armor

7. The Haggle Baron’s Quarters

8. Merchant — food items

9. Merchant (kiln and pottery wheel outside) —pottery supplies

10. Merchants — tailoring, cloth armor

11. Merchant — local treats

12. Merchants — bowyer, fishing supplies

13. Merchant — containers

14. Merchant (community loom) — rhinohide armor

15. Merchants — survival gear

16. Weaponsmith (forge nearby) — bluntweapons, pike and mancatcher molds

17. Merchant — weapons

18. Merchant — weapons, shields

19. Merchant — lupine scale armor

20. Fortress Talishan / War Baron’s Chamber[Warrior guild master, trainers]

21. War Historian — cooking and lore books

22. Tink n’ Babble (brew barrel inside)— alcohol

23. Merchants (brew barrel nearby) — alcohol,brewing supplies

24. Merchant — basic blacksmithing molds

25. Merchant (forge nearby) — blacksmithingarmor molds, sheet metal, pottery molds

26. Merchant — ore, sharpening stones, clay

27. Merchant — sewing patterns and guides

22

23

toSwampof NoHope

toField

ofBone

24

2526

27

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Lake of Ill Omen Newbie ZonePersonalitiesBruiser NozCrusader Deezin, Swype

Klok Foob, Gnask, Sargin,Vydl

Trooper Curlish, Digdul,Eshzik, Frogzin,Hegwez, Kylpog, Larrin,Selbat

Warlord Geot

goblin brawler, hunter, outrider, scout, skirmisher, soothsayer, spirit caller, warlord, Warrior, watcher, whelp

Goblins

Iksar bandit, brigand, exile, footpad, manslayer, marauder, pariah

Iksar

sarnak adherant, broodling, conscript, crypt raider, dragoon, f lunkie, hatchling, recruit, revealer, youth

Sarnak

barracuda, bloodgill,deepwater, large,stuffed

bloodgill goblin

charbone skeleton, lessergreater icebonegreater scaleboneicebone skeleton, lesser

sabertooth cat, cub,grimalkin, kit, kitten,tiger, tigress

scalebone skeleton

skeleton, decaying,greater, war boned

Others

Warslik’s WoodsPersonalitiesCaptain GideenCrusader Eaxl, Myxl

Klok Dogron, Gragin,Kogrin, Nogolin,Rogalin, Ryre

Troopers Agash, Elpiz,Gepwyz, Kroniz,Lunmiz, Melzok, Olon,

Troopers Roklon, Syldon,Uzin, Walrun

Warlord Vyzer

Iksar bandit, brigand, exile, footpad, knight, manslayer, marauder, pariahIksar

goblin aggressor, bloodtracer, bonecaster, brawler, hextracer, hunter, outrider, scout, skirmisher, soothsayer, spiritcaller, thief, warlord, Warrior, watcher, whelp, witchdoctor

Goblins

scaled wolf, scaled wolf cub, elder, hunter, pup, stalker, trackerScaled Wolves

decaying skeleton forest giant, evergreen,greenwood, sapling

rogue Shamanskeleton

skulking brute, pygmybrute, brutling, runtling

Others

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Field of Bone Newbie ZonePersonalitiesCrusader BodliCrusader Quarg

Gharg OberbordJairnel Marfury

Klok Acet, Canip, Naman,Tugin

Trooper Chikzik, Grouko,Harpin, Mozo, Taer

Warlord Zyzz

Iksar bandit, brigand, footpad, manslayer, marauder, pariah

Iksar

bonebinder, bonebinderhatchling

bonecrawler, bonecrawlerhatchling

burynai burrower,excavator, sapper

burynaibane spider

carrion beetle hatchlingcarrion shredderemerald fencer, scarabgreater scaleboneheartsting scorpion, largelesser charbone skeletonlesser icebone skeleton

rogue Shamanscalebone skeletonscaled wolf, wolf cub,

hunter, pup, stalker,wolf tracker

scorpion, large, giantservant of Sythrax

skeletal jesterskeleton, decaying,

greater, militiskeletonSythrax guardiantangrintargishin

Others

bloodvein mosquitocharbone skeletondecaying skeletongiant bloodvein mosquitogiant marsh leechgiant mire leechgiant morass leechgiant mosquito

giant swamp leechgreater scalebonegreater skeletonicebone skeletoninsatiable devourerinsatiable gnawerinsatiable nibblerlarge bloodvein mosquito

large mosquitolesser charbone skeletonlesser icebone skeletonman-eating creeper, fern,

plant, shrub, vinemarsh leechmire leechmorass leech

mosquitoscalebone skeletonscourgewing mosquitoskeletonswamp leechvenomous lampreyvenomwingwar boned skeleton

Others

Swamp of No Hope Newbie ZonePersonalitiesBlackbone, BlackwingBleederBloodgorge, Bloodskull,

BloodveinBulsgorCaptain NedarCrackclawCrookspineCrusader Litia, SavotDeadeyeDred

Dreesix GhoultongueEbon BloodroseFakraa the ForsakenFangorFarik the VileFisherman GrikFootman MoglokFraykFroglok berserkerFroszik the ImpalerGaleech, Gluttik, Gorge

GrimewurmGrizshnokHeartblood FernHorkak the DeadIchorspikeKlok Bygle, Gokrok, Migo,

RoshinMystic DovanOld HangmanScalekSoblohg

Thirgus, TorgisTrooper Gubb, Harkee,

Inkin, Keat, Lorgen,Nilzik, Nodfod, Nubb

Two TailsVissixWarlord HikygWeeping MantrapWoggirZagran the Mad

Iksar bandit, brigand, exile, footpad, manslayer, marauder, pariahIksar

escaped Froglok slave, bounder, escort, fisher, gaz knight, gaz Shaman, gaz Warrior, impaler, raider, shin Shaman,tad, ton Shaman, ton Warrior, tuk knight, tuk Shaman, tuk Warrior, vis Shaman

Froglok

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Look forKlok Poklonin CabilisThe Iksar trooper was not happy. “Hmph.

I’m off duty and still cannot have a tankard

of your Legion Lager?”

“My blood runs warm to think that I’ll never

be able to sell any more of it,” Klok Poklon

replied. “You were careful and yet it has been

banned … sad, I am.”

On the outside, Poklon wore the look of an

upset Master Brewer. On the inside, he was

proud to think one of his brews was so

good that the Legion had banned it!

The Haggle Baron had given Klok Poklon a

special place to live and few coins — a

pittance, really, against all the money he

stood to gain selling it under a new name,

at a much higher price, after the controversy

had died down.

“Then I’ll take some of your Days Past Beer,

Klok,” the trooper said.

Poklon wasn’t put off by the guard’s use

of his title. He considered it to be an

honor to be held in such esteem by the

Haggle Baron. He pulled the guard’s

tankard and gave it to the disappointed

Iksar with a deep sigh.

After the trooper joined his companions,

Poklon went to washing the used tankards.

Dip. Dip. Dip. Wipe. Wipe. Wipe. Soon, he

noticed another Iksar sitting at the bar. He

hadn’t seen the female before.

“Can I get you anything?” Poklon asked.

“Yes,” she replied. “I need some information.”

Poklon nudged his tip container closer to

the woman. “Oh, I assure you that whatever

my patrons tell me is confidential.”

Glaring at Poklon, the female took a few

coins from her pouch and dropped them

into the container.

Enough for a little information. Not enough

for anything important. Poklon could tell by

the sound.

“I’m looking for a Human,” she said in a low

voice.

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Poklon looked confused. “To eat?”

She moved closer to Poklon. “No, you fool.”

Reaching under the counter, Poklon took

out a cleaning rag. “Ah, if you wish to add

insults, that will cost much more.” He moved

a space or two down the bar from the

female.

She moved toward him and grabbed his

hand. “It’s important, Klok Poklon.”

Poklon sighed. “What is your question?”

She glanced over her shoulder when the

group of guards got up and left. He and this

female were now alone.

“I’m sorry,” she said as she took her claws

off his arm. “I was supposed to meet a

Human sorcerer outside your place two

days ago. He never showed up. I need him

to … well, that’s none of your business.”

Poklon suddenly knew exactly who this

woman was and exactly the Human she

was looking for. “I might have … no, I’m not

sure,” Poklon said.

The female hissed and dropped several

gems on the bar. “Does this help?”

Poklon carefully looked at the gems, holding

them up to the light to see what they were

worth. He discovered that they were worth

quite a bit. He scooped them up and tossed

them in his secret box.

“Was his name Kleanor?” Poklon asked.

“Yes!” she replied.

Poklon shook his head. “I’m sorry, dear lady.

He was arrested several days ago.” He

patted her hand as he saw her begin to get

upset. “Be calm. He was no sorcerer. He was

arrested for scheming. Apparently, he would

promise Iksar safe passage to Antonica.

Once he had their money, he would leave,

never to be seen again. Did he take much

from you?”

She was stunned, but answered, “N … no, I

was to meet him here to pay him.”

Poklon grinned inside, but kept a somber

demeanor outside. He lowered his voice

and said, “Well then, today is your lucky day.

Your generosity with me is about to pay off.

I know a man who can get you away from

Cabilis, even off Kunark if necessary.”

“You do?” she replied, also in a hushed

voice.

He pushed his tip container a little closer

again. She started dropping in gems and

coins until Poklon was satisfied. He said,

“Make your way south …”

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“That idiot! We ssshould jusst leave him in there!”

“Now, Palou,” Tsear, the other Iksar hatchling, said, “he’sss

of our clutch. We left him alone too long and he ran into

that tomb. It’sss our resssponsibility. We look out for each

other.”

Palou paced. His tail thrashed through the underbrush,

marking his frustration with his clutchmate. The three of

them were hatched at the same time and had always

remained together. “Do you realize what that tomb isss?”

Palou asked.

Tsear shrugged. “Jussst an old tomb. They’re everywhere.”

Palou looked around and pointed to the cliff face. “Sssee

that? It’sss a landmark that tellsss me thisss isss the Crypt

of Dalnir.” Palou let that sink in a moment. “No one

leavesss that tomb, Tsssear.”

Tsear stood and started for the entrance. “We have no

choice.”

Palou grabbed a rock and knocked Tsear out. As he drug

his clutchmate away from the cave, he said to an

unconscious Tsear, “Like you sssaid. We look out for each

other.”

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Items

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ItemsThere are thousands of items in EverQuest, far too many to list in the next 30 pages. Whatwe’ve got here is a collection of the most common useful items — containers, armor and clothing (p. 350), weapons (p. 363), jewelry (p. 374), and shields and other blocking items (p. 378).

Most of these lists have a few elements in common, so we’ll describe them here:

Size ranges from 0 (very small) to 4 (very large). Containers list a Size Limit (Lim.).

Some items that can be worn also have sizes — Small, Medium and Large. See Racial Armor& Abilities, p. 57 for a list of which races can wear which sizes.

Value is the most misleading column on any of these tables — so misleading we almost omittedit. This column gives an approximation of how much an NPC merchant thinks the item is worth.Of course, he’ll pay you less on average, and charge more, than the listed value in this column.Factors such as your Faction and Charisma will affect the price he sets. It quickly becomesobvious that an NPC merchant is often not the best judge of an item’s value. In particular, herarely values magical properties.

Most prices are given in the standard P G S C (platinum, gold, silver, copper) format, althoughjewelry values are just listed in platinum.

ContainersPockets. Nobody but nobody’s got pockets in EverQuest. Without some sort of container, yourcharacter is doomed to carry everything by hand … and that’s not very efficient. As a matter offact, you only have eight slots for goodies, since two slots are usually devoted to food and drink.

The containers listed below range from the mundane to the exotic. (And we don’t includeeverything — some things you just have to find on your own!) Each container’s Capacity(Cap., i.e., how many slots it has) is listed, along with the Size Limit (Lim.) for each slot.For example, a Small Bag can carry four items, each no larger than size 2 (Medium).Stackable items can also be stacked inside a container (at 20 per slot). Within each categorybelow, containers are listed in order of their capacity, from the fewest slots to the most slots.

In a few cases, a container actually “reduces” the weight of the items it carries, eithermagically or by making it physically easier to haul its contents around. (For example, you cancarry more weight in a pack on your shoulders, than you can in your arms.) In those cases,W% lists how much less weight the container’s contents appear to weigh as you carry themaround. Value gives an approximation of how much the item is worth to an NPC merchant. If

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BackpacksArcheologist Pack 6 3 25 2 6 0 0Featherweight Pouch 6 1 5 1 0 0 0Backpack 8 3 – 5 5 0Travelers Pack 8 3 20 10 0 0 0Lionhide Backpack 8 3 35 6 8 0 0Pierce’s Pack 8 4 50 26 0 0 0Shralok Pack 8 4 25 2 6 0 0Rhinohide Backpack 8 3 – 5 5 0Hand Made Backpack 10 3 – 9 0 0Bank Box 10 3 – 30 0 0 0Tracker’s Terrapack 10 3 15 100 0 0 0

BandoliersNo standard bandoliers are currently available forsale, but look around and see what you can find …

Bags, SmallSmall Bag 4 2 – 1 8 0Purse 4 1 – 1 5Lady’s Purse 4 1 – 1 5Ration Bladder 4 1 – 2 0

Bags, LargeBody Bag 2 3 – 7 5 0Large Bag 6 3 – 3 0 0Pierce’s Pouch of Storing 8 3 20 11 5 0 0Bag of the Tinkerers 10 4 100 500 0 0 0

PouchesZimbittle’s Pouch 4 2 – 1 0Cinched Stomach Pouch 4 2 – 1 2 5Spider Silk Pouch 10 0 – 1 0 0 0

Pouches, BeltBelt Pouch 4 1 – 1 5 0

Pouches, WristTattered Leather Pouch 2 0 – 5 0Wrist Pouch 4 0 – 1 0 0Travelers Pouch 4 1 25 7 5 0 0

Chests, SmallSmall Clay Jar 2 2 – 9 0Small Metal Container 2 2 – 2 0 0Momento Box 6 1 75 7 5 0 0Small Box 8 2 – 2 0 0Darkwood Trunk 10 4 100 75 0 0 0

Chests, LargeTower Coffin 2 3 – 10 0 0 0Jade Inlaid Coffin 2 0 – 140 0 0 0Medium Clay Jar 4 2 – 1 0 0Medium Metal Container 4 2 – 3 5 0Large Box 8 3 – 5 0 0Treasure Chest 8 4 – nfsLarge Clay Jar 8 2 – 1 1 0Large Metal Container 8 2 – 5 0 0Driftwood Treasure Chest 10 4 100 50 0 0 0

Value

Container Cap. Lim. W% P G S C

Value

Container Cap. Lim. W% P G S C

Non-Trade ContainersThese are everyday containers for simply holding, storing and carrying stuff.

a merchant won’t buy or sell the container, it’s listed as “nfs” (not for sale). If it can’t bemoved (to take it to a merchant), it is “immobile.” In some cases, the container’s value is farout of proportion to what it can carry. It may have other special properties — you’ll have toput your hands on one and experiment to find what else it can do.

Trade ContainersYou will need a trade container to create items with your trade skills. For a list of tradecontainers and more information on creating items with trade skills, see Trade Skills, p. 190.

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Armor & ClothingClothing: it’s more than just a fashion statement in Norrath. (Well, to most people it’smore.) Even the most basic sort of clothing counts as armor, and in the hostile outlands ofEverQuest, armor is your friend. There are thousands of pieces of armor and other clothingthat you can wear in EverQuest. Each item gives you at least some defensive protectionexpressed by its Armor Class (AC); the higher the AC, the better the protection. As with allother items, we’re listing the more common armor and clothing here, along with a few of themore exotic pieces. As with all values in this book, the values listed here are approximatenumbers. Merchants tend to pay you less, and charge more, than the value listed here forany item. Those pieces whose values are out of proportion to their AC obviously haveadditional qualities that will bear investigating, if you can get your hands on them.

Some armor and clothing is sized, fitting just small, medium or large characters. Sized itemshave three weights listed (Small, Medium and Large); all other items fit everyone and havejust one weight. (Actually, a very few items are just available for small or large characters;in those cases, the weight is listed under Small or Large.) The only difference between asmall, medium or large piece of armor or clothing — other than who can wear it — is itsweight: all items of a type have the same AC, value and take up the same number of slots.

A word to the wise. Now, depending on character preferences and their own personal issues,some people will try to pick out clothing and armor according to how it looks, rather thanhow effective it is. There’s nothing wrong with that. Just be aware that the same article ofclothing might not look exactly the same on one person as it does on another. There mighteven be some subtle differences on a gender basis. Before you drop an ungodly amount ofplatinum on a pair of boots you expect will complete your Shadow Knight’s all-blackensemble, ask around. Sometimes it looks one color under the market awnings but changesto an unacceptable color when you put them on.

Armor & Clothing Locations / SlotsNot all armor and clothing that fit on your head are helmets. Caps, coifs and several otheritems also protect your head. This first list includes most of the various types of clothing,grouped by the location you can wear them. It should help you figure out where to put thatnew spaulder or cingulum you acquire. The body location abbreviations in parenthesesappear in the tables throughout this section.

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Sparring Rib Pad 1 0.2 2 9 0Netted Shirt 2 0.5 4 5 0 0Bristle Silk Tunic 2 1 4 2 5 0Cloth Shirt 2 0.8 1 1.3 4 5 0 0Curscale Tunic 2 1 5 2 5 0Raw Silk Robe 2 0.4 6 8 5 0Woven Tunic 2 0.5 6 1 3 0 0Damask Robe 2 1 6 1 3 0 0Patchwork Tunic 2 2.6 3.5 4.4 6 1 5 0Cured Silk Gi 2 0.1 8 1 7 5 0Mesh Tunic 2 0.5 8 2 6 0 0Gossimer Robe 2 1 8 2 6 0 0Leather Tunic 2 2.6 3.5 4.4 8 2 6 0 0Rhino Hide

Chest Guard 2 3.5 8 4 4 0 0Raw-hide Tunic 2 3.9 5.3 6.6 8 1 3 0 0Small Scarab

Breastplate 2 6 8 4 0 0 0Werewolf-Hide

Jerkin 2 1 9 2 8 0 0Studded Tunic 2 2.6 3.5 4.4 9 1 9 0 0

Bear-Hide Jerkin 2 3.5 9 2 6 0 0Snakeskin Jerkin 2 3.5 9 2 6 0 0Split Paw Hide

Tunic 0 4 9 4 0 0Reinforced Tunic 2 2.6 3.5 4.4 11 2 6 0 0Dwarven Ringmail

Tunic 2 4.5 12 4 6 0 0Chainmail Coat 2 5.6 7.5 9.4 12 70 0 0 0Lupine Scale

War Tunic 2 7.5 12 70 0 0 0Bloodforge Mail 2 9 12 4 0 0Blackened Iron

Mail 2 9 12 7 0 0 0Ringmail Coat 2 7.5 10 12.5 12 4 4 0 0Brown Chitin

Protector 3 10 12 32 0 0 0Bloodstained Tunic 2 6.5 13 4 9 0 0Banded Mail 2 5.6 7.5 9.4 15 4 4 0 0Chitin Shell Armor 2 6.5 17 3 5 0 0Steel Breastplate 3 7.5 10 12.5 17 750 0 0 0Bronze Breastplate 3 9.4 12.5 15.6 17 4 4 0 0

Item Size S M L AC P G S C Item Size S M L AC P G S C

Head (Hd). Cap, Coif, Crown, Halo, Headband, Headgear, Helm, Skullcap, Turbin (Turban)Face (Fc). Facemask, Mask, Snout Guard, Snout Mount, Veil, Visor Neck (Nc). Bevor, Choker, Collar, Gorget, NeckguardChest (Ch). Breastplate, Coat, Gi, Jerkin, Mail, Rib Pad, Robe, Shirt, TunicShoulders (Sh). Amice, Harness, Mantle, Pauldrun, Shawl, Shoulderpads, Shoulder Guard, SpaulderBack (Bk). Cape, Cloak, Poncho Waist (Wst). Ab Guard, Belt, Cingulum, Cord, Girdle, Girth, Rib Pad, Sash, Skirt, Tassets, WaistbandArms (Arm). Armband(s), Arm Guards, Armplates, Sleeves, Vambraces Wrists (Wri). Bracelet, Bracer(s), Manacle, Trinket, Warband, Wristband(s) Hands (Hnd). Fists, Gauntlets, Gloves, Handwraps Legs (Lg). Greaves, Leggings, Legplates, Pants, Pantaloons, Shin Guards, Skirt, Trousers, KiltFeet (Ft). Boots, Clogs, Lined Shoes, Sandals, Slippers

Comparative List of Chest Armor & ClothingOur second list is a selection of various chest armor and clothing, ordered from lowest tohighest AC. This should give you a rough idea of what is available in Norrath, how muchprotection it will give you, and how much it will cost.

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ValueWtValueWt

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Sets of Armor & ClothingThe third list includes various sets of armor and clothing, sorted by material. Here you canfind stats on all the pieces of cloth, leather or banded armor (for example) that can beacquired. We don’t note any magical qualities for any of these items, and the rarest armorsaren’t listed here, either. Some things you just have to find out on your own.

The following sets of armor are loosely grouped into related sets — i.e., cloths, hides, andmetals or other hard materials. Within each section (Cloth, for example), items are listed byarmor class, from lowest to highest.

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ClothVeil (Fc) 1 0.2 0.2 0.3 1 1 6 0Choker (Nk) 1 0.2 0.2 0.3 1 1 6 0Shawl (Sh) 1 0.2 0.3 0.4 1 1 8 0Cord (Wst) 1 0.2 0.2 0.3 1 1 8 0Wristband (Wri) 1 0.2 0.3 0.4 1 1 8 0Cap (Hd) 1 0.2 0.2 0.4 2 2 0 0Cape (Bk) 2 0.4 0.5 0.6 2 2 6 0Sleeves (Arm) 1 0.3 0.4 0.5 2 2 2 0Gloves (Hnd) 1 0.3 0.4 0.5 2 2 6 0Sandals (Ft) 1 0.4 0.5 0.6 2 2 6 0Pants (Leg) 2 0.5 0.7 0.9 3 3 4 0Shirt (Ch) 2 0.8 1 1.3 4 5 0 0

Tattered (T) & Patchwork (P)T Mask (Fc) 1 0.3 0.4 0.5 2 1 5 0T Gorget (Nk) 1 0.4 0.5 0.6 2 1 5 0T Shoulderpads (Sh) 1 1.1 1.5 1.9 2 1 5 0T Belt (Wst) 1 0.8 1 1.3 2 1 5 0T Wristbands (Wri) 1 0.8 1 1.3 2 1 5 0T SkullCap (Hd) 1 0.5 0.6 0.8 3 1 5 0P Cloak (Bk) 2 1.5 2 2.5 3 1 5 0P Sleeves (Arm) 1 1.1 1.5 1.9 3 1 5 0T Gloves (Hnd) 1 1.1 1.5 1.9 3 1 5 0P Boots (Ft) 1 1.9 2.5 3.1 3 1 5 0P Pants (Leg) 2 3 4 5 4 1 5 0P Tunic (Ch) 2 2.6 3.5 4.4 6 1 5 0

Silk, BristleVeil (Fc) 1 0.2 1 1 3 0Neckerchief (Nk) 1 0.2 1 1 3 0Shawl (Sh) 1 0.3 1 9 0Sash (Wst) 1 0.2 1 9 0Wristband (Wri) 1 0.3 1 9 0Cap (Hd) 1 0.2 2 1 0 0Cape (Bk) 2 0.5 2 1 3 0Sleeves (Arm) 1 0.4 2 1 1 0Gloves (Hnd) 1 0.4 2 1 3 0Stockings (Feet) 1 0.5 2 1 3 0Knickerbockers (Leg) 2 0.7 3 1 7 0Tunic (Ch) 2 1 4 2 5 0

Silk, CuredMask (Fc) 1 0.1 2 7 0 0Collar (Nk) 1 0.1 3 9 5 0Mantle (Sh) 1 0.1 3 1 3 5 0Sash (Wst) 1 0.1 3 9 5 0Wristbands (Wri) 1 0.1 3 9 5 0Headband (Hd) 1 0.1 4 1 2 0 0Cloak (Bk) 2 0.1 4 1 3 5 0Sleeves (Arm) 1 0.1 4 1 3 5 0Handwraps (Hnd) 1 0.1 4 1 3 5 0Sandals (Ft) 1 0.1 4 9 5 0Leggings (Leg) 2 0.1 5 1 6 0 0Gi (Ch) 2 0.1 8 1 7 5 0

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Silk, RawMask (Fc) 1 0.4 2 3 2 5Collar (Nk) 1 0.4 2 3 9 0Mantle (Sh) 1 0.4 2 4 5 0Sash (Wst) 1 0.4 2 4 5 5Wristbands (Wri) 1 0.4 2 3 9 0Headband (Hd) 1 0.4 3 4 5 0Cloak (Bk) 2 0.4 3 4 5 0Sleeves (Arm) 1 0.4 3 4 5 0Gloves (Hnd) 1 0.4 3 4 5 0Sandals (Ft) 1 0.4 3 4 5 0Leggings (Leg) 2 0.4 4 4 5 0Robe (Ch) 2 0.4 6 8 5 0

WovenCollar (Nk) 1 0.1 2 6 0 0Girth (Wst) 1 0.1 2 7 0 0Mask (Fc) 1 0.1 2 5 0 0Mantle (Sh) 1 0.2 2 9 0 0Wristbands (Wri) 1 0.2 2 6 0 0Cap (Hd) 1 0.2 3 8 0 0Cape (Bk) 2 0.4 3 9 0 0Gloves (Hnd) 1 0.3 3 9 0 0Sleeves (Arm) 1 0.3 3 8 0 0Leggings (Leg) 2 0.4 4 1 1 0 0Tunic (Ch) 2 0.5 6 1 3 0 0

Hide, BearBelt (Wst) 1 1 4 7 0 0Boots (Ft) 1 2.5 5 2 0 0 0Gloves (Hnd) 1 2.1 5 2 0 0 0Cape (Bk) 2 2.5 6 2 4 0 0Jerkin (Ch) 2 3.5 9 2 6 0 0

Hide, PatchSandals (Ft) 1 0.3 1 2 0Ab Guard (Wst) 1 1 2 1 2 5Bracers (Wri) 1 1 2 1 2 5Mask (Fc) 1 0.4 2 1 2 5Collar (Nk) 1 0.5 2 1 2 5Shoulder Guard (Sh)1 1.5 2 1 2 5Arm Guards (Arm) 1 0.4 3 1 6 0Gloves (Hnd) 1 1.5 3 1 2 5SkullCap (Hd) 1 0.6 3 1 2 5Poncho (Bk) 2 0.5 4 1 5 0

Hide, DrakeSleeves (Arm) 1 0.1 4 4 1 0 0Leggings (Leg) 2 0.1 5 4 5 0 0

Hide, RawMask (Fc) 1 0.5 0.6 0.8 2 5 0 0Belt (Wst) 1 1.2 1.5 2 3 7 0 0Gorget (Nk) 1 0.6 0.8 0.9 3 6 0 0Shoulderpads (Sh) 1 1.6 2.2 3 3 9 0 0Wristbands (Wri) 1 1.2 1.5 1.9 3 6 0 0Boots (Ft) 1 3 3.8 4.6 4 9 0 0Cloak (Bk) 2 2.2 3 3.7 4 9 0 0Gloves (Hnd) 1 1.6 2.2 3 4 9 0 0SkullCap (Hd) 1 0.7 0.9 1.2 4 8 0 0Sleeves (Arm) 1 1.8 2.2 3 4 8 0 0Leggings (Leg) 2 4 6 7.5 5 1 1 0 0Tunic (Ch) 2 3.9 5.3 6.6 8 1 3 0 0

Hide, RhinoSnout Guard (Fc) 0 0.4 2 1 0 0 0Collar (Nk) 0 0.5 3 1 2 0 0Shoulderpads (Sh) 1 1.5 3 1 8 0 0Waistband (Wst) 1 1 3 2 8 0 0Wrist Guard (Wri) 1 1 3 1 4 0 0SkullCap (Hd) 1 0.6 4 1 6 0 0Cape (Bk) 3 2 4 3 6 0 0Arm Guards (Arm) 1 1.5 4 2 6 0 0Gloves (Hnd) 1 1.5 4 1 8 0 0Boots (Ft) 1 2.5 4 1 8 0 0Leggings (Leg) 2 4 5 4 2 0 0Chest Guard (Ch) 2 3.5 8 4 4 0 0

Hide, Split PawMask (Fc) 0 0.5 3 4 0 0Gloves (Hnd) 0 2 4 4 0 0Belt (Wst) 0 1 5 2 0 0Tunic (Ch) 0 4 9 4 0 0

Hide, WolfSlippers (Ft) 1 0.5 2 2 6 0Belt (Wst) 1 1 3 7 0 0Gloves (Hnd) 1 1.3 4 1 8 0 0Boots (Ft) 1 2.5 4 2 0 0 0Cape (Bk) 2 2 5 2 4 0 0Sleeves (Arm) 1 1.5 5 1 6 0 0

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LeatherMask (Fc) 1 0.3 0.4 0.5 2 1 0 0 0Gorget (Nk) 1 0.4 0.5 0.6 3 1 2 0 0Shoulderpads (Sh) 1 1.1 1.5 1.9 3 1 8 0 0Belt (Wst) 1 0.8 1 1.3 3 1 4 0 0Wristbands (Wri) 1 0.8 1 1.3 3 1 2 0 0SkullCap (Hd) 1 0.5 0.6 0.8 4 1 6 0 0Cloak (Bk) 2 1.5 2 2.5 4 1 8 0 0Sleeves (Arm) 1 1.1 1.5 1.9 4 1 6 0 0Gloves (Hnd) 1 1.1 1.5 1.9 4 1 8 0 0Boots (Ft) 1 1.9 2.5 3.1 4 1 8 0 0Leggings (Leg) 2 3 4 5 5 2 2 0 0Tunic (Ch) 2 2.6 3.5 4.4 8 2 6 0 0

StuddedMask (Fc) 1 0.3 0.4 0.5 2 7 5 0Gorget (Nk) 1 0.4 0.5 0.6 3 9 0 0Shoulderpads (Sh) 1 1.1 1.5 1.9 3 1 3 0 0Belt (Wst) 1 0.8 1 1.3 3 1 0 0 0Wristbands (Wri) 1 0.8 1 1.3 3 9 0 0Cloak (Bk) 2 1.5 2 2.5 4 1 4 0 0Sleeves (Arm) 1 1.1 1.5 1.9 4 1 2 0 0Gloves (Hnd) 1 1.1 1.5 1.9 4 1 4 0 0Boots (Ft) 1 1.9 2.5 3.1 4 1 4 0 0SkullCap (Hd) 1 0.5 0.6 0.8 5 1 2 0 0Leggings (Leg) 2 3 4 5 5 1 6 0 0Skirt (Leg) 2 3 4 5 5 1 6 0 0Tunic (Ch) 2 2.6 3.5 4.4 9 1 9 0 0

ReinforcedMask (Fc) 1 0.3 0.4 0.5 3 1 0 0 0Gorget (Nk) 1 0.4 0.5 0.6 4 1 2 0 0Shoulderpads (Sh) 1 1.1 1.5 1.9 4 1 8 0 0Belt (Wst) 1 0.8 1 1.3 4 1 4 0 0Wristbands (Wri) 1 0.8 1 1.3 4 1 2 0 0Cloak (Bk) 2 1.5 2 2.5 5 1 8 0 0Sleeves (Arm) 1 1.1 1.5 1.9 5 1 6 0 0Gloves (Hnd) 1 1.1 1.5 1.9 5 1 8 0 0Boots (Ft) 1 1.9 2.5 3.1 5 1 8 0 0SkullCap (Hd) 1 0.5 0.6 0.8 6 1 6 0 0Leggings (Leg) 2 3 4 5 6 2 2 0 0Skirt (Leg) 2 3 4 5 6 2 2 0 0Tunic (Ch) 2 2.6 3.5 4.4 11 2 6 0 0

BandedMask (Fc) 1 0.8 1 1.3 4 2 4 0 0Gorget (Nk) 1 1.5 2 2.5 5 1 1 0 0Mantle (Sh) 1 2.6 3.5 4.4 6 3 2 0 0Belt (Wst) 1 1.9 2.5 3.1 6 2 8 0 0Bracers (Wri) 1 1.5 2 2.5 6 1 4 0 0Boots (Ft) 2 3.8 5 6.3 6 2 7 0 0Cloak (Bk) 3 3 4 5 7 3 6 0 0Sleeves (Arm) 1 2.6 3.5 4.4 7 2 6 0 0Gauntlets (Hnd) 1 3 4 3 7 2 3 0 0Lg Gloves (Hnd) 1 5 7 2 3 0 0Helm (Hd) 1 3.4 4.5 5.6 8 2 7 0 0Leggings (Leg) 2 4.1 5.5 6.9 8 4 2 0 0Mail (Ch) 2 5.6 7.5 9.4 15 4 4 0 0

Sparring EquipmentFacemask (Fc) 1 0.2 2 8 0Collar (Nk) 1 0.2 2 8 0Shoulder Pads (Sh) 1 0.3 2 9 0Rib Pad (Ch) 1 0.2 2 9 0Headgear (Hd) 1 0.2 3 1 0 0Arm Guards (Arm) 1 0.4 3 1 1 0Grappler Gloves

(Hnd) 1 0.4 3 1 3 0Clogs (Ft) 1 0.5 3 1 3 0Shin Guards (Leg) 2 0.7 4 1 7 0Harness (Sh) 2 1 5 2 5 0

BronzeMask (Fc) 1 1.4 1.9 2.4 5 2 4 0 0Collar (Nk) 1 3.7 5 6.2 6 1 1 0 0Girdle (Wst) 1 3.8 5 6.2 7 2 8 0 0Bracers (Wri) 1 3.8 5 6.3 7 1 4 0 0Pauldrun (Sh) 1 4.2 5.6 7 8 3 2 0 0Splinted Cloak (Bk) 3 5.1 6.7 8.6 8 3 6 0 0Vambraces (Arm) 1 6.1 8.1 10.1 8 2 6 0 0Boots (Ft) 2 6.1 8.1 10.1 8 2 7 0 0Gauntlets (Hnd) 1 4.7 6.2 7.9 9 2 3 0 0Helm (Hd) 1 5.6 7.5 9.4 10 2 7 0 0Greaves (Leg) 3 7 9.4 11.8 10 4 2 0 0Breastplate (Ch) 3 9.4 12.515.6 17 4 4 0 0

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RingIron Visor (Fc) 1 1.1 1.3 1.7 3 2 4 0 0Neckguard (Nk) 1 2 2.7 3.3 5 1 1 0 0Mantle (Sh) 1 3.5 4.7 5.9 5 3 2 0 0Belt (Wst)

(Med: Skirt ) 1 2.5 3.3 4.1 5 2 8 0 0Bracelet (Wri) 1 2 2.7 3.3 5 1 4 0 0Boots (Ft) 2 5 6.7 8.4 5 2 7 0 0Cape (Bk) 3 4 5.3 6.7 6 3 6 0 0Sleeves (Arm) 1 3.5 4.7 5.9 6 2 6 0 0Gloves (Hnd) 1 4 5.3 6.7 6 2 3 0 0Coif (Hd) 1 4.5 6 7.5 7 2 7 0 0Pants (Leg) 2 5.5 7.3 9.2 7 4 2 0 0Coat (Ch) 2 7.5 10 12.5 12 4 4 0 0

Blackened IronGrotesque Mask (Fc) 1 1 3 9 0 0 0Crown (Hd) 1 6 5 12 0 0 0Collar (Nk) 1 3.5 5 1 5 0 0Spaulder (Sh) 1 5 5 5 0 0 0Waistband (Wst) 1 4 5 2 2 0 0Bracers (Wri) 1 3.5 5 15 0 0Boots (Ft) 2 6.5 5 2 6 0 0Sleek Cape (Bk) 3 2 6 6 0 0 0Armplates (Arm) 1 5 6 2 8 0 0Gloves (Hnd) 1 5.5 6 3 0 0 0Legplates (Leg) 2 7 7 3 6 0 0Mail (Ch) 2 9 12 7 0 0 0

Chain (C) & Iron Mail (I)I Torque (Nk) 1 0.2 0.2 0.3 1 1 6 0I Mask (Fc) 1 0.8 1 1.3 3 12 0 0 0C Neckguard (Nk) 1 1.5 2 2.5 5 16 0 0 0C Mantle (Sh) 1 2.6 3.5 4.4 5 56 0 0 0C Skirt (Wst) 1 2.5 5 22 0 0 0C Belt (Wst) 1 1.9 3.1 5 22 0 0 0C Cingulum (Wst) 1 2.5 2.5 2.5 5 22 0 0 0C Bracelet (Wri) 1 1.5 2 2.5 5 14 0 0 0I Boots (Ft) 2 3.8 5 6.3 5 26 0 0 0C Cape (Bk) 3 3 4 5 6 60 0 0 0I Armplates (Arm) 1 2.6 3.5 4.4 6 28 0 0 0C Gloves (Hnd) 1 3 4 5 6 30 0 0 0C Coif (Hd) 1 3.4 4.5 5.6 7 30 0 0 0I Legplates (Leg) 2 4.1 5.5 6.9 7 36 0 0 0C Coat (Ch) 2 5.6 7.5 9.4 12 70 0 0 0

Plate (P)/Steel (S)S Torque (Nk) 1 0.4 0.5 0.6 3 1 2 0 0S Mask (Fc) 1 1.1 1.5 1.9 5 100 0 0 0S Collar (Nk) 1 3 4 5 6 140 0 0 0S Bevor (Nk) 1 3.4 4.5 5.6 7 140 5 0 0P Girdle (Wst) 1 3 4 5 7 280 0 0 0S Bracers (Wri) 1 3 4 5 7 240 0 0 0S Pauldrun (Sh) 1 3.4 4.5 5.6 8 350 0 0 0Splinted Cloak (Bk) 3 4.1 5.5 6.9 8 380 0 0 0S Vambraces (Arm) 1 4.9 6.5 8.1 8 320 0 0 0S Plate Boots (Ft) 2 4.9 6.5 8.1 8 330 0 0 0P Gauntlets (Hnd) 1 3.8 5 6.3 9 460 0 0 0P Tassets (Wst) 1 3.4 4.5 5.6 9 350 0 0 0P Helm (Hd) 1 4.5 6 7.5 10 350 0 0 0S Greaves (Leg) 3 5.6 7.5 9.4 10 400 0 0 0S Breastplate (Ch) 3 7.5 10 12.5 17 750 0 0 0

DamaskVeil (Fc) 1 0.2 2 5 0 0Collar (Nk) 1 0.2 2 6 0 0Amice (Sh) 1 0.3 2 9 0 0Sash (Wst) 1 0.2 2 7 0 0Wristbands (Wri) 1 0.3 2 6 0 0Cap (Hd) 1 0.3 3 8 0 0Cape (Bk) 2 0.5 3 9 0 0Sleeves (Arm) 1 0.4 3 8 0 0Gloves (Hnd) 1 0.4 3 9 0 0Leggings (Leg) 2 0.7 4 1 1 0 0Robe (Ch) 2 1 6 1 3 0 0

GossimerVeil (Fc) 1 0.2 2 1 0 0 0Collar (Nk) 1 0.2 3 1 2 0 0Amice (Sh) 1 0.3 3 1 8 0 0Sash (Wst) 1 0.2 3 1 4 0 0Wristbands (Wri) 1 0.3 3 1 2 0 0Cap (Hd) 1 0.3 4 1 6 0 0Cape (Bk) 2 0.5 4 1 8 0 0Sleeves (Arm) 1 0.4 4 1 6 0 0Gloves (Hnd) 1 0.4 4 1 8 0 0Leggings (Leg) 2 0.7 5 2 2 0 0Robe (Ch) 2 1 8 2 6 0 0

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MeshMask (Fc) 1 0.1 2 1 0 0 0Gorget (Nk) 1 0.1 3 1 2 0 0Mantle (Sh) 1 0.2 3 1 8 0 0Girth (Wst) 1 0.1 3 1 4 0 0Bracers (Wri) 1 0.2 3 1 2 0 0Helm (Hd) 1 0.2 4 1 6 0 0Cape (Bk) 2 0.4 4 1 8 0 0Armbands (Arm) 1 0.3 4 1 6 0 0Gauntlets (Hnd) 1 0.3 4 1 8 0 0Leggings (Leg) 2 0.4 5 2 2 0 0Tunic (Ch) 2 0.5 8 2 6 0 0

NettedMask (Fc) 1 0.1 1 1 6 0Choker (Nk) 1 0.1 1 1 6 0Mantle (Sh) 1 0.2 1 1 8 0Girth (Wst) 1 0.1 1 1 8 0Wristband (Wri) 1 0.2 1 1 8 0Cap (Hd) 1 0.2 2 2 0 0Cape (Bk) 2 0.4 2 2 6 0Sleeves (Arm) 1 0.3 2 2 2 0Gloves (Hnd) 1 0.3 2 2 6 0Pants (Leg) 2 0.4 3 3 4 0Shirt (Ch) 2 0.5 4 5 0 0

BloodforgeHelm (Hd) 1 6 5 5 0 0Bracers (Wri) 1 3.5 5 4 0 0Boots (Ft) 2 6.5 5 4 0 0Armplates (Arm) 1 5 6 4 0 0Gauntlets (Hnd) 1 5.5 6 5 0 0Legplates (Leg) 2 7 7 4 0 0Mail (Ch) 2 9 12 4 0 0

BloodstainedMantle (Sh) 1 3.5 6 3 2 0 0Bracelets (Wri) 2 3.5 7 4 9 0 0Gloves (Hnd) 2 2.5 8 4 9 0 0Sleeves (Arm) 2 3.5 9 4 9 0 0Leggings (Leg) 2 4.5 9 4 9 0 0Coif (Hd) 2 2.5 13 4 9 0 0Tunic (Ch) 2 6.5 13 4 9 0 0Boots (Ft) 2 3.5 13 4 9 0 0

Scarab, SmallHelm (Hd) 1 1.5 4 1 0 0 0Boots (Ft) 1 4.5 4 3 0 0 0Breastplate (Ch) 2 6 8 4 0 0 0

CurscaleSnout Mount (Fc) 1 0.2 2 8 0Choker (Nk) 1 0.2 2 8 0Shawl (Sh) 1 0.3 2 9 0Belt (Wst) 1 0.2 2 9 0Wristband (Wri) 1 0.3 2 9 0SkullCap (Hd) 1 0.2 3 1 0 0Cape (Bk) 2 0.5 3 1 3 0Sleeves (Arm) 1 0.4 3 1 1 0Gloves (Hnd) 1 0.4 3 1 3 0Boots (Ft) 1 0.5 3 1 3 0Leggings (Leg) 2 0.7 4 1 7 0Tunic (Ch) 2 1 5 2 5 0

Ebon MailBoots (Ft) 2 3.8 6 2 7 0 0Sleeves (Arm) 1 2.6 7 2 6 0 0Gloves (Hnd) 1 3 7 2 3 0 0Coif (Hd) 1 3.4 8 2 7 0 0Leggings (Leg) 2 4.1 8 4 2 0 0Tunic (Ch) 2 5.6 15 4 4 0 0

Lupine Scale (S) & Claw (C)S Snout Guard (Fc) 1 1 3 12 0 0 0C Gauntlets (Hnd) 3 0.2 4 5 5 0 0S Collar (Nk) 1 2 5 16 0 0 0S Mantle (Sh) 1 3.5 5 56 0 0 0S BloodSash (Wst) 1 2.5 5 22 0 0 0Forged Bracers (Wri) 1 2 5 14 0 0 0Forged Boots (Ft) 2 5 5 26 0 0 0S Cape (Bk) 3 4 6 60 0 0 0S Arm Plates (Arm) 1 3.5 6 28 0 0 0Forged Fists (Hnd) 1 4 6 30 0 0 0S Coif (Hd) 1 4.5 7 30 0 0 0S Leggings (Leg) 2 5.5 7 36 0 0 0S War Tunic (Ch) 2 7.5 12 70 0 0 0

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Miscellaneous Armor & ClothingThis final list includes various bits of armor and clothing that don’t fit into a more completeset. They are sorted by location, beginning with your head and running down to your feet.As always, we don’t note any magical qualities for any of these items, nor do we list allpossible pieces.

HeadShazda Turbin 2 0.2 0 5 0 0Crown of Leaves 1 0.4 1 4 3 0 0Kerran Tribal

Headband 1 0.2 1 2 0 0Rat Fur Cap 1 0.3 1 2 2Nightshade Wreath 1 0.1 1 2 5 0 0Savant’s Cap 1 0.3 2 3 5 0 0Topknot Headband 1 0.4 3 4 7 0 0Kerran Headband 0 0.1 4 0Runed Circlet 1 1 4 2 3 0 0Shimmering White

Shroud 2 2.5 5 5 6 0 0Circlet of Mist 1 0.1 5 3 0 0 0Helm of Hukulk 1 1 5 2 1 0 0Siryn Hair Hood 1 0.2 5 4 8 0 0Zaharn’s Coronet 1 5 5 3 7 5 0Winged Headband 1 1 7 2 1 0 0Opoline Helm 1 6 8 20 0 0 0

NeckRat’s Foot

Necklace 0 0.1 0 1 Snake Fang

Necklace 0 0.1 0 2 0Fishbone Necklace 0 0.5 3 0Spiked Collar 1 0.5 3 1 2 0 0Studded Leather

Collar 1 0.5 3 1 2 0 0Velvet Choker 1 0.5 3 1 2 0 0Iron Leash Collar 1 3.5 4 1 5 0 0Etched Ivory Charm 1 0.5 5 2 6 0 0Steel Gorget 1 3.4 4.5 5.6 8 15 0 0 0

FaceMagical Woven

Eyepatch 0 0.1 0 0Mask of Shadow 1 0.2 0 0Bonechipped Mask 1 0.4 2 1 0 0Froglok Skin Mask 1 0.4 2 1 0 0 0Glowing Mask 1 0.4 2 1 0 0 0Moss Mask 1 0.1 2 3 0 0 0Patch of Shadow 1 0.4 2 1 0 0Snakeskin Mask 1 0.4 2 1 0 0 0Turquoise Eyepatch 1 0.1 2 3 1 0 0Gorilla Hide Mask 1 0.1 3 3 0 0 0Incandescent Mask 1 0.4 3 2 0 0 0Leering Mask 1 0.4 3 4 5 0 0Lizardskin Tribal

Mask 1 0.2 3 4 5 0 0Serpentskin

Eyepatch 1 0.1 3 2 5 0 0Acumen Mask 1 0.5 4 2 4 0 0Bloodstone

Eyepatch 1 0.1 4 2 5 0 0Mask of

Empowerment 1 0.4 4 5 2 0 0Transparent Mask 1 0.4 4 5 2 0 0Ferrous Visor 1 0.8 5 2 4 0 0Ivory Mask 2 0.5 6 4 0 0 0

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ChestAlliance Robe Blue 2 0.5 4 5 0 0Alliance Robe Yellow 2 0.5 4 5 0 0Robe of Recovery 2 2.5 4 0Teir`Dal Robe Red 2 0.5 4 5 0 0Robe of the Initiate 2 3.5 5 1 0 0 0Thaumaturgist’s

Robe 2 3.5 5 2 5 0 0Robe of the

Augmentor 2 1 6 1 3 0 0Robe of the

Elementalist 2 1 6 1 3 0 0Robe of the Evoker 2 1 6 1 3 0 0Robe of the Ritualist 2 1 6 1 3 0 0Fire Goblin Skin 2 2.5 7 2 6 0 0Frost Goblin Skin 2 3.5 7 2 6 0 0Green Silken Drape 2 3.5 8 25 0 0 0Flowing Black Robe 2 3.5 8 3 5 0 0Robe of the Keeper 2 3.5 8 1 2 5 0Robe of the Seeker 2 3.5 8 1 2 5 0Gnomish

Environment Suit 2 3.5 9 2 8 0 0Reserve Militia

Tunic 2 5 9 1 0 0Robe of

Enshroudment 2 3.5 9 3 5 0 0Robe of the Elements 2 3.5 9 3 5 0 0Snakeskin Jerkin 2 3.5 9 2 6 0 0Werewolf-hide Jerkin 2 1 9 2 8 0 0Erudehide Tunic 2 3 10 0Foremans Tunic 2 0 10 2 8 0 0Syythrak Hide Vest 1 0 10 2 8 0 0Dwarven Ringmail

Tunic 2 4.5 12 4 6 0 0Lockjaw Hide Vest 2 1.5 12 4 5 0 0Basalt Carapace 3 10 14 50 0 0 0Charred Guardian

Breastplate 3 9 16 7 5 0 0Minotaur Ribcage 2 7.5 16 4 4 0 0

ShouldersShawl of the

Wind Spirit 1 0.4 1 8 0Gilded Cloth 1 0.3 3 5 7 0 0Rusty Spiked

Shoulderpads 1 2.5 3 1 8 0 0Prayer Cloth

of Tunare 1 0.3 3 1 8 0 0Bloodsoaked

Raiment 1 0.3 4 4 0 0 0Nature Walker’s

Mantle 1 2.5 4 1 8 0 0Worn Leather

Shoulderpads 2 2 4 0Lizardscale Mantle 1 2.5 5 3 6 0 0Mystical Back

Straps 1 0.3 5 18 0 0 0Prayer Shawl 1 0.4 5 18 0 0 0Sphinx-Hide Mantle 1 2.5 5 1 8 0 0Squallsurge Shawl 1 0.3 5 18 0 0 0Barnacle-covered

Pauldron 1 4.5 6 3 5 0 0Earthshaker’s

Mantle 1 2.5 7 1 8 0 0Glowing Pauldrons 1 4.5 9 15 0 0 0Griffon Wing

Spauldors 1 2.5 9 1 8 0 0Songweaver’s

Mantle 1 2.5 9 1 8 0 0Steel Epolets 1 3.4 4.5 5.6 9 36 0 0 0Steel Spaulders 1 3.4 4.5 5.6 10 37 5 0 0

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BackBlack Leather Cloak 2 1 1 1 8 0 0Rat Pelt Cape 2 0.5 1 4 0Cape of Midnight

Mist 1 0.1 2 4 5 0 0Thick Black Cape 2 2 3 4 5 0Cloak of the

Undead Eye 2 3.5 4 4 0 0Embroidered Black

Cape 1 0.3 4 6 4 0 0Molten Cloak 2 2.5 4 4 4 0 0Twice-Woven Cloak 2 1.5 4 1 8 0 0Cloak of Leaves 3 2 5 4 8 0 0Faded Cloak 2 0.5 5 4 0Festering Cloak 2 0.5 5 5 0 0Mountain Lion Cape 3 3 5 6 0 0Nightmare Hide 2 2 5 1 8 0 0Polar Bear Cloak 3 3.5 5 6 0 0Runescale Cloak 2 2 5 2 4 0 0Scouts Cape 2 1.5 5 2 4 0 0Werewolf Skin

Cloak 3 0.3 5 6 0 0 0Cloak of Jaggedpine 2 1.5 6 2 4 0 0Grizzly Hide Cloak 3 3.5 6 6 0 0Kodiak Hide Cloak 3 3.5 6 6 0 0Thermal Cape 3 4 6 60 0 0 0Mammoth Hide

Cloak 2 2.5 7 2 4 0 0White Wolf-hide

Cloak 3 0.3 7 4 8 0 0Cloak of the Ice Bear 3 3.5 8 3 8 0 0Lizardscale Cloak 2 2.5 8 4 8 0 0Mystic Cloak 2 0.5 8 4 0

WaistFish Scale Belt 1 0.5 1 4 0 0 0Braided Cinch Cord 1 0.2 2 2 4 0 0Giant’s Reminder

String 1 0.5 2 1 2 0 0Lizardscale Belt 1 1 2 3 8 0 0Girdle of Health 1 1 3 3 0 0 0Braided Ivy Cords 1 0.3 4 2 5 0 0Wooden Belt 1 1 4 2 4 0 0Belt of Flesh Hooks 1 0.2 5 2 3 0 0Troll-hide Belt 1 1 5 2 4 0 0Black Iron Girdle 1 2 6 3 5 0 0Dweamorvine

Garland 1 0.5 8 4 0 0 0Pegasus-Hide Belt 1 1 8 2 4 0 0Thick Banded Belt 1 0.5 8 4 0 0 0Girdle of Faith 1 1 10 2 4 0 0

ArmsEmbroidered Black

Sleeves 1 0.4 4 8 4 0 0Gatorscale Sleeves 1 0.3 6 1 6 0 0Barbed Armplates 1 4 7 1 5 0 0

WristsBracers of Battle 1 1 3 2 2 0 0Legionnaire’s Bracer 1 2 3 3 2 0Clay Braclet 1 1 4 3 0 0 0Granite Bracer 1 0.8 5 4 3 0 0Sejah Ghulam Bracer1 0.2 5 0Hollowed Bone

Bracers 1 2.5 6 1 6 0 0Iron Shackles 1 2.7 7 2 8 0 0Silver-Plated Bracer 1 1 7 1 3 0 0Symbol of Loyalty

to Vox 1 0.3 7 1 4 0 0

Item Size S M L AC P G S C Item Size S M L AC P G S C

ValueWt ValueWt

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HandsCopper Skull Ring 0 0.1 0 5 0 0Enchanted Gloves 1 1.5 0 0Gleaming Gloves 1 1.5 0 0Used Merchants

Gloves 1 0.2 0 5Brown Leather

Gloves 1 0.2 1 4 5 0Cutthroat Insignia

Ring 0 0.1 1 2 1 5Dusty Bloodstained

Gloves 1 0.4 2 1 2 0 0Impskin Gloves 1 1.5 2 1 8 0 0Tiger Hide Gloves 1 1 2 2 4 0 0Bone Fingered

Gloves 1 0.4 3 1 5 0 0Ratskin Gloves 1 2 3 1 0 0 0Black Silk Gloves 1 1.5 4 1 8 0 0Elf-hide Gloves 1 1 4 2 4 0 0Gloves of Strength 1 1.5 4 1 8 0 0Glowing Gloves 1 1.5 4 9 0 0Griffon Talon

Gloves 1 0.5 4 3 5 0 0Shiny Silk Gloves 1 0.4 4 1 2 0 0Snakeskin Gloves 1 1.5 4 1 8 0 0Lionskin Gloves 1 1.1 5 2 0 0 0Incandescent Gloves 1 1.5 6 1 8 0 0Charred Gauntlets 1 4.5 7 5 3 0 0

LegsLarge Cloth Kilt 2 0.9 3 3 4 0Feathered Leggings 2 2 4 6 8 0 0Silversilk Leggings 2 0.7 4 3 4 0 0Large Leather Kilt 2 5 5 2 2 0 0Tishans Kilt 1 0.8 5 2 2 0 0Warthread Kilt 2 1 5 5 0 0Lion-skin Leggings 2 4 6 2 2 0 0Mammoth Hide

Leggings 2 4 6 2 2 0 0Gatorscale Leggings 2 0.4 7 2 2 0 0Silvermesh Leggings 2 3.5 7 2 8 0 0Barbed Legplates 2 6.5 8 1 7 0 0Gorilla Hide

Leggings 2 2 8 6 8 0 0Icy Greaves 3 7.5 8 40 0 0 0Thick Leather Apron 1 1 8 1 4 0 0Silver-plated

Leggings 2 5.5 10 3 7 0 0Large Steel Kilt 3 9.4 15 400 0 0 0FeetTattered Cloth

Sandal 1 0.3 1 2 0Fur Lined Shoes 1 0.5 2 2 6 0Soft Leather Shoes 1 0.7 3 9 0 0Elven Boots 1 2 4 5 0 0 0Firewalker Boots 1 2.5 4 1 8 0 0Fur Lined Boots 1 2.5 4 1 8 0 0Soft Leather Boots 1 0.7 4 1 8 0 0Soiled Boots 1 2.5 4 1 8 0 0Tattered Leather

Boots 1 0.9 4 1 8 0 0Kobold-hide Boots 1 2.5 5 3 6 0 0ShadowBound Boots 1 1.2 5 7 5 0 0Charred Boots 2 5.5 6 3 3 0 0Dwarven Work

Boots 2 5 8 2 6 0 0

Item Size S M L AC P G S C Item Size S M L AC P G S C

ValueWt ValueWt

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WeaponsNorrath is a dangerous place, and most people (Monks excluded, of course) feel that havinga nice, stout weapon close to hand makes life a little bit more survivable. Here’s a list of theweapons you’ll encounter … information for the common ones are included.

Damage (Dmg) lists the maximum base damage with this weapon. An average strike willinflict up to this many points of damage (although the defender’s AC and other factors canreduce the damage). Your own abilities and current condition might increase or reduce thedamage when you strike. For instance, spells or items that buff or debuff your characteraffect the amount of damage you do.

Delay (Del) lists how many seconds it takes between strikes with this weapon (for anaverage character). Your own abilities and current condition might reduce or increase thistime. A slow spell will, obviously, increase the delay spell.

Magic (Mag). Some of these weapons are enchanted. Sometimes that means only that itcan hurt creatures immune to normal weapons. You’ll have to find one and experiment withit to discover its magical properties.

Values. As with all values in this book, the values listed here are approximate numbers.Merchants tend to pay you less, and charge more, than the value listed here for any item.The four columns under Value represent Platinum, Gold, Silver and Copper.

One-Handed Slashing Weapons

Items: Weapons

363primagames.com Prima’s Official Strategy Guide

AxesBronze 5 3.3 2 7.5 1 8 0 0Dwarven 6 2.6 2 4.0 5 0 0 0Rusty 5 3.6 2 6.5 5 0Silvery War 6 2.2 2 2.5 √ 1 9 0Tarnished 5 3.4 2 6.5 5 0Normal 6 3.1 2 6.5 3 3 0 0

Bastard SwordsBronze 7 4.2 2 10.0 3 5 0 0Forged 7 3.3 2 6.5 3 5 0 0Rotted 14 3.1 2 0.5 √ 6 0 0 0Rusty 6 4.2 2 9.0 2 4 0Tarnished 6 4 2 9.0 2 4 0Normal 8 3.9 2 9.0 12 0 0 0

Battle AxesBronze 6 3.7 2 9.5 2 8 0 0Cast-Iron 6 3.3 2 9.5 2 8 0 0Ivory Bladed 8 3.5 2 8.5 √125 0 0 0Minotaur 8 3.7 2 8.5 3 5 0 0Rusty 6 4.2 2 8.5 1 9 0Shadowed 7 3.5 2 8.5 √ 0Tarnished 6 4 2 8.5 1 9 0Normal 7 3.5 2 8.5 10 0 0 0

Weapon Dmg Del Size Wt Mag Value Weapon Dmg Del Size Wt Mag Value

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BladesEnchanted

Steel War 6 3.2 2 5.0 √ 3 0 0 0Serrated 6 2.8 2 2.5 √ 4 6 0 0Steel War 6 3.2 2 5.0 2 5 0 0

Brazen Brass Kilij 10 3.5 2 8.5 √ 35 0 0 0Broad Swords

Bronze 5 3.2 2 8.5 1 8 0 0Rusty 5 3.6 2 7.5 6 0Tarnished 5 3.4 2 7.5 6 0Normal 6 3.2 2 7.5 3 3 0 0

Broadswordof the Void 14 4.6 2 4.5 √ 6 0 0 0

Cat o’ Nine Tails 9 3.6 2 8.0 √ 5 0 0Claw (Scrounge’s) 5 3 2 2.5 3 2 0 0Claws (Mystical

Claws of Jojo) 4 1.9 2 3.0 √ 3 2 0 0Falchion of the

Koada’Vie 6 2.4 2 3.5 √ 5 0 0Gladius 7 2.9 2 2.5 √ 4 6 0 0Langseax 6 2.3 2 4.0 √ 5 0 0Long Swords

Alloy 6 2.3 2 5.0 √ 50 0 0 0Battle Worn 6 2.8 2 5.0 6 0 0 0Bronze 5 3.2 2 8.5 3 2 0 0Cast-Iron 6 3.2 2 7.5 2 0 0Combine 6 2.8 2 5.0 √ 50 0 0 0Feir’Dal 6 2.8 2 5.0 6 0 0 0Fine Steel 6 2.8 2 5.0 6 0 0 0Ivory Handled 7 3 2 5.0 √100 0 0 0Rusty 5 3.5 2 7.5 2 0 0Shadowed 6 2.9 2 7.5 √ 0Tarnished 5 3.3 2 7.5 2 0 0Teir’Dal 6 2.8 2 4.7 6 0 0 0Well-Balanced 6 2.5 2 8.5 √ 50 0 0 0Normal 6 2.9 2 7.5 12 0 0 0Elven 6 2.8 2 2.5 √ 2 5 0 0

Machete (Cast-Iron)3 2.7 2 5.0 5 0Picks

Rusty Mining 4 3.8 2 6.5 1 0Tarnished Mining 4 3.6 2 6.5 1 0Normal 6 3.6 2 6.5 5 0 0

Rat Tail (Giant) 5 2.7 2 5.0 6 0 0

ScimitarsAlloy 5 1.9 2 4.5 √ 50 0 0 0Battle Worn 5 2.4 2 5.0 5 9 0 0Bronze 5 3.2 2 8.5 2 3 0 0Cast-Iron 5 2.4 2 7.5 6 0 0 0Combine 5 2.4 2 5.0 √ 38 0 0 0Fine Steel 5 2.4 2 5.0 5 9 0 0Obsidian 7 2.7 2 5.0 √ 3 8 0 0Rusty 5 3.5 2 7.5 1 9 0Shadowed 5 2.5 2 7.5 √ 0Silverish 6 2.2 2 3.5 √ 3 5 0 0Solvedi 6 2.2 2 3.0 √ 3 5 0 0Tarnished 5 3.3 2 7.5 1 9 0Teir’Dal 5 2.4 2 4.7 5 9 0 0Well-Balanced 5 2.1 2 8.5 √ 50 0 0 0Normal 5 2.5 2 7.5 6 0 0 0

Short SwordsBattle Worn 4 2.3 2 4.0 5 5 0 0Bronze 4 2.7 2 6.0 2 8 0Cast-Iron 4 2.7 2 5.0 5 0Combine 4 2.3 2 4.0 √ 35 0 0 0Fine Steel 4 2.3 2 4.0 5 5 0 0Ivory Handled 5 2.7 2 4.0 √ 70 0 0 0Rusty 4 2.8 2 5.0 5 0Sharp 4 2.3 2 5.0 2 0 0 0Tarnished 4 2.6 2 5.0 5 0Teir’Dal 4 2.3 2 3.6 5 5 0 0

Normal 4 2.4 2 5.0 2 0 0 0Short Sword

of Swiftness 4 2 2 5.0 √ 7 5 0 0Sword

(Bone Handled) 6 3 2 7.5 5 0 0 0Sword of Runes 7 2.7 2 6.5 √ 0Tomahawk

(Polished Granite) 6 2.6 2 6.5 √ 3 3 0 0Whips

Leather 5 3 2 5.0 2 0 0Tailor-made 7 3.3 2 6.0 3 5 0 0Tentacle 4 2.5 2 5.0 √ 2 0 0 0

Weapon Dmg Del Size Wt Mag Value Weapon Dmg Del Size Wt Mag Value

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Two-Handed Slashing Weapons

Items: Weapons

365primagames.com Prima’s Official Strategy Guide

AxesBlood Riven 19 4 3 10.0 √ 5 0 0 0Double-bladed

Bone 18 4.8 2 9.0 √ 6 0 0 0Bastard Sword

Blackened Iron 20 4.7 2 9.0 √ 2 4 0 0Enchanted

Battleworn 20 4.2 2 8.5 √ 5 0 0 0Enchanted

Feir`Dal 20 4.2 2 8.5 √ 5 0 0 0Enchanted

Fine Steel 20 4.2 2 8.5 √ 5 0 0 0Enchanted

Teir`Dal 20 4.2 2 8.5 √ 5 0 0 0Ruined Steel 17 4.4 2 8.5 √ 5 0 0 0Tainted Steel 20 4.2 2 8.5 √ 5 0 0 0

Bunker Battle Blade 10 4.6 3 13.0 √ 8 0 0

ClaymoresBone Bladed 17 4.5 3 10.0 √ 4 5 0 0Bronze 8 4.8 3 11.0 3 9 0 0Cast-Iron 7 3.7 3 10.0 3 9 0 0Normal 11 4.3 3 10.0 18 0 0 0

Cleaver(Ivory Handled) 12 4.3 3 11.0 √200 0 0 0

Flamberge(Obsidian) 20 5 2 9.0 √ 2 4 0 0

HalberdsBronze 10 5.2 4 15.0 4 6 0 0Cast-Iron 15 5 4 13.5 8 0 0 0Ivory Bladed 15 4.9 4 14.0 √250 0 0 0Ruined 14 5 4 14.0 √ 0Rusty 10 5.6 4 14.0 3 2 0Shadowed 14 5 4 14.0 √ 0Shiny Brass 16 4.8 4 15.0 √ 4 6 0 0Normal 14 5 4 14.0 28 0 0 0

Holy Partisanof Underfoot 14 4.6 4 12.0 √ 8 0 0 0

Langseax ofthe Wolves 19 4.4 3 9.5 √ 10 0 0 0

Reaper of The Dead 12 4 3 13.0 √ 13 0 0 0

Reed Cutter 8 4.8 3 13.0 3 7 0 0Scythes

Bronze 8 4.8 3 13.0 3 7 0 0Cast-Iron 9 4.7 3 3.5 3 7 0 0Rusty 8 5.1 3 12.0 2 0 0Shadowed 11 4.5 3 12.0 √ 0Tarnished 8 4.9 3 12.0 2 0 0Threshing 11 3.9 3 12.0 √ 13 0 0 0Normal 11 4.5 3 12.0 13 0 0 0

Trident (Bloodgill) 10 5.3 4 14.0 √ 5 0 0Two-Handed Axes

Silvery 21 4.8 3 13.0 √ 3 0 0 0Bronze 9 4.6 3 14.0 4 2 0 0Rusty 9 4.9 3 13.0 3 0 0Tarnished 9 4.7 3 13.0 3 0 0

Two-HandedBattle Axe 12 4.4 3 13.0 23 0 0 0

Two-Handed SwordsBattle Worn 12 4.3 3 10.0 7 0 0 0Bronze 9 4.7 3 13.0 4 2 0 0Cast-Iron 12 4.3 3 10.0 7 0 0 0Combine 12 4.3 3 10.0 √100 0 0 0Feir’Dal 12 4.3 3 10.0 7 0 0 0Fine Steel 12 4.3 3 10.0 7 0 0 0Forged 12 4.4 3 11.0 5 0 0 0Rusty 9 5 3 12.0 3 0 0Shadowed 12 4.5 3 12.0 √ 0Tarnished 9 4.8 3 12.0 3 0 0Teir’Dal 12 4.3 3 9.5 7 0 0 0Normal 12 4.5 3 12.0 22 0 0 0

Two-Handed AxesAlloy 16 3.7 3 10.5 √100 0 0 0Dwarven 14 4.3 2 6.5 6 0 0 0Well-Balanced 16 4.8 3 14.0 √100 0 0 0Alloy 14 3.2 3 10.0 √100 0 0 0Well-Balanced 14 4.2 3 13.0 √100 0 0 0

Zweihander(Gigantic) 18 3.9 3 10.0 √ 12 0 0 0

Weapon Dmg Del Size Wt Mag Value Weapon Dmg Del Size Wt Mag Value

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Blade (Scout’s) 5 2.4 2 2.5 √ 3 2 0 0Crookstinger 4 2.1 2 5.0 √ 3 2 0 0Crysknife 4 2.1 2 5.0 √ 3 2 0 0Daggers

Bronze 3 2.2 1 3.0 2 8 0Cast-Iron 3 2.2 1 2.5 3 0Charred 3 2.1 1 3.0 3 0 0Combine 3 1.9 1 2.4 √ 30 0 0 0Ebon 3 2 1 3.0 4 0 0Feir’Dal 3 1.9 1 2.3 4 5 0 0Fine Steel 3 1.9 1 2.4 4 5 0 0Ivory Handled 4 2.3 1 2.4 √ 60 0 0 0Mithril 4 2.1 1 2.4 4 5 0 0Rusty 3 2.4 1 2.5 3 0Sabertooth 3 2.2 1 2.5 3 0Sacrificial 5 2.1 2 2.5 √ 4 5 0 0Tarnished 3 2.2 1 2.5 3 0Normal 1 3 2 1 2.5 2 0 0 0Normal 2 3 2.1 1 2.5 √ 0

Dagger of Dropping 4 2.2 0 1.5 √ 4 5 0Dagger of Symbols 5 2 1 2.5 √ 0Dirks

Bloody 6 2.2 1 1.0 √ 1 5 0Ceramic 4 2 1 3.0 2 0 0 0

Fork (Runed Bone) 5 2.9 2 4.5 2 4 0 0Giant Snake Fang 5 2.7 2 5.0 5 0 0Harpoon (Darksea)10 2.8 3 7.0 √ 4 8 0 0Impaler (Orc) 7 2.4 1 3.0 √ 7 5 0 0Javelin (Temple) 5 3.8 3 7.0 1 3 0Knife (Shadowed) 3 2 1 2.5 √ 2 0 0 0Mains Gauches

Bronze 3 2.3 1 4.0 1 8 0 0Cast-Iron 5 2.5 1 3.5 4 5 0 0Normal 3 2.2 1 3.5 4 0 0 0

Pugius 5 2.1 1 2.5 √ 4 9 0 0Rapiers

Alloy 6 2.3 2 3.5 √ 50 0 0 0Bronze 4 2.8 2 6.0 4 5 0 0Burning 7 2.3 2 3.5 √ 5 0 0 0Cast-Iron 4 2.3 2 5.0 1 5 0Combine 5 2.3 2 5.0 √ 50 0 0 0Enchanted

Fine Steel 5 1.9 2 4.5 √ 5 0 0 0

Rapiers (cont’d)Enchanted

Teir`Dal 5 1.9 2 4.5 √ 5 0 0 0Feir’Dal 5 2.3 2 4.7 5 9 0 0Fine Steel 5 2.3 2 5.0 5 9 0 0Ruined Teir`Dal 6 2.5 2 4.5 √ 5 0 0 0Rusty 4 3.1 2 5.0 5 0Shadowed 5 2.5 2 5.0 √ 0Tainted Teir`Dal 5 1.9 2 4.5 √ 5 0 0 0Tarnished 4 2.9 2 5.0 5 0Teir’Dal 5 2.3 2 4.7 5 9 0 0Well-Balanced 6 2.5 2 6.0 √ 50 0 0 0Normal 5 2.5 2 5.0 13 0 0 0

Rapier of Defense 5 2.4 2 5.0 √ 5 0 0 0Scorpion Telson 4 3 2 6.0 5 0 0Seax 3 2.1 1 3.0 1 2 0 0Shank (Cast-Iron) 2 2.4 1 1.0 1 0Shards

Jagged Metal 5 2.7 2 5.0 5 0 0Sharp Metal 5 2.7 2 5.0 5 0 0

Short SpearsAshenwood 6 2.2 2 5.0 √ 4 8 0 0Cast-Iron 5 2.6 2 6.0 3 8 0 0

Slave 1 5 4.5 4 12.0 √ 15 0 0 0Snake Fang 5 2.6 2 5.0 √ 0Spears

BarbarianHunting 10 3.3 3 7.0 √ 4 8 0 0

Bone 6 2.9 3 6.5 √ 2 5 0 0Bronze 5 3.2 3 8.0 3 1 0 0Cast-Iron 6 2.7 3 7.0 6 5 0 0Combine 6 2.7 3 6.8 √ 60 0 0 0Dull Wooden 7 3.3 3 7.0 √ 4 8 0 0Feir’Dal 6 2.7 3 6.4 6 4 0 0Fine Steel 6 2.7 3 6.8 6 4 0 0Fishing 5 3.2 2 5.0 1 3 0Ivory Shafted 7 3 3 6.8 √ 120 0 0 0Ivory 7 3 3 6.8 √ 135 0 0 0Kerran Fishing 5 3 2 5.0 √ 5 0 0Kerran War 8 3.4 3 5.0 √ 60 0 0 0Riptide 6 3.3 2 4.5 √ 2 4 0 0Runed 7 3.3 3 7.0 √ 4 8 0 0Rusty Shortened 4 3.2 2 5.0 1 3 0Rusty 5 3.8 3 7.0 2 0 0

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One-Handed Blunt Weapons

Spears (cont’d)Shadowed 6 2.9 3 7.0 √ 0Shortened Bronze 5 3.4 2 6.0 2 5 0 0Shortened 5 2.9 2 5.0 9 0 0 0Tailor-Made 6 2.8 2 7.0 5 5 0 0Tarnished

Shortened 4 3 2 5.0 1 3 0Tarnished 5 3.6 3 7.0 2 0 0Teir’Dal 6 2.7 3 6.4 6 4 0 0Normal 6 2.9 3 7.0 11 0 0 0

Spear of Warding 6 2.7 3 7.0 √ 0Sticker (Goblin) 6 3 3 7.0 √ 4 8 0 0Stiletto of the

Bloodclaw 6 2.3 2 3.5 √ 4 5 0 0Swordfish Bill 4 3 2 6.0 5 0 0Tesch Val Sinisch 9 3.3 3 7.0 √ 4 8 0 0Trident (Coral) 8 3.8 2 4.5 2 4 0 0War Spear (Ebon) 8 3.1 3 7.0 √ 4 8 0 0Whip (Cinctured) 5 3 2 5.0 1 0 0

Weapon Dmg Del Size Wt Mag Value Weapon Dmg Del Size Wt Mag Value

ClubsHulking Spiked 6 2.6 2 4.5 6 0 0 0Ivory Spiked 9 4 2 10.0 √ 50 0 0 0Splintering 4 2.8 2 6.0 2 8 0Normal 4 2.7 2 5.0 2 0 0 0

Crook (GlowingWooden) 11 3.5 3 8.5 √ 5 0 0 0

Femur (Noclin’s) 5 3.5 2 4.0 √ 0Flails

Bronze 6 3.7 2 10.0 3 5 0 0Cast-Iron 6 3.7 2 10.0 3 8 0 0Harvest 7 3.3 2 9.0 √ 5 0 0 0Tarnished 5 3.5 2 9.0 1 9 0Normal 7 3.6 2 9.0 12 0 0 0

Gavel of Justice 5 3.4 2 7.5 √ 1 0 0 0Hammer of Requital 7 2.9 2 5.0 √ 0Hammer of Striking 6 2.9 2 5.0 √ 0Hammer of Wrath 6 3.2 2 5.0 √ 0Maces

Bronze 6 3.8 2 9.0 3 5 0 0Dwarven 8 3.5 2 4.5 3 8 0 0Orcish 7 3.9 2 9.0 5 5 0 0Screaming 8 3.5 2 8.0 √ 5 0 0 0Shadowed 7 3.7 2 8.0 √ 0Normal 7 3.7 2 8.0 12 0 0 0

Morning StarsBattle Worn 8 3.8 2 10.0 6 2 0 0Bronze 7 4.3 2 11.0 4 8 0 0Cast-Iron 8 4 2 10.0 5 0 0 0Cold Iron 9 3.5 2 4.5 √ 3 6 0 0Combine 8 3.8 2 10.0 √ 25 0 0 0Enchanted

Battleworn 7 3 2 9.0 √ 5 0 0 0Enchanted

Fine Steel 7 3 2 9.0 √ 5 0 0 0Feir’Dal 8 3.8 2 10.0 6 2 0 0Fine Steel 8 3.8 2 10.0 6 2 0 0Forged 8 3.8 2 9.0 3 5 0 0Orcish 8 4.3 2 11.0 6 5 0 0Shadowed 8 4 2 10.0 √ 0Tarnished 6 4.2 2 10.0 2 4 0Teir’Dal 8 3.8 2 9.5 6 2 0 0Normal 8 4 2 10.0 15 0 0 0

RodsGolden 6 3 2 4.0 √ 1 0 0 0Modulating 8 2.6 2 1.0 √ 0

Scepter of Flame 7 2.9 2 4.5 √ 10 0 0 0Scepter of Rahotep 9 3.8 2 4.5 √ 5 0 0 0Sceptre (Bronze) 8 4 2 8.0 √ 10 0 0 0

Weapon Dmg Del Size Wt Mag Value Weapon Dmg Del Size Wt Mag Value

Items: Weapons

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Piercing Weapons, cont.

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StaffsCracked 5 3.2 3 8.5 1 2 0 0Darkwood 5 2.8 3 6.5 √ 5 0 0Fire Crystal 5 2.8 3 6.5 √ 4 3 0 0Gnomish 5 2.8 3 6.5 20 0 0 0Ice Crystal 5 2.8 3 6.5 √ 4 3 0 0Ivory Inlaid 5 2.5 3 6.5 √ 45 0 0 0Listlyn 5 2.9 3 8.5 √ 0Slime Crystal 5 2.8 3 6.5 √ 4 3 0 0Survival 4 2.8 2 6.0 2 8 0Tinlyn 5 2.6 3 8.5 √ 0Water Crystal 5 2.8 3 6.5 √ 4 3 0 0Whispering 5 3.1 3 8.5 √ 0Normal 5 2.8 3 6.5 4 3 0 0

Staff of Fire 5 2.5 3 6.5 √ 5 0 0 0Staff of Temperate

Flux 6 3 3 4.0 √ 1 0 0 0

WandsBlessed Silver 5 2.5 2 1.0 √ 1 0 0 0Glowing Silver 5 2.5 2 1.0 √ 1 0 0 0Incandescent 5 2.5 2 1.0 √ 6 0 0 0Silver 5 2.5 2 1.0 √ 1 0 0 0Weeping 5 2.5 2 1.0 √ 1 0 0 0

WarclubsCast-Iron 4 2.8 2 6.0 2 5Normal 6 3.2 2 5.0 6 0 0 0

WarhammersBattle Worn 6 3 2 7.3 5 6 0 0Bronze 5 3.3 2 8.5 1 7 0 0Combine 6 3 2 7.3 √ 43 0 0 0Dwarven 7 3.3 2 7.5 4 5 0 0Feir’Dal 6 3 2 7.3 5 6 0 0Fine Steel 6 3 2 7.3 5 6 0 0Tarnished 4 2.8 2 7.5 1 8 0Teir’Dal 6 3 2 6.7 5 6 0 0Normal 6 3.2 2 7.5 6 0 0 0

Weapon Dmg Del Size Wt Mag Value Weapon Dmg Del Size Wt Mag Value

Great StaffsBattle Worn 9 3.6 3 10.0 6 5 0 0Cast-Iron 7 4 3 11.0 4 3 0 0Combine 9 3.6 3 10.0 √ 42 5 0 0Feir’Dal 9 3.6 3 10.0 6 5 0 0Fine Steel 9 3.6 3 10.0 6 5 0 0Ivory Inlaid 10 3.5 3 10.0 √ 85 0 0 0Ivory 10 3.5 3 10.0 √100 0 0 0Teir’Dal 9 3.6 3 9.5 6 5 0 0Warped 7 4 3 11.0 4 9 0 0Worn 6 4 3 10.0 2 0 0Normal 9 3.8 3 10.0 18 0 0 0

Mroons Toy 20 7 3 12.0 4 5 0 0Shovel 4 2.7 2 6.0 3 5 0Staff of Runes 9 3.6 3 2.5 √ 0Staff of Symbols 10 3.4 3 2.5 √ 0Staff of the Khanza 9 3 3 8.0 0

Staff of Tracing 7 4 3 2.5 √ 0Staff of Warding 8 3.8 3 2.5 √ 0Staffs

Bonethunder 9 3.6 3 10.0 √ 7 5 0 0Runed Totem 9 3.7 3 11.0 √ 3 5 0 0Sap Sheen 10 3.4 3 7.5 √ 5 0 0 0Thunder 5 3.1 3 8.5 √ 1 2 0 0Treant 10 3.5 3 9.5 √ 5 0 0 0

Stave (BurnishedWooden) 15 4.5 3 11.0 √ 4 9 0 0

Two HandedHammers

Bronze 8 4.5 3 14.0 7 0 0 0Cast-Iron 13 5.1 3 13.0 6 5 0 0Rusty 7 4.5 3 13.0 3 0 0Shadowed 13 5.1 3 13.0 √ 0Normal 13 5.1 3 13.0 25 0 0 0

War Maul (Ogre) 17 5 3 13.0 5 0 0 0

Weapon Dmg Del Size Wt Mag Value Weapon Dmg Del Size Wt Mag Value

One-Handed Blunt Weapons, cont.

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Hickory √ no no √ no noElm √ √ no √ no noAshwood √ √ √ √ no noOak √ √ √ √ √ noDarkwood √ √ √ √ √ √

Wood Rough Carved Shaped No Cam 1-Cam Compound

Standard BowsYou can make a standard bow out of five different types of wood: hickory, elm, ashwood, oakand darkwood (from weakest to strongest). You can carve it with a whittling blade, shape itwith a planing tool, or leave it rough. You can string it with hemp, linen or silk, and youcan add a cam or two cams (two cams make it a compound bow), or leave it a recurve bow.There are 63 different bows you can make, in all. Each weighs 4 pounds and is size 3.

The stronger the wood, the greater the damage (Dmg) and Range, but the greater the refireDelay between shots, as well. Adding any features to your bow reduces the refire delay, butalso reduces the damage it inflicts. Adding features also costs more and increases its Value.

You can use your Fletching skill to make a standard bow or arrow. As with all trade skills,combine the necessary elements in the appropriate trade container (a Fletching kit).

Items: Weapons

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Wood

Hickory 0 10 50 5.0 2 0 0Elm 50 13 75 5.1 2 0 0 0Ashwood 95 16 100 5.8 15 0 0 0Oak 125 21 125 6.5 65 0 0 0Darkwood 160 25 150 6.8 215 0 0 0

Drawstring

Hemp Twine 0 – – – +1 0Linen String 15 -1 – -0.4 +2 0Silk String 30 -2 – -0.8 +5 0

Tooled

None (Rough) 0 – – – –With Whittling

Blade (Carved) 75 -1 – -0.4 +2 0 0 0With Planing

Tool (Shaped) 110 -2 – -0.9 +10 0 0 0

Cam *

None (Recurve) 0 – – – –1-Cam 145 -1 – -0.5 +37 0 0 0Compound

(2-Cam) 175 -2 – -1.0 +74 0 0 0

* Yes, cams increase damage in the real world, butNorrath isn’t exactly the real world, is it?

Part Diff Dmg Range Delay Value Part Diff Dmg Range Delay Value

Some woods can not be crafted into all types of bows. For each type of wood, these are thebows that can be crafted:

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To help you understand, let’s assemble a few sample bows:

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Head

Point (Field Point) 0 +1 – 4Hooked 75 +2 – 6 3Silver Tip 135 +3 – * 7 6 3

Shaft

Wood 0 – – –Bone 50 +1 – + 1 4Ceramic 100 +2 – + 2 1 9Steel 150 +3 – + 5 3 9

Nock

Large Groove 0 – – –Medium Groove 20 – +25 + 2Small Groove 40 – +50 + 7

Fletch

Round Cut(CLASS 1) 0 – +50 –

Parabolic Cut(CLASS 2) 30 – +100 + 6

Shield Cut(CLASS 3) 60 +1 – + 2 9

Wood Vane(CLASS 4) 90 +1 +25 + 1 2 9

Bone Vane(CLASS 5) 120 +1 +75 + 2 5 9

Ceramic Vane(CLASS 6) 150 +2 +50 + 6 6 6

Sample Bow Wood Tooling String Cam Diff Damage Range Delay ValueA Hickory None Hemp None 0 10 50 5.0 2 1 0B Elm Carved Hemp None 75 12 75 4.7 4 0 1 0C Ashwood Carved Linen None 95 14 100 5.0 17 0 2 0D Oak Shaped Linen 1-Cam 145 17 125 4.7 112 0 2 0E Darkwood Shaped Silk Compound 175 19 150 4.1 299 0 5 0

Standard ArrowsThere are 216 different arrows that you can make, given all the possible combinations ofhead, shaft, f letch and nock. Rather than list all 216, we’re going to tell you what each partof the arrow costs, and how it affects the arrow’s performance, and give a couple ofexamples so that you can figure out what you need to know when making or buying arrows.First, all standard arrows (the ones you can make) weigh 10 to the pound and are size 1.You make 5 arrows at a time. Up to 20 can be stacked in a slot. Each arrow must have ahead, a shaft, a f letch (or vane) and a nock. Some of these don’t modify the arrow’sperformance, but each part is necessary — for example, a wood shaft doesn’t add to thearrow’s damage, but you’d have a tough time firing an arrow that didn’t have a shaft.

Part Diff Dmg Range Value Part Diff Dmg Range Value

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Again, to help you understand, let’s assemble a few sample arrows:

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SampleArrow Head Shaft Fletch Nock Diff Damage Range Value

g Silver Tip Wood Round Cut Large Groove 135 +3 +50 3 8 2h Silver Tip Ceramic Wood Vane Medium Groove 135 +6 +50 5 5 7i Silver Tip Steel Ceramic Vane Small Groove 150 +8 +100 9 8 8

SampleArrow Head Shaft Fletch Nock Diff Damage Range Value

a Point Wood Round Cut Large Groove 0 +1 +50 4b Point Bone Parabolic Cut Large Groove 50 +2 +100 2 2c Point Bone Shield Cut Medium Groove 60 +3 – 4 9d Hooked Ceramic Wood Vane Medium Groove 100 +5 +50 4 1 3e Hooked Ceramic Bone Vane Small Groove 120 +5 +125 5 4 8f Hooked Steel Ceramic Vane Small Groove 150 +7 +100 1 2 7 5

*Silver-tip (formerly “bladed”) arrows are somewhat different. First, they’re magical — theycan hurt creatures who can only be hurt with magical weapons. Second, although the basecost for a silver tip is almost 8 gold (7 6 3), the total cost for the arrow is halved, so thatthe most expensive arrows (particularly those with steel shafts and ceramic vanes) actuallycost less, and sell for less, with a silver tip added to them. And third, you make silver-tiparrows 10 at a time, rather than just 5. Here are a few silver-tip arrows:

Bow & Arrow StatsThe final stats for any bowshot you fire depend on both the bow and the arrow you use.Combine the stats for both to get the expected results:

Sample Bow Sample Arrow Damage Range Delay

A a 11 (10 + 1) 100 (50 + 50) 5.0B c 15 (12 + 3) 75 (75 + 0) 4.7C e 19 (14 + 5) 225 (100 + 125) 5.0D g 20 (17 + 3) 175 (125 + 50) 4.7E i 27 (19 + 8) 250 (150 + 100) 4.1

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Other BowsThere are other bows to be found in Norrath, besides the ones you can make. Here are a fewof them. Note that you can fire any arrow with any bow.

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Elven Shortbow 7 4 3 4.5 50 4 0 0 0Gnomish

Composite Bow 16 4.3 3 3.5 100 5 0 0 0Hunting Bow 5 4.3 2 3.5 50 2 4 0LarkTwitter Bow 14 4.2 3 4.5 100 √ 5 0 0 0Longbow 8 5.1 3 5 100 3 5 0 0Runed Oak Bow 21 4.3 3 4.5 125 √ 4 0 0 0Short Bow 6 4 2 3.5 50 3 6 0 0

Bow Damage Delay Size Wt Range Magic Value

Other ArrowsThere are other arrows to be found, as well, including your basic “arrow.”

Arrow +1 1 0.1 +25 8Flight Arrow +1 1 0.1 +150 2 0 0Glass Arrow +1 1 0.1 +100 √ 2 0 0Gloomwater

Arrow +10 1 0.1 +150 √ 2 5 0 0Gnomish Longrange

Arrow +4 1 0.1 +150 1 0 0LarkTwitter Arrow +6 1 0.1 +150 √ 1 0 0 0Sheaf Arrow +3 1 0.1 +50 2 5 0Shimmering Arrow +1 1 0.1 +100 √ 2 0 0

Arrow Damage Size Wt Range Magic Value

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Thrown WeaponsIn addition to bows and arrow, there are other ranged weapons in EverQuest, which can bethrown. Here are some of the more basic thrown weapons.

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Halfling Knife 12 4.2 1 0.5 60 1 0 0Knife of Luclin 10 3.3 1 0.3 75 √ nfsShuriken 4 2.6 1 0.5 60 1 0Shuriken of Quellious 7 2.3 0 0.1 100 √ nfsThrowing Dagger 6 3.6 1 0.5 55 √ nfsThrowing Knife 5 3.6 1 0.5 45 1 0Turmoil Warts 9 2.4 1 0.3 125 √ 9 0 0

Thrown Weapon Damage Delay Size Wt Range Magic Value

Ammunition SlotsYou have a slot for ammunition. If the slot has just one item left (for example, one arrow orone shuriken), EverQuest will search for other identical items in your inventory and use thosefirst. (Generally, that means pulling more arrows or whatever from a quiver or bandolier.)Note that there are many different types of arrows, and this works only if you have arrowsthat are exactly the same as the remaining arrow in your ammunition (ammo) slot.

"There's the entrance. Are we ready?" Nesmar whispered as he lookedat the other members of the Decamen, a party of ten Paladins of

Rodcet Nife.

At first, none of the other nine answered. Then, the largest, oldest, and mostexperienced of the group said, "If our duty is to root out the evil in this lairof Gnolls, then so be it." The burly man pulled his sword and held it high. "Istand ready!"

Nesmar smiled as the others then pulled their swords, raised their shieldsand made ready to do battle against the evil that threatened Qeynos herself.

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JewelryThere are two different kinds of jewelry in Norrath: enchanted and ordinary. Ordinaryjewelry is a fashion statement. Enchanted jewelry is a method of strategically increasing yourstatistics to enhance your performance in the game. Enchanted Jewelry is the way to go …once you can afford it.

Jewelry is created by combining a bar of precious metal (silver, electrum, gold or platinum)and a gemstone in a Jeweler’s Kit, and then successfully using your Jeweler skill. You can buyboth precious metals and gemstones from merchants, or you might find them or trade forthem on your own.

The best way to learn how to make jewelry is to make it … all the time. Unenchantedjewelry is fine, just keep making it, selling it, making more, and so on, to raise your skill.

A piece of jewelry will have the listed “Enchanted Effects” only if the metal bar has beenenchanted (by an Enchanter) before it is made into jewelry. Only PC Enchanters will enchanta bar of metal for you, and the price they charge (if any) is totally up to them. (This is oneof those “it pays to be nice and f latter the caster” situations.)

The listed values for all items are given in platinum pieces. As with allvalues in this book, these are approximate numbers. Merchants tend

to pay you less, and charge more, than the value listed here for anyitem. Note also that merchants are unimpressed by enchanteditems. No NPC merchants sell enchanted items, and they won’tpay you any more for an enchanted bar of metal than for anunenchanted bar. They’ll pay a little more for enchanted jewelry,but only about 5% — hardly worth the effort of creating it. (Ofcourse, player characters are likely to value enchanted jewelrymuch higher than this. Capitalism can be your friend.)

Metal Value (Platinum)

Silver Bar .5Electrum Bar 2.5Gold Bar 10Platinum Bar 100

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Amber 2.5 Strength EnhancerSilver Amber Ring 20 3.3 3.3 +2 STRElectrum Amber Earring 74 5.5 5.8 +1 STR

Bloodstone 0.5 Stamina EnhancerSilver Bloodstone Earring 10 1.1 1.1 +2 STAElectrum Bloodstone Necklace 64 3.3 3.5 +3 STAGold Bloodstone Necklace 118 12 12 +5 STA

Black Pearl 20 Agility & Dexterity EnhancerBlackened Pearl Silver Ring 36 23 24 +3 AGI & DEXBlack Pearl Electrum Choker 90 25 26 +4 AGI & DEX

Black Sapphire 175 Health, Mana & Defense EnhancerBlack Sapphire Silvered Necklace 50 193 202 +30 HP, +30 Mana & +3 ACBlack Sapphire Electrum Earring 104 195 204 +35 HP, +25 Mana & +2 AC

Carnelian 0.85 Agility EnhancerSilver Carnelian Wedding Ring 16 1.5 1.5 +2 AGIElectrum Carnelian Wedding Ring 70 3.7 3.9 +3 AGIGold Carnelian Wedding Ring 124 12 12 +5 AGI

Cat’s Eye Agate 0.2 Charisma EnhancerSilver Cat Eye Necklace 8 0.8 0.8 +3 CHAElectrum Cat Eye Bracelet 62 3.0 3.1 +4 CHAGolden Cat Eye Bracelet 116 11 12 +7 CHA

Diamond 200 Enhanced Magical ResistanceSilver Diamond Wedding Ring 52 221 231 +3 save vs. Magic, Fire, Cold, Disease & PoisonDiamond Electrum Mask 106 223 233 +3 save vs. Magic; +5 vs. Fire & Cold;

+10 vs. Disease & Poison

Emerald 13 Enhanced Defense & Fire ResistanceSilver Emerald Ring 32 15 16 +2 AC & +5 save vs. FireEmerald Electrum Bracelet 86 17 18 +3 AC & +4 save vs. Fire

Fire Emerald 85 Strength & Dexterity EnhancerSilvered Fire Emerald Ring 42 94 98 +3 STR & DEXFire Emerald Electrum Bracelet 96 96 101 +3 STR & +5 DEX

Fire Opal 50 Enhanced Health & DefenseSilver Fire Wedding Ring 38 56 58 +30 HP & +2 ACElectrum Fire Wedding Ring 92 58 60 +35 HP & +3 AC

Value (Plat.)Jewelry Diff. Unench. Ench. Enchanted Effects

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Hematite 0.15 Enhanced Fire ResistanceSilver Hematite Ring 6 0.7 0.7 +2 save vs. FireElectrum Hematite Choker 60 2.9 3.0 +4 save vs. FireGolden Hematite Choker 114 11 12 +7 save vs. FirePlatinum Hematite Ring 168 110 115 +7 save vs. Fire

Jacinth 150 Modified Magic Resist. & Enhanced DefenseSilver Jacinth Wedding Ring 48 166 137 -7 save vs. Magic & +10 ACJacinth Electrum Wedding Ring 102 168 175 -3 save vs. Magic & +7 AC

Jade 3.5 Health, Mana & Defense EnhancerJaded Silver Ring 24 4.4 4.6 +5 HP, +5 Mana & +1 ACJaded Electrum Bracelet 78 6.6 6.9 +10 HP, +10 Mana & +2 AC

Jasper 0.75 Wisdom EnhancerSilver Jasper Ring 14 1.4 1.4 +2 WISElectrum Jasper Earring 68 3.6 3.7 +2 WISJasper Gold Earring 122 12 12 +3 WIS

Lapis Lazuli 0.09 Enhanced Disease ResistanceSilver Lapis Lazuli Necklace 5 0.6 0.6 +2 save vs. DiseaseElectrum Lapis Lazuli Earring 56 2.8 3.0 +3 save vs. DiseaseGold Lapis Lazuli Earring 110 11 12 +5 save vs. Disease

Malachite 0.05 Enhanced Poison ResistanceSilver Malachite Ring 1, 5 0.6 0.6 +2 save vs. PoisonElectrum Malachite Bracelet 54 2.8 2.9 +3 save vs. PoisonGold Malachite Bracelet 108 11 12 +5 save vs. Poison

Onyx 0.65 Dexterity EnhancerSilver Onyx Bracelet 12 1.3 1.3 +2 DEXElectrum Onyx Pendant 66 3.5 3.6 +3 DEXGold Onyx Pendant 120 12 12 +5 DEX

Opal 17 Agility & Stamina EnhancerSilver Opal Engagement Ring 34 19 20 +2 AGI & +3 STAElectrum Opal Amulet 88 21 22 +3 AGI & +4 STA

Pearl 4.5 Enhanced Defense & Poison ResistanceSilvered Pearl Ring 26 5.5 5.8 +2 AC & +4 save vs. PoisonElectrum Pearl Choker 80 7.7 8.1 +3 AC & +6 save vs. Poison

Peridot 10 Enhanced Defense & Cold ResistanceSilvered Peridot Ring 30 12 12 +2 AC & +5 save vs. ColdElectrum Peridot Bracelet 84 14 14 +3 AC & +4 save vs. Cold

Value (Plat.)Jewelry Diff. Unench. Ench. Enchanted Effects

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Ruby 125 Enhanced Strength & WisdomSilver Ruby Vail 46 138 144 +4 STR & WISRuby Electrum Ring 100, 154 140 147 +4 STR & +2 WIS

Sapphire 100 Enhanced Strength &IntelligenceSilvered Sapphire Necklace 44 111 116 +4 STR & INTSapphire Electrum Earring 98 113 116 +4 STR & +2 INT

Star Rose Quartz 1 Enhanced IntelligenceSilver Rose Engagement Ring 18 1.7 1.7 +2 INTElectrum Star Amulet 72 3.9 4.0 +2 INTGolden Star Amulet 126, 180 12 13 +4 INTRose Platinum Engagement Ring 180 111 116 +4 INT

Star Ruby 65 Enhanced Dexterity & CharismaSilvered Star Ruby Vail 40 72 75 +5 DEX & CHAElectrum Star Ruby Ring 94 74 78 +7 DEX & +5 CHA

Topaz 5 Enhanced Defense & Disease ResistanceTopaz Silver Necklace 28 6.1 6.3 +3 AC & +5 save vs. DiseaseTopaz Electrum Earring 82 8.3 8.6 +2 AC & +5 save vs. Disease

Turquoise 0.11 Enhanced Cold ResistanceSilver Turquoise Bracelet 4 0.7 0.7 +2 save vs. ColdElectrum Turquoise Engagement Ring 58 2.9 3.0 +3 save vs. ColdGold Turquoise Engagement Ring 112 11 12 +5 save vs. Cold

Wolf’s Eye Agate 3 Enhanced Magic ResistanceSilver Wolf’s Eye Necklace 22 4.1 4.1 +4 save vs. MagicWolf’s Eye Electrum Bracelet 76 6.3 6.6 +4 save vs. Magic

Value (Plat.)Jewelry Diff. Unench. Ench. Enchanted Effects

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Shields & Blocking ItemsAnything that acts like a shield — keeps other people’s blows from landing — is listed below. Shieldshave the same stats as armor and clothing. All shields (and other blocking items, like a parryingdagger) add to your AC when you have them equipped (that is, in your hand). There are small,medium and large variations on several of the shields. In most cases, this only affects their weight(not their size or value), but note that small kite shields are Size 2, not 3 like the medium and largekite shields. Magical shields have the listed benefits, but might have other powers, as well.

Normal

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Buckler 1 2.2 3 3.8 4 3 0 0Combine Targ

(Target) Shield 2 7.3 8 9 0 0 0Frogskin Shield 1 3 3 1 5 0Kite Shield 2/3/3 7.5 10 12.5 8 5 0 0 0Mithril Parrying

Dagger 1 2.4 5 3 0 0 0Parrying Dagger 1 2.5 4 3 0 0Qeynos Kite Shield 3 10 8 2 0 0 0

Round Shield 2 3.7 5 6.2 6 1 5 0 0Shield of Prexus 2 6.5 8 25 0 0 0Targ (Target)

Shield 2 5.6 7.5 9.3 7 3 0 0 0Tower Shield 3 11.2 15 18.7 10 100 0 0 0Wooden Kite

Shield 2/3/3 9.3 12.515.6 7 3 0 0 0Wooden

Shield 2 3.7 5 6.2 5 9 0 0

Shield Size S M L AC P G S C Shield Size S M L AC P G S C

Bark Shield 1 2.5 15 3 3 0 0 +5 AGIBone Shield 3 9.5 9.5 9.5 8 2 5 0 0 +1 save vs. DiseaseCharred Guardian Shield 2 8 10 3 2 0 0 +9 WISChitin Shell Shield 1 4 15 3 3 0 0 +10 save vs. PoisonCracked Darkwood Shield 2 5 12 3 2 0 0 +9 STRCrested Mistmoore Shield 2 6.5 10 4 5 0 0 +6 DEX; +10 save vs.

Magic, Disease & PoisonDevlas Ilkvel 2 7 12 7 0 0 0 + 5 DEX; + 7 save vs. PoisonGiant Laceless Sandal 3 5 15 2 2 0 0 +5 STA; -7 CHARunewood Shield 2 6 16 9 0 0 0 +8 WIS; +15 save vs. FireScute Shield 2 8 15 4 5 0 0 + 9 STAShimmering Orb 0 0.2 15 4 5 0 0 +20 HPShiny Brass Shield 2 8 10 3 2 0 0 +10 save vs. MagicSilent Watch Shield 3 9.5 10 5 0 0 0 +10 WISTrueheart Shield 2 6.5 20 9 0 0 0 +5 STR, WIS & AGI

Magical

Shield Size Sm Md Lg AC P G S C Enhancements

Wt Value Wt Value

Weight Value

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Creatures

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Creatures of Norrath“Ah, wary traveler,” Darna said as she pushed her blonde locks out of her eyes and wiped herink-stained fingers on her tunic, “you come to me with queries about the creatures of this land.How very wise of you! My life’s work is to compile useful information about the creatures ofNorrath into this bestiary. Of course, I am not finished yet as our world is so vast. However,please feel free to peruse the descriptions of the creatures surrounding the larger cities . . .”

Disclaimer. First, these stats only represent those creatures that venture closest to the cities.Second, they only represent an initial survey of even those creatures. This chronicler is sure thatmany more — and much more dangerous — creatures lie beyond the horizon.

When several creatures are listed under one heading (as with different varieties of bear to befound under “Bear”), the first stats are those shared by all of that type of creature. Forexample, all bears are “Warriors.” That stat is listed once and not repeated for each variety ofbear. Then, each specific variety lists those stats that are different from other varieties of bear.

Class. All creatures of Norrath, intelligent or not, can be described by one of the adventuringclasses. For example, most of the less intelligent creatures fit the Warrior pattern.

Typical Levels list the probable level of experience for each creature. Typical Attributes list theprobable stats for the creature. In general, all of the “skills” (especially its ability to fight) are atabout the same level, so one general Typical Skill Level is listed. The most common exception isSwimming skill; when it is different, the creature’s Swimming skill is also listed.

Speed and Attack Speed are listed as Slowest, Slower, Slow, Average, Fast, Faster, Fastest. Atypical human’s Speed and Attack Speed are both Average.

Base Damage is how much damage the creature can inflict with a single strike. However,many creatures also have a Combat Factor, that can help increase this damage. The higher theCombat Factor, the better the creature fights, and the more damage it does. Base AC lists howwell the creature’s skin protects it from damage.

Awareness Range lists from how far away the creature is likely to spot you (None, Shortest,Shorter, Short, Average, Long, Longer, Longest). Average awareness range is about 600 feet.Average Reaction Radius lists from how far away the creature will Con you (None, Smallest,Smaller, Small, Average, Large, Larger, Largest). Average reaction radius is about 60 feet.

Frenzy. If a creature sees it can outnumber a potential target by at least 3-to-1, it mightfrenzy and attack. The chance that each creature might frenzy is listed next.

The final common stat listed is Recuperation, given as Slowest, Slower, Slow, Average, Fast,Faster, Fastest.

In addition, some creatures list special stats, like magical resistances or invulnerability tonormal weapons. For example, the basilisk has a stone breath that you would do well to avoid.

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AlligatorWarriorTypical Levels 8–10Typical Attributes

STR 100STA 100DEX 80INT 20AGI 65WIS 20

Typical Skill Level 45Typical Swimming skill 200Speed AverageAttack Speed AverageBase Damage 10Combat Factor 10Base AC 4–6Average Awareness RangeAverage Reaction RadiusLikely to FrenzyAverage Recuperation

AviakAn intelligent species, Aviakmerchants will even deal withyou.WarriorTypical Levels 8–30Typical Attributes

STR 85STA 85DEX 80INT 75AGI 80WIS 85

Typical Skill Level 145Speed AverageAttack Speed AverageBase Damage 30Combat Factor 16Base AC 76Average Awareness RangeLarge Reaction RadiusLikely to FrenzyAverage Recuperation

Aviak ChickTypical Levels 3–5Typical Skill Level 20Base Damage 5Combat Factor 0Base AC 0

BarracudaWarriorTypical Levels 4–10Typical Attributes

STR 80STA 75DEX 75INT 15AGI 95WIS 15

Typical Skill Level 45Speed AverageAttack Speed AverageBase Damage 10Shorter Awareness RangeSmall Reaction RadiusAttacks all PCs in rangeLeast Likely to FrenzyAverage Recuperation

Bloodgills FactionTypical Levels 35–44Typical Attributes

STR 95Typical Skill Level 185Attack Speed FastBase Damage 38Combat Factor 34Base AC 108Unlikely to Frenzy

Creatures: Al — Bar

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BasiliskWarriorTypical Levels 5–10Typical Attributes

STR 100STA 100DEX 80INT 22AGI 65WIS 20

Typical Skill Level 40Typical Swimming skill 200Speed AverageAttack Speed AverageStone BreathBase Damage 10Average Awareness RangeAverage Reaction RadiusLikely to FrenzyAverage Recuperation

BatWarriorTypical Levels 1–2Typical Attributes

STR 20STA 60DEX 90INT 20AGI 100WIS 20

Typical Skill Level 5Speed FastAttack Speed AverageBase Damage 2Average Awareness RangeAverage Reaction RadiusLeast Likely to FrenzyFaster Recuperation

Large BatTypical Levels 3–5Typical Attributes

STR 45AGI 120

Typical Skill Level 20Speed AverageBase Damage 5Large Reaction RadiusLess Likely to FrenzyAverage Recuperation

Giant BatTypical Levels 5–7Typical Attributes

STR 55STA 60DEX 90INT 30AGI 120WIS 15

Typical Skill Level 30Speed AverageBase Damage 7Average Awareness RangeLarge Reaction RadiusUnlikely to FrenzyAverage Recuperation

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BearWarriorTypical Attributes

STR 115STA 125DEX 80INT 20AGI 65WIS 60

Average Awareness Range

Black or Brown BearTypical Levels 3–5Typical Skill Level 20Speed AverageAttack Speed AverageBase Damage 5Average Reaction RadiusLikely to FrenzyFast Recuperation

Grizzly or Kodiak BearTypical Levels 9–11Typical Skill Level 50Speed AverageAttack Speed AverageBase Damage 11Average Reaction RadiusLikely to FrenzyAverage Recuperation

Polar BearTypical Levels 5–10Typical Skill Level 35Speed AverageAttack Speed AverageBase Damage 8Small Reaction RadiusLess Likely to FrenzyAverage Recuperation

Glacier BearTypical Levels 25–30Typical Skill Level 135Speed AverageAttack Speed AverageBase Damage 30Combat Factor 4Base AC 70Can only be hit with MagicSmall Reaction RadiusLess Likely to FrenzyAverage RecuperationCold Resistance 200

BeetleWarriorTypical Levels 1–14Typical Attributes

STR 90STA 100DEX 50INT 15AGI 80WIS 10

Typical Skill Level 10–65Speed SlowAttack Speed AverageHas Spit attackBase Damage 3–14Average Awareness RangeAverage Reaction RadiusLess Likely to FrenzyFaster Recuperation

Scarab BeetleTypical Levels 7–9Typical Attributes

STR 60Typical Skill Level 40Base Damage 9Slow Recuperation

Creatures: Bas — Be

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Beetle (cont.)

Giant Scarab Beetle

Typical Levels 9–11Typical Attributes

STR 60Typical Skill Level 50Base Damage 11Slow Recuperation

Lesser Scarab BeetleTypical Levels 2Typical Attributes

STR 50Typical Skill Level 10Base Damage 3

Minor Scarab BeetleTypical Levels 4–6Typical Attributes

STR 75Typical Skill Level 25Base Damage 6

Fire BeetleTypical Levels 2–3Typical Attributes

STR 50Typical Skill Level 10Base Damage 3

Ember BeetleTypical Levels 1–2Typical Attributes

STR 50Typical Skill Level 5Speed FastBase Damage 2Likely to Frenzy

Giant BeetleTypical Levels 6–8Typical Attributes

STR 75Typical Skill Level 35Base Damage 8Slow Recuperation

Pincer BeetleTypical Levels 10–12Typical Attributes

STR 75Typical Skill Level 55Base Damage 12Base AC 4Slow Recuperation

Borer BeetleTypical Levels 14–16Typical Attributes

STR 75Typical Skill Level 75Base Damage 16Base AC 20Slow Recuperation

Bixie QueenShamanStone Hive Bixies FactionTypical Levels 3–5Might have low-level spellsTypical Skill Level 25Can cast DarknessBase Damage 5Attacks all within rangePoison Resistance 200

BixieRangerMany are in the Stone HiveBixies FactionTypical Levels 1–2Typical Attributes

STR 50STA 70DEX 100INT 50AGI 100WIS 40

Typical Skill Level 5Speed AverageAttack Speed AverageHas PoisonBase Damage 2Average Awareness RangeLarge Reaction RadiusUnlikely to FrenzyAverage Recuperation

Bixie Drone or GuardTypical Levels 2–3Typical Skill Level 10No special abilitiesBase Damage 3Attacks all within range

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BrownieDruidBrownie FactionTypical Levels 1–3Might have low-level spellsTypical Attributes

STR 70STA 70DEX 100INT 80AGI 110WIS 50

Typical Skill Level 10Speed AverageAttack Speed AverageBase Damage 2–4Average Awareness RangeAverage Reaction RadiusLikely to FrenzyAverage Recuperation

BurynaiWarriorBurynai Legion FactionTypical Levels 10–18Typical Attributes

STR 95STA 95DEX 75INT 75AGI 85WIS 75

Typical Skill Level 75Speed AverageAttack Speed AverageBase Damage 12–18Base AC 4–28Shorter Awareness RangeSmall Reaction RadiusUnlikely to FrenzyAverage Recuperation

CentaurWarriorTypical Levels 15–35Typical Attributes

STR 120STA 120DEX 100INT 100AGI 75WIS 100

Equipment Hunting Bow, Arrow

Typical Skill Level 130Speed FasterAttack Speed FastBase Damage 15–35Combat Factor 20Base AC 30–80No Awareness RangeNo Reaction RadiusWon’t FrenzyAverage RecuperationSome have Resistances

(at around 50)

Creatures: Be — Ce

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CyclopsWarriorTypical Levels 28–32Typical Attributes

STR 165STA 165DEX 65INT 35AGI 65WIS 40

Typical Skill Level 150Speed FastAttack Speed FastBase Damage 31Combat Factor 20Base AC 80Average Awareness RangeAverage Reaction RadiusAttacks all within rangeLikely to FrenzyAverage Recuperation

DevourerWarriorTypical Levels 15–25Typical Attributes

STR 80STA 110DEX 80INT 75AGI 85WIS 75

Typical Skill Level 70–115Speed AverageAttack Speed AverageBase Damage 15–25Base AC 15–50Can only be hit with MagicShorter Awareness RangeSmall Reaction RadiusAttacks all PCs within rangeUnlikely to FrenzyAverage Recuperation

DrachnidRangerAgents of MistmooreFactionTypical Level 24-34Typical Attributes

STR 100STA 90DEX 90INT 90AGI 90WIS 90

Typical Skill Level 145Speed AverageAttack Speed FastBase Damage 30Base AC 60-90Shorter Awareness RangeSmall Reaction RadiusUnlikely to FrenzyAverage RecuperationMagic Resistance 10Poison Resistance 50

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DrakeBlack and emerald drakeshave been observed nearsome of the cities of Norrath;other, more exotic varietiesare said to roost in moreremote realms.WarriorTypical Levels 8–10Typical Attributes

STR 85STA 85DEX 90INT 50AGI 100WIS 50

Typical Skill Level 45Speed AverageAttack Speed AverageHas Drake BreathBase Damage 10Average Awareness RangeAverage Reaction RadiusUnlikely to FrenzyAverage Recuperation

DrixieWarriorTypical Levels 2–10Typical Attributes

STR 75STA 90DEX 100INT 50AGI 100WIS 40

Typical Skill Level 10–50Speed AverageAttack Speed AverageBase Damage 3–10Average Awareness RangeLarge Reaction RadiusAverage Chance to FrenzyAverage RecuperationSome have Magic

Resistance 100

Firiona Vie DrixieDruid, Rogue, Ranger,

Shaman, Warrior, WizardFiriona Vie FactionTypical Level 28-32Typical Attributes

ALL 125Typical Skill Level 150Attack Speed FastBase Damage 30Base AC 80Less Likely to FrenzyNo Resistance

DrolvargWarriorPack of Tomar FactionTypical Level 23-36Typical Attributes

STR 100STA 100DEX 90INT 85AGI 90WIS 70

Typical Skill Level 155Speed FastAttack Speed FastBase Damage 30Base AC 60-100Shorter Awareness RangeSmall Reaction RadiusUnlikely to FrenzyAverage RecuperationDisease Resistance 15

Creatures: Cy — Dr

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ElementalThere are a wide range ofelementals. This gives a fewof the more common stats.

WarriorElemental FactionTypical Attributes

STR 150STA 150DEX 75INT 50AGI 50WIS 50

Speed AverageAttack Speed AverageSome only vulnerable to MagicAverage Awareness RangeSmall Reaction RadiusLikely to FrenzyAverage Recuperation

ElephantWarriorTypical Levels 14–22Typical Attributes

STR 125STA 130DEX 75INT 30AGI 50WIS 50

Typical Skill Level 110Speed AverageAttack Speed AverageBase Damage 21Base AC 40No Awareness RangeNo Reaction RadiusWon’t FrenzyAverage Recuperation

Elephant CalfTypical Levels 10–14Base Damage 13Base AC 8

FaerieRangerFairie FactionTypical Levels 6–23Might have mid-level spellsTypical Attributes

STR 75STA 75DEX 100INT 110AGI 120WIS 60

Typical Skill Level 35–110Speed AverageAttack Speed AverageBase Damage 8–23Base AC 10–48Average Awareness RangeAverage Reaction RadiusUnlikely to FrenzyAverage Recuperation

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Air

Earth

Fire

Water

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FishWarriorTypical Levels 1–2Typical Attributes

STR 15STA 80DEX 90INT 15AGI 115WIS 15

Typical Skill Level 5Typical Swimming skill 200Speed AverageAttack Speed AverageBase Damage 2Average Awareness RangeSmall Reaction RadiusLeast Likely to FrenzyFaster Recuperation

FroglokFrogloks can be Warrior,

Shaman, Rogue, Necromancer, Wizard, Ranger

Guk and Kunark Froglok Factions

Typical AttributesSTR 85STA 85DEX 75INT 75–125AGI 85WIS 65–120

Speed AverageAttack Speed AverageBase Damage 5–26Base AC 8–60Shorter Awareness RangeSmall Reaction RadiusUnlikely to FrenzyAverage Recuperation

Froglok Tadpole

WarriorTypical Levels 1Typical Attributes

STR 75STA 80DEX 75INT 75AGI 90WIS 65

Typical Skill Level 5Typical Swimming skill 200Base Damage 2Average Awareness RangeLess Likely to Frenzy

FroglokGhoulAll reported Froglok ghoulsare Warriors. Other thanthat, they have the sameaverage stats as Frogloks.

Creatures: El — Fr

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Fungus ManRangerFungus Man FactionTypical Levels 4–6Might have low-level spellsTypical Attributes

STR 80STA 90DEX 90INT 65AGI 120WIS 90

Typical Skill Level 25Speed AverageAttack Speed AverageBase Damage 6Average Awareness RangeAverage Reaction RadiusMore Likely to FrenzyFaster Recuperation

Fungus SporeTypical Levels 1Typical Skill Level 5Speed SlowerBase Damage 2Poison Resistance 200

GhoulWarriorTypical Levels 10–25Typical Attributes

STR 120STA 120DEX 90INT 45AGI 75WIS 15

Typical Skill Level 75Speed AverageAttack Speed AverageSome see Invisible

(occasionally), haveGhoul root

Base Damage 15–30Base AC 20+Can only be hit with MagicAverage Awareness RangeAverage Reaction RadiusLikely to FrenzyAverage Recuperation

Fungus Spore GuardianTypical Levels 9–11Typical Skill Level 50Has Snare attackBase Damage 11Poison Resistance 200

Giant, ForestWarriorThe Kromdek FactionTypical Levels 15–27Typical Attributes

STR 125STA 150DEX 75INT 65AGI 75WIS 60

Typical Skill Level 110Speed AverageAttack Speed AverageBase Damage 18–26Base AC 28–60Shorter Awareness RangeLarge Reaction RadiusUnlikely to FrenzyAverage Recuperation

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Giant, FrostWarriorTypical Levels 38–42Typical Attributes

STR 175STA 165DEX 60INT 50AGI 65WIS 30

Typical Skill Level 200Speed FastAttack Speed FastBase Damage 41Combat Factor 60Base AC 120Average Awareness RangeAverage Reaction RadiusMore Likely to FrenzyAverage RecuperationCold Resistance 200

Giant, HillWarriorTypical Levels 33–37Typical Attributes

STR 170STA 160DEX 60INT 50AGI 65WIS 30

Typical Skill Level 175Speed FastAttack Speed FastBase Damage 36Combat Factor 40Base AC 100Average Awareness RangeAverage Reaction RadiusAttacks all PCs within rangeMore Likely to FrenzyAverage Recuperation

GnollWarrior, Shaman,

Necromancer, Shadow Knight

Factions: Split Paw Clan and Sabertooths of Blackburrow, plus a few residents of Karana

Typical AttributesSTR 97STA 105DEX 75INT 65AGI 80WIS 65

Typical Skill Level 80Speed AverageAttack Speed AverageBase Damage 17Base AC 24Average Awareness RangeMore Likely to FrenzyAverage Recuperation

Gnoll PupWarriorTypical Levels 1–2Typical Attributes

STR 70Typical Skill Level 5Base Damage 2

Creatures: Fu — Gn

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GoblinWarrior, Wizard,

Shaman, RogueFactions include Clan

Runny Eye, Riptide Goblins (Aqua Goblins), Vox (Ice Goblins), Goblins of Cleaving Tooth (Kunark Goblins) and Deeppockets, among others

Typical AttributesSTR 67STA 82DEX 75INT 65AGI 82WIS 70

Speed AverageAttack Speed AverageAverage Awareness RangeSmaller Reaction RadiusAverage Recuperation

Goblin WhelpWarriorTypical Levels 1–4Typical Skill Level 5Base Damage 2–4Average Reaction Radius

GriffinWarriorTypical Attributes

STR 135STA 145DEX 60INT 45AGI 60WIS 45

Typical Skill Level 175Speed AverageAverage Awareness RangeAverage Reaction RadiusLess Likely to FrenzyAverage Recuperation

Griffon (male)Typical Levels 33–37Attack Speed FastBase Damage 35Combat Factor 40Base AC 100Can only be hit with MagicAttacks all PCs within range

Griffenne (female)Typical Levels 23–27Attack Speed AverageBase Damage 25Base AC 60Attacks all PCs within range

GolemWarriorDreadguard Outer FactionTypical Levels 13–22Typical Attributes

STR 150STA 150DEX 75INT 45AGI 50WIS 35

Typical Skill Level 90Speed SlowAttack Speed AverageBase Damage 16–21Base AC 20–40Some can only be hit withMagicAverage Awareness RangeLarger Reaction RadiusWon’t FrenzyAverage Recuperation

Griffawn (young)Typical Levels 13–17Attack Speed AverageBase Damage 16Base AC 20

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HarpyWarriorTypical Levels 9–11Might have low-level spellsTypical Attributes

STR 75STA 90DEX 90INT 60AGI 90WIS 50

Typical Skill Level 50Speed AverageAttack Speed AverageHas Breath attackBase Damage 11Average Awareness RangeAverage Reaction RadiusUnlikely to FrenzyAverage Recuperation

InvisibleMan(a.k.a. Shadowed Man)

Warrior, Cleric, Necromancer

Shadowed Men FactionTypical Levels 24–26Might have mid-level spellsTypical Attributes

STR 80STA 80DEX 80INT 60–120AGI 90WIS 60–120

Typical Skill Level 125Speed FastestAttack Speed AverageBase Damage 25Base AC 60Can only be hit with MagicAverage Awareness RangeAverage Reaction RadiusAttacks all PCs within rangeLeast Likely to FrenzyAverage Recuperation

KoboldWarrior, ShamanKobold FactionTypical Levels 6–8Typical Attributes

STR 65STA 80DEX 75INT 60AGI 80WIS 60

Speed AverageAttack Speed AverageBase Damage 8Average Awareness RangeSmaller Reaction RadiusAverage Chance to FrenzyAverage RecuperationSome have Disease

Resistance 100Some have Poison

Resistance 100

Kobold RuntWarriorTypical Levels 1–2Typical Skill Level 5Base Damage 2

Creatures: Go — Ko

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LeechLeeches cover a wide range ofsize and danger. The mostdangerous are said to infestKunark’s Swamp of NoHope.WarriorTypical Levels 1–26Typical Attributes

STR 80STA 75DEX 75INT 10AGI 75WIS 10

Typical Skill Level 5–120Speed AverageAttack Speed AverageBase Damage 2–25Base AC 8–56Shorter Awareness RangeSmall Reaction RadiusUsually attacks all PCs

within rangeLess Likely to FrenzyAverage Recuperation

LionWarriorTypical Attributes

STA 95DEX 100INT 20AGI 110WIS 20

Speed FastAttack Speed AverageAverage Awareness RangeAverage Reaction RadiusAverage Recuperation

Lion (male)Typical Levels 8–10Typical Attributes

STR 95Typical Skill Level 45Base Damage 10Unlikely to Frenzy

Lioness (female)Typical Levels 6–8Typical Attributes

STR 95Typical Skill Level 35Base Damage 8Likely to Frenzy

Lion (young)Typical Levels 3–6Typical Attributes

STR 80Typical Skill Level 20Base Damage 5Likely to Frenzy

Highland Lion Typical Levels 13–15Typical Attributes

STR 95Typical Skill Level 70Speed FasterBase Damage 15Base AC 16Large Reaction RadiusLikely to Frenzy

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MammothWarriorTypical Levels 22–26Typical Attributes

STR 150STA 150DEX 85INT 50AGI 50WIS 65

Typical Skill Level 120Speed AverageAttack Speed AverageBase Damage 25Base AC 55No Awareness RangeNo Reaction RadiusWon’t FrenzyAverage Recuperation

Mammoth CalfTypical Levels 10–14Typical Attributes

STR 125STA 130DEX 75INT 30AGI 50WIS 50

Typical Skill Level 60Base Damage 13Base AC 8

Man EatingPlantIncludes heartblood fern,weeping mantrap, bloodroseand hangmanWarriorTypical Levels 5-25Typical Attributes

STR 95STA 95DEX 75INT 10AGI 75WIS 10

Typical Skill Level 35–120Speed AverageAttack Speed AverageBase Damage 5–25Base AC 5–55Shorter Awareness RangeSmall Reaction RadiusAttacks all PCs within rangeUnlikely to FrenzyAverage Recuperation

MinotaurWarriorMeldrath FactionTypical Levels 9–36Typical Attributes

STR 120STA 120DEX 85INT 65AGI 75WIS 50

Some have Minotaur Battle Axe

Typical Skill Level 150Speed AverageAttack Speed FastBase Damage 11–36Combat Factor 13–40Base AC 60–100Average Awareness RangeLarger Reaction RadiusStronger minotaurs attack

all who come within rangeWon’t FrenzyAverage Recuperation

Creatures: Le — Mi

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MosquitoWarriorTypical Levels 1–25Typical Attributes

STR 55–80STA 75DEX 75INT 10AGI 85WIS 10

Typical Skill Level 5–120Speed AverageAttack Speed AverageBase Damage 2–25Base AC 0–55Shorter Awareness RangeSmall Reaction RadiusAttacks all PCs within rangeLeast Likely to FrenzyAverage Recuperation

OrcWarrior, Shaman,

Shadow KnightThere are several orc factions,

including the Death Fist Orcs, the Crushbone Orcs, and the Vox Faction

Typical AttributesSTR 90STA 90DEX 80INT 67AGI 82WIS 67

Speed AverageAttack Speed AverageAverage Awareness RangeAverage Reaction RadiusMore Likely to FrenzyAverage RecuperationSome have Cold Resistance 25

PegasusWarriorTypical Levels 10–20Typical Attributes

STR 110STA 120DEX 75INT 100AGI 100WIS 100

Typical Skill Level 120Speed FasterAttack Speed AverageBase Damage 16Base AC 20No Awareness RangeNo Reaction RadiusWon’t FrenzyAverage Recuperation

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PiranhaIncludes piranha, pirhrana,giant piranha. The largestand strongest piranhas arerumored to lurk beneath thewaters of Nektullos Forest.WarriorTypical Levels 2–14Typical Attributes

STR 22–75STA 85DEX 90INT 20AGI 115WIS 20

Typical Skill Level 10–60Typical Swimming skill 200Speed FastAttack Speed AverageBase Damage 3–13Base AC 0–8Average Awareness RangeAverage Reaction RadiusAttacks all within rangeMost Likely to FrenzyFaster Recuperation

PixieRogue, RangerPixie FactionTypical Attributes

STR 65STA 70DEX 100INT 90AGI 120WIS 50

Speed AverageAttack Speed AverageBase Damage 3Average Awareness RangeAverage Reaction RadiusUnlikely to FrenzyAverage Recuperation

PumaWarriorTypical Levels 5–9Typical Attributes

STR 90STA 100DEX 100INT 20AGI 110WIS 20

Typical Skill Level 35Speed FastAttack Speed AverageBase Damage 8Average Awareness RangeAverage Reaction RadiusUnlikely to FrenzyAverage Recuperation

Creatures: Mo — Pu

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RatWarriorTypical Attributes

STR 65STA 95DEX 90INT 30AGI 105WIS 20

Typical Swimming skill 50Speed AverageAttack Speed AverageAverage Chance to FrenzyFast Recuperation

Large RatTypical Levels 1–2Typical Skill Level 5Base Damage 2Average Awareness RangeAverage Reaction RadiusUnlikely to Frenzy

Giant RatTypical Levels 2–4Typical Skill Level 15Base Damage 4Average Awareness RangeAverage Reaction RadiusLeast Likely to Frenzy

Plague RatTypical Levels 8–10Typical Skill Level 45Carries Plague DiseaseBase Damage 10Base AC 8Average Awareness RangeSmall Reaction RadiusAverage Chance to Frenzy

Giant Plague RatTypical Levels 12–16Typical Skill Level 70Speed AverageAttack Speed AverageCarries Plague DiseaseBase Damage 15Base AC 16Shortest Awareness RangeSmall Reaction RadiusAverage Chance to Frenzy

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L irahl, the Verishe Mal master of this arm of the Paw, shoved all the parchmentsfrom his desk. "You still have not solved the problem, Anozal!"

Anozal sighed and began to pick up the parchments upon which he had carefullyoutlined his plan for subjugating the Splitpaw Gnolls, which included ignoring thehidden rebels. "The last rebel group is horribly fragmented and no real threat, Master."

The master stood and glared at his intelligent, but inexperienced, assistant. He stepped onthe parchment Anozal was picking up and grabbed the younger gnoll by his ear. DrawingAnozal up, he snarled, "Are you willing to suffer my wrath every time a rebel surfaces?"

Anozal gulped, "And so my plan is to hunt down and kill every last rebel."

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SabertoothWarriorTypical Levels 2–24Typical Attributes

STR 85STA 75DEX 75INT 15AGI 95WIS 15

Typical Skill Level 10–115Speed FastAttack Speed AverageBase Damage 3–24Base AC 4–52Shorter Awareness RangeSmall Reaction RadiusAttacks all PCs within rangeLeast Likely to FrenzyAverage Recuperation

SarnakWarrior, ShamanSarnak Collective FactionTypical Attributes

STR 90STA 95DEX 80INT 75AGI 80WIS 75

Speed AverageAttack Speed AverageBase Damage 4–28Base AC 4–68Shorter Awareness RangeSmall Reaction RadiusUnlikely to FrenzyAverage Recuperation

ScarecrowWarriorTypical Levels 13–17Typical Attributes

STR 100STA 125DEX 75INT 10AGI 75WIS 10

Typical Skill Level 75Speed AverageAttack Speed AverageSees Invisible,

has Fear attackBase Damage 16Base AC 20Can only be hit with MagicAverage Awareness RangeAverage Reaction RadiusAttacks all PCs within rangeLess Likely to FrenzyAverage Recuperation

Creatures: Ra — Sca

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ScorpionWarriorTypical Levels 2–15Typical Attributes

STR 75STA 75DEX 75INT 10AGI 90WIS 10

Typical Skill Level 10–85Speed AverageAttack Speed AverageBase Damage 3–15Base AC 0–25Shorter Awareness RangeSmall Reaction RadiusAttacks all PCs within rangeUnlikely to FrenzyAverage Recuperation

SkeletonSame class as when aliveMany are in Blood Sabers

FactionTypical Levels 10–40Might have low-level spellsTypical Attributes

STR 90STA 80DEX 80INT 10-45AGI 80WIS 15

Often bear rusty weaponsSpeed AverageAttack Speed AverageSee InvisibleBase Damage 10–20Base AC 5Shorter Awareness RangeSmall Reaction RadiusUnlikely to FrenzyAverage RecuperationDisease Resistance 10Poison Resistance 10

Skunk,LargeWarriorTypical Levels 1–3Typical Attributes

STR 75STA 90DEX 90INT 20AGI 90WIS 20

Typical Skill Level 10Speed AverageAttack Speed AverageHas Skunk sprayBase Damage 3Average Awareness RangeAverage Reaction RadiusLikely to FrenzyFaster Recuperation

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SnakeGeneral StatsWarriorTypical Attributes

STA 100DEX 90INT 20AGI 105WIS 30

Typical Swimming skill 200Speed AverageAttack Speed AverageAverage Awareness RangeAverage Reaction Radius

Snake, including Black,Green, Rattle, and Water MoccasinTypical Levels 1–2Typical Attributes

STR 65Typical Skill Level 5Base Damage 2Won’t FrenzyFaster Recuperation

Large SnakeTypical Levels 3–7Typical Attributes

STR 75Typical Skill Level 20Has Weak Poison (most)Base Damage 5–7Likely to FrenzyAverage Recuperation

Giant SnakeIncluding giant green snakeamd giant rattlesnakeTypical Levels 7–11Typical Attributes

STR 90Typical Skill Level 40Has Poison (most)Base Damage 9–10Likely to FrenzyAverage Recuperation

SnowLeopardWarriorTypical Levels 7–9Typical Attributes

STR 90STA 100DEX 100INT 20AGI 110WIS 20

Typical Skill Level 40Speed FastAttack Speed AverageBase Damage 9Average Awareness RangeAverage Reaction RadiusUnlikely to FrenzyAverage Recuperation

Creatures: Sco — Sn

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SpectreWarriorTypical Levels 33–37Typical Attributes

STR 100STA 125DEX 85INT 85AGI 85WIS 20

Typical Skill Level 175Speed SlowAttack Speed FastSees Invisible-to-Undead,

has Lifetap, Stun attacksBase Damage 36Combat Factor 40Base AC 100Average Awareness RangeSmall Reaction RadiusAttacks all within rangeLikely to FrenzyAverage Recuperation

SpiderWarriorTypical Levels 2–7Typical Attributes

STR 75STA 90DEX 90INT 20AGI 125WIS 20

Typical Skill Level 15–30Speed AverageAttack Speed AverageHas Poison (feeble)Base Damage 4–7Average Awareness RangeLarge Reaction RadiusAverage Chance to FrenzyAverage Recuperation

Large SpiderTypical Levels 2–4Typical AttributesTypical Skill Level 15Speed AverageHas Poison (feeble)Base Damage 4

Giant SpiderTypical Levels 7–9Typical Attributes

STR 85STA 95

Typical Skill Level 40Speed AverageHas Poison (weak)Base Damage 9Average Reaction Radius

Large Wooly SpiderTypical Levels 2–4Typical AttributesTypical Skill Level 15Speed AverageHas Poison (feeble)Base Damage 4

Giant Wooly SpiderTypical Levels 7–9Typical Attributes

STR 85STA 95

Typical Skill Level 40Speed AverageHas Poison (weak)Base Damage 9Average Reaction Radius

Wooly SpiderlingTypical Levels 1–3Typical Attributes

STR 70AGI 100

Typical Skill Level 10Speed AverageBase Damage 3

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Rock SpiderlingTypical Levels 1–3Typical Attributes

STR 70STA 75AGI 100

Typical Skill Level 10Speed AverageBase Damage 3Smaller Reaction RadiusLess Likely to Frenzy

Widow Hatchling SpiderTypical Levels 1–3Typical Attributes

STR 85STA 95

Typical Skill Level 10Speed AverageHas Poison (feeble)Base Damage 3Base AC 4Small Reaction Radius

Jungle SpiderTypical Levels 3–5Typical Attributes

STR 70AGI 100

Typical Skill Level 20Speed AverageBase Damage 5Less Likely to Frenzy

Jungle SpiderlingTypical Levels 1–3Typical Attributes

STR 70AGI 100

Typical Skill Level 10Speed AverageBase Damage 3

TreantDruidFactions include Jagged Pine

Treefolk, Unkempt Druids and Storm Reapers

Typical Levels 20–30Might have mid-level spellsTypical Attributes

STR 150STA 150DEX 75INT 80AGI 50WIS 125

Typical Skill Level 125Speed SlowAttack Speed AverageBase Damage 25–30Base AC 60Average Awareness RangeAverage Reaction RadiusMore Likely to FrenzyAverage Recuperation

WaspWarriorTypical Levels 1Might have low-level spellsTypical Attributes

STR 75STA 75DEX 75INT 30AGI 90WIS 30

Typical Skill Level 5Speed AverageAttack Speed AverageBase Damage 2Average Awareness RangeAverage Reaction RadiusMore Likely to FrenzyAverage Recuperation

Giant WaspTypical Levels 7–9Might have low-level spellsTypical Attributes

STR 90Typical Skill Level 40Base Damage 9Larger Reaction Radius

Creatures: Sp — Wa

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WerewolfWarriorWerewolf FactionTypical Levels 18–32Typical Attributes

STR 90STA 110DEX 90INT 75AGI 100WIS 75

Typical Skill Level 110Speed FasterAttack Speed AverageBase Damage 20–30Base AC 50–85Average Awareness RangeLarge Reaction RadiusAttacks all within rangeAverage Chance to FrenzyAverage Recuperation

Will-o-WispWarriorTypical Levels 9–11Typical Attributes

STR 30STA 75DEX 100INT 50AGI 100WIS 15

Typical Skill Level 50Speed AverageAttack Speed AverageBase Damage 11Can only be hit with MagicAverage Awareness RangeAverage Reaction RadiusWon’t FrenzyAverage Recuperation

WolfWarriorTypical Attributes

STR 75STA 90DEX 90INT 20AGI 90WIS 20

Typical Skill Level 20Attack Speed AverageAverage Awareness RangeAverage Reaction RadiusAverage Recuperation

Common WolfTypical Levels 1–4Typical Skill Level 10Speed AverageBase Damage 3Least Likely to Frenzy

Gray WolfTypical Levels 3–10Typical Skill Level 50Speed FastBase Damage 11Likely to FrenzyFast Recuperation

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Black WolfTypical Levels 3–5Typical Skill Level 20Speed FastBase Damage 5Likely to Frenzy

White WolfTypical Levels 2–4Typical Skill Level 10Speed AverageBase Damage 3Least Likely to Frenzy

Scaled WolfTypical Levels 1–23Typical Attributes

STR 90Typical Skill Level 110Speed AverageSees InvisibleBase Damage 23Base AC 16–48Shorter Awareness RangeSmall Reaction RadiusAttacks all PCs within rangeLess Likely to Frenzy

YetiWarriorTypical Levels 7–25Typical Attributes

STR 105STA 105DEX 80INT 50AGI 80WIS 50

Typical Skill Level 40–115Speed AverageAttack Speed AverageBase Damage 10–25Base AC 10–50Shorter Awareness RangeSmall Reaction RadiusAttacks all PCs within rangeUnlikely to FrenzyAverage Recuperation

ZombieWarrior

(also Necromancer, Cleric)Typical Levels 6–10Typical Attributes

STR 105STA 125DEX 75INT 10AGI 60WIS 10

Typical Skill Level 40Speed SlowAttack Speed AverageSee Invisible,

some have rabiesBase Damage 10Average Awareness RangeAverage Reaction RadiusAttacks all within rangeLikely to FrenzyAverage Recuperation

Creatures: We — Zo

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Two warriors pulled a third from the bloody water. They had had a fierce battleunderwater and found this cave with an air pocket just as their water

breathing spell had worn off. Merilan looked at her lifelong companion, Dereen, whowas bleeding from several deep gashes across her chest. "Kasha, help Dereen."

Kasha cast a light spell and started to help Dereen. He touched her neck, took a deepbreath and looked up at Merilan. "It’s too late. She’s gone." Merilan turned away. Theywere in a desperate situation. Without Dereen, it would be next to impossible to get out ofhere alive. The Veksar water creatures were too powerful.

A cold draft hit her wet body and Merilan shivered. A draft, she said to herself. Shestood up and looked around. A small, dark opening led from the back of the cave."Look," Merilan said as she pointed to the opening. "Dereen did not die in vain. Thetouch of her spirit as it was leaving her body alerted me to that passageway."

“Ah,” Sirenas said, “the Faydark is the only place to live.”

His wife, Karadin, smiled. “After visiting Felwithe, I cannot imagine living there.” Shecaressed the tree trunk nearest the platform. “Tunare has blessed us.”

Sirenas sighed. “However, I tire of the menial chores we’ve done so far.”

“The talesayer last night spoke of Dill Fireshine’s need,” Karadin said. “Seek out the rangerguildmaster and I’ll visit the Heartwood Master. Perhaps, now that we’re moreexperienced, we can begin to assist our guilds.”

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Spells

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Spells (Definitions)There are hundreds of spells in EverQuest. (Over a thousand, in fact.) We’ve detailed allspells up to level 24 — over 400 — and also listed those higher level spells that are moreavailable in the game. The rest of the spells, like so much else in EverQuest, you’re going tohave to discover for yourself. Let’s discuss the notation used, and then dive into the spells.

Bard spells (songs) are listed separately, beginning on pg. 498.

Casters is pretty obvious. This class of caster has access to the spell once he or she reachesthe level in parentheses. For example, Alacrity is available at level 44 for Shamans and level24 for Enchanters. Mana Cost and Casting Skill are also obvious.

Casting Time is how long it takes to cast the spell. Casting Delay is how long you mustwait after casting this spell before you can cast another spell. It’s nearly always about 2.5seconds. The casting delay is listed only if it’s shorter or longer than that. If a RecastingDelay is listed, you must wait that long until you can cast this spell again. Alenia’sDisenchanting Melody has a recasting delay — it takes 3 seconds to cast, after which you mayimmediately cast any other spell. However, you must wait 12 seconds after casting it beforeyou can cast it again.

Duration is how long the spell lasts. Sometimes this is based on the level of the caster. Forexample, if Barbcoat is cast by a level 20 Druid, it will last 60 minutes (3 x 20 = 60). All spelldurations are listed in minutes and seconds. Note that the listed duration for some spells (forexample, the Charm line) is a maximum — targets have occasional chances to prematurely dispelthe spell.

Range is how far away the spell can be cast, in feet. Radius of Effect is how large an areathe spell affects, also in feet. In some cases, such as Alenia’s Disenchanting Melody, the spellaffects creatures or even your own group, within that area. In those cases, the spell affectsall the people or creatures listed, who are in the radius of effect.

Target tells who you can cast the spell on. If it’s “Anyone,” you can also cast it on yourself.

Resistance Invoked lists the resistance a target uses to counter the spell. In some cases (especiallywith beneficial spells), there’s no resistance listed, because the target usually wants the spell.

Effects are wide-ranged. We won’t mention the obvious, but a few need further explanation.

Damage. A common measure of time in EverQuest is 6 seconds. For example, if a spellcontinues to inflict damage (DoT), the damage is usually inflicted every 6 seconds. Somespells inflict an immediate burst of damage, then continue inflicting more damage. Forexample, Affliction strikes with 30 HP of damage immediately, then deals another 6 HPevery 6 seconds. If a spell lists only continuing damage (no immediate damage), it inflictsthe listed amount immediately, and then again every 6 seconds.

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Aanya’s AnimationCasters Enchanter (39)Casting Skill Conjuration

Aanya’s QuickeningCasters Enchanter (53)Casting Skill Alteration

Target’s Reaction Target experiences aquickening.

Abolish DiseaseCasters Shaman (49)Casting Skill Alteration

Abolish PoisonCasters Cleric (49)Casting Skill Alteration

AbscondCasters Wizard (52)Casting Skill Alteration

Target’s Reaction Target fades away.

Abundant DrinkCasters Cleric (29)Casting Skill Conjuration

Abundant FoodCasters Cleric (34)Casting Skill Conjuration

AcumenCasters Shaman (56)Mana Cost 75

Casting Skill DivinationCasting Time (secs) 2Casting Delay (secs) 2.25Duration (minutes) 3 + 3 x level (max 63)Range 100 feetRadius of Effect 60Target AnyoneResistance Invoked NoneEffects

See InvisibleUltravisionRestores Fatigue 10 points

Target’s Reaction (Your eyes tingle.)

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Disease. Diseases come in a range of powers, as do their curatives. The lower the numericalrating for a disease, or a curative, the less power it has. Sending a 1 curative spell to heal a7 disease isn’t likely to produce a complete cure, but it might improve your patient’scondition. If a spell lists multiple chances (like Counteract Disease’s “2 chances, 4”), then thedisease or curative has two chances to work its wonder. That means you can catch multiplediseases, and some spells might cure multiple diseases. If you only have one disease, amultiple curative has twice the opportunity to cure what ails you.

Poison spells (both inflictive and curative) work just like disease spells.

Magic dispelling spells, along with Charm and Fear spells, also work like disease spells, but therange of powers is expressed as lowest level, low-level, mid-level, high-level and highest level. Again,don’t send a boy out to do a man’s job — a low-level Dispel is unlikely to crack a high-level Charm.

Bonus HP are special HP that temporarily boost your total. If you’re hit during the durationof a Bonus HP spell, you first reduce your Bonus HP before taking any actual damage.

Target’s Reaction is what you see the spell’s target do when hit with the spell. Anythinggiven here in parentheses is what you feel or do. If you do the same thing as any other target,we don’t list both reactions. And sometimes you can’t tell if a spell has hit someone else, sothe only reaction given here is in parentheses, to describe what you do.

Alphabetical Spell Listings

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Adorning GraceCasters Enchanter (49)Casting Skill Alteration

Target’s Reaction Target is adorned in anaura of radiant grace.

AegisCasters Cleric (57)Casting Skill Abjuration

Target’s Reaction Target is shielded behind anaegis of pure faith. (Anaegis of faith engulfs you.)

Aegis of RoCasters Magician (60)Casting Skill Abjuration

Target’s Reaction Target is enveloped by theAegis of Ro.

AfflictionCasters Shaman (19)Mana Cost 75

Casting Skill ConjurationCasting Time (secs) 2.75Duration 2 mins, 6 secsRange 200 feetTarget AnyoneResistance Invoked DiseaseEffects

Disease 4Initial Damage 30 HPSubsequent Dam. 6 HP/6 seconds

AgilityCasters Shaman (44)Casting Skill Alteration

Target’s Reaction Target looks agile.

AlacrityCasters Enchanter (24), Shaman

(44)Mana Cost 115Casting Skill AlterationCasting Time (secs) 4Duration (minutes) 1 + 12 secs/level (max 11)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Attack Speed boost 22% +1% / 2 levels(max 40% boost)

Target’s Reaction Target feels much faster.

AllianceCasters Enchanter (8)Mana Cost 35

Casting Skill AlterationCasting Time (secs) 3.5Recasting Delay (secs) 4.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffect

NPC Faction +100Standing Improved

Target’s Reaction Target looks friendly.(You feel quite amicable.)

AllureCasters Enchanter (49)Casting Skill Alteration

Target’s Reaction (You have been charmed.)

Allure of DeathCasters Necromancer (20)Mana Cost 5

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 1 + 12 seconds/levelRange 0 feetTarget YourselfResistance Invoked NoneEffects

Mana boost 4Damage 8 HP

Target’s Reaction Target looks sick. (You feelyour health begin to drain.)

Allure of the WildCasters Druid (44)Casting Skill Alteration

Target’s Reaction Target blinks.

Alluring AuraCasters Shaman (29)Casting Skill Alteration

Target’s Reaction Target is surrounded by analluring aura. (You feelalluring.)

Alter Plane: HateCasters Wizard (46)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringdimensional portal.

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Alter Plane: SkyCasters Wizard (46)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringdimensional portal.

AnarchyCasters Enchanter (34)Casting Skill Evocation

Target’s Reaction Target’s world dissolves intoAnarchy.

Animate DeadCasters Necromancer (20), Shadow

Knight (39)Mana Cost 200Casting Skill ConjurationComponents 2 Bone ChipsCasting Time (secs) 10Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Undead Skeleton (Circle 6)Target’s Reaction Skeleton rises from the dead.

Annul MagicCasters Cleric (53), Druid (55),

Magician (53),Necromancer (53), Shaman(55), Wizard (53)

Casting Skill AbjurationTarget’s Reaction Target feels annulled.

AntidoteCasters Cleric (58)Casting Skill Alteration

Arch ShieldingCasters Enchanter (44), Magician

(44), Necromancer (44),Wizard (44)

Casting Skill AbjurationTarget’s Reaction (You feel armored.)

Armor of FaithCasters Cleric (39), Paladin (53)Casting Skill Abjuration

Target’s Reaction Target feels the favor of thegods upon them.

AsphyxiateCasters Enchanter (59)Casting Skill Alteration

Target’s Reaction Target begins to choke. (Youfeel a shortness of breath.)

Assiduous VisionCasters Shaman (39)Casting Skill Divination

Target’s Reaction Target eyes shimmer. (Yourspirit drifts from yourbody.)

AsystoleCasters Necromancer (44), Shadow

Knight (60)Casting Skill AlterationTarget’s Reaction Target clutches their chest.

(Your heart stops.)

Atol’s Spectral ShacklesCasters Wizard (51)Casting Skill Alteration

Target’s Reaction Target’s feet are shackled tothe ground. (Spectralshackles bind your feet tothe ground.)

AtoneCasters Cleric (34)Casting Skill Alteration

Target’s Reaction Target calms down. (You feelforgiveness in your mind.)

AugmentCasters Enchanter (56)Casting Skill Alteration

Target’s Reaction Target’s body pulses withenergy.

Augment DeathCasters Necromancer (39)Casting Skill Alteration

Target’s Reaction Target’s eyes gleam withmadness.

AugmentationCasters Enchanter (29)Casting Skill Alteration

AvalancheCasters Druid (39)Casting Skill Evocation

Target’s Reaction Target is entombed in ice.

AvatarCasters Shaman (60)Casting Skill Alteration

Target’s Reaction Target has been infused withthe power of an Avatar.(Your body screams with thepower of an Avatar.)

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Bandoleer of LuclinCasters Magician (54)Casting Skill Conjuration

Bane of NifeCasters Shaman (56)Casting Skill Conjuration

Target’s Reaction Target’s veins have beenfilled with deadly poison.

Banish SummonedCasters Cleric (56), Druid (44),

Magician (49)Casting Skill EvocationTarget’s Reaction Target staggers.

Banish UndeadCasters Cleric (44), Necromancer

(49)Casting Skill EvocationTarget’s Reaction Target staggers.

BanishmentCasters Druid (60), Magician (60)Casting Skill Evocation

Banishment of ShadowsCasters Cleric (60), Necromancer

(60)Casting Skill Evocation

Banshee AuraCasters Necromancer (16), Shadow

Knight (54)Mana Cost 60Casting Skill AbjurationComponent 1 Pearl (not consumed)Casting Time (secs) 5Recasting Delay (secs) 11.75Duration (secs) 6/level (max 3 min)Range 0 feetTarget YourselfResistance Invoked ColdEffect

Reflect Damage 8 HPTarget’s Reaction Target is surrounded by a

shrieking aura. (A shriekingaura surrounds you.)

BarbcoatCasters Druid (19), Ranger (30)Mana Cost 50

Casting Skill AbjurationCasting Time (secs) 2Duration (minutes) 3 x levelRange 0 feet

Target YourselfResistance Invoked MagicEffects

AC boost 13Reflect Damage 2 HP

Target’s Reaction Target’s skin sprouts barbs.(Barbs spring from skin.)

Barrier of CombustionCasters Magician (39)Casting Skill Abjuration

Target’s Reaction Target is enveloped in flame.

BedlamCasters Enchanter (58)Casting Skill Alteration

Target’s Reaction Target’s eyes gleam withbedlam.

Befriend AnimalCasters Druid (14), Shaman (29)Mana Cost 70

Casting Skill AlterationCasting Time (secs) 4Recasting Delay (secs) 10.25Duration (minutes) 1 + 18 secs/levelRange 200 feetTarget AnimalResistance Invoked MagicEffect

Charm Lowest-levelTarget’s Reaction Target blinks.

BeguileCasters Enchanter (24)Mana Cost 120

Casting Skill AlterationCasting Time (secs) 3.5Duration (minutes) 1 + 18 secs/levelRange 200 feetTarget AnyoneResistance Invoked MagicEffect

Charm Mid-levelTarget’s Reaction (You have been charmed.)

Beguile AnimalsCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target blinks.

Beguile PlantsCasters Druid (29)Casting Skill Alteration

Target’s Reaction Target blinks.

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Beguile UndeadCasters Necromancer (34)Casting Skill Alteration

Target’s Reaction Target moans.

BenevolenceCasters Enchanter (20)Mana Cost 50

Casting Skill AlterationCasting Time (secs) 4Recasting Delay (secs) 5.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffect

NPC Faction +200Standing Improved

Target’s Reaction Target looks friendly.(You feel quite amicable.)

Berserker SpiritCasters Enchanter (49)Casting Skill Alteration

Target’s Reaction Target lets lose a berserkyell. (Your spirit screamswith berserker strength.)

Berserker StrengthCasters Enchanter (20)Mana Cost 45

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 10.25Duration (secs) 6/level (max 3 min)Range 100 feetTarget AnyoneResistance Invoked NoneEffects

STR boost 10 + 1 / 2 levels (max 25)Bonus HP 20 + 1 / 2 levelsAGI loss 1 + 1 / 2 levels (max 15)

Bind AffinityCasters Cleric (14), Druid (14),

Enchanter (12), Magician(12), Necromancer (12),Shaman (14), Wizard (12)

Mana Cost 100Casting Skill AlterationCasting Time (secs) 6Recasting Delay (secs) 14.25Duration Instantaneous

Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Bind Affinity Caster classes can be boundanywhere; others only incities.

Target’s Reaction Target is bound to the area.

Bind SightCasters Enchanter (8), Ranger (22),

Wizard (16)Mana Cost 15Casting Skill DivinationCasting Time (secs) 4Recasting Delay (secs) 12.25Duration (minutes) 1 + 12 secs/levelRange 10000 feetTarget AnyoneResistance Invoked NoneEffects

Caster sees Target’s ViewFatigues Caster 2 points

Target’s Reaction Target eyes gleam and thengo dark. (You bind yoursight.)

BladecoatCasters Druid (56)Casting Skill Abjuration

Target’s Reaction Target’s skin sprouts blades.(Blades spring from yourskin.)

Blanket of ForgetfulnessCasters Enchanter (49)Casting Skill Alteration

Target’s Reaction Target blinks a few times.(You feel your mind fog.)

BlazeCasters Magician (34)Casting Skill Evocation

Target’s Reaction Target’s skin ignites.

Blinding LuminanceCasters Cleric (34), Shaman (39)Casting Skill Divination

Target’s Reaction Target is blinded by a f lashof light.

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BlizzardCasters Druid (54)Casting Skill Evocation

Target’s Reaction Target is caught within araging blizzard.

Blizzard BlastCasters Shaman (44)Casting Skill Evocation

Target’s Reaction Target staggers as spirits offrost slam against them.

Bobbing CorpseCasters Shadow Knight (55)Casting Skill Abjuration

Target’s Reaction Target’s skin shrivels.

Boil BloodCasters Necromancer (29), Shadow

Knight (53)Casting Skill AlterationTarget’s Reaction Target’s blood boils.

Bolt of FlameCasters Magician (20)Mana Cost 105

Casting Skill EvocationCasting Time (secs) 3.25Duration InstantaneousRange 300 feetTarget AnyoneResistance Invoked FireEffect

Damage (HP) 106 + 2/level (max 156)Target’s Reaction Target is bathed in fire. (A

stream of fire washes overyou.)

Boltran’s AgacerieCasters Enchanter (53)Casting Skill Alteration

Target’s Reaction (You have been charmed.)

Boltran’s AnimationCasters Enchanter (34)Casting Skill Conjuration

Bond of DeathCasters Necromancer (49)Casting Skill Alteration

Target’s Reaction Target staggers. (You feelyour lifeforce drain away.)

Bonds of ForceCasters Wizard (29)Casting Skill Alteration

Target’s Reaction Target’s feet are bound bystrands of force. (Bonds of

force stick your feet to theground.)

Bonds of TunareCasters Druid (57)Casting Skill Alteration

Target’s Reaction Target’s feet are wrapped indark vines. (Dark vines dragyour feet into the ground.)

Bone WalkCasters Necromancer (8), Shadow

Knight (15)Mana Cost 80Casting Skill ConjurationComponents 2 Bone ChipsCasting Time (secs) 7Recasting Delay (secs) 11.75Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Undead Skeleton (Circle 3)Target’s Reaction Skeleton rises from the dead.

Boon of ImmolationCasters Magician (53)Casting Skill Abjuration

Target’s Reaction Target is enveloped in flame.(You are enveloped in lava.)

Boon of the Clear MindCasters Enchanter (52)Casting Skill Alteration

Target’s Reaction Target looks tranquil. (Acool breeze slips throughyour mind.)

BramblecoatCasters Druid (29), Ranger (49)Casting Skill Abjuration

Target’s Reaction Target’s skin sproutsbrambles. (Brambles springfrom your skin.)

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BraveryCasters Cleric (24)Mana Cost 70

Casting Skill AbjurationCasting Time (secs) 2.75Duration (minutes) 45Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 20 + 1 / 2 levels (max 35)Bonus HP 90 + 1/level (max 140)

Target’s Reaction Target looks brave. (You feelvery brave.)

Breath of KaranaCasters Druid (56)Casting Skill Conjuration

Target’s Reaction Target is slammed by anintense gust of wind.

Breath of RoCasters Druid (52)Casting Skill Evocation

Target’s Reaction Target is immolated inblazing f lames.

Breath of the DeadCasters Necromancer (24), Shadow

Knight (49)Mana Cost 45Casting Skill AlterationComponent Fish Scales (1)Casting Time (secs) 2.5Duration (minutes) 27Range 0 feetTarget YourselfResistance Invoked NoneEffect

Magic BreathingTarget’s Reaction Target stops breathing.

(You feel your heart stopbeating.)

BreezeCasters Enchanter (16)Mana Cost 35

Casting Skill AlterationCasting Time (secs) 2.5Duration (minutes) 27Range 200 feetTarget Anyone

Resistance Invoked NoneEffect

Mana boost 2/6 secsTarget’s Reaction Target looks slightly

tranquil. (A light breezeslips through your mind.)

BrillianceCasters Enchanter (44)Casting Skill Alteration

Target’s Reaction Target gains a f lash ofinsight. (Your mind clears.)

Bristlebane’s BundleCasters Magician (52)Casting Skill Conjuration

Bulwark of FaithCasters Cleric (57)Casting Skill Abjuration

Target’s Reaction Target is engulfed within abulwark of pure faith. (Abulwark of faith engulfsyou.)

BurnCasters Magician (4)Mana Cost 15

Casting Skill EvocationCasting Time (secs) 1.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked FireEffect

Damage (HP) 9 + 1 / 2 levels (max 14)Target’s Reaction Target’s skin blisters and

burns.

BurnoutCasters Magician (12)Mana Cost 35

Casting Skill AlterationCasting Time (secs) 5Recasting Delay (secs) 12.5Duration (minutes) 15Range 100 feetTarget Your petResistance Invoked NoneEffects

AC boost 25STR boost 15

Attack Speed boost 9% +1% / 3 levels (max 15%)Target’s Reaction Target goes berserk.

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Burnout IICasters Magician (29)Casting Skill Alteration

Target’s Reaction Target goes berserk.

Burnout IIICasters Magician (49)Casting Skill Alteration

Target’s Reaction Target goes berserk.

Burst of FireCasters Druid (5), Ranger (15)Mana Cost 15

Casting Skill EvocationCasting Time (secs) 1.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked FireEffect

Damage (HP) 10 + 1 / 2 levels (max 15)Target’s Reaction Target singes as the Burst of

Fire hits them.

Burst of FlameCasters Druid (1), Magician (1),

Shaman (1)Mana Cost 7Casting Skill EvocationCasting Time (secs) 1.5Duration InstantaneousRange 200 feetTarget AnyoneEffect

Damage 3 HP + 1 / 2 levels (max 5)Resistance Invoked FireTarget’s Reaction Target singes as the Burst of

Flame hits them.Burst of StrengthCasters Shaman (14)Mana Cost 15

Casting Skill AbjurationCasting Time (secs) 0.5Recasting Delay (secs) 14.25Duration (secs) 18Range 100 feetTarget AnyoneResistance Invoked NoneEffects

Restores Fatigue 1 pointSTR boost 20AC boost 25DEX boost 20

Target’s Reaction Target looks stronger. (Yourmuscles scream withstrength.)

Cackling BonesCasters Necromancer (44), Shadow

Knight (58)Casting Skill Conjuration

Cadeau of FlameCasters Magician (56)Casting Skill Abjuration

Target’s Reaction Target is enveloped in acadeau of f lame.

Cajole UndeadCasters Necromancer (49)Casting Skill Alteration

Target’s Reaction Target moans.

Cajoling WhispersCasters Enchanter (39)Casting Skill Alteration

Target’s Reaction (You have been charmed.)

CalefactionCasters Druid (44), Ranger (59)Casting Skill Evocation

Target’s Reaction Target blisters. (Your skinblisters and burns.)

Call of BonesCasters Necromancer (34)Casting Skill Alteration

Target’s Reaction Target’s skin peels away.(You feel the skin peel awayfrom your bones.)

Call of FlameCasters Ranger (49)Casting Skill Evocation

Target’s Reaction Target’s skin ignites. (Youfeel your skin ignite.)

Call of KaranaCasters Druid (52)Casting Skill Alteration

Target’s Reaction Target blinks.

Call of the HeroCasters Magician (55)Casting Skill Conjuration

Target’s Reaction Target steps into a mysticportal.

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CalmCasters Cleric (19), Enchanter (20),

Paladin (49)Mana Cost 50Casting Skill AlterationCasting Time (secs) 2.5Recasting Delay (secs) 7.25Duration (minutes) 3Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Target React Range 5 feetTarget’s Help Radius 5 feetTarget much less likely to attack

Target’s Reaction Target looks less aggressive.(You feel your aggressionsubside.)

Calm AnimalCasters Druid (19), Ranger (39)Mana Cost 45

Casting Skill AlterationCasting Time (secs) 2.5Recasting Delay (secs) 7.25Duration (minutes) 3Range 200 feetTarget AnimalResistance Invoked MagicEffects

Target React Range 5 feetTarget’s Help Radius 10 feetTarget much less likely to attack

Target’s Reaction Target looks less aggressive.(You feel your aggressionsubside.)

CamouflageCasters Druid (5), Ranger (15)Mana Cost 15

Casting Skill DivinationOutdoors onlyCasting Time (secs) 5Duration (minutes) 3 x level (max 20)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

InvisibilityTarget’s Reaction Target fades away.

Cancel MagicCasters Cleric (14), Druid (19),

Enchanter (8), Magician(12), Necromancer (16),Paladin (39), Ranger (30),Shadow Knight (39),Shaman (19), Wizard (12)

Mana Cost 30Casting Skill AbjurationCasting Time (secs) 3.5Recasting Delay (secs) 7.25Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked NoneEffect

Cancel Magic 1 chance, low-levelTarget’s Reaction Target feels a bit dispelled.

CannibalizeCasters Shaman (24)Mana Cost 0

Casting Skill AlterationCasting Time (secs) 1.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffects

Damage 50 HPMana boost 16 + 1 / 6 levels

Target’s Reaction Target winces. (Your bodyaches as your mind clears.)

Cannibalize IICasters Shaman (39)Casting Skill Alteration

Target’s Reaction Target winces. (Your bodyaches as your mind clears.)

Cannibalize IIICasters Shaman (54)Casting Skill Alteration

Target’s Reaction Target winces. (Your bodyaches as your mind clears.)

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Careless LightningCasters Druid (19), Ranger (39)Mana Cost 70

Casting Skill EvocationCasting Time (secs) 2.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffect

Damage 75 HP + 1/level (max 99)Target’s Reaction Target has been struck by

lightning. (Lightning surgesthrough your body.)

Cascade of HailCasters Druid (14)Mana Cost 62

Casting Skill EvocationCasting Time (secs) 2.75Recasting Delay (secs) 14.5Duration InstantaneousImpact Duration (secs) 7.5Range 150 feetRadius of Effect 20 feetTarget AreaResistance Invoked ColdEffect

Damage 27 HPTarget’s Reaction Target is pelted by

hailstones.

Cascading DarknessCasters Necromancer (49), Shadow

Knight (59)Casting Skill ConjurationTarget’s Reaction Target is engulfed in darkness.

Cast ForceCasters Wizard (24)Mana Cost 123

Casting Skill EvocationCasting Time (secs) 3.15Recasting Delay (secs) 8.5Duration InstantaneousRange 0 feetRadius of Effect 20 feetTarget Area (but not your group)Resistance Invoked Magic

EffectDamage 42 HP + 2/level (max 101)

Target’s Reaction Target is covered in ragingenergy. (Energy races acrossyour body.)

Cast SightCasters Enchanter (34)Casting Skill Divination

Target’s Reaction Target’s eyes gleam and thengo dark. (You cast your sight.)

Cavorting BonesCasters Necromancer (1)Mana Cost 15

Casting Skill ConjurationComponent Bone Chips (1)Casting Time (secs) 5Recasting Delay (secs) 6.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Undead Skeleton (Circle 1)Target’s Reaction Skeleton rises from the dead.

Cazic GateCasters Wizard (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to Cazic ThuleTarget’s Reaction Target fades away.

Cazic PortalCasters Wizard (34)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

CelerityCasters Enchanter (39), Shaman (56)Casting Skill Alteration

Target’s Reaction Target feels much faster.

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Celestial ElixirCasters Cleric (59)Casting Skill Alteration

Target’s Reaction Target’s body is coveredwith a soft glow. (CelestialElixir pumps through yourbody.)

CenterCasters Cleric (9), Paladin (22)Mana Cost 40

Casting Skill AbjurationCasting Time (secs) 4Recasting Delay (secs) 10.5Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 13 + 1 / 2 levels (max 20)Bonus HP 35 + 1 / 2 levels

Target’s Reaction Target is surrounded by adivine aura. (You feelmagnanimous of spirit.)

Cessation of CorCasters Necromancer (56)Casting Skill Alteration

Target’s Reaction Targets’ blood stills withintheir veins. (The bloodwithin your veins stops.)

Chaos FluxCasters Enchanter (24)Mana Cost 100

Casting Skill EvocationCasting Time (secs) 3.5Recasting Delay (secs) 10.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 95 HP + 2/level (max 150)Stun Can disrupt spellcastingKnockback 1 foot

Target’s Reaction Target is surrounded byfluxing strands of chaos.(Your world goes mad aschaos f luxes through you.)

Chaotic FeedbackCasters Enchanter (8)Mana Cost 45

Casting Skill EvocationCasting Time (secs) 2.1Recasting Delay (secs) 10.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 35 HP + 1/level (max 48)Stun Can disrupt spellcastingKnockback 1/2 foot

Target’s Reaction Target’s brain begins tosmolder.

CharCasters Magician (52)Casting Skill Evocation

Target’s Reaction Target’s skin ignites andchars. (You feel your skinignite and char.)

CharismaCasters Shaman (49)Casting Skill Alteration

Target’s Reaction Target looks charismatic.

CharmCasters Enchanter (12)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 2.4Duration (minutes) 1 + 18 secs/levelRange 200 feetTarget AnyoneResistance Invoked MagicEffect

Charm Lowest-levelTarget’s Reaction (You have been charmed.)

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Charm AnimalsCasters Druid (24)Mana Cost 120

Casting Skill AlterationCasting Time (secs) 5Recasting Delay (secs) 12.25Duration (minutes) 1 + 18 secs/levelRange 200 feetTarget AnimalResistance Invoked MagicEffect

Charm Mid-levelTarget’s Reaction Target blinks.

Chase the MoonCasters Enchanter (16)Mana Cost 70

Casting Skill AlterationCasting Time (secs) 3.5Duration (secs) 36Range 200 feetTarget AnyoneResistance Invoked MagicEffect

Fear Low-levelTarget’s Reaction Target begins to run.

Chill BonesCasters Necromancer (55)Casting Skill Evocation

Target’s Reaction Target’s skin frosts away.(You feel your skin frost fromyour body.)

Chill SightCasters Ranger (56), Wizard (39)Casting Skill Divination

Target’s Reaction Target’s eyes glow violet.(Your eyes tingle.)

ChloroplastCasters Druid (44), Ranger (55),

Shaman (39)Casting Skill AlterationTarget’s Reaction Target begins to regenerate.

ChokeCasters Enchanter (12)Mana Cost 50

Casting Skill AlterationCasting Time (secs) 2.25Duration (secs) 30Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Immediate Dam. 12 HP + 1/2 lvls (max 20)

Subsequent Dam. 12 HP/6 secsSTR, AGI loss 1 + 1 / 2 levels (max 10)

Target’s Reaction Target begins to choke. (Youfeel a shortness of breath.)

Cinder BoltCasters Magician (34)Casting Skill Evocation

Target’s Reaction Target is bathed in fire. (Astream of fire washes overyou.)

Circle of ButcherCasters Druid (29)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of CommonsCasters Druid (29)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of FeerrottCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of ForceCasters Wizard (34)Casting Skill Evocation

Target’s Reaction Target is immolated in rag-ing energy.

Circle of KaranaCasters Druid (29)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of LavastormCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of MistyCasters Druid (39)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of RoCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of SteamfontCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

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Circle of SummerCasters Druid (52)Casting Skill Abjuration

Target’s Reaction Target is surrounded by asummer haze.

Circle of the CombinesCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of ToxxuliaCasters Druid (29)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Circle of WinterCasters Druid (51)Casting Skill Abjuration

Target’s Reaction Target is surrounded by awinter haze.

Clarify ManaCasters Enchanter (29)Casting Skill Alteration

ClarityCasters Enchanter (29)Casting Skill Alteration

Target’s Reaction Target looks tranquil. (Acool breeze slips throughyour mind.)

Clarity IICasters Enchanter (54)Casting Skill Alteration

Target’s Reaction Target looks very tranquil.(A soft breeze slips throughyour mind.)

Clinging DarknessCasters Necromancer (4), Shadow

Knight (15)Mana Cost 20Casting Skill AlterationCasting Time (secs) 1.75Recasting Delay (secs) 6.5Duration (secs) 36Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 5 HP/6 secsMovement Rate loss 20% +1% / level (max 30%)

Target’s Reaction Target is surrounded bydarkness. (You are in thegrip of darkness.)

CloudCasters Enchanter (20)Mana Cost 40

Casting Skill AbjurationCasting Time (secs) 4Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 10 + 1/level (max 35)Target’s Reaction Target’s image clouds.

ColdlightCasters Necromancer (1)Mana Cost 15

Casting Skill ConjurationCasting Time (secs) 2Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item ColdlightTarget’s Reaction Target’s hands pulse blue.

(A globe of Cold Light formsin your hand.)

CollaborationCasters Enchanter (51)Casting Skill Alteration

Target’s Reaction Target looks friendly. (Youfeel quite amicable.)

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Color FluxCasters Enchanter (4)Mana Cost 20

Casting Skill DivinationCasting Time (secs) 1Recasting Delay (secs) 14.25Duration InstantaneousRange 0 feetRadius of Effect 20 feetTarget Area (but not your group)Resistance Invoked MagicEffects

Stun (secs) 4Knockback 1/2 foot

Target’s Reaction Target is stunned byscintillating colors.(Scintillating colors poundthrough your brain.)

Color ShiftCasters Enchanter (20)Mana Cost 40

Casting Skill DivinationCasting Time (secs) 1.5Recasting Delay (secs) 14.25Duration InstantaneousRange 0 feetRadius of Effect 25Target Area (but not your group)Resistance Invoked MagicEffects

Stun (secs) 6Knockback 1/2 foot

Target’s Reaction Target is stunned byscintillating colors.(Scintillating colors poundthrough your brain.)

Color SkewCasters Enchanter (44)Casting Skill Divination

Target’s Reaction Target is stunned byscintillating colors.(Scintillating colors poundthrough your brain.)

Color SlantCasters Enchanter (52)Casting Skill Divination

Target’s Reaction Target is throttled by scin-tillating colors. (Scintillatingcolors throttle your brain.)

Column of FireCasters Magician (12)Mana Cost 65

Casting Skill EvocationCasting Time (secs) 3.25Recasting Delay (secs) 8.5Duration InstantaneousRange 200 feetRadius of Effect 10 feetTarget AreaResistance Invoked FireEffect

Damage 37 HP + 1/level (max 51)Target’s Reaction Target is immolated in flame.

Column of FrostCasters Wizard (8)Mana Cost 39

Casting Skill EvocationCasting Time (secs) 2.7Recasting Delay (secs) 8.5Duration InstantaneousRange 200 feetRadius of Effect 15 feetTarget AreaResistance Invoked ColdEffect

Damage 19 HP + 1/level (max 31)Target’s Reaction Target is encased in frost.

Column of LightningCasters Wizard (24)Mana Cost 130

Casting Skill EvocationCasting Time (secs) 3.6Recasting Delay (secs) 8.5Duration InstantaneousRange 200 feetRadius of Effect 15 feetTarget AreaResistance Invoked FireEffect

Damage 80 HP + 2/level (max 136)Target’s Reaction Target is engulfed in

lightning.

Combine PortalCasters Wizard (34)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

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CombustCasters Druid (29)Casting Skill Evocation

Target’s Reaction Target’s skin combusts.

Common GateCasters Wizard (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to West CommonlandsTarget’s Reaction Target fades away.

Common PortalCasters Wizard (39)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Companion SpiritCasters Shaman (34)Casting Skill Conjuration

Target’s Reaction Target summons acompanion spirit.

Complete HealingCasters Cleric (39)Casting Skill Alteration

ConcussionCasters Wizard (39)Casting Skill Alteration

Target’s Reaction Target staggers from a blowto the head.

ConflagrationCasters Wizard (44)Casting Skill Evocation

Target’s Reaction Target combusts. (You feelyour skin combust.)

Conjuration: AirCasters Magician (44)Casting Skill Conjuration

Conjuration: EarthCasters Magician (44)Casting Skill Conjuration

Conjuration: FireCasters Magician (44)Casting Skill Conjuration

Conjuration: WaterCasters Magician (44)Casting Skill Conjuration

Conjure CorpseCasters Necromancer (57)Casting Skill Conjuration

ConvergenceCasters Necromancer (53)Casting Skill Alteration

Convoke ShadowCasters Necromancer (12), Shadow

Knight (22)Mana Cost 120Casting Skill ConjurationComponents 2 Bone ChipsCasting Time (secs) 8Recasting Delay (secs) 13.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Undead Skeleton (Circle 4)

CornucopiaCasters Magician (24)Mana Cost 25

Casting Skill ConjurationCasting Time (secs) 4Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 black bread + 1 more loaf/ 6 levels

Counteract DiseaseCasters Cleric (29), Druid (29),

Necromancer (39), Paladin(56), Shaman (24)

Mana Cost 50Casting Skill AlterationCasting Time (secs) 4Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Disease Reduction 2 chances, 4

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Counteract PoisonCasters Cleric (24), Druid (29),

Paladin (39), Shaman (29)Mana Cost 50Casting Skill AlterationCasting Time (secs) 4Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Poison Reduction 2 chances, 4

CourageCasters Cleric (1), Paladin (9)Mana Cost 12

Casting Skill AbjurationCasting Time (secs) 2Recasting Delay (secs) 5.5Duration (minutes) 3 + 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 10 + 1 / 2 levels (max 15)Bonus HP 10 + 1/level (max 20)

Target’s Reaction Target looks courageous.(You feel a rush of courage.)

Covetous SubversionCasters Necromancer (44)Casting Skill Alteration

Target’s Reaction Target twitches. (A foreignsurge of mana refreshes yourmind.)

Creeping CrudCasters Druid (24)Mana Cost 100

Casting Skill ConjurationCasting Time (secs) 2.45Duration (minutes) 1Range 250 feetTarget AnyoneResistance Invoked MagicEffect

Damage 21 HP/6 secondsTarget’s Reaction Target is engulfed in a

swarm. (You feel the pain ofa thousand stings.)

Creeping VisionCasters Shaman (24)Mana Cost 20

Casting Skill DivinationCasting Time (secs) 2.5Recasting Delay (secs) 32.25Duration (minutes) 1Range 0 feetTarget YourselfResistance Invoked NoneEffect

Telescope See farther and farther untilthe spell expires.

Target’s Reaction Target eyes shimmer andgleam. (Your eyes begin tofocus.)

CrippleCasters Enchanter (53), Shaman (53)Casting Skill Alteration

Target’s Reaction Target has been crippled.

Crystallize ManaCasters Enchanter (20)Mana Cost 400

Casting Skill AlterationComponents Peridot, Emerald, Poison VialCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 vial of Cloudy Mana+ 1 more / level

Cure BlindnessCasters Cleric (5), Shaman (9)Mana Cost 20

Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 5.25Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Blindness healedTarget’s Reaction Target’s eyes sparkle.

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Cure DiseaseCasters Cleric (5), Druid (5),

Necromancer (16), Paladin(15), Shaman (1)

Mana Cost 20Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 5.25Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Disease Reduction 1

Cure PoisonCasters Cleric (1), Druid (5),

Paladin (9), Ranger (15),Shaman (5)

Mana Cost 20Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 5.25Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Poison Reduction 1

Curse of the Simple MindCasters Enchanter (29)Casting Skill Alteration

Target’s Reaction Target looks stupid.

Dagger of SymbolsCasters Magician (39)Casting Skill Conjuration

Dance of the FirefliesCasters Druid (1), Ranger (15)Mana Cost 10

Casting Skill ConjurationOutdoors onlyCasting Time (secs) 3Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked None

EffectCreate Item Firef ly Globe

Target’s Reaction Target’s hands f licker. (Aswarm of fireflies shimmeraround your hand.)

DaringCasters Cleric (19), Paladin (39)Mana Cost 60

Casting Skill AbjurationCasting Time (secs) 2.5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 17 + 1 / 2 levels (max 30)Bonus HP 65 + 1/level

Target’s Reaction Target looks daring.

Dark EmpathyCasters Necromancer (8), Shadow

Knight (22)Mana Cost 20Casting Skill AlterationCasting Time (secs) 4Recasting Delay (secs) 10Duration InstantaneousRange 100 feetTarget Anyone (f lows from you)Resistance Invoked NoneEffect

Healing 30 HPTarget’s Reaction Target’s wounds disappear.

Dark PactCasters Necromancer (8)Mana Cost 5

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 1 + 6 secs/levelRange 0 feetTarget YourselfResistance Invoked NoneEffects

Mana boost 2/6 secsDamage 4 HP/6 seconds

Target’s Reaction Target looks sick. (You feelyour health begin to drain.)

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DazzleCasters Enchanter (49)Casting Skill Conjuration

Target’s Reaction Target has been mesmerized.

Dead Man FloatingCasters Necromancer (44)Casting Skill Abjuration

Target’s Reaction Target looks dead. (Youbecome like the dead.)

DeadeyeCasters Necromancer (8), Shadow

Knight (22)Mana Cost 35Casting Skill DivinationCasting Time (secs) 3Duration (minutes) 3 x level (max 27)Range 0 feetTarget YourselfResistance Invoked NoneEffects

InfravisionSee Invisible

Target’s Reaction Target’s eyes glow red. (Yourvision shifts.)

Death PactCasters Cleric (51)Casting Skill Abjuration

Target’s Reaction Target is covered in a fore-boding aura. (You are sur-rounded by a forebodingaura.)

DefluxCasters Necromancer (54)Casting Skill Alteration

Target’s Reaction Target staggers. (You feelyour lifeforce drain away.)

DefoliateCasters Necromancer (29)Casting Skill Evocation

Target’s Reaction Target wilts.

DefoliationCasters Necromancer (52)Casting Skill Evocation

Target’s Reaction Target wilts.

DeftnessCasters Shaman (39)Casting Skill Alteration

Target’s Reaction Target looks dexterous.

Deliriously NimbleCasters Shaman (53)Casting Skill Alteration

Target’s Reaction Target twitches, deliriouslynimble. (You feel deliriouslynimble.)

DementiaCasters Enchanter (54)Casting Skill Evocation

Target’s Reaction Target’s mind warps. (Twistedlogic warps your mind.)

Demi LichCasters Necromancer (60)Casting Skill Alteration

Target’s Reaction Target’s skin peels away.(You feel the skin peel fromyour bones.)

Devouring DarknessCasters Necromancer (59)Casting Skill Conjuration

Target’s Reaction Target is engulfed indevouring darkness.

DexterityCasters Shaman (49)Casting Skill Alteration

Target’s Reaction Target looks dexterous.

Dexterous AuraCasters Shaman (1)Mana Cost 10

Casting Skill AlterationCasting Time (secs) 3Duration (minutes) 3 + 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

DEX boost 4 + 1/level (max 10)Target’s Reaction Target looks more dexterous.

DiamondskinCasters Necromancer (44), Wizard

(44)Casting Skill AbjurationTarget’s Reaction Target’s skin looks like

diamond.

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DictateCasters Enchanter (60)Casting Skill Alteration

Target’s Reaction (You have been charmed.)

Dimensional HoleCasters Magician (34)Casting Skill Conjuration

Dimensional PocketCasters Magician (8)Mana Cost 40

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Dimensional Pocket+ 1 more / level

Diminution(See Shrink)

Discordant MindCasters Enchanter (44)Casting Skill Evocation

Target’s Reaction Target’s brain begins tomelt. (You feel part of yourmind melt away.)

Disease CloudCasters Necromancer (1), Shadow

Knight (9)Mana Cost 10Casting Skill ConjurationCasting Time (secs) 1.5Recasting Delay (secs) 8.5Duration (minutes) 3 x level (max 6)Range 200 feetTarget AnyoneResistance Invoked DiseaseEffects

Disease 1Immediate Damage 6 HPSubsequent Dam. 1 HP/6 seconds

Target’s Reaction Target doubles over in pain.(Your stomach begins tocramp.)

DisempowerCasters Enchanter (16), Shaman (14)Mana Cost 45

Casting Skill AlterationCasting Time (secs) 2.25Duration (secs) 6/level (max 2 min)Range 200 feetTarget AnyoneResistance Invoked MagicEffects

STA loss 3 + 1 / 2 levels (max 20)STR loss 7 + 1 / 2 levels (max 15)AC loss 16 + 1 / 2 levels (max 30)

Target’s Reaction Target looks frail.

DisintegrateCasters Wizard (60)Casting Skill Evocation

Dismiss SummonedCasters Cleric (39), Druid (24),

Magician (29), Ranger (39)Mana Cost 90Casting Skill EvocationCasting Time (secs) 3.3Duration InstantaneousRange 200 feetTarget Summoned creatureResistance Invoked MagicEffect

Damage 92 HP + 2/level (max 162)Target’s Reaction Target staggers.

Dismiss UndeadCasters Cleric (24), Necromancer

(29), Paladin (49), ShadowKnight (49)

Mana Cost 90Casting Skill EvocationCasting Time (secs) 3.3Duration InstantaneousRange 200 feetTarget UndeadResistance Invoked MagicEffect

Damage 92 HP + 2/level (max 162)Target’s Reaction Target staggers.

Distill ManaCasters Enchanter (39)Casting Skill Alteration

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Divine AuraCasters Cleric (1), Paladin (55)Mana Cost 10

Casting Skill AbjurationCasting Time (secs) 1Recasting Delay (min) 15Duration (secs) 18Range 0 feetTarget YourselfResistance Invoked NoneEffect

InvulnerabilityTarget’s Reaction (The gods have rendered you

invulnerable.)

Divine BarrierCasters Cleric (29)Casting Skill Abjuration

Target’s Reaction Target is surrounded by adivine barrier.

Divine FavorCasters Paladin (55)Casting Skill Abjuration

Target’s Reaction Target is surrounded by anaura of Divine Favor.

Divine InterventionCasters Cleric (60)Casting Skill Abjuration

Target’s Reaction Target feels the watchfuleyes of the gods upon him.

Divine LightCasters Cleric (53)Casting Skill Alteration

Target’s Reaction Target is bathed in a divinelight.

Divine MightCasters Paladin (49)Casting Skill Alteration

Target’s Reaction Target’s hands begin to glowwith divine might. (Yourhands begin to glow withdivine might.)

Dizzying WindCasters Druid (19)Mana Cost 80

Casting Skill ConjurationOutdoors onlyCasting Time (secs) 2.75Recasting Delay (secs) 14.5

Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 72 HP + 2/level (max 122)Stun Can disrupt spellcastingLift and Knockback 2 feet each

Target’s Reaction Target is slammed by anintense gust of wind.

Dominate UndeadCasters Necromancer (20)Mana Cost 100

Casting Skill AlterationCasting Time (secs) 5Recasting Delay (secs) 12.25Duration (minutes) 1 + 18 secs/levelRange 200 feetTarget UndeadResistance Invoked MagicEffect

Charm Lowest-levelTarget’s Reaction Target moans.

Dooming DarknessCasters Necromancer (29), Shadow

Knight (49)Casting Skill ConjurationTarget’s Reaction Target is engulfed in

darkness.

Drain SoulCasters Necromancer (49)Casting Skill Alteration

Target’s Reaction Target staggers. (You feelyou lifeforce drain away.)

Drain SpiritCasters Necromancer (39), Shadow

Knight (60)Casting Skill AlterationTarget’s Reaction Target staggers. (You feel

your lifeforce drain away.)

Draught of FireCasters Wizard (51)Casting Skill Evocation

Target’s Reaction Target is caught in a torrentof fire.

Draught of IceCasters Wizard (57)Casting Skill Evocation

Target’s Reaction Target is caught in a torrentof jagged ice.

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Draught of JivaCasters Wizard (55)Casting Skill Evocation

Target’s Reaction Target is caught in a torrentof reckless magic.

Dread of NightCasters Cleric (51), Necromancer (51)Casting Skill Alteration

Target’s Reaction Target has been instilledwith the dread of night.(Your bones tingle.)

Drifting DeathCasters Druid (44)Casting Skill Conjuration

Target’s Reaction Target is engulfed in aswarm. (You feel the pain ofa thousand stings.)

Drones of DoomCasters Druid (34), Ranger (54)Casting Skill Conjuration

Target’s Reaction Target is engulfed in aswarm. (You feel the pain ofa thousand stings.)

DrowsyCasters Shaman (5)Mana Cost 20

Casting Skill AlterationCasting Time (secs) 2.5Recasting Delay (secs) 7.25Duration (secs) 12 + 6 / 2 levelsRange 200 feetTarget AnyoneResistance Invoked MagicEffect

Attack Speed loss 10% +1% / 4 levelsTarget’s Reaction Target yawns. (You feel

drowsy.)

Dyn’s Dizzying DraughtCasters Enchanter (29)Casting Skill Alteration

Target’s Reaction Target begins to spin.

Dyzil’s Deafening DecoyCasters Magician (56)Casting Skill Conjuration

EarthquakeCasters Cleric (44), Druid (34)Casting Skill Evocation

Target’s Reaction Target is smashed by themoving ground. (You feelthe ground shake.)

Ebbing StrengthCasters Enchanter (12)Mana Cost 35

Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 5.75Duration (minutes) 1 + 6 secs/levelRange 200 feetTarget AnyoneResistance Invoked MagicEffect

STR loss 15 + 1 / 2 levels (max 25)Target’s Reaction Target weakens. (You feel

weaker.)

EgressCasters Druid (52)Casting Skill Alteration

Target’s Reaction Target sinks into theground.

Elemental: AirCasters Magician (12)Mana Cost 120

Casting Skill ConjurationComponents Broom of Trilon (not

consumed), Lapis LazuliCasting Time (secs) 8Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Air Elemental (Circle 4)

Elemental ArmorCasters Magician (44), Wizard (44)Casting Skill Abjuration

Target’s Reaction Target feels protected fromfire and ice.

Spells: Divine-Elemental

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Elemental: EarthCasters Magician (12)Mana Cost 120

Casting Skill ConjurationComponents Shovel of Ponz (not

consumed), Lapis LazuliCasting Time (secs) 8Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Earth Elemental (Circle 4)

Elemental: FireCasters Magician (12)Mana Cost 120

Casting Skill ConjurationComponents Torch of Alna (not

consumed), Lapis LazuliCasting Time (secs) 8Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Fire Elemental (Circle 4)

Elemental ShieldCasters Magician (20), Wizard (20)Mana Cost 50

Casting Skill AbjurationCasting Time (secs) 3Duration (minutes) 27Range 0 feetTarget YourselfResistance Invoked NoneEffects

Resist Fire boost 15Resist Cold boost 15

Target’s Reaction Target feels protected fromfire and ice.

Elemental: WaterCasters Magician (12)Mana Cost 120

Casting Skill ConjurationComponents Stein of Ulissa (not

consumed), Lapis LazuliCasting Time (secs) 8

Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Water Elemental (Circle 4)

Elementaling: AirCasters Magician (8)Mana Cost 80

Casting Skill ConjurationComponents Broom of Trilon (not

consumed), MalachiteCasting Time (secs) 7Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Air Elemental (Circle 3)

Elementaling: EarthCasters Magician (8)Mana Cost 80

Casting Skill ConjurationComponents Shovel of Ponz (not

consumed), MalachiteCasting Time (secs) 7Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Earth Elemental (Circle 3)

Elementaling: FireCasters Magician (8)Mana Cost 80

Casting Skill ConjurationComponents Torch of Alna (not

consumed), MalachiteCasting Time (secs) 7Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Fire Elemental (Circle 3)

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Elementaling: WaterCasters Magician (8)Mana Cost 80

Casting Skill ConjurationComponents Stein of Ulissa (not

consumed), MalachiteCasting Time (secs) 7Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Water Elemental (Circle 3)

Elementalkin: AirCasters Magician (4)Mana Cost 40

Casting Skill ConjurationComponents Broom of Trilon (not

consumed), MalachiteCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Air Elemental (Circle 2)

Elementalkin: EarthCasters Magician (4)Mana Cost 40

Casting Skill ConjurationComponents Shovel of Ponz (not

consumed), MalachiteCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Earth Elemental (Circle 2)

Elementalkin: FireCasters Magician (4)Mana Cost 40

Casting Skill ConjurationComponents Torch of Alna (not

consumed), MalachiteCasting Time (secs) 6Duration Instantaneous

Range 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Fire Elemental (Circle 2)

Elementalkin: WaterCasters Magician (4)Mana Cost 40

Casting Skill ConjurationComponents Stein of Ulissa (not

consumed), MalachiteCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Water Elemental (Circle 2)

Emissary of ThuleCasters Necromancer (59)Casting Skill Conjuration

Enchant ElectrumCasters Enchanter (16)Mana Cost 75

Casting Skill AlterationComponent Electrum BarCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 enchanted electrum bar +1 more / level

Enchant GoldCasters Enchanter (24)Mana Cost 150

Casting Skill AlterationComponent Gold BarCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 enchanted gold bar + 1more / level

Spells: Elemental-Enchant

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Enchant PlatinumCasters Enchanter (34)Casting Skill Alteration

Enchant SilverCasters Enchanter (8)Mana Cost 80

Casting Skill AlterationComponent Silver BarCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 enchanted silver bar + 1more / level

Endure ColdCasters Cleric (14), Druid (9),

Necromancer (4), ShadowKnight (15), Shaman (1)

Mana Cost 20Casting Skill AbjurationCasting Time (secs) 2.5Duration (minutes) 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Resist Cold boost 10 + 1/level (max 20)Target’s Reaction Target is protected from cold.

Endure DiseaseCasters Cleric (14), Druid (19),

Necromancer (12), Paladin(39), Shadow Knight (30),Shaman (9)

Mana Cost 20Casting Skill AbjurationCasting Time (secs) 2.5Duration 27 minutesRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Resist Disease boost 10 + 1/level (max 20)Target’s Reaction Target is protected from

disease.

Endure FireCasters Cleric (9), Druid (1),

Ranger (9), Shaman (5)Mana Cost 20Casting Skill AbjurationCasting Time (secs) 2.5Duration (minutes) 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Resist Fire boost 10 + 1/level (max 20)Target’s Reaction Target is protected from fire.

Endure MagicCasters Cleric (19), Druid (34),

Enchanter (20), Shaman (19)Mana Cost 40Casting Skill AbjurationCasting Time (secs) 2.5Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Resist Magic boost 20Target’s Reaction Target is protected from magic.

Endure PoisonCasters Cleric (9), Druid (19),

Paladin (22), Shaman (14)Mana Cost 20Casting Skill AbjurationCasting Time (secs) 2.5Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Resist Poison boost 10 + 1/level (max 20)Target’s Reaction Target is protected from poison.

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Enduring BreathCasters Druid (9), Enchanter (12),

Ranger (22), Shaman (14)Mana Cost 35Casting Skill AlterationComponent Fish Scales (1)Casting Time (secs) 4Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Magic BreathingTarget’s Reaction Target doesn’t seem to be

breathing anymore. (You feelno need to breathe.)

Energy StormCasters Wizard (29)Casting Skill Evocation

Target’s Reaction Target’s skin blisters as energyrains down from above.

EnfeeblementCasters Enchanter (4)Mana Cost 20

Casting Skill AlterationCasting Time (secs) 1.75Duration (minutes) 1 + 6 secs/level (max 6 m)Range 200 feetTarget AnyoneResistance Invoked MagicEffects

STR loss 16 + 1 / 2 levels (max 20)AC loss 10

Target’s Reaction Target is enfeebled.

Enforced ReverenceCasters Cleric (58)Casting Skill Evocation

Target’s Reaction Target staggers in reverentawe. (You are stunned withreverent awe.)

Engorging RootsCasters Druid (56)Casting Skill Alteration

Target’s Reaction Target’s feet becomeentwined.

Engulfing DarknessCasters Necromancer (12), Shadow

Knight (22)Mana Cost 60Casting Skill ConjurationCasting Time (secs) 2.45Recasting Delay (secs) 6.5Duration (minutes) 1Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 11 HP/6 secondsMovement Rate loss 40%

Target’s Reaction Target is engulfed indarkness.

Engulfing RootsCasters Druid (49)Casting Skill Alteration

Target’s Reaction Target’s feet becomeentwined.

EnlightenmentCasters Enchanter (57)Casting Skill Alteration

Target’s Reaction Target has been enlightened.

Enslave DeathCasters Necromancer (60)Casting Skill Alteration

Target’s Reaction Target moans.

EnsnareCasters Druid (29), Ranger (51)Casting Skill Alteration

Target’s Reaction Target has been ensnared.

Ensnaring RootsCasters Druid (24), Ranger (49)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 2.5Duration 1 min, 36 secsRange 200 feetTarget AnyoneResistance Invoked MagicEffects

ImmobilizesOne-Time Damage 10 HP + 1/level (max 60)

Target’s Reaction Target’s feet becomeentwined.

Spells: Enchant-Ensnaring

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EnstillCasters Cleric (29), Enchanter (29),

Necromancer (53), Paladin(54), Shaman (34), Wizard(20)

Mana Cost 60Casting Skill AlterationCasting Time (secs) 2.5Duration 1 min, 36 secsRange 200 feetTarget AnyoneResistance Invoked MagicEffect

ImmobilizesTarget’s Reaction Target’s feet adhere to the

ground.

EnthrallCasters Enchanter (16)Mana Cost 50

Casting Skill ConjurationCasting Time (secs) 2.5Recasting Delay (secs) 4.75Duration (secs) 48Range 200 feetTarget AnyoneResistance Invoked MagicEffect

MesmerizationTarget’s Reaction Target has been enthralled.

EntranceCasters Enchanter (34)Casting Skill Conjuration

Target’s Reaction Target has been entranced.

Entrapping RootsCasters Druid (60)Casting Skill Alteration

Target’s Reaction Target’s feet become entwined.

Enveloping RootsCasters Druid (39), Ranger (60)Casting Skill Alteration

Target’s Reaction Target’s feet becomeentwined.

Envenomed BoltCasters Necromancer (51), Shaman

(49)Casting Skill ConjurationTarget’s Reaction Target has been poisoned.

Envenomed BreathCasters Shaman (24)Mana Cost 100

Casting Skill ConjurationCasting Time (secs) 3.1Duration (secs) 42Range 200 feetTarget AnyoneResistance Invoked PoisonEffects

Poison 3Immediate Dam. 30 HPSubsequent Dam. 27 HP/6 secondsKnockback 1/2 foot

Target’s Reaction Target has been poisoned.

EvacuateCasters Wizard (57)Casting Skill Alteration

Target’s Reaction Target creates a mysticportal.

Evacuate: FayCasters Wizard (34)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Evacuate: NekCasters Wizard (44)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Evacuate: NorthCasters Wizard (29)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Evacuate: RoCasters Wizard (39)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Evacuate: WestCasters Wizard (49)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

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EverfountCasters Magician (24)Mana Cost 25

Casting Skill ConjurationCasting Time (secs) 4Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 globe of water + 1 moreglobe / 6 levels

Exile SummonedCasters Druid (55), Magician (56)Casting Skill Evocation

Target’s Reaction Target staggers.

Exile UndeadCasters Cleric (55), Necromancer

(57)Casting Skill EvocationTarget’s Reaction Target staggers.

Expel SummonedCasters Cleric (49), Druid (34),

Magician (39)Casting Skill Evocation

Expel UndeadCasters Cleric (34), Necromancer

(39), Paladin (54), ShadowKnight (55)

Casting Skill EvocationTarget’s Reaction Target staggers.

Expulse SummonedCasters Cleric (29), Druid (14),

Magician (20)Mana Cost 60Casting Skill EvocationCasting Time (secs) 2.75Duration InstantaneousRange 200 feetTarget Summoned creatureResistance Invoked MagicEffect

Damage 74 HP + 1/level (max 94)

Expulse UndeadCasters Cleric (14), Necromancer

(20), Paladin (30), ShadowKnight (39)

Mana Cost 60Casting Skill EvocationCasting Time (secs) 2.75Duration InstantaneousRange 200 feetTarget UndeadResistance Invoked MagicEffect

Damage 74 HP + 1/level (max 94)

Extinguish FatigueCasters Cleric (19), Druid (29),

Enchanter (44), Ranger(52), Shaman (39)

Mana Cost 35Casting Skill AlterationCasting Time (secs) 3.5Recasting Delay (secs) 5.75Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Restores Fatigue 90 pointsTarget’s Reaction Target looks energized. (Your

body zings with energy.)

Eye of ConfusionCasters Enchanter (8)Mana Cost 25

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 7.25Duration (secs) 18Range 200 feetTarget AnyoneResistance Invoked MagicEffect

BlindnessTarget’s Reaction Target looks confused.

Spells: Enstill-Eye

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Eye of TallonCasters Magician (57), Wizard (57)Casting Skill Conjuration

Eye of ZommCasters Magician (8), Wizard (8)Mana Cost 30

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 12.25Duration (secs) 30Range 5 feetTarget YourselfResistance Invoked NoneEffect

You see from NPC point of view.

Eyes of the CatCasters Ranger (30)Casting Skill Divination

Target’s Reaction Target’s eyes glow green.(Your vision shifts.)

FadeCasters Wizard (4)Mana Cost 10

Casting Skill AlterationCasting Time (secs) 1Recasting Delay (secs) 7.25Duration InstantaneousRange 350 feetTarget YourselfResistance Invoked NoneEffect

Random TeleportTarget’s Reaction Target fades. (You fade out.)

FascinationCasters Enchanter (52)Casting Skill Conjuration

Target’s Reaction Target has been fascinated.(You are fascinated by thepretty colors.)

Fay GateCasters Wizard (20)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration Instantaneous

Range 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to Greater FaydarkTarget’s Reaction Target fades away.

Fay PortalCasters Wizard (29)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

FearCasters Cleric (9), Enchanter (4),

Necromancer (4), ShadowKnight (15)

Mana Cost 40Casting Skill AlterationCasting Time (secs) 3.5Recasting Delay (secs) 9.25Duration (secs) 18Range 200 feetTarget AnyoneResistance Invoked MagicEffect

Fear Low-levelTarget’s Reaction Target looks very afraid.

(Your mind fills with fear.)

Feckless MightCasters Enchanter (20)Mana Cost 45

Casting Skill AlterationCasting Time (secs) 2.5Duration (secs) 6 / levelRange 200 feetTarget AnyoneResistance Invoked MagicEffect

STR loss 16 + 1 / 2 levels (max 30)Target’s Reaction Target is weakened. (You

feel weak.)

FeedbackCasters Enchanter (29)Casting Skill Abjuration

Target’s Reaction Target is enveloped inblazing energy.

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Feet like CatCasters Ranger (15), Shaman (5)Mana Cost 40

Casting Skill AlterationCasting Time (secs) 5Duration (minutes) 3 + 3 x level (max 36)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AGI boost 9 + 1/level (max 18)Target’s Reaction Target looks more agile.

Feign DeathCasters Necromancer (16), Shadow

Knight (30)Mana Cost 60Casting Skill AbjurationCasting Time (secs) 1.5Recasting Delay (secs) 17.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Feign DeathTarget’s Reaction Target dies.

Feral SpiritCasters Druid (19)Mana Cost 50

Casting Skill AlterationCasting Time (secs) 6Recasting Delay (secs) 14.25Duration (minutes) 1 + 6 secs/levelRange 100 feetTarget Your petResistance Invoked NoneEffects

Attack Speed boost 12% + 1% / 4 levels(max 20% boost)

STR boost 12 + 1 / 4 levels (max 20)AC boost 15 + 1 / 2 levels

Target’s Reaction Target foams at the mouth.

FetterCasters Enchanter (58), Wizard (58)Casting Skill Alteration

Target’s Reaction Target’s feet adhere to ground.

Fingers of FireCasters Wizard (8)Mana Cost 47

Casting Skill EvocationCasting Time (secs) 1.85Recasting Delay (secs) 8.5Duration InstantaneousRange 0 feetRadius of Effect 25 feetTarget Area (but not your group)Resistance Invoked FireEffect

Damage 14 HP + 1/level (max 28)Target’s Reaction Target is covered in f lames.

(Flames dance across yourbody.)

FireCasters Druid (49)Casting Skill Evocation

Target’s Reaction Target is immolated in flame.

Fire BoltCasters Wizard (8)Mana Cost 40

Casting Skill EvocationCasting Time (secs) 2.25Duration InstantaneousRange 300 feetTarget AnyoneResistance Invoked FireEffect

Damage 37 HP + 1/level (max 51)Target’s Reaction Target is bathed in fire. (A

stream of fire washes overyou.)

Fire FluxCasters Magician (4)Mana Cost 23

Casting Skill EvocationCasting Time (secs) 1.75Recasting Delay (secs) 8.5Duration InstantaneousRange 0 feetRadius of Effect 20 feetTarget Area (but not your group)Resistance Invoked FireEffect

Damage (HP) 8 + 1 / 2 levels (max 12)Target’s Reaction Target is covered in f lames.

(Flames race across body.)

Spells: Eye-Fire

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Fire Spiral of Al’KaborCasters Wizard (20)Mana Cost 150

Casting Skill EvocationCasting Time (secs) 3.6Recasting Delay (secs) 11.5Duration InstantaneousRange 200 feetRadius of Effect 35 feetTarget AreaResistance Invoked FireEffect

Damage 51 HP + 1/level (max 76)Target’s Reaction Target is blasted by blazing

winds.

FirefistCasters Druid (9)Mana Cost 30

Casting Skill EvocationCasting Time (secs) 3.5Recasting Delay (secs) 9.25Duration (minutes) 12Range 0 feetTarget YourselfResistance Invoked NoneEffect

Attack Skill boost 1 + 1 / 2 levels (max 10)Target’s Reaction Target’s fist bursts into flame.

FirestormCasters Wizard (12)Mana Cost 62

Casting Skill EvocationCasting Time (secs) 2.5Recasting Delay (secs) 14.5Duration InstantaneousImpact Duration (secs) 7.5Range 150 feetRadius of Effect 25 feetTarget AreaResistance Invoked FireEffect

Damage 28 HPTarget’s Reaction Target’s skin blisters as fire

rains down from above.

FirestrikeCasters Druid (39), Ranger (52)Casting Skill Evocation

Target’s Reaction Target’s skin ignites.

Fist of KaranaCasters Druid (58)Casting Skill Evocation

Target’s Reaction Target has been struck bythe shocking Fist of Karana.

Flame ArcCasters Magician (39)Casting Skill Evocation

Target’s Reaction Target is covered in f lames.

Flame BoltCasters Magician (8)Mana Cost 40

Casting Skill EvocationCasting Time (secs) 2.5Duration InstantaneousRange 300 feetTarget AnyoneResistance Invoked FireEffect

Damage 33 HP + 1/level (max 47)Target’s Reaction Target is bathed in fire. (A

stream of fire washes overyou.)

Flame FluxCasters Magician (24)Mana Cost 123

Casting Skill EvocationCasting Time (secs) 3.5Recasting Delay (secs) 8.5Duration InstantaneousRange 0 feetRadius of Effect 20 feetTarget Area (but not your group)Resistance Invoked FireEffect

Damage 67 HP + 1/level (max 96)Target’s Reaction Target is covered in flames.

(Flames race across yourbody.)

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Flame LickCasters Druid (1), Ranger (9)Mana Cost 10

Casting Skill EvocationComponent Fire Beetle Eye (not

consumed)Casting Time (secs) 1.5Duration (secs) 48Range 200 feetTarget AnyoneResistance Invoked FireEffects

AC loss 12Damage (HP/6 secs) 1 + 1 / 2 levels (max 3)

Target’s Reaction Target is surrounded byflickering f lames.

Flame ShockCasters Wizard (16)Mana Cost 75

Casting Skill EvocationCasting Time (secs) 2.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked FireEffect

Damage 70 HP + 2/level (max 110)Target’s Reaction Target combusts. (You feel

your skin combust.)

Flaming Sword of Xuzl Casters Wizard (59)Casting Skill Conjuration

FlareCasters Magician (1)Mana Cost 3

Casting Skill EvocationCasting Time (secs) 2.5Recasting Delay (secs) 20.25Duration InstantaneousRange 400 feetTarget AnyoneResistance Invoked NoneEffect

Restores Fatigue 1 point

Flash of LightCasters Cleric (1), Paladin (9),

Shaman (1)Mana Cost 12Casting Skill Divination

Casting Time (secs) 1.5Recasting Delay (secs) 5.25Duration (secs) 12Range 200 feetTarget AnyoneResistance Invoked MagicEffects

BlindnessAttack Skill loss 5

Target’s Reaction Target blinded by f lash oflight.

Fleeting FuryCasters Shaman (5)Mana Cost 10

Casting Skill AbjurationCasting Time (secs) 0.5Recasting Delay (secs) 6.25Duration (secs) 18Range 100 feetTarget AnyoneResistance Invoked NoneEffects

Restores Fatigue 1 pointSTR boost 15AC boost 20DEX boost 20

Target’s Reaction Target simmers with fury.

ForceCasters Cleric (34), Paladin (52)Casting Skill Evocation

Target’s Reaction Target is stunned.

Force ShockCasters Wizard (20)Mana Cost 120

Casting Skill EvocationCasting Time (secs) 2.8Recasting Delay (secs) 14.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage (HP) 131 + 2/level (max 179)Stun Can disrupt spellcastingKnockback 1 foot

Force Spiral of Al’KaborCasters Wizard (39)Casting Skill Evocation

Target’s Reaction Target is blasted by energyladen winds.

Spells: Fire-Force

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Force StrikeCasters Wizard (44)Casting Skill Evocation

Forlorn DeedsCasters Enchanter (57)Casting Skill Alteration

Target’s Reaction Target slows down.

Form of the Great WolfCasters Druid (44)Casting Skill Alteration

Target’s Reaction Target turns into a wolf.

Form of the HowlerCasters Druid (54)Casting Skill Alteration

Target’s Reaction Target turns into a wolf.

Form of the HunterCasters Druid (60)Casting Skill Alteration

Target’s Reaction Target turns into a wolf.

FortitudeCasters Cleric (55)Casting Skill Abjuration

Target’s Reaction Target’s body pulses withmystic fortitude. (An auraof fortitude fills you.)

Frenzied SpiritCasters Shaman (49)Casting Skill Conjuration

Target’s Reaction Target summons a frenziedspirit.

Frenzied StrengthCasters Cleric (34), Paladin (52)Casting Skill Alteration

Target’s Reaction Target’s muscles bulge withfrenzied strength. (Yourmuscles erupt with frenziedstrength.)

FrenzyCasters Shaman (19)Mana Cost 25

Casting Skill AbjurationCasting Time (secs) 2Casting Delay (secs) 30Duration (minutes) 1 + 18 secs/levelRange 0 feetTarget YourselfResistance Invoked None

EffectsMana loss 10 + 1 / 2 levelsSTR boost 15 + 1 / 4 levelsAC boost 15 + 1 / 2 levels (max 35)Healing 2 HP + 1 / 6 levels

Target’s Reaction Target goes berserk.

FrostCasters Druid (57)Casting Skill Evocation

Target’s Reaction Target is iced by an intensecone of frost. (Your bloodfreezes as you are iced by anintense cone of frost.)

Frost BoltCasters Wizard (1)Mana Cost 10

Casting Skill EvocationCasting Time (secs) 1.8Duration InstantaneousRange 300 feetTarget AnyoneResistance Invoked ColdEffects

Damage 4 HP + 1 / 2 levels (max 7)Knockback 1/3 foot

Target’s Reaction Target is chilled by a bolt offrost.

Frost RiftCasters Shaman (5)Mana Cost 15

Casting Skill EvocationCasting Time (secs) 1.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked ColdEffect

Damage (HP) 10 + 1 / 2 levels (max 15)Target’s Reaction Target is struck by the frost

rift. (You feel your skin numbas the frost rift strikes you.)

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Frost ShockCasters Wizard (24)Mana Cost 110

Casting Skill EvocationCasting Time (secs) 3.15Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked ColdEffect

Damage 97 HP + 3/level (max 187)Target’s Reaction Target’s skin freezes over.

Frost Spiral of Al’KaborCasters Wizard (12)Mana Cost 100

Casting Skill EvocationCasting Time (secs) 3.15Recasting Delay (secs) 11.5Duration InstantaneousRange 200 feetRadius of Effect 35 feetTarget AreaResistance Invoked ColdEffect

Damage (HP) 36 + 1 / 2 levels (max 44)Target’s Reaction Target is blasted by freezing

winds.

Frost StormCasters Wizard (44)Casting Skill Evocation

Target’s Reaction Target’s skin freezes as frostrains down from above.

Frost StrikeCasters Shaman (24)Mana Cost 100

Casting Skill EvocationCasting Time (secs) 3.1Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked ColdEffect

Damage 89 HP + 2/level (max 149)Target’s Reaction Target staggers as spirits of

frost slam against them.

Furious StrengthCasters Shaman (39)Casting Skill Alteration

Target’s Reaction Target looks stronger.

FurorCasters Cleric (5)Mana Cost 20

Casting Skill EvocationCasting Time (secs) 1.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage (HP) 14 + 1 / 2 levels (max 19)Knockback 1/2 foot

Target’s Reaction Target is struck by a suddenburst of force.

FuryCasters Shaman (34)Casting Skill Abjuration

Target’s Reaction Target goes berserk.

Gale of PoisonCasters Shaman (39)Casting Skill Evocation

Target’s Reaction Target’s skin blisters. (Yourskin blisters as poison rainsdown on you.)

Gasping EmbraceCasters Enchanter (49)Casting Skill Alteration

Target’s Reaction Target begins to choke. (Youfeel a shortness of breath.)

GateCasters Cleric (5), Druid (5),

Enchanter (4), Magician (4),Necromancer (4), Shaman(5), Wizard (4)

Mana Cost 70Casting Skill AlterationCasting Time (secs) 5Recasting Delay (secs) 10.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleport to Wherever you’re bound(see Bind Affinity).

Target’s Reaction Target fades away.

Spells: Force-Gate

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Gather ShadowsCasters Necromancer (8), Shadow

Knight (30)Mana Cost 35Casting Skill DivinationCasting Time (secs) 5Duration (minutes) 20Range 0 feetTarget YourselfResistance Invoked NoneEffect

InvisibilityTarget’s Reaction Target steps into the shadows

and disappears. (You gathershadows about you.)

GazeCasters Wizard (12)Mana Cost 15

Casting Skill DivinationCasting Time (secs) 2.5Recasting Delay (secs) 5.25Duration (minutes) Same as levelRange 0 feetTarget YourselfResistance Invoked NoneEffect

Telescope See twice as farTarget’s Reaction Target’s eyes gleam. (Your

eyes feel stronger.)

Gift of Pure ThoughtCasters Enchanter (59)Casting Skill Alteration

Target’s Reaction Target looks very tranquil.(A soft breeze slips throughyour mind.)

Gift of XevCasters Magician (51)Casting Skill Conjuration

Girdle of KaranaCasters Druid (55)Casting Skill Alteration

Target’s Reaction Target looks stronger. (Youfeel the strength of Karanainfuse you.)

GlamourCasters Shaman (39)Casting Skill Alteration

Target’s Reaction Target looks charismatic.

Glamour of KintazCasters Enchanter (54)Casting Skill Conjuration

Target’s Reaction Target has been mesmerizedby the Glamour of Kintaz.

Glamour of TunareCasters Druid (53)Casting Skill Abjuration

Target’s Reaction Target is surrounded by aTunarian glamour.

GlimpseCasters Ranger (9), Wizard (4)Mana Cost 5

Casting Skill DivinationCasting Time (secs) 1.5Recasting Delay (secs) 14.25Duration (secs) 12Range 0 feetTarget YourselfResistance Invoked NoneEffect

Telescope See almost twice as farTarget’s Reaction Target’s eyes gleam. (Your

eyes feel stronger.)

Grasping RootsCasters Druid (5), Ranger (15)Mana Cost 35

Casting Skill AlterationCasting Time (secs) 2Duration (secs) 48Range 200 feetTarget AnyoneResistance Invoked MagicEffects

ImmobilizesOne-Time Damage 10 HP

Target’s Reaction Target’s feet becomeentwined.

Gravity FluxCasters Enchanter (39), Wizard (44)Casting Skill Alteration

Target’s Reaction Target rises chaotically intothe air. (You experiencechaotic weightlessness.)

Greater Conjuration: AirCasters Magician (49)Casting Skill Conjuration

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Greater Conjuration: EarthCasters Magician (49)Casting Skill Conjuration

Greater Conjuration: FireCasters Magician (49)Casting Skill Conjuration

Greater Conjuration: WaterCasters Magician (49)Casting Skill Conjuration

Greater HealingCasters Cleric (24), Druid (29),

Paladin (39), Ranger (57),Shaman (29)

Mana Cost 150Casting Skill AlterationCasting Time (secs) 3.75Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Healing (HP) 240 + 2/level (max 300)

Greater ShieldingCasters Enchanter (34), Magician

(34), Necromancer (34),Wizard (34)

Casting Skill AbjurationTarget’s Reaction (You feel armored.)

Greater Summoning: AirCasters Magician (29)Casting Skill Conjuration

Greater Summoning: EarthCasters Magician (29)Casting Skill Conjuration

Greater Summoning: FireCasters Magician (29)Casting Skill Conjuration

Greater Summoning: WaterCasters Magician (29)Casting Skill Conjuration

Greater Vocaration: AirCasters Magician (59)Casting Skill Conjuration

Greater Vocaration: EarthCasters Magician (57)Casting Skill Conjuration

Greater Vocaration: FireCasters Magician (58)Casting Skill Conjuration

Greater Vocaration: WaterCasters Magician (60)Casting Skill Conjuration

Greater Wolf FormCasters Druid (34), Ranger (56)Casting Skill Alteration

Target’s Reaction Target turns into a wolf.

Grim AuraCasters Necromancer (4)Mana Cost 25

Casting Skill AlterationCasting Time (secs) 3Duration (minutes) 3 x level (max 27)Range 0 feetTarget YourselfResistance Invoked NoneEffect

Attack Skill boost 5Target’s Reaction Target’s hand is covered with

a dull aura. (A dull auracovers your hand.)

Group Resist MagicCasters Enchanter (49)Casting Skill Abjuration

Target’s Reaction Target is resistant to magic.(You feel protected frommagic.)

GuardCasters Cleric (29), Paladin (49)Casting Skill Abjuration

GuardianCasters Shaman (44)Casting Skill Abjuration

Target’s Reaction Target is surrounded by aspirit aura. (The protectivepresence of a guardian spiritsurrounds you.)

Guardian SpiritCasters Shaman (44)Casting Skill Conjuration

Target’s Reaction Target summons a guardianspirit.

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Halo of LightCasters Cleric (14), Druid (14),

Paladin (22), Wizard (12)Mana Cost 40Casting Skill ConjurationCasting Time (secs) 5Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item Halo of LightTarget’s Reaction Target’s hands are bathed in

light. (A Halo of Lightsolidifies in your hand.)

Hammer of RequitalCasters Cleric (44), Paladin (54)Casting Skill Conjuration

Target’s Reaction (A magical hammer appearsin your hand.)

Hammer of StrikingCasters Cleric (24), Paladin (30)Mana Cost 100

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 14.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect: Create Item 1 Hammer of Striking

+ 1 more / levelTarget’s Reaction (A magical hammer appears

in your hand.)

Hammer of WrathCasters Cleric (9), Paladin (15)Mana Cost 50

Casting Skill ConjurationCasting Time (secs) 4Recasting Delay (secs) 14.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect: Create Item 1 Hammer of Wrath

+ 1 more / level

Target’s Reaction (A magical hammer appearsin your hand.)

Harm TouchCasters Shadow Knight (1)Mana Cost 0

Casting Skill NoneCasting Time (secs) 0Recasting Delay (min) 72Duration InstantaneousRange 50 feetTarget AnyoneResistance Invoked MagicEffects

Damage 1 HP + 10/levelKnockback 1/3 foot

Target’s Reaction Target writhes in the grip ofagony.

HarmonyCasters Druid (5), Ranger (22)Mana Cost 25

Casting Skill AbjurationOutdoors onlyCasting Time (secs) 3Recasting Delay (secs) 14.25Duration (minutes) 2Range 200 feetRadius of Effect 40 feetTarget AreaResistance Invoked NoneEffects

Target React Range 15 feetTarget’s Help Radius 15 feet

HarmshieldCasters Necromancer (20)Mana Cost 85

Casting Skill AbjurationCasting Time (secs) 1Recasting Delay (secs) 602.5Duration 18 secsRange 0 feetTarget YourselfResistance Invoked NoneEffects

One-Time Damage 20 HPInvulnerability

Target’s Reaction (You no longer feel pain.)

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HarvestCasters Wizard (34)Casting Skill Alteration

Target’s Reaction Target gathers glowing bluestrands of mana. (You gather mana from your surroundings.)

Haunting CorpseCasters Necromancer (24)Mana Cost 240

Casting Skill ConjurationComponents 2 Bone ChipsCasting Time (secs) 11Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Undead Skeleton (Circle 7)Target’s Reaction Skeleton rises from the dead.

HazeCasters Enchanter (4)Mana Cost 25

Casting Skill AbjurationCasting Time (secs) 2Recasting Delay (secs) 6.25Duration (minutes) 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 11 + 1 / 2 levels (max 15)Target’s Reaction Target’s image blurs.

HealingCasters Cleric (14), Druid (19),

Paladin (30), Ranger (39),Shaman (19)

Mana Cost 60Casting Skill AlterationCasting Time (secs) 3Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Healing 70 HP + 1/level (max 100)

HealthCasters Shaman (34)Casting Skill Alteration

Target’s Reaction Target looks healthy.

Heart FlutterCasters Necromancer (16), Shadow

Knight (39)Mana Cost 80Casting Skill AlterationCasting Time (secs) 2.75Recasting Delay (secs) 9.5Duration 1 min, 12 secsRange 200 feetTarget AnyoneResistance Invoked DiseaseEffects

STR loss 7 + 1 / 2 levels (max 20)AC loss 18 + 1 / 2 levels (max 30)Damage 12 HP/6 seconds

Target’s Reaction Target clutches their chest.(Your heartbeat becomesirregular.)

Heat BloodCasters Necromancer (12), Shadow

Knight (30)Mana Cost 72Casting Skill AlterationCasting Time (secs) 2.45Recasting Delay (secs) 6.5Duration (minutes) 1Range 200 feetTarget AnyoneResistance Invoked FireEffect

Damage 17 HP/6 secondsTarget’s Reaction Target’s blood simmers.

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Heat SightCasters Wizard (16)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 5Recasting Delay (secs) 9.75Duration (minutes) 27Range 0 feetTarget YourselfResistance Invoked NoneEffect

InfravisionTarget’s Reaction Target’s eyes glow red. (Your

eyes tingle.)

Heroic BondCasters Cleric (52)Casting Skill Abjuration

Target’s Reaction Target’s eyes gleam withheroic resolution. (You feelheroic.)

HeroismCasters Cleric (52)Casting Skill Abjuration

Target’s Reaction Target’s eyes gleam withheroic resolution. (You feelheroic.)

Holy ArmorCasters Cleric (5), Paladin (15)Mana Cost 20

Casting Skill AbjurationCasting Time (secs) 2Duration (minutes) 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 15 + 1/level

Holy MightCasters Cleric (19), Paladin (49)Mana Cost 60

Casting Skill EvocationCasting Time (secs) 2Recasting Delay (secs) 20.5Duration InstantaneousRange 200 feetTarget Anyone

Resistance Invoked MagicEffects

Stun 6 secondsDamage 10 HP + 1/level (max 60)

Target’s Reaction Target is stunned.

Hungry EarthCasters Necromancer (16)Mana Cost 30

Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 10Duration (secs) 48Range 200 feetTarget UndeadResistance Invoked MagicEffects

ImmobilizesOne-Time Damage 10 HP + 1/level

Target’s Reaction Target’s feet sink into ground.

IceCasters Druid (49)Casting Skill Evocation

Target’s Reaction Target is encased in frost.

Ice CometCasters Wizard (49)Casting Skill Evocation

Target’s Reaction Target’s skin freezes.

Ice ShockCasters Wizard (34)Casting Skill Evocation

Target’s Reaction Target’s skin freezes over.

Ice StrikeCasters Shaman (54)Casting Skill Evocation

Target’s Reaction Target staggers as spirits ofice slam against them. (Youstagger as spirits of ice slamagainst you.)

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IcestrikeCasters Wizard (4)Mana Cost 30

Casting Skill EvocationCasting Time (secs) 1.8Recasting Delay (secs) 14.5Duration InstantaneousDuration of impact 7.5 secondsRange 150 feetRadius of Effect 25 feetTarget AreaResistance Invoked ColdEffect

Damage 10 HPTarget’s Reaction Target is pelted by sleet.

IdentifyCasters Enchanter (16), Magician

(16), Necromancer (20),Wizard (16)

Mana Cost 50Casting Skill DivinationCasting Time (secs) 5Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Identify 1 Item

IgniteCasters Druid (9), Ranger (22)Mana Cost 30

Casting Skill EvocationCasting Time (secs) 2.1Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked FireEffect

Damage 23 HP + 1/level (max 37)Target’s Reaction Target’s skin ignites.

Ignite BloodCasters Necromancer (49)Casting Skill Alteration

Target’s Reaction Target’s blood ignites.

Ignite BonesCasters Necromancer (44)Casting Skill Evocation

Target’s Reaction Target’s skin burns away.(You feel your skin burnfrom your body.)

Illusion: Air ElementalCasters Enchanter (29)Casting Skill Divination

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: BarbarianCasters Enchanter (16)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form BarbarianTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: Dark ElfCasters Enchanter (12)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form Dark ElfTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: DryboneCasters Enchanter (39)Casting Skill Divination

Target’s Reaction Target’s image shimmers.(You feel different.)

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Illusion: DwarfCasters Enchanter (16)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form DwarfTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: Earth ElementalCasters Enchanter (24)Mana Cost 50

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffects

Change Form Earth ElementalSTR boost 10

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: EruditeCasters Enchanter (12)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form EruditeTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: Fire ElementalCasters Enchanter (34)Casting Skill Divination

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: GenderCasters Enchanter (51)Casting Skill Divination

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: GnomeCasters Enchanter (8)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3 x level (max 36)Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form GnomeTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: Half-ElfCasters Enchanter (4)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3 x level (max 36)Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form Half-ElfTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: HalflingCasters Enchanter (12)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form HalflingTarget’s Reaction Target’s image shimmers.

(You feel different.)

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Spells: Illusion

Illusion: High ElfCasters Enchanter (12)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form High ElfTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: HumanCasters Enchanter (4)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3 x level (max 36)Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form HumanTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: IksarCasters Enchanter (20)Mana Cost 50

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.5Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form IksarTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: OgreCasters Enchanter (20)Mana Cost 50

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25

Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form OgreTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: SkeletonCasters Enchanter (24)Mana Cost 50

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form SkeletonTarget’s Reaction Target’s image shimmers.

(You feel different.)

Illusion: Spirit WolfCasters Enchanter (39)Casting Skill Divination

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: TreeCasters Enchanter (16)Mana Cost 30

Casting Skill DivinationOutdoors onlyCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffects

Change Form TreeImmobilizes

Target’s Reaction Target’s image shimmers.(You feel different.)

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Illusion: TrollCasters Enchanter (20)Mana Cost 100

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 36Range (feet) 0 feetTarget YourselfResistance Invoked NoneEffects

Change Form TrollHealing 1 HP/6 secs

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: Water ElementalCasters Enchanter (29)Casting Skill Divination

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: WerewolfCasters Enchanter (44)Casting Skill Divination

Target’s Reaction Target’s image shimmers.(You feel different.)

Illusion: Wood ElfCasters Enchanter (8)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3 x level (max 36)Range 0 feetTarget YourselfResistance Invoked NoneEffect

Change Form Wood ElfTarget’s Reaction Target’s image shimmers.

(You feel different.)

ImmobilizeCasters Cleric (49), Enchanter (39),

Necromancer (58), Shaman(51), Wizard (39)

Casting Skill AlterationTarget’s Reaction Target’s feet adhere to the

ground.

ImmolateCasters Druid (29), Ranger (49)Casting Skill Evocation

Target’s Reaction Target is surrounded byblazing f lames.

Impart StrengthCasters Necromancer (8)Mana Cost 15

Casting Skill AlterationCasting Time (secs) 4Recasting Delay (secs) 7.25Duration (minutes) 6Range 100 feetTarget Anyone (STR flows from you)Resistance Invoked NoneEffect

STR boost 10Target’s Reaction Target looks stronger.

IncapacitateCasters Enchanter (44), Shaman (44)Casting Skill Alteration

Target’s Reaction Target looks frail.

Infectious CloudCasters Necromancer (16), Shaman

(19)Mana Cost 78Casting Skill ConjurationCasting Time (secs) 2.75Duration 2 minutes, 6 secondsRange 200 feetRadius of Effect 15 feetTarget AreaResistance Invoked DiseaseEffects

Disease 1Immediate Dam. 25 HPSubsequent Dam. 5 HP/6 secs

Target’s Reaction Target starts to wretch. (Thebile wells up in your throat.)

Inferno of Al’KaborCasters Wizard (53)Casting Skill Evocation

Target’s Reaction Target burns within theinferno of Al’Kabor.

Inferno ShieldCasters Magician (29)Casting Skill Abjuration

Target’s Reaction Target is enveloped in flame.

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Spells: Illusion-Intensify

Inferno ShockCasters Wizard (29)Casting Skill Evocation

Target’s Reaction Target’s skin ignites.

InfusionCasters Necromancer (55)Casting Skill Alteration

Target’s Reaction Target radiates with essence.(Your mind clears as a rushof essence fills you.)

Inner FireCasters Shaman (1)Mana Cost 10

Casting Skill AbjurationCasting Time (secs) 3Duration (minutes) 3 + 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 5 + 1 / 2 levels (max 10)Bonus HP 10 + 1/level (max 20)

Target’s Reaction Target’s body pulses withenergy.

Insidious DecayCasters Shaman (52)Casting Skill Conjuration

Target’s Reaction Target sweats and shivers,looking feverish. (You feel afever settle upon you.)

Insidious FeverCasters Shaman (19)Mana Cost 30

Casting Skill ConjurationCasting Time (secs) 1Recasting Delay (secs) 7.5Duration (minutes) 1 + 12 secs/levelRange 200 feetTarget AnyoneResistance Invoked DiseaseEffects

Disease 4Disease Res. Lowered, 10 + 1 / 2 levels

(max 35)Target’s Reaction Target sweats and shivers,

looking feverish. (You feel afever settle upon you.)

Insidious MaladyCasters Shaman (39)Casting Skill Conjuration

Target’s Reaction Target sweats and shivers,looking feverish. (You feel afever settle upon you.)

InsightCasters Enchanter (39)Casting Skill Alteration

Target’s Reaction Target looks wise. (Yourmind fills with wisdom.)

Insipid WeaknessCasters Enchanter (34)Casting Skill Alteration

Target’s Reaction Target is weakened. (You feelweak.)

Inspire FearCasters Cleric (24)Mana Cost 80

Casting Skill AlterationCasting Time (secs) 4Recasting Delay (secs) 10.25Duration (secs) 30Range 200 feetTarget AnyoneResistance Invoked MagicEffect

Fear Low-levelTarget’s Reaction Target looks very afraid.

(Your mind fills with fear.)

Intensify DeathCasters Necromancer (24)Mana Cost 50

Casting Skill AlterationCasting Time (secs) 6Recasting Delay (secs) 32.25Duration (minutes) 1 + 6 secs/levelRange 100 feetTarget Your petResistance Invoked NoneEffects

Attack Speed boost 10% + 1% / 2 levels(max 30% boost)

STR boost 20 + 1 / 4 levels (max 33)AC boost 15 + 1 / 4 levels (max 27)

Target’s Reaction Target’s eyes gleam withmadness.

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Invert GravityCasters Wizard (59)Casting Skill Alteration

Target’s Reaction Target rises chaotically intothe air. (You feel gravityreverse.)

InvigorCasters Cleric (9), Druid (14),

Enchanter (24), Paladin (22),Ranger (30), Shaman (24)

Mana Cost 20Casting Skill AlterationCasting Time (secs) 3.5Recasting Delay (secs) 5.75Duration (secs) 12Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Restores Fatigue 35 pointsTarget’s Reaction Target looks energized. (Your

body zings with energy.)

InvisibilityCasters Enchanter (4), Magician

(8), Shaman (29), Wizard(16)

Mana Cost 30Casting Skill DivinationCasting Time (secs) 5Duration (minutes) 3 x level (max 20)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

InvisibilityTarget’s Reaction Target fades away. (You

vanish.)

Invisibility versus AnimalsCasters Druid (9), Shaman (14)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3 x level (max 36)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Invisible to Animals

Target’s Reaction Target is surrounded by anaura which shimmers, andthen fades away. (Part ofyour image fades away.)

Invisibility versus UndeadCasters Cleric (14), Enchanter (16),

Necromancer (1), Paladin(22), Shadow Knight (9)

Mana Cost 40Casting Skill DivinationCasting Time (secs) 4Recasting Delay (secs) 6.25Duration (minutes) 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Invisible to UndeadTarget’s Reaction Target fades a little. (You

feel your skin tingle.)

Invoke DeathCasters Necromancer (49)Casting Skill Conjuration

Invoke FearCasters Cleric (39), Enchanter (39),

Necromancer (34), ShadowKnight (49)

Casting Skill AlterationTarget’s Reaction Target looks very afraid.

(Your mind fills with fear.)

Invoke LightningCasters Druid (5), Ranger (15)Mana Cost 32

Casting Skill EvocationOutdoors onlyCasting Time (secs) 2.5Recasting Delay (secs) 8.5Duration InstantaneousRange 200 feetRadius of Effect 10 feetTarget AreaResistance Invoked MagicEffect

Damage 16 HP + 1/level (max 25)Target’s Reaction Target has been struck by

lightning. (Lightning surgesthrough your body.)

Invoke ShadowCasters Necromancer (34)Casting Skill Conjuration

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Spells: Invert-Lay

JoltCasters Ranger (55)Casting Skill Alteration

Target’s Reaction Target’s head snaps back.

Juli’s AnimationCasters Enchanter (4)Mana Cost 24

Casting Skill ConjurationComponents 2 Tiny DaggersCasting Time (secs) 2Recasting Delay (secs) 6.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Animation Animated Sword and Shield(Circle 2)

Jyll’s Static PulseCasters Wizard (53)Casting Skill Evocation

Target’s Reaction Target is slammed by astatic pulse. (A static pulseslams through you.)

Jyll’s Wave of HeatCasters Wizard (59)Casting Skill Evocation

Target’s Reaction Target is washed by anintense wave of heat. (Awave of heat screamsthrough you.)

Jyll’s Zephyr of IceCasters Wizard (56)Casting Skill Evocation

Target’s Reaction Target is torn by a zephyr ofice. (A zephyr of ice tearsthrough you.)

Kilan’s AnimationCasters Enchanter (12)Mana Cost 65

Casting Skill ConjurationComponent Tiny DaggerCasting Time (secs) 4Recasting Delay (secs) 10.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked None

EffectSummon Animation Animated Sword and Shield

(Circle 4)

Kintaz’s AnimationCasters Enchanter (49)Casting Skill Conjuration

Languid PaceCasters Enchanter (12)Mana Cost 50

Casting Skill AlterationCasting Time (secs) 2.25Duration (secs) 12 + 6 / 2 levelsRange (feet) 250Target AnyoneResistance Invoked MagicEffect

Attack Speed loss 15% + 1% / 4 levels(max 30% loss)

Target’s Reaction Target slows down.

Largarn’s LamentationCasters Enchanter (55)Casting Skill Evocation

Target’s Reaction Target begins to weep. (Youare very sad.)

Lava BoltCasters Magician (49)Casting Skill Evocation

Target’s Reaction Target is bathed in fire.(Stream of fire washes overyou.)

Lava StormCasters Wizard (34)Casting Skill Evocation

Target’s Reaction Target’s skin blisters as firerains down from above.

Lay on HandsCasters Paladin (1)Mana Cost 0

Casting Skill NoneCasting Time (secs) 0Recasting Delay (secs) Once a dayDuration InstantaneousRange 50 feetTarget AnyoneResistance Invoked NoneEffect

Healing 1 HP + 32/levelTarget’s Reaction Target feels a healing touch.

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LeachCasters Necromancer (12)Mana Cost 72

Casting Skill AlterationCasting Time (secs) 2.4Recasting Delay (secs) 12.5Duration (secs) 54Range 200 feetTarget Anyone (HP f low to you)Resistance Invoked MagicEffect

Damage 8 HP/6 secsTarget’s Reaction Target pales. (You feel your

blood begin to leach away.)

LeatherskinCasters Necromancer (24), Wizard

(24)Mana Cost 83Casting Skill AbjurationComponent BloodstoneCasting Time (secs) 4Duration (minutes) 54Range 0 feetTarget YourselfResistance Invoked NoneEffect

Bonus HP 118Target’s Reaction Target’s skin looks like leather.

Leering CorpseCasters Necromancer (4), Shadow

Knight (9)Mana Cost 40Casting Skill ConjurationComponents 2 Bone ChipsCasting Time (secs) 6Recasting Delay (secs) 11.75Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Undead Skeleton (Circle 2)Target’s Reaction Skeleton rises from the dead.

Legacy of SpikeCasters Druid (51)Casting Skill Abjuration

Target’s Reaction Target is surrounded by athorny barrier.

Legacy of ThornCasters Druid (59)Casting Skill Abjuration

Target’s Reaction Target is surrounded by athorny barrier.

Lesser Conjuration: AirCasters Magician (39)Casting Skill Conjuration

Lesser Conjuration: EarthCasters Magician (39)Casting Skill Conjuration

Lesser Conjuration: FireCasters Magician (39)Casting Skill Conjuration

Lesser Conjuration: WaterCasters Magician (39)Casting Skill Conjuration

Lesser ShieldingCasters Enchanter (8), Magician (8),

Necromancer (8), Wizard (8)Mana Cost 25Casting Skill AbjurationCasting Time (secs) 4Duration (minutes) 3 x level (max 27)Range 0 feetTarget YourselfResistance Invoked NoneEffects

Bonus HP 12 + 1/level (max 30)AC boost 12 + 1/level (max 30)Resist Magic boost 5 + 1 / 4 levels (max 10)

Target’s Reaction (You feel armored.)

Lesser Summoning: AirCasters Magician (20)Mana Cost 200

Casting Skill ConjurationComponents Broom of Trilon (not con-

sumed), MalachiteCasting Time (secs) 10Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Air Elemental (Circle 6)

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Spells: Leach-Lifespike

Lesser Summoning: EarthCasters Magician (20)Mana Cost 200

Casting Skill ConjurationComponents Shovel of Ponz (not con-

sumed), MalachiteCasting Time (secs) 10Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Earth Elemental (Circle 6)

Lesser Summoning: FireCasters Magician (20)Mana Cost 200

Casting Skill ConjurationComponents Torch of Alna (not con-

sumed), MalachiteCasting Time (secs) 10Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Fire Elemental (Circle 6)

Lesser Summoning: WaterCasters Magician (20)Mana Cost 200

Casting Skill ConjurationComponents Stein of Ulissa (not

consumed), MalachiteCasting Time (secs) 10Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Water Elemental (Circle 6)

LevantCasters Necromancer (55)Casting Skill Alteration

Target’s Reaction Target steps into the shadows.

LevitateCasters Druid (14), Enchanter (16),

Ranger (39), Shaman (14),Wizard (24)

Mana Cost 30Casting Skill AlterationComponent Bat WingCasting Time (secs) 3Recasting Delay (secs) 7.25

Duration (minutes) 1 + 18 secs/levelRange 100 feetTarget AnyoneResistance Invoked NoneEffect

LevitationTarget’s Reaction Target’s feet leave the ground.

LichCasters Necromancer (49)Casting Skill Alteration

Target’s Reaction Target’s skin peels off. (You feelthe skin peel from your bones.)

Life LeechCasters Shadow Knight (49)Casting Skill Alteration

Target’s Reaction Target looks pale. (You feelyour lifeforce drain away.)

LifedrawCasters Necromancer (12), Shadow

Knight (30)Mana Cost 63Casting Skill AlterationCasting Time (secs) 2.45Duration InstantaneousRange 200 feetTarget Anyone (HP f low to you)Resistance Invoked MagicEffect

Damage 27 HP + 1/level (max 45)Target’s Reaction Target staggers. (You feel

your lifeforce drain away.)

LifespikeCasters Necromancer (4), Shadow

Knight (15)Mana Cost 18Casting Skill AlterationCasting Time (secs) 1.75Duration InstantaneousRange 200 feetTarget Anyone(f lows to you)Resistance Invoked MagicEffect

Damage (HP) 7 + 1 / 2 levels (max 11)Target’s Reaction Target staggers. (You feel

your lifeforce drain away.)

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LifetapCasters Necromancer (1), Shadow

Knight (9)Mana Cost 9Casting Skill AlterationCasting Time (secs) 1.5Duration InstantaneousRange 200 feetTarget Anyone (HP f low to you)Resistance Invoked MagicEffect

Damage 3 HP + 1 / 2 levels (max 5)Target’s Reaction Target staggers. (You feel

your lifeforce drain away.)

Light HealingCasters Cleric (5), Druid (9), Paladin

(15), Ranger (22), Shaman (9)Mana Cost 25Casting Skill AlterationCasting Time (secs) 2Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Healing (HP) 24 + 1 / 2 levels (max 33)

Lightning BlastCasters Druid (49)Casting Skill Evocation

Target’s Reaction Target has been struck bylightning. (Lightning surgesthrough your body.)

Lightning BoltCasters Wizard (16)Mana Cost 85

Casting Skill EvocationCasting Time (secs) 2.7Duration InstantaneousRange 300 feetTarget AnyoneResistance Invoked MagicEffects

Damage 85 HP + 2/level (max 125)Knockback 1/3 foot

Target’s Reaction Target’s body spasms as abolt of lightning arcsthrough them.

Lightning ShockCasters Wizard (39)Casting Skill Evocation

Target’s Reaction Target’s skin ignites.

Lightning StormCasters Wizard (24)Mana Cost 137

Casting Skill EvocationCasting Time (secs) 3.6Recasting Delay (secs) 14.5Duration InstantaneousImpact Duration (secs) 7.5Range 150 feetRadius of Effect 25 feetTarget AreaResistance Invoked MagicEffect

Damage 75 HPTarget’s Reaction Target’s skin blisters as light-

ning rains down from above.

Lightning StrikeCasters Druid (34)Casting Skill Evocation

Target’s Reaction Target has been struck bylightning. (Lightning surgesthrough your body.)

Listless PowerCasters Enchanter (29), Shaman (29)Casting Skill Alteration

Target’s Reaction Target looks frail.

Locate CorpseCasters Necromancer (1), Shadow

Knight (9)Mana Cost 5Casting Skill DivinationCasting Time (secs) 1.5Recasting Delay (secs) 5.25Duration InstantaneousRange 10,000 feetRadius of Effect 1000 feetTarget YourselfResistance Invoked NoneEffect

Locate Corpse

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LullCasters Cleric (1), Enchanter (1),

Paladin (15)Mana Cost 10Casting Skill AlterationCasting Time (secs) 1.5Recasting Delay (secs) 5.25Duration (minutes) 1 + 12 secs/level (max 2)Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Target React Range 15 feetTarget’s Help Radius 15 feet

Target’s Reaction Target looks less aggressive.

Lull AnimalCasters Druid (1), Ranger (9)Mana Cost 10

Casting Skill AlterationCasting Time (secs) 1.5Recasting Delay (secs) 5.25Duration (minutes) 1 + 12 secs/level (max 2)Range 200 feetTarget AnimalResistance Invoked MagicEffects

Target React Range 15 feetTarget’s Help Radius 25 feetTarget much less likely to attack

Lure of FlameCasters Wizard (55)Casting Skill Evocation

Target’s Reaction Target succumbs to the lureof f lame. (You succumb tothe lure of f lame.)

Lure of FrostCasters Wizard (52)Casting Skill Evocation

Target’s Reaction Target succumbs to the lureof frost.

Lure of IceCasters Wizard (60)Casting Skill Evocation

Target’s Reaction Target succumbs to the lureof ice.

Lure of LightningCasters Wizard (58)Casting Skill Evocation

Target’s Reaction Target succumbs to lure oflightning. (You succumb tothe lure of lightning.)

MagnifyCasters Wizard (29)Casting Skill Divination

Target’s Reaction Target’s eyes gleam. (Youreyes feel stronger.)

Major ShieldingCasters Enchanter (24), Magician

(24), Necromancer (24),Wizard (24)

Mana Cost 80Casting Skill AbjurationCasting Time (secs) 5Duration (minutes) 45Range 0 feetTarget YourselfResistance Invoked NoneEffects

Bonus HP 45 +1/level (max 75)AC boost 32 +1/level (max 60)Resist Magic boost 14

Target’s Reaction (You feel armored.)

MalaCasters Magician (60)Casting Skill Alteration

Target’s Reaction Target looks veryuncomfortable. (You feelvery vulnerable.)

Malignant DeadCasters Necromancer (39), Shadow

Knight (52)Casting Skill Conjuration

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MaliseCasters Magician (24), Shaman (19)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 1 + 12 secs/levelRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Cold, Fire, Magic, Poison Res. lowered 6 + 1 / 2 levels (max 20)

Target’s Reaction Target looks uncomfortable.

MalisementCasters Magician (44), Shaman (34)Casting Skill Alteration

Target’s Reaction Target looks uncomfortable.

MaloCasters Shaman (60)Casting Skill Alteration

Target’s Reaction Target looks very uncomfortable.(You feel very vulnerable.)

MalosiCasters Magician (51), Shaman (49)Casting Skill Alteration

Target’s Reaction Target looks veryuncomfortable.

MalosiniCasters Magician (58), Shaman (57)Casting Skill Alteration

Target’s Reaction Target looks very uncomfortable.(You feel very vulnerable.)

Mana SieveCasters Enchanter (34)Casting Skill Alteration

Target’s Reaction Target staggers in pain. (Youfeel your mental energies slipaway.)

ManasinkCasters Wizard (58)Casting Skill Abjuration

Target’s Reaction Target’s skin is slicked in a sil-ver glow. (A silver force slicksyour skin.)

ManaskinCasters Necromancer (52), Wizard (52)Casting Skill Abjuration

Target’s Reaction Target’s skin gleams with anincandescent glow.

ManastormCasters Magician (59)Casting Skill Evocation

Target’s Reaction Target’s skin numbs as deadlymana rains down from above.

Maniacal StrengthCasters Shaman (57)Casting Skill Alteration

Target’s Reaction Target’s muscles fill with mani-acal strength. (You are filledwith maniacal strength.)

Mark of KarnCasters Cleric (56)Casting Skill Abjuration

Target’s Reaction Target’s skin gleams with apure aura.

Markar’s ClashCasters Wizard (49)Casting Skill Evocation

Target’s Reaction Target is stunned.

Markar’s DiscordCasters Wizard (56)Casting Skill Evocation

Target’s Reaction Target is stunned.

Markar’s RelocationCasters Wizard (39)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Mask of the HunterCasters Druid (60)Casting Skill Alteration

Target’s Reaction Target’s features sharpen.

Memory BlurCasters Enchanter (12)Mana Cost 40

Casting Skill AlterationCasting Time (secs) 2.5Recasting Delay (secs) 14.25Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffect

NPC Hate List erasedTarget’s Reaction Target blinks a few times. (You

feel your mind fog.)

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Memory FluxCasters Enchanter (55)Casting Skill Alteration

Target’s Reaction Target blinks a few times.(You feel your mind fog.)

Mend BonesCasters Necromancer (8)Mana Cost 25

Casting Skill AlterationCasting Time (secs) 3.5Recasting Delay (secs) 9Duration InstantaneousRange 100 feetTarget UndeadResistance Invoked NoneEffect

Healing 25 HP + 1/level (max 50)Target’s Reaction Target begins to mend.

MesmerizationCasters Enchanter (16)Mana Cost 70

Casting Skill ConjurationCasting Time (secs) 3Duration (secs) 24Range 200 feetRadius of Effect 30 feetTarget AreaResistance Invoked MagicEffect

MesmerizationTarget’s Reaction Target has been mesmerized.

MesmerizeCasters Enchanter (4)Mana Cost 20

Casting Skill ConjurationCasting Time (secs) 2.5Duration (secs) 24Range 200 feetTarget AnyoneResistance Invoked MagicEffect

MesmerizationTarget’s Reaction Target has been mesmerized.

Mind WipeCasters Enchanter (39)Casting Skill Alteration

Target’s Reaction Target blinks a few times.(You feel your mind fog.)

Minion of ShadowsCasters Necromancer (53)Casting Skill Conjuration

Minor Conjuration: AirCasters Magician (34)Casting Skill Conjuration

Minor Conjuration: EarthCasters Magician (34)Casting Skill Conjuration

Minor Conjuration: FireCasters Magician (34)Casting Skill Conjuration

Minor Conjuration: WaterCasters Magician (34)Casting Skill Conjuration

Minor HealingCasters Cleric (1), Druid (1), Paladin

(9), Ranger (9), Shaman (1)Mana Cost 10Casting Skill AlterationCasting Time (secs) 1Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Healing 10 HPTarget’s Reaction Target feels a little better.

Minor IllusionCasters Enchanter (1)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3 x level (max 36)Range 0 feetTarget YourselfResistance Invoked NoneEffects

Change Form to that of nearest objectMovement Rate loss Immobile

Target’s Reaction (You feel different.)

Spells: Malise-Minor

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Minor ShieldingCasters Enchanter (1), Magician (1),

Necromancer (1), Wizard (1)Mana Cost 10Casting Skill AbjurationCasting Time (secs) 2.5Duration (minutes) 3 + 3 x level (max 27)Range 0 feetTarget YourselfResistance Invoked NoneEffects

Bonus HP 5 + 1/level (max 10)AC boost 10 + 1/level (max 15)

Target’s Reaction Target is surrounded by atranslucent shield. (You feelarmored.)

Minor Summoning: AirCasters Magician (16)Mana Cost 160

Casting Skill ConjurationComponents Broom of Trilon (not

consumed), Lapis LazuliCasting Time (secs) 9Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Air Elemental (Circle 5)

Minor Summoning: EarthCasters Magician (16)Mana Cost 160

Casting Skill ConjurationComponents Shovel of Ponz (not

consumed), Lapis LazuliCasting Time (secs) 9Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Earth Elemental (Circle 5)

Minor Summoning: FireCasters Magician (16)Mana Cost 160

Casting Skill ConjurationComponents Torch of Alna (not

consumed), Lapis Lazuli

Casting Time (secs) 9Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Fire Elemental (Circle 5)

Minor Summoning: WaterCasters Magician (16)Mana Cost 160

Casting Skill ConjurationComponents Stein of Ulissa (not

consumed), Lapis LazuliCasting Time (secs) 9Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Water Elemental (Circle 5)

Mircyl’s AnimationCasters Enchanter (8)Mana Cost 45

Casting Skill ConjurationComponents 3 Tiny DaggersCasting Time (secs) 3Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Animation Animated Sword and Shield(Circle 3)

MistCasters Enchanter (12)Mana Cost 30

Casting Skill AbjurationCasting Time (secs) 3Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 9 + 1/level (max 25)Target’s Reaction Target’s image blurs.

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Modulating RodCasters Magician (44)Casting Skill Conjuration

Mortal DeftnessCasters Shaman (58)Casting Skill Alteration

Target’s Reaction Target begins to move withmortal deftness. (Yourmuscles move with mortaldeftness.)

Muzzle of MarduCasters Magician (56)Casting Skill Conjuration

NatureskinCasters Druid (57)Casting Skill Abjuration

Target’s Reaction Target’s skin shimmers.

Nek GateCasters Wizard (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to Nektulos ForestTarget’s Reaction Target fades away.

Nek PortalCasters Wizard (34)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

NimbleCasters Shaman (34)Casting Skill Alteration

Target’s Reaction Target looks nimble.

North GateCasters Wizard (20)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to North KaranaTarget’s Reaction Target fades away.

North PortalCasters Wizard (29)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Nullify MagicCasters Cleric (39), Druid (44),

Enchanter (29), Magician(34), Necromancer (39),Paladin (58), Ranger (58),Shadow Knight (58),Shaman (44), Wizard (34)

Casting Skill AbjurationTarget’s Reaction Target feels dispelled.

Numb the DeadCasters Necromancer (4), Shadow

Knight (15)Mana Cost 20Casting Skill AbjurationComponent Bone Chips (1)Casting Time (secs) 2Recasting Delay (secs) 5.25Duration (minutes) 1 + 6 secs/level (max 2)Range 200 feetTarget UndeadResistance Invoked MagicEffects

Target React Range 15 feetTarget’s Help Radius 25 feetTarget much less likely to attack

Target’s Reaction Target looks ambivalent.

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Numbing ColdCasters Wizard (1)Mana Cost 13

Casting Skill EvocationCasting Time (secs) 1.35Recasting Delay (secs) 8.5Duration InstantaneousRange 0 feetRadius of Effect 25 feetTarget Area (but not your group)Resistance Invoked ColdEffects

Damage 5 HP + 1/level (max 7)Knockback 1 foot

Target’s Reaction Target looks stone cold.

ObscureCasters Enchanter (29)Casting Skill Abjuration

Target’s Reaction Target’s image shifts out offocus. (Your image has beenobscured.)

O’Keils RadiationCasters Wizard (4)Mana Cost 15

Casting Skill AbjurationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) Same as level + 10Range 100 feetTarget AnyoneResistance Invoked FireEffects

Reflect Damage 2 HPResist Fire boost 5 + 1 / 2 levels (max 10)

Target’s Reaction Target begins to radiate.

Overwhelming SplendorCasters Enchanter (56)Casting Skill Alteration

Target’s Reaction Target is adorned in anaura of radiant grace.

PacifyCasters Cleric (39), Enchanter (39),

Paladin (51)Casting Skill AlterationTarget’s Reaction Target looks less aggressive.

(You feel your aggressionsubside.)

Pack ChloroplastCasters Druid (49)Casting Skill Alteration

Target’s Reaction Target begins to regenerate.

Pack RegenerationCasters Druid (39)Casting Skill Alteration

Target’s Reaction Target begins to regenerate.

Pack SpiritCasters Druid (39)Casting Skill Alteration

Target’s Reaction Target is surrounded by abrief lupine aura.

Pact of ShadowCasters Necromancer (44)Casting Skill Alteration

Target’s Reaction Target pulses with a blue-green aura. (Your woundsbegin to heal.)

Panic AnimalCasters Druid (1)Mana Cost 10

Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 6.25Duration (secs) 18Range 200 feetTarget AnimalResistance Invoked MagicEffect

Fear Low-level

Panic the DeadCasters Cleric (29), Necromancer

(29), Shadow Knight (54)Casting Skill AlterationTarget’s Reaction Target has the fear of life

put in them. (Your bonestingle.)

Paralyzing EarthCasters Cleric (56), Enchanter (49),

Necromancer (49), Shaman(56), Wizard (49)

Casting Skill AlterationTarget’s Reaction Target’s feet adhere to the

ground.

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Spells: Numbing-Plainsight

Pendril’s AnimationCasters Enchanter (1)Mana Cost 12

Casting Skill ConjurationComponent Tiny DaggerCasting Time (secs) 1.5Recasting Delay (secs) 4.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Animation Animated Sword and Shield(Circle 1)

Phantom ArmorCasters Magician (52)Casting Skill Abjuration

Target’s Reaction Target dons gleamingarmor. (You are covered inillusionary armor.)

Phantom ChainCasters Magician (29)Casting Skill Abjuration

Target’s Reaction Target dons chainmailarmor. (You are covered inillusionary chainmail armor.)

Phantom LeatherCasters Magician (16)Mana Cost 60

Casting Skill AbjurationComponent Cat’s Eye AgateCasting Time (secs) 4Duration (minutes) 45Range 0 feetTarget YourselfResistance Invoked NoneEffects

Healing 1 HPAC boost 20 + 1 / 2 levels (max 30)

Target’s Reaction Target dons leather armor.(You are covered inillusionary leather armor.)

Phantom PlateCasters Magician (44)Casting Skill Abjuration

Target’s Reaction Target dons platemail armor.(You are covered inillusionary platemail armor.)

Pillage EnchantmentCasters Enchanter (44)Casting Skill Abjuration

Pillar of FireCasters Wizard (16)Mana Cost 84

Casting Skill EvocationCasting Time (secs) 3.15Recasting Delay (secs) 8.5Duration InstantaneousRange 200 feetRadius of Effect 15 feetTarget AreaResistance Invoked FireEffect

Damage 36 HP + 2/level (max 76)Target’s Reaction Target is immolated in flame.

Pillar of FlameCasters Wizard (57)Casting Skill Evocation

Target’s Reaction Target is immolated in apillar of f lame.

Pillar of FrostCasters Wizard (51)Casting Skill Evocation

Target’s Reaction Target is encased within apillar of frost.

Pillar of LightningCasters Wizard (54)Casting Skill Evocation

Target’s Reaction Target is immolated in apillar of raging lightning.

PlagueCasters Necromancer (52), Shaman

(49)Casting Skill ConjurationTarget’s Reaction Target sweats and shivers,

looking feverish. (You feelfeverish.)

PlainsightCasters Wizard (55)Casting Skill Divination

Target’s Reaction Target’s eyes glow violet.(Your eyes tingle.)

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PogonipCasters Druid (24)Mana Cost 125

Casting Skill EvocationCasting Time (secs) 3.5Recasting Delay (secs) 14.5Duration InstantaneousImpact Duration (secs) 7.5Range 150 feetRadius of Effect 20 feetTarget AreaResistance Invoked ColdEffect

Damage 62 HPTarget’s Reaction Target is sheathed in ice

crystals.

Poison BoltCasters Necromancer (4)Mana Cost 30

Casting Skill ConjurationCasting Time (secs) 1.75Duration (secs) 42Range 200 feetTarget AnyoneResistance Invoked PoisonEffects

Poison 1Immediate Dam. 11 HPSubsequent Dam. 5 HP/6 secsKnockback 1/2 foot

Target’s Reaction Target has been poisoned.

Poison StormCasters Shaman (24)Mana Cost 125

Casting Skill EvocationCasting Time (secs) 3.5Recasting Delay (secs) 14.5Duration InstantaneousImpact Duration (secs) 7.5Range 150 feetRadius of Effect 20 feetTarget AreaResistance Invoked PoisonEffect

Damage 60 HPTarget’s Reaction Target’s skin blisters. (Your

skin blisters as poison rainsdown on you.)

Pouch of QuelliousCasters Magician (55)Casting Skill Conjuration

Pox of BertoxxulousCasters Shaman (59)Casting Skill Conjuration

Target’s Reaction Target’s skin erupts inpurulent pock marks.

Project LightningCasters Wizard (16)Mana Cost 85

Casting Skill EvocationCasting Time (secs) 2.5Recasting Delay (secs) 8.5Duration InstantaneousRange 0 feetRadius of Effect 25 feetTarget Area (but not your group)Resistance Invoked MagicEffects

Damage 41 HP + 1/level (max 62)Knockback 3 feet

Target’s Reaction Target is consumed by light-ning. (Lightning burststhrough your body.)

ProtectCasters Shaman (24)Mana Cost 75

Casting Skill AbjurationCasting Time (secs) 6Recasting Delay (secs) 14.25Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 17 + 1/level (max 45)Target’s Reaction Target is covered in an aura.

(A protective aura settlesover you.)

Purify ManaCasters Enchanter (49)Casting Skill Alteration

PyrocruorCasters Necromancer (58)Casting Skill Alteration

Target’s Reaction Target’s blood ignites.

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Spells: Pogonip-Rain

QuicknessCasters Enchanter (16), Shaman (29)Mana Cost 80

Casting Skill AlterationCasting Time (secs) 3.1Duration (minutes) 1 + 12 secs/level (max 11)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Attack Speed boost 20% + 1% / 2 levels(max 30% boost)

Target’s Reaction Target feels much faster.

Quiver of MarrCasters Magician (53)Casting Skill Conjuration

Quivering Veil of XarnCasters Necromancer (58)Casting Skill Abjuration

Target’s Reaction Target has been surroundedby the Quivering Veil ofXarn.

Radiant VisageCasters Enchanter (34)Casting Skill Alteration

Target’s Reaction Target’s face takes on aradiant visage. (You feelradiant.)

Radius of Fear 2Casters Cleric (24)Mana Cost 120

Casting Skill AlterationCasting Time (secs) 4.5Recasting Delay (secs) 11.25Duration InstantaneousRange 200 feetRadius of Effect 10 feetTarget AreaResistance Invoked MagicEffect

Stun 6 secondsTarget’s Reaction Target looks very afraid.

(Your mind fills with fear.)

RageCasters Shaman (49)Casting Skill Abjuration

Target’s Reaction Target goes berserk. (Youlose yourself in your rageand go berserk.)

Rage of ZommCasters Magician (55)Casting Skill Conjuration

Raging StrengthCasters Shaman (29)Casting Skill Alteration

Target’s Reaction Target looks stronger.

Rain of BladesCasters Magician (12)Mana Cost 62

Casting Skill EvocationCasting Time (secs) 2.75Recasting Delay (secs) 14.5Duration InstantaneousImpact Duration (secs) 7.5Range 150 feetRadius of Effect 20 feetTarget AreaResistance Invoked MagicEffect

Damage 26 HPTarget’s Reaction Target’s skin shreds as blades

rain down from above.

Rain of FireCasters Magician (20)Mana Cost 125

Casting Skill EvocationCasting Time (secs) 3.5Recasting Delay (secs) 14.5Duration InstantaneousImpact Duration (secs) 7.5Range 150 feetRadius of Effect 20 feetTarget AreaResistance Invoked FireEffect

Damage 56 HPTarget’s Reaction Target’s skin blisters as fire

rains down from above.

Rain of LavaCasters Magician (39)Casting Skill Evocation

Target’s Reaction Target’s skin blisters as lavarains down from above.

Rain of SpikesCasters Magician (29)Casting Skill Evocation

Target’s Reaction Target’s skin shreds as spikesrain down from above.

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Rain of SwordsCasters Magician (49)Casting Skill Evocation

Target’s Reaction Target’s skin shreds as swordsrain down from above.

RampageCasters Enchanter (39)Casting Skill Alteration

Target’s Reaction Target begins to rampage.(You feel the urge torampage.)

Rapacious SubversionCasters Necromancer (24)Mana Cost 200

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 10.25Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked NoneEffect

Mana boost 60Target’s Reaction Target twitches. (A foreign

surge of mana refreshes yourmind.)

RaptureCasters Enchanter (59)Casting Skill Conjuration

Target’s Reaction Target swoons in rapturedbliss.

Recant MagicCasters Enchanter (53)Casting Skill Abjuration

Target’s Reaction Target’s enchantments beginto fade. (You feel yourenchantments being strippedaway.)

Reckless StrengthCasters Cleric (5), Paladin (22)Mana Cost 30

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3Range 100 feetTarget Anyone

Resistance Invoked NoneEffect

STR boost 20 - 1 / 6 seconds(ending at -10 STR)

Target’s Reaction Target’s muscles bulge withreckless strength. (Yourmuscles erupt with r. s.)

ReckoningCasters Cleric (54)Casting Skill Evocation

Target’s Reaction Target has been struck by thejudgement of the gods.

Reclaim EnergyCasters Enchanter (1), Magician (1),

Necromancer (1)Mana Cost 5Casting Skill ConjurationCasting Time (secs) 2.5Duration InstantaneousRange 100 feetTarget Your petResistance Invoked NoneEffect

Reclaim Energy Restores a bit of manaTarget’s Reaction Target disperses.

RegenerationCasters Druid (34), Shaman (24)Mana Cost 100

Casting Skill AlterationCasting Time (secs) 6Duration (minutes) 1 + 18 secs/levelRange 100 feetTarget AnyoneResistance Invoked NoneEffect

Healing 5 HP/6 secsTarget’s Reaction Target begins to regenerate.

RegrowthCasters Druid (54), Shaman (52)Casting Skill Alteration

Target’s Reaction Target begins to regenerate

Regrowth of the GroveCasters Druid (58)Casting Skill Alteration

Target’s Reaction Target begins to regenerate.

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RemedyCasters Cleric (51)Casting Skill Alteration

Target’s Reaction Target’s wounds fade away.

RendCasters Wizard (49)Casting Skill Evocation

Target’s Reaction Target screams as a magicforce rends away their f lesh.

Renew BonesCasters Necromancer (29)Casting Skill Alteration

Renew ElementsCasters Magician (8)Mana Cost 25

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 9Duration InstantaneousRange 100 feetTarget Your petResistance Invoked NoneEffect

Healing 25 HP + 1/level (max 50)Target’s Reaction Target’s form pulses blue.

Renew SummoningCasters Magician (20)Mana Cost 100

Casting Skill AlterationCasting Time (secs) 3.5Recasting Delay (secs) 10Duration InstantaneousRange 100 feetTarget Your petResistance Invoked NoneEffect

Healing 100 HP + 2/levelTarget’s Reaction Target form shimmers blue.

Reoccurring AmnesiaCasters Enchanter (49)Casting Skill Alteration

Target’s Reaction Target blinks a few times.(You feel your mind fog.)

Repulse AnimalCasters Druid (51)Casting Skill Alteration

Resist ColdCasters Cleric (39), Druid (34),

Necromancer (24), ShadowKnight (39), Shaman (24)

Mana Cost 50Casting Skill AbjurationCasting Time (secs) 4.5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Resist Cold boost 15 + 1/level (max 40)Target’s Reaction Target is resistant to cold.

Resist DiseaseCasters Cleric (39), Druid (44),

Necromancer (34), Shaman(34)

Casting Skill AbjurationTarget’s Reaction Target is resistant to disease.

Resist FireCasters Cleric (34), Druid (24),

Ranger (49), Shaman (29)Mana Cost 50Casting Skill AbjurationCasting Time (secs) 4.5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Resist Fire boost 10 + 1/level (max 40)Target’s Reaction Target is resistant to fire.

Resist MagicCasters Cleric (44), Druid (49),

Enchanter (39), Shaman (44)Casting Skill AbjurationTarget’s Reaction Target is resistant to magic.

Resist PoisonCasters Cleric (34), Druid (44),

Shaman (39)Casting Skill AbjurationTarget’s Reaction Target is resistant to poison.

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Resistant SkinCasters Wizard (12)Mana Cost 35

Casting Skill AbjurationCasting Time (secs) 4.5Duration (minutes) 27Range 100 feetTarget YourselfResistance Invoked NoneEffects

Resist Poison boost 5 + 1 / 2 levels (max 15)Resist Disease boost 5 + 1 / 2 levels (max 15)

Target’s Reaction Target’s skin shines.

ResolutionCasters Cleric (44), Paladin (60)Casting Skill Abjuration

Target’s Reaction Target looks resolute.

Rest the DeadCasters Necromancer (24), Shadow

Knight (52)Mana Cost 75Casting Skill AbjurationCasting Time (secs) 3Duration (minutes) 3Range 200 feetTarget UndeadResistance Invoked MagicEffects

Target React Range 1 footTarget’s Help Radius 1 footTarget much less likely to attack

Target’s Reaction Target looks ambivalent.

Restless BonesCasters Necromancer (16), Shadow

Knight (30)Mana Cost 160Casting Skill ConjurationComponents 2 Bone ChipsCasting Time (secs) 9Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Undead Skeleton (Circle 5)Target’s Reaction Skeleton rises from the dead.

ResurrectionCasters Cleric (49), Paladin (59)Casting Skill Alteration

ResuscitateCasters Cleric (39)Casting Skill Alteration

RetributionCasters Cleric (44)Casting Skill Evocation

Target’s Reaction Target has been struck bythe wrath of the gods.

Retribution of Al’KaborCasters Wizard (56)Casting Skill Evocation

Target’s Reaction Target is frozen by theretribution of Al’Kabor.

ReviveCasters Cleric (29), Paladin (49)Casting Skill Alteration

ReviviscenceCasters Cleric (56)Casting Skill Alteration

Ring of ButcherCasters Druid (19)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to Butcherblock MountainsTarget’s Reaction Target fades away.

Ring of CommonsCasters Druid (19)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to West CommonlandsTarget’s Reaction Target fades away.

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Spells: Resistant-Rising

Ring of FeerrottCasters Druid (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to The FeerrottTarget’s Reaction Target fades away.

Ring of KaranaCasters Druid (19)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to North KaranaTarget’s Reaction Target fades away.

Ring of LavastormCasters Druid (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to LavastormTarget’s Reaction Target fades away.

Ring of MistyCasters Druid (29)Casting Skill Alteration

Target’s Reaction Target fades away.

Ring of RoCasters Druid (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to South RoTarget’s Reaction Target fades away.

Ring of SteamfontCasters Druid (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to Steamfont MountainsTarget’s Reaction Target fades away.

Ring of ToxxuliaCasters Druid (19)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to Toxxulia ForestTarget’s Reaction Target fades away.

Riotous HealthCasters Shaman (54)Casting Skill Alteration

Target’s Reaction Target’s body shines withriotous health.

Rising DexterityCasters Shaman (29)Casting Skill Alteration

Target’s Reaction Target looks dexterous.

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Ro GateCasters Wizard (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to North RoTarget’s Reaction Target fades away.

Ro PortalCasters Wizard (39)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

RootCasters Cleric (9), Enchanter (8),

Necromancer (34), Paladin (22), Shaman (14),Wizard (4)

Mana Cost 30Casting Skill AlterationCasting Time (secs) 2Duration (secs) 48 secsRange 200 feetTarget AnyoneResistance Invoked MagicEffect

ImmobilizesTarget’s Reaction Target’s feet adhere to the

ground.

Rune ICasters Enchanter (16)Mana Cost 41

Casting Skill AbjurationComponent Cat’s Eye AgateCasting Time (secs) 3.5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Bonus HP 55Target’s Reaction Target is surrounded by a

shimmer of runes. (A lightshimmer of runes surroundsyou.)

Rune IICasters Enchanter (24)Mana Cost 83

Casting Skill AbjurationComponent BloodstoneCasting Time (secs) 4Duration (minutes) 54Range 100 feetTarget AnyoneResistance Invoked None

EffectBonus HP 118

Target’s Reaction Target is surrounded by ashimmer of runes. (A shimmerof runes surround you.)

Rune IIICasters Enchanter (34)Casting Skill Abjuration

Target’s Reaction Target is surrounded by ashimmer of runes. (A darkshimmer of runes surroundyou.)

Rune IVCasters Enchanter (44)Casting Skill Abjuration

Target’s Reaction Target is surrounded by ashimmer of runes. (A coatof shimmer of runessurround you.)

Rune VCasters Enchanter (52)Casting Skill Abjuration

Target’s Reaction Target is surrounded by ashimmer of runes. (A coatof shimmer of runessurround you.)

SacrificeCasters Necromancer (51)Casting Skill Alteration

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Sagar’s AnimationCasters Enchanter (24)Mana Cost 130

Casting Skill ConjurationComponent Tiny DaggerCasting Time (secs) 7Recasting Delay (secs) 16.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Animation Animated Sword and Shield(Circle 7)

Sanity WarpCasters Enchanter (16)Mana Cost 75

Casting Skill EvocationCasting Time (secs) 2.75Recasting Delay (secs) 10.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 72 HP + 1/level (max 95)Stun Can disrupt spellcastingKnockback 1/2 foot

Target’s Reaction Target looks delirious.(Reality goes amok.)

Savage SpiritCasters Druid (44)Casting Skill Alteration

Target’s Reaction Target’s eyes gleam withmadness.

Scale of WolfCasters Druid (29), Shaman (24)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 4.5Recasting Delay (secs) 6Duration (minutes) 45 (If target attacks or

casts, this spell is cancelled.)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Movement Rate boost 40% + 1% / 2 levels (max65%)

Target’s Reaction Target is surrounded by adark lupine aura. (You feelthe spirit-scale of wolf enteryou.)

Scale SkinCasters Shaman (5)Mana Cost 25

Casting Skill AbjurationComponent Snake Scales (1)Casting Time (secs) 2.5Recasting Delay (secs) 6.75Duration (minutes) 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 11 + 1/level (max 20)Target’s Reaction Target grows scales.

Scars of SigilCasters Magician (54)Casting Skill Evocation

Target’s Reaction Target is burned by theScars of Sigil. (The Scars ofSigil burn you.)

Scent of DarknessCasters Necromancer (39)Casting Skill Alteration

Target’s Reaction Target is surrounded by adark haze. (You smell thefaint scent of darkness.)

Scent of DuskCasters Necromancer (12)Mana Cost 50

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 1 + 12 secs/levelRange 200 feetTarget AnyoneResistance Invoked PoisonEffects

Poison 1Fire Resistance loss 1 + 1 / 2 levels (max 9)Poison Resist. loss 1 + 1 / 2 levels (max 9)Disease Resist. loss 1 + 1 / 2 levels (max 9)

Target’s Reaction Target is surrounded by adull haze. (You smell thefaint scent of dusk.)

Spells: Ro-Scent

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Scent of ShadowCasters Necromancer (24)Mana Cost 100

Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 1 + 12 secs/levelRange 200 feetTarget AnyoneResistance Invoked PoisonEffects

Poison 4Fire Res. lowered 2 + 1 / 2 levels (max 18)Poison Res. lowered 2 + 1 / 2 levels (max 18)Disease Res. lowered 2 + 1 / 2 levels (max 18)

Target’s Reaction Target is surrounded by adim haze. (You smell thefaint scent of shadow.)

Scent of TerrisCasters Necromancer (52)Casting Skill Alteration

Target’s Reaction Target is surrounded by adark haze. (You smell thefaint scent of Terris.)

ScintillationCasters Magician (51)Casting Skill Evocation

Target’s Reaction Target is covered inscintillating f lames.(Scintillating f lames raceacross your body.)

ScoriaeCasters Druid (54)Casting Skill Evocation

Target’s Reaction Target’s skin melts.

ScourgeCasters Necromancer (39), Shaman

(34)Casting Skill ConjurationTarget’s Reaction Target sweats and shivers,

looking feverish. (You feelfeverish.)

Screaming TerrorCasters Necromancer (24)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 2.6

Recasting Delay (secs) 8.75Duration (secs) 18Range 200 feetTarget AnyoneResistance Invoked MagicEffect

MesmerizationTarget’s Reaction Target begins to scream.

Sedulous SubversionCasters Necromancer (56)Casting Skill Alteration

Target’s Reaction Target twitches. (A foreignsurge of mana refreshes yourmind.)

See InvisibleCasters Druid (14), Enchanter (8),

Magician (16), Wizard (4)Mana Cost 25Casting Skill DivinationCasting Time (secs) 2Duration (minutes) 3 + 3 x level (max 27)Range 100 feetRadius of Effect 60 feetTarget AreaResistance Invoked NoneEffect

See InvisibleTarget’s Reaction (Your eyes tingle.)

Seeking Flame of SeukorCasters Magician (59)Casting Skill Evocation

Target’s Reaction Target is burnt by theSeeking Flame of Seukor.

Sense AnimalsCasters Druid (1), Shaman (9)Mana Cost 5

Casting Skill DivinationCasting Time (secs) 2Recasting Delay (secs) 6.25Duration InstantaneousRange 0 feetRadius of Effect 240 feetTarget YourselfResistance Invoked NoneEffect

Detect Animals

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Spells: Scent-Shadow

Sense SummonedCasters Cleric (14), Magician (4),

Wizard (8)Mana Cost 5Casting Skill DivinationCasting Time (secs) 2Duration InstantaneousRange 0 feetRadius of Effect 240 feetTarget YourselfResistance Invoked NoneEffect

Detect Summoned

Sense the DeadCasters Cleric (9), Necromancer (1),

Paladin (15), ShadowKnight (9)

Mana Cost 5Casting Skill DivinationCasting Time (secs) 2Duration InstantaneousRange 0 feetRadius of Effect 240 feetTarget YourselfResistance Invoked NoneEffect

Detect Undead

SentinelCasters Enchanter (8)Mana Cost 25

Casting Skill DivinationCasting Time (secs) 2.5Recasting Delay (secs) 7.25Duration InstantaneousImpact Duration (secs) 360Range 0 feetRadius of Effect 40 feetTarget AreaResistance Invoked NoneEffect

You are notified of anything entering the areaTarget’s Reaction (You sense that you are

being watched.)

Serpent SightCasters Enchanter (12), Shaman (9)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 5Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffect

InfravisionTarget’s Reaction Target’s eyes glow red. (Your

eyes tingle.)

Servent of BonesCasters Necromancer (56)Casting Skill Conjuration

Target’s Reaction Skeleton rises from the dead.

ShadeCasters Enchanter (39)Casting Skill Abjuration

Target’s Reaction Target’s image fades aroundthe edges. (Your image fades.)

ShadowCasters Enchanter (49)Casting Skill Abjuration

Target’s Reaction Target’s image fades into theshadows.

Shadow CompactCasters Necromancer (20)Mana Cost 10

Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 14.5Duration (secs) 24Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Healing 20 HP/6 secsTarget’s Reaction Target pulses with a blue-

green aura. (Your woundsbegin to heal.)

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Shadow SightCasters Necromancer (24), Shadow

Knight (49)Mana Cost 50Casting Skill DivinationCasting Time (secs) 3Duration (minutes) 27Range 100 feetTarget YourselfResistance Invoked NoneEffect

UltravisionTarget’s Reaction Target’s eyes glow violet.

(The shadows fade.)

Shadow StepCasters Necromancer (8), Shadow

Knight (15), Wizard (8)Mana Cost 10Casting Skill AlterationCasting Time (secs) 1Recasting Delay (secs) 7.25Duration InstantaneousRange 900 feetTarget YourselfResistance Invoked NoneEffect

Random TeleportTarget’s Reaction Target fades away.

Shadow VortexCasters Necromancer (20), Shadow

Knight (39)Mana Cost 40Casting Skill AlterationCasting Time (secs) 1.5Recasting Delay (secs) 8.25Duration (minutes) 1 + 6 secs/levelRange 200 feetTarget Anyone (f lows to you)Resistance Invoked MagicEffect

AC loss 10 + 1/level (max 40)Target’s Reaction Target is surrounded by a

vortex of shadows. (You feela shadow pass over you.)

ShadowbondCasters Necromancer (54)Casting Skill Alteration

Target’s Reaction Target pulses with a blue-green aura. (Your woundsbegin to heal.)

Shalee’s AnimationCasters Enchanter (16)Mana Cost 85

Casting Skill ConjurationComponents 2 Tiny DaggersCasting Time (secs) 5Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Animation Animated Sword and Shield(Circle 5)

Shallow BreathCasters Enchanter (1)Mana Cost 7

Casting Skill AlterationCasting Time (secs) 1.5Duration (secs) 12Range 200 feetTarget AnyoneResistance Invoked MagicEffects

One-Time Damage 3 HP + 1 / 2 levels (max 5)STR loss 5AGI loss 5

Target’s Reaction Target begins to choke. (Youfeel a shortness of breath.)

Share Wolf FormCasters Druid (39)Casting Skill Alteration

Target’s Reaction Target turns into a wolf.(You are now a wolf.)

Shield of BarbsCasters Druid (19)Mana Cost 60

Casting Skill AbjurationCasting Time (secs) 2.5Duration (secs) 6/levelRange 100 feetTarget AnyoneResistance Invoked MagicEffect

Reflect Damage 3 HP + 1 / 4 levels (max 9)Target’s Reaction Target is surrounded by a

thorny barrier.

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Spells: Shadow-Shielding

Shield of BladesCasters Druid (58)Casting Skill Abjuration

Target’s Reaction Target is surrounded by athorny barrier of blades.

Shield of BramblesCasters Druid (29), Ranger (49)Casting Skill Abjuration

Target’s Reaction Target is surrounded by athorny barrier.

Shield of FireCasters Magician (8)Mana Cost 40

Casting Skill AbjurationCasting Time (secs) 2Duration (secs) 6/levelRange 100 feetTarget AnyoneResistance Invoked FireEffects

Reflect Damage 3 HP + 1 / 4 levels (max 6)Resist Fire boost 10

Target’s Reaction Target is enveloped in flame.

Shield of FlameCasters Magician (20)Mana Cost 60

Casting Skill AbjurationCasting Time (secs) 4Duration (secs) 6/levelRange 100 feetTarget AnyoneResistance Invoked FireEffects

Reflect Damage 3 HP + 1 / 4 levels (max 9)Resist Fire boost 15

Target’s Reaction Target is enveloped in flame.

Shield of LavaCasters Magician (49)Casting Skill Abjuration

Target’s Reaction Target is enveloped in f lame.(You are enveloped in lava.)

Shield of SpikesCasters Druid (39), Ranger (58)Casting Skill Abjuration

Target’s Reaction Target is surrounded by athorny barrier.

Shield of the MagiCasters Enchanter (54), Magician

(54), Necromancer (54),Wizard (54)

Casting Skill AbjurationTarget’s Reaction (You feel armored.)

Shield of ThistlesCasters Druid (9), Ranger (30)Mana Cost 40

Casting Skill AbjurationCasting Time (secs) 2.5Duration (secs) 6/levelRange 100 feetTarget AnyoneResistance Invoked MagicEffect

Reflect Damage 3 HP + 1 / 4 levels (max 6)Target’s Reaction Target is surrounded by a

thorny barrier.

Shield of ThornsCasters Druid (49)Casting Skill Abjuration

Target’s Reaction Target is surrounded by athorny barrier.

Shield of WordsCasters Cleric (49), Paladin (60)Casting Skill Abjuration

Target’s Reaction Target feels the favor of thegods upon them.

ShieldingCasters Enchanter (16), Magician

(16), Necromancer (16),Wizard (16)

Mana Cost 50Casting Skill AbjurationCasting Time (secs) 5Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffects

Bonus HP 30 + 1/level (max 50)AC boost 24 + 1/level (max 45)Resist Magic boost 12

Target’s Reaction (You feel armored.)

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ShieldskinCasters Necromancer (16),

Shadow Knight (39), Wizard (16)

Mana Cost 41Casting Skill AbjurationComponent Cat’s Eye AgateCasting Time (secs) 3.5Duration (minutes) 36Range 0 feetTarget YourselfResistance Invoked NoneEffect

Bonus HP 55Target’s Reaction Target’s skin is covered in a

mystic glow. (A mystic forceshields your skin.)

Shifting ShieldCasters Shaman (34)Casting Skill Abjuration

Target’s Reaction Target is surrounded by ashifting spirit shield. (Ashifting spirit shieldsurrounds you.)

Shifting SightCasters Enchanter (20), Wizard (39)Mana Cost 30

Casting Skill DivinationCasting Time (secs) 4Duration (minutes) 1 + 18 secs/levelDuration of impact 7.5 secsRange 10,000 feetTarget AnyoneResistance Invoked NoneEffect

You see from Target’s ViewFatigue 2 pointsInfravision

Target’s Reaction Target’s eyes gleam and thengo dark. (You shift yoursight.)

Shiftless DeedsCasters Enchanter (44)Casting Skill Alteration

Target’s Reaction Target slows down.

Shock of BladesCasters Magician (8)Mana Cost 30

Casting Skill Conjuration

Casting Time (secs) 2.1Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 23 HP + 1/level (max 35)Knockback 1/2 foot

Target’s Reaction Target is lacerated by steel.(You have been lacerated.)

Shock of FireCasters Wizard (4)Mana Cost 15

Casting Skill EvocationCasting Time (secs) 1.35Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked FireEffect

Damage (HP) 11 + 1 / 2 levels (max 16)Target’s Reaction Target combusts. (You feel

your skin combust.)

Shock of FlameCasters Magician (16)Mana Cost 70

Casting Skill EvocationCasting Time (secs) 2.75Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked FireEffect

Damage 75 HP + 1/level (max 96)Target’s Reaction Target’s skin ignites.

Shock of FrostCasters Wizard (1)Mana Cost 8

Casting Skill EvocationCasting Time (secs) 1.1Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked ColdEffect

Damage 4 HP + 1 / 2 levels (max 6)Target’s Reaction Target’s skin freezes.

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Spells: Shieldskin-Shroud

Shock of IceCasters Wizard (8)Mana Cost 30

Casting Skill EvocationCasting Time (secs) 1.85Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked ColdEffect

Damage 26 HP + 1/level (max 38)Target’s Reaction Target’s skin freezes over.

Shock of LightningCasters Wizard (12)Mana Cost 60

Casting Skill EvocationCasting Time (secs) 2.2Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 66 HP + 1/level (max 83)Knockback 2 feet

Target’s Reaction Target convulses as lightningarcs through them.

Shock of PoisonCasters Necromancer (24)Mana Cost 100

Casting Skill ConjurationCasting Time (secs) 3.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked PoisonEffect

Damage 74 HP + 3/level (max 160)Target’s Reaction Target screams in agony. (You

feel your skin burn as poisonseeps through your skin.)

Shock of SpikesCasters Magician (24)Mana Cost 110

Casting Skill ConjurationCasting Time (secs) 3.5Duration InstantaneousRange 200 feetTarget Anyone

Resistance Invoked MagicEffects

Damage 86 HP + 3/level (max 176)Knockback 1/2 foot

Target’s Reaction Target is lacerated by steel.(You have been lacerated.)

Shock of SteelCasters Magician (57)Casting Skill Conjuration

Target’s Reaction Target is lacerated by deadlysteel.

Shock of SwordsCasters Magician (44)Casting Skill Conjuration

Target’s Reaction Target is lacerated by steel.(You have been lacerated.)

Shock Spiral of Al’KaborCasters Wizard (29)Casting Skill Evocation

Target’s Reaction Target is blasted by static wind.

Shrink(See Diminution)Casters Shaman (19)

Mana Cost 50Casting Skill AlterationIndoors onlyCasting Time (secs) 4Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked NoneEffect

Get SmallerTarget’s Reaction Target shrinks. (You feel

smaller.)

Shroud of the SpiritsCasters Shaman (54)Casting Skill Abjuration

Target’s Reaction Target is surrounded by aspirit shroud. (A protectivespirit shroud cloaks you.)

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SickenCasters Shaman (5)Mana Cost 30

Casting Skill ConjurationCasting Time (secs) 1.75Duration (minutes) 1 + 6 secs/level (mx 2m, 6s)Range 200 feetTarget AnyoneResistance Invoked DiseaseEffects

Disease 1Immediate Damage 10 HPSubsequent Damage 2 HP/6 secs

Target’s Reaction Target sweats and shivers,looking feverish. (You feelfeverish.)

SightCasters Wizard (20)Mana Cost 20

Casting Skill DivinationCasting Time (secs) 2.5Recasting Delay (secs) 14.25Duration (minutes) Same as levelRange 0 feetTarget YourselfResistance Invoked NoneEffects

Telescope See more than twice as farInfravision

Target’s Reaction Target’s eyes gleam. (Youreyes feel stronger.)

Sight GraftCasters Necromancer (12)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 5Recasting Delay (secs) 12.25Duration (minutes) 27Range 100 feetTarget Your petResistance Invoked NoneEffect You see from your pet’s viewTarget’s Reaction Target’s eyes shimmer.

Siphon LifeCasters Necromancer (20), Shadow

Knight (51)Mana Cost 72Casting Skill AlterationCasting Time (secs) 3.1

Duration InstantaneousRange 200 feetTarget Anyone (f lows to you)Resistance Invoked MagicEffect

Damage 25 HP + 2 / level (max 75)Target’s Reaction Target staggers. (You feel

your lifeforce drain away.)

Siphon StrengthCasters Necromancer (1), Shadow

Knight (9)Mana Cost 5Casting Skill AlterationCasting Time (secs) 1.5Recasting Delay (secs) 8.25Duration (minutes) 3 x level (max 6)Range 200 feetTarget Anyone (f lows to you)Resistance Invoked MagicEffect

STR loss 5 + 1 / 2 levels (max 10)Target’s Reaction Target weakens. (You feel

your strength dwindle.)

SiroccoCasters Magician (55)Casting Skill Evocation

Target’s Reaction Target’s skin blisters as lavarains down from above.

Sisna’s AnimationCasters Enchanter (20)Mana Cost 105

Casting Skill ConjurationComponents 3 Tiny DaggersCasting Time (secs) 6Recasting Delay (secs) 14.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Animation Animated Sword and Shield(Circle 6)

Skin like DiamondCasters Druid (39), Ranger (54)Casting Skill Abjuration

Target’s Reaction Target’s skin turns hard asdiamond.

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Skin like NatureCasters Druid (49)Casting Skill Abjuration

Target’s Reaction Target’s skin shimmers withdivine power.

Skin like RockCasters Druid (14), Ranger (22)Mana Cost 60

Casting Skill AbjurationCasting Time (secs) 5Recasting Delay (secs) 10.5Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 16 + 1 / 2 levels (max 25)Bonus HP 40 + 1/level

Target’s Reaction Target’s skin turns hard asstone.

Skin like SteelCasters Druid (24), Ranger (39)Mana Cost 100

Casting Skill AbjurationCasting Time (secs) 6Recasting Delay (secs) 11.5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 20 + 1 / 2 levels (max 35)Bonus HP 50 + 1/level

Target’s Reaction Target’s skin turns hard assteel.

Skin like WoodCasters Druid (1), Ranger (9)Mana Cost 10

Casting Skill AbjurationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 3 + 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffects

AC boost 10 + 1 / 2 levels (max 15)Bonus HP 10 + 1/level (max 20)

Skin of the ShadowCasters Necromancer (55)Casting Skill Alteration

Target’s Reaction Target’s skin turns to shadow.(Your skin becomes shadow.)

SmiteCasters Cleric (14)Mana Cost 70

Casting Skill EvocationCasting Time (secs) 2.45Recasting Delay (secs) 8.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 60 HP + 1/level (max 83)Knockback 1 foot

SnareCasters Druid (1), Ranger (9)Mana Cost 15

Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 6.25Duration (minutes) Same as level + 10Range 200 feetTarget AnyoneResistance Invoked MagicEffect

Movement Rate loss 40% +1% / level (max 55%)Target’s Reaction Target has been ensnared.

SootheCasters Cleric (9), Enchanter (8),

Paladin (30)Mana Cost 30Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 6.25Duration (minutes) 1 + 6 secs/lvl (mx 2m, 30s)Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Target React Range 10 feetTarget’s Help Radius 10 feetTarget much less likely to attack

Target’s Reaction Target looks less aggressive.(You feel your aggression subside.)

Spells: Sicken-Soothe

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Sound of ForceCasters Cleric (49)Casting Skill Evocation

Target’s Reaction Target is stunned.

Spear of WardingCasters Magician (20)Mana Cost 60

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Spear of Warding,+ 1 more / level

Sphere of LightCasters Wizard (1)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 4Recasting Delay (secs) 10.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 light globe + 1 more / level

SpikecoatCasters Druid (39)Casting Skill Abjuration

Target’s Reaction Target’s skin sprouts spikes.(Spikes spring from your skin.)

Spirit ArmorCasters Cleric (19), Necromancer

(16), Paladin (30)Mana Cost 75Casting Skill AbjurationCasting Time (secs) 6Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 21 + 1/level (max 45)Target’s Reaction Target is coated in translucent

armor. (Translucent armorgathers around you.)

Spirit of BearCasters Shaman (9)Mana Cost 40

Casting Skill AbjurationCasting Time (secs) 5Duration (minutes) 3 x level (max 36)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

STA boost 8 + 1 / 2 levels (max 15)Target’s Reaction Target is surrounded by a

brief ursine aura. (You feel thespirit of bear enter you.)

Spirit of CatCasters Shaman (19)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 5Duration (minutes) 45Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AGI boost 4 + 1/level (max 27)Target’s Reaction Target is surrounded by a

brief feline aura. (You feel thespirit of cat enter you.)

Spirit of CheetahCasters Druid (24), Shaman (24)Mana Cost 20

Casting Skill AlterationOutdoors onlyCasting Time (secs) 0.5Recasting Delay (secs) 602.25Duration (secs) 48Range 0 feetTarget YourselfResistance Invoked NoneEffect

Movement Rate boost 75% + 1%/level(max 115% boost)

Target’s Reaction Target is surrounded by abrief feline aura. (You feel thespirit of cheetah enter you.)

Spirit of the HowlerCasters Shaman (55)Casting Skill Conjuration

Target’s Reaction Target summons howlingspirit.

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Spells: Sound-Spirit

Spirit of MonkeyCasters Shaman (24)Mana Cost 40

Casting Skill AlterationCasting Time (secs) 5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked None

EffectDEX boost 20

Target’s Reaction Target is surrounded by abrief aura. (You feel the spiritof monkey enter you.)

Spirit of OakCasters Druid (59)Casting Skill Alteration

Target’s Reaction Target turns into a tree. (Youhave taken root.)

Spirit of OxCasters Shaman (24)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 5Duration (minutes) 45Range 100 feetTarget AnyoneResistance Invoked NoneEffect

STA boost 9 + 1 / 2 levels (max 23)Target’s Reaction Target is surrounded by a

brief bovine aura. (You feelthe spirit of ox enter you.)

Spirit of ScaleCasters Druid (53), Shaman (52)Casting Skill Alteration

Target’s Reaction Target is surrounded by abrief lupine aura. (You feel thespirit of the scaled wolf enteryou.)

Spirit of SnakeCasters Shaman (14)Mana Cost 40

Casting Skill AlterationCasting Time (secs) 5Duration (minutes) 36Range 100 feetTarget Anyone

Resistance Invoked NoneEffect

CHA boost 6 + 1 / 2 levels (max 15)Target’s Reaction Target is surrounded by a

brief serpentine aura. (You feelthe spirit of snake enter you.)

Spirit of WolfCasters Druid (14), Ranger (39),

Shaman (9)Mana Cost 40Casting Skill AlterationOutdoors onlyCasting Time (secs) 4.5Recasting Delay (secs) 5.75Duration (minutes) 3 x level (max 36)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Movement Rate boost 30% + 1% / 2 levelsTarget’s Reaction Target is surrounded by a

brief lupine aura. (You feel thespirit of wolf enter you.)

Spirit PouchCasters Shaman (5)Mana Cost 40

Casting Skill ConjurationCasting Time (secs) 5Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Spirit Pouch + 1 more /level

Spirit SightCasters Shaman (9)Mana Cost 20

Casting Skill DivinationCasting Time (secs) 2Duration (minutes) 27Range 100 feetRadius of Effect 60 feetTarget AreaResistance Invoked NoneEffect

See InvisibleTarget’s Reaction (Your eyes tingle.)

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Spirit StrengthCasters Shaman (19)Mana Cost 40

Casting Skill AlterationCasting Time (secs) 5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

STR boost 7 + 1 / 2 levels (max 18)Target’s Reaction Target looks stronger.

Spirit StrikeCasters Shaman (14)Mana Cost 75

Casting Skill EvocationCasting Time (secs) 2.45Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked ColdEffect

Damage 60 HP + 1/level (max 81)Target’s Reaction Target staggers as spirits of

frost slam against them.

Spirit TapCasters Necromancer (29), Shadow

Knight (56)Casting Skill AlterationTarget’s Reaction Target staggers. (You feel

your lifeforce drain away.)

SplurtCasters Necromancer (51)Casting Skill Alteration

Target’s Reaction Target’s body begins to splurt.

Spook the DeadCasters Cleric (1), Necromancer

(12), Paladin (9), ShadowKnight (22)

Mana Cost 10Casting Skill AlterationCasting Time (secs) 2Recasting Delay (secs) 6.25Duration (secs) 18Range 200 feetTarget UndeadResistance Invoked Magic

EffectFear Low-level

Target’s Reaction Target has the fear of lifeput in them. (Your bonestingle.)

Staff of RunesCasters Magician (24)Mana Cost 60

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Staff of Runes + 1 more /level

Staff of SymbolsCasters Magician (34)Casting Skill Conjuration

Staff of TracingCasters Magician (8)Mana Cost 20

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Staff of Tracing+ 1 more / level

Staff of WardingCasters Magician (16)Mana Cost 40

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Staff of Warding+ 1 more / level

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StaminaCasters Shaman (44)Casting Skill Alteration

Target’s Reaction Target looks robust.

StarfireCasters Druid (49)Casting Skill Evocation

Target’s Reaction Target is bathed in starfire.(You feel the glare of theheavens.)

StarshineCasters Druid (9)Mana Cost 50

Casting Skill ConjurationOutdoors onlyCasting Time (secs) 5Recasting Delay (secs) 12.25Duration InstantaneousRange (feet) 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item Globe of StarsTarget’s Reaction Target’s hands pulse softly.

(A globe of stars formswithin your hands.)

SteelskinCasters Necromancer (34), Shadow

Knight (56), Wizard (34)Casting Skill AbjurationTarget’s Reaction Target’s skin looks like steel.

Stinging SwarmCasters Druid (14), Ranger (30)Mana Cost 65

Casting Skill ConjurationCasting Time (secs) 2.45Duration (secs) 54Range 250 feetTarget AnyoneResistance Invoked MagicEffect

Damage 13 HP/6 secsTarget’s Reaction Target is engulfed in a

swarm. (You feel the pain ofa thousand stings.)

Storm StrengthCasters Druid (44), Ranger (53)Casting Skill Alteration

Target’s Reaction Target looks stronger.

StrengthCasters Shaman (49)Casting Skill Alteration

Target’s Reaction Target looks strong.

Strength of EarthCasters Druid (9), Ranger (30)Mana Cost 40

Casting Skill AlterationCasting Time (secs) 5Recasting Delay (secs) 4.75Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffect

STR boost 5 + 1 / 2 levels (max 15)Target’s Reaction Target looks stronger.

Strength of StoneCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target looks stronger.

StrengthenCasters Enchanter (1), Shaman (1)Mana Cost 10

Casting Skill AlterationCasting Time (secs) 2Duration (minutes) 3 + 3 x level (max 27)Range 100 feetTarget AnyoneResistance Invoked NoneEffect

STR boost 4 + 1/level (max 10)Target’s Reaction Target looks stronger.

Spells: Spirit-Strengthen

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StrikeCasters Cleric (1)Mana Cost 12

Casting Skill EvocationCasting Time (secs) 1.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 6 HP + 1 / 2 levels (max 8)Knockback 1/2 foot

Strip EnchantmentCasters Enchanter (24)Mana Cost 70

Casting Skill AbjurationCasting Time (secs) 3.5Recasting Delay (secs) 7.25Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffect

Cancel Magic 4 chances, all low-level

StunCasters Cleric (5), Paladin (30)Mana Cost 35

Casting Skill EvocationCasting Time (secs) 1.5Recasting Delay (secs) 14.25Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffect

Stun (secs) 4Target’s Reaction Target is stunned.

SuccorCasters Druid (57)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Succor: ButcherCasters Druid (34)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Succor: EastCasters Druid (29)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Succor: LavastormCasters Druid (44)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Succor: NorthCasters Druid (49)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

Succor: RoCasters Druid (39)Casting Skill Alteration

Target’s Reaction Target creates a mystic portal.

SuffocateCasters Enchanter (29)Casting Skill Alteration

Target’s Reaction Target begins to choke. (Youfeel a shortness of breath.)

Suffocating SphereCasters Enchanter (4)Mana Cost 20

Casting Skill AlterationCasting Time (secs) 1.75Duration (secs) 12Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Immediate Damage 18 HPSubsequent Damage 8 HP/6 secsSTR loss 5AGI loss 5

Target’s Reaction Target gasps for breath.

Summon ArrowsCasters Magician (20)Mana Cost 30

Casting Skill ConjurationCasting Time (secs) 4Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 arrow + 1 more / 4 levels

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Spells: Strike-Summon

Summon BandagesCasters Magician (4)Mana Cost 15

Casting Skill ConjurationCasting Time (secs) 5Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 bandage + 1 more /2 levels (max 5)

Summon ColdstoneCasters Magician (29)Casting Skill Conjuration

Summon CorpseCasters Necromancer (39)Casting Skill Conjuration

Summon DaggerCasters Magician (1)Mana Cost 10

Casting Skill ConjurationCasting Time (secs) 5Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 dagger + 1 more / level

Summon DeadCasters Necromancer (29), Shadow

Knight (49)Casting Skill Conjuration

Summon DrinkCasters Cleric (5), Druid (14),

Magician (1), Shaman (5)Mana Cost 10Casting Skill ConjurationCasting Time (secs) 4Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 globe of water + 1 more /level

Summon FangCasters Magician (12)Mana Cost 40

Casting Skill ConjurationCasting Time (secs) 6Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 snake fang + 1 more /level

Summon FoodCasters Cleric (9), Druid (14),

Magician (1), Shaman (9)Mana Cost 10Casting Skill ConjurationCasting Time (secs) 4Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 black bread + 1 more /level

Summon HeatstoneCasters Magician (16)Mana Cost 40

Casting Skill ConjurationCasting Time (secs) 7Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Heatstone + 1 more / level

Summon Ring of FlightCasters Magician (39)Casting Skill Conjuration

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Summon Throwing DaggerCasters Magician (16)Mana Cost 20

Casting Skill ConjurationCasting Time (secs) 4Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 throwing dagger+ 1 more / 4 levels

Summon WaterstoneCasters Magician (20)Mana Cost 40

Casting Skill ConjurationCasting Time (secs) 4Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 Waterstone + 1 more / 4 levels

Summon WispCasters Magician (4)Mana Cost 30

Casting Skill ConjurationCasting Time (secs) 5Recasting Delay (secs) 8.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item Wisp StoneTarget’s Reaction Target’s hands pulse soft

light. (A wisp settles intoyour hand.)

Summoning: AirCasters Magician (24)Mana Cost 240

Casting Skill ConjurationComponents Broom of Trilon (not

consumed), MalachiteCasting Time (secs) 12Duration Instantaneous

Range 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Air Elemental (Circle 7)

Summoning: EarthCasters Magician (24)Mana Cost 240

Casting Skill ConjurationComponents Shovel of Ponz (not

consumed), MalachiteCasting Time (secs) 12Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Earth Elemental (Circle 7)

Summoning: FireCasters Magician (24)Mana Cost 240

Casting Skill ConjurationComponents Torch of Alna (not

consumed), MalachiteCasting Time (secs) 12Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Fire Elemental (Circle 7)

Summoning: WaterCasters Magician (24)Mana Cost 240

Casting Skill ConjurationComponents Stein of Ulissa (not

consumed), MalachiteCasting Time (secs) 12Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Summon Elemental Water Elemental (Circle 7)

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Spells: Summon-Symbol

SunbeamCasters Druid (24)Mana Cost 40

Casting Skill DivinationOutdoors onlyCasting Time (secs) 3Recasting Delay (secs) 14.25Duration (secs) 12Range 200 feetRadius of Effect 20 feetTarget AreaResistance Invoked MagicEffect

BlindnessTarget’s Reaction Target is blinded by a

sunbeam.

SunskinCasters Cleric (51)Casting Skill Divination

Target’s Reaction Target fades a little. (Youfeel your skin tingle.)

SunstrikeCasters Wizard (60)Casting Skill Evocation

Target’s Reaction Target is consumed by theflames of the sun.

Superior CamouflageCasters Druid (19), Ranger (49)Mana Cost 40

Casting Skill DivinationCasting Time (secs) 5Duration (minutes) 24Range 100 feetTarget AnyoneResistance Invoked NoneEffect

InvisibilityTarget’s Reaction Target fades away. (You

vanish.)

Superior HealingCasters Cleric (34), Druid (53),

Paladin (57), Shaman (53)Casting Skill AlterationTarget’s Reaction Target feels much better.

SupernovaCasters Wizard (49)Casting Skill Evocation

Target’s Reaction Target is immolated in flame.

Surge of EnfeeblementCasters Necromancer (34)Casting Skill Alteration

Target’s Reaction Target weakens. (You feelyour strength dwindle.)

Swift like the WindCasters Enchanter (49)Casting Skill Alteration

Target’s Reaction Target feels much faster.

Sword of RunesCasters Magician (29)Casting Skill Conjuration

Symbol of MarzinCasters Cleric (54)Casting Skill Abjuration

Target’s Reaction Target is cloaked in ashimmer of glowingsymbols. (A mystic symbolf lashes before your eyes.)

Symbol of NaltronCasters Cleric (44), Paladin (58)Casting Skill Abjuration

Target’s Reaction Target is cloaked in ashimmer of glowing symbols.(A mystic symbol f lashesbefore your eyes.)

Symbol of PinzarnCasters Cleric (34), Paladin (49)Casting Skill Abjuration

Target’s Reaction Target is cloaked in ashimmer of glowing symbols.(A mystic symbol f lashesbefore your eyes.)

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Symbol of RyltanCasters Cleric (24), Paladin (39)Mana Cost 111

Casting Skill AbjurationComponent BloodstoneCasting Time (secs) 4Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Bonus HP 118 + 10/level (max 158)Target’s Reaction Target is cloaked in a

shimmer of glowing symbols.(A mystic symbol f lashesbefore your eyes.)

Symbol of TransalCasters Cleric (14), Paladin (30)Mana Cost 55

Casting Skill AbjurationComponent Cat’s Eye AgateCasting Time (secs) 3.5Duration (minutes) 27Range 100 feetTarget AnyoneResistance Invoked NoneEffect

Bonus HP 73Target’s Reaction Target is cloaked in a

shimmer of glowing symbols.(A mystic symbol f lashesbefore your eyes.)

Sympathetic AuraCasters Enchanter (20)Mana Cost 40

Casting Skill AlterationCasting Time (secs) 5Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

CHA boost 6 + 1 / 2 levels (max 18)Target’s Reaction Target is surrounded by a

warm aura. (You feel awarm aura surround you.)

Tagar’s InsectsCasters Shaman (29)Casting Skill Alteration

Target’s Reaction Target yawns. (You feeldrowsy.)

Tainted BreathCasters Shaman (9)Mana Cost 40

Casting Skill ConjurationCasting Time (secs) 2.1Duration (secs) 42Range 200 feetTarget AnyoneResistance Invoked PoisonEffects

Poison 5Immediate Damage 18 HPSubsequent Damage 8 HP/6 secs

Target’s Reaction Target has been poisoned.

Talisman of AltunaCasters Shaman (44)Casting Skill Alteration

Target’s Reaction Target looks tougher. (Youfeel tough.)

Talisman of JasinthCasters Shaman (51)Casting Skill Abjuration

Target’s Reaction Target has been protected bythe Talisman of Jasinth.

Talisman of KraggCasters Shaman (55)Casting Skill Alteration

Target’s Reaction Target looks tougher.

Talisman of ShadooCasters Shaman (53)Casting Skill Abjuration

Target’s Reaction Target has been protected bythe Talisman of Shadoo.

Talisman of the BruteCasters Shaman (57)Casting Skill Alteration

Target’s Reaction Target looks robust. (Youfeel the spirit of the brutechannel through you.)

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Talisman of the CatCasters Shaman (57)Casting Skill Alteration

Target’s Reaction Target looks agile. (You feelthe spirit of the cat channelthrough you.)

Talisman of the RaptorCasters Shaman (59)Casting Skill Alteration

Target’s Reaction Target looks dexterous. (Youfeel the spirit of the raptorchannel through you.)

Talisman of the RhinoCasters Shaman (58)Casting Skill Alteration

Target’s Reaction Target looks strong. (You feelthe spirit of the rhinochannel through you.)

Talisman of the SerpentCasters Shaman (58)Casting Skill Alteration

Target’s Reaction Target looks charismatic.(You feel the spirit of theserpent channel throughyou.)

Talisman of TnargCasters Shaman (34)Casting Skill Alteration

Target’s Reaction Target looks tougher. (Youfeel tough.)

Taper EnchantmentCasters Enchanter (1)Mana Cost 5

Casting Skill AbjurationCasting Time (secs) 3Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked NoneEffect

Cancel Magic 1 chance, lowest levelTarget’s Reaction Target is surrounded by a

pulse of static air. (The aircrackles around you.)

TashanCasters Enchanter (4)Mana Cost 10

Casting Skill AbjurationCasting Time (secs) 1Duration (minutes) 1 + 12 secs/levelRange 200 feetTarget AnyoneResistance Invoked NoneEffects

Poison 1Magic Res. lowered 5 + 1/level (max 13)

Target’s Reaction Target glances nervouslyabout. (You hear the barkingof Tashan.)

TashaniCasters Enchanter (20)Mana Cost 20

Casting Skill AbjurationCasting Time (secs) 1Duration (minutes) 1 + 12 secs/levelRange 200 feetTarget AnyoneResistance Invoked NoneEffects

Poison 1Magic Res. lowered 10 + 1 / 2 levels (max 23)

Target’s Reaction Target glances nervouslyabout. (You hear the barkingof the Tashani.)

TashaniaCasters Enchanter (44)Casting Skill Abjuration

Target’s Reaction Target glances nervouslyabout. (You hear the barkingof Tashania.)

TashanianCasters Enchanter (57)Casting Skill Abjuration

Target’s Reaction Target glances nervouslyabout. (You hear the barkingof Tashania.)

Tears of DruzzilCasters Wizard (52)Casting Skill Evocation

Target’s Reaction Target’s skin blisters as thetears of Druzzil rain uponthem.

Spells: Symbol-Tears

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Tears of PrexusCasters Wizard (58)Casting Skill Evocation

Target’s Reaction Target’s skin freezes as thetears of Prexus rain uponthem.

Tears of SolusekCasters Wizard (55)Casting Skill Evocation

Target’s Reaction Target’s skin blisters as thetears of Solusek rain uponthem.

Tepid DeedsCasters Enchanter (24)Mana Cost 100

Casting Skill AlterationCasting Time (secs) 3.5Duration (secs) 12 + 3 / levelRange 250 feetTarget AnyoneResistance Invoked MagicEffect

Attack Speed loss 20% + 1% / 2 levelsTarget’s Reaction Target slows down.

Terrorize AnimalCasters Druid (19)Mana Cost 30

Casting Skill AlterationCasting Time (secs) 1.75Duration (secs) 54Range 200 feetTarget AnimalResistance Invoked MagicEffect

Fear Low-level

The Unspoken WordCasters Cleric (59)Casting Skill Evocation

Target’s Reaction Target writhes and staggers.(Your mind bleeds withwonder.)

Theft of ThoughtCasters Enchanter (51)Casting Skill Alteration

Target’s Reaction Target staggers. (You feel yourmental energies drain away.)

Thicken ManaCasters Enchanter (12)Mana Cost 200

Casting Skill AlterationComponents Pearl, Poison VialCasting Time (secs) 6Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Create Item 1 vial of Viscous Mana+ 1 more / level

ThistlecoatCasters Druid (9), Ranger (15)Mana Cost 25

Casting Skill AbjurationCasting Time (secs) 2Duration (minutes) 3 x levelRange 0 feetTarget YourselfResistance Invoked MagicEffects

AC boost 7 + 1/level (max 21)Reflect Damage 1 HP

Target’s Reaction Target’s skin sproutsthistles. (Thistles springfrom your skin.)

ThorncoatCasters Druid (49), Ranger (60)Casting Skill Abjuration

Target’s Reaction Target’s skin sprouts thorns.(Thorns spring from yourskin.)

Thrall of BonesCasters Necromancer (54)Casting Skill Alteration

Target’s Reaction Target moans.

Thunder StrikeCasters Wizard (29)Casting Skill Evocation

Target’s Reaction Target has been struck by aThunder Bolt. (You havebeen thunder struck.)

ThunderboldCasters Wizard (54)Casting Skill Evocation

Target’s Reaction Target has been thunderstunned.

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Spells: Tears-Track

ThunderclapCasters Wizard (34)Casting Skill Evocation

Target’s Reaction Target has been thunderstruck.

Tigir’s InsectsCasters Shaman (58)Casting Skill Alteration

Target’s Reaction Target yawns. (You feeldrowsy.)

Tishan’s ClashCasters Wizard (20)Mana Cost 65

Casting Skill EvocationCasting Time (secs) 2.5Recasting Delay (secs) 20.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage 10 HP + 1/level (max 50)Stun 5 seconds

Target’s Reaction Target is stunned.

Tishan’s DiscordCasters Wizard (51)Casting Skill Evocation

Target’s Reaction Target is stunned.

Tishan’s RelocationCasters Wizard (39)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Togor’s InsectsCasters Shaman (39)Casting Skill Alteration

Target’s Reaction Target yawns. (You feeldrowsy.)

Torment of ArgliCasters Enchanter (56)Casting Skill Evocation

Target’s Reaction Target screams from theTorment of Argli. (Yourthoughts muddle from theTorment of Argli.)

TorporCasters Shaman (60)Casting Skill Alteration

Target’s Reaction Target falls into a state oftorpor.

Torrent of PoisonCasters Shaman (55)Casting Skill Evocation

Target’s Reaction Target’s skin steams andmelts. (Your skin steams andmelts as poison rains downon you.)

Touch of NightCasters Necromancer (59)Casting Skill Alteration

Target’s Reaction Target staggers. (Your lifeforcedrains at the Touch of Night.)

Tox GateCasters Wizard (20)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to Toxxulia ForestTarget’s Reaction Target fades away.

Tox PortalCasters Wizard (29)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Track CorpseCasters Wizard (20)Mana Cost 15

Casting Skill DivinationCasting Time (secs) 1.5Recasting Delay (secs) 5.5Duration (minutes) 12Range 10,000 feetRadius of Effect 1000 feetTarget YourselfResistance Invoked NoneEffect

Locate Corpse

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TreeformCasters Druid (9)Mana Cost 30

Casting Skill AlterationOutdoors onlyCasting Time (secs) 4Duration (minutes) 3 x level (max 36)Range 0 feetTarget YourselfResistance Invoked NoneEffects

Change Form TreeImmobilizesHealing 1 HP + 1 / 6 levels (max 5)Fire Res. lowered 10

Target’s Reaction Target turns into a tree.(You have taken root.)

TremorCasters Cleric (34), Druid (24)Mana Cost 200

Casting Skill EvocationCasting Time (secs) 4Recasting Delay (secs) 12.5Duration InstantaneousRange 0 feetRadius of Effect 30 feetTarget Area (but not your group)Resistance Invoked MagicEffects

Damage 64 HP + 2/level (max 122)Knockback 1 foot

Target’s Reaction (You feel the ground rumble.)

TrepidationCasters Cleric (57), Enchanter (56),

Necromancer (56)Casting Skill AlterationTarget’s Reaction Target is filled with

trepidation. (Your mind fillswith trepidation.)

TrucidationCasters Necromancer (60)Casting Skill Alteration

Target’s Reaction Target drains away. (Youressence drains away.)

True NorthCasters Cleric (1), Enchanter (1),

Magician (1), Necromancer(4), Paladin (9), Shaman(1), Wizard (1)

Mana Cost 5Casting Skill DivinationCasting Time (secs) 2Recasting Delay (secs) 6.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

True North ShownTarget’s Reaction (You spin to face north.)

Tunare’s RequestCasters Druid (55)Casting Skill Alteration

Target’s Reaction Target blinks.

Turgur’s InsectsCasters Shaman (51)Casting Skill Alteration

Target’s Reaction Target yawns. (You feeldrowsy.)

Turtle SkinCasters Shaman (14)Mana Cost 50

Casting Skill AbjurationCasting Time (secs) 5Recasting Delay (secs) 9.75Duration (minutes) 36Range 100 feetTarget AnyoneResistance Invoked NoneEffect

AC boost 17 + 1/level (max 35)Target’s Reaction Target’s skin looks greener.

(Your skin turns hard asturtle shell.)

Uleen’s AnimationCasters Enchanter (29)Casting Skill Conjuration

UltravisionCasters Enchanter (29), Shaman (29)Casting Skill Divination

Target’s Reaction Target’s eyes glow violet.(Your eyes tingle.)

UmbraCasters Enchanter (57)Casting Skill Abjuration

Target’s Reaction Target’s image fades intothe umbra.

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Spells: Treeform-Vocarate

Unfailing ReverenceCasters Shaman (59)Casting Skill Alteration

Target’s Reaction Target exudes an aura ofmassive charisma. (Peoplelook at you with unfailingreverence.)

United ResolveCasters Cleric (54)Casting Skill Abjuration

Target’s Reaction Target looks resolute.

Unswerving Hammer of FaithCasters Cleric (54)Casting Skill Conjuration

UpheavalCasters Cleric (52), Druid (51)Casting Skill Evocation

Target’s Reaction Target is mauled by themoving ground. (You feel theground scream and heave.)

ValorCasters Cleric (34), Paladin (49)Casting Skill Abjuration

Target’s Reaction Target looks valorous.

Vampiric CurseCasters Necromancer (29), Shadow

Knight (57)Casting Skill AlterationTarget’s Reaction Target pales. (You feel your

blood being drained away.)

Vampiric EmbraceCasters Necromancer (8), Shadow

Knight (22)Mana Cost 30Casting Skill AlterationCasting Time (secs) 3Recasting Delay (secs) 8.25Duration (minutes) 1 + 6 secs/levelRange 0 feetTarget YourselfResistance Invoked NoneEffect

Contact Ability Might drain 12 HP + 1/levelon next successful melee strike

Target’s Reaction Target’s hands begin to glow.

VelocityCasters Magician (58)Casting Skill Alteration

Target’s Reaction Target shimmers and blurs.

Vengeance of Al’KaborCasters Wizard (59)Casting Skill Evocation

Target’s Reaction Target is blasted by theVengeance of Al’Kabor.

Venom of the SnakeCasters Necromancer (34), Shaman

(39)Casting Skill ConjurationTarget’s Reaction Target has been poisoned.

Vexing MordiniaCasters Necromancer (57)Casting Skill Alteration

Target’s Reaction Target staggers under thecurse of Vexing Mordinia.(Vexing Mordinia begins todrain your life away.)

Vigilant SpiritCasters Shaman (39)Casting Skill Conjuration

Target’s Reaction Target summons acompanion spirit. (Yousummon a vigilant spirit.)

VisionCasters Shaman (19)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 4Recasting Delay (secs) 12.25Duration (minutes) 1 + 12 secs/levelRange 10,000 feetTarget AnyoneResistance Invoked NoneEffect

You see from Target’s ViewUltravision

Target’s Reaction Target’s eyes shimmer. (Yourspirit drifts from your body.)

Visions of GrandeurCasters Enchanter (60)Casting Skill Alteration

Target’s Reaction Target experiences visions ofgrandeur. (You experiencevisions of grandeur.)

Vocarate: EarthCasters Magician (51)Casting Skill Conjuration

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Vocerate: AirCasters Magician (53)Casting Skill Conjuration

Vocerate: FireCasters Magician (52)Casting Skill Conjuration

Vocerate: WaterCasters Magician (54)Casting Skill Conjuration

Voice GraftCasters Necromancer (16)Mana Cost 10

Casting Skill DivinationCasting Time (secs) 6Recasting Delay (secs) 14.25Duration (minutes) 27Range 100 feetTarget Your petResistance Invoked NoneEffect

VentriloquismTarget’s Reaction Target’s head shimmers.

Voice of the BerserkerCasters Shaman (59)Casting Skill Abjuration

Target’s Reaction Target goes berserk. (Youlose yourself in your rageand go berserk.)

Voltaic DraughCasters Wizard (54)Casting Skill Evocation

Target’s Reaction Target is caught in a torrentof lightning.

Wake of KaranaCasters Druid (56)Casting Skill Alteration

Target’s Reaction (You call out to Karana.)

Wake of TranquilityCasters Cleric (55), Enchanter (51)Casting Skill Alteration

Target’s Reaction Target looks less aggressive.(You feel your aggressionsubside.)

Walking SleepCasters Shaman (14)Mana Cost 60

Casting Skill AlterationCasting Time (secs) 3.25Recasting Delay (secs) 7.25Duration (secs) 12 + 6 / 2 levelsRange 200 feetTarget AnyoneResistance Invoked MagicEffect

Attack Speed loss 20 + 1 / 4 levelsTarget’s Reaction Target yawns. (You feel

drowsy.)

Ward SummonedCasters Cleric (19), Druid (5),

Magician (12), Ranger (22)Mana Cost 30Casting Skill EvocationCasting Time (secs) 2.1Duration InstantaneousRange 200 feetTarget Summoned creatureResistance Invoked MagicEffect

Damage 30 HP + 1/level (max 41)Target’s Reaction Target staggers.

Ward UndeadCasters Cleric (5), Necromancer (8),

Paladin (15), ShadowKnight (22)

Mana Cost 30Casting Skill EvocationCasting Time (secs) 2.1Duration InstantaneousRange 200 feetTarget UndeadResistance Invoked MagicEffect

Damage 30 HP + 1/level (max 41)

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Wave of EnfeeblementCasters Necromancer (12), Shadow

Knight (30)Mana Cost 40Casting Skill AlterationCasting Time (secs) 2.5Recasting Delay (secs) 7.75Duration (minutes) 1 + 6 secs/level (max 4 m)Range 0 feetRadius of Effect 30 feetTarget Area (but not your group)Resistance Invoked MagicEffect

STR loss 5 + 1 / 2 levels (max 15)Target’s Reaction Target weakens. (You feel

your strength dwindle.)

Wave of FearCasters Cleric (24)Mana Cost 90

Casting Skill AlterationCasting Time (secs) 4.5Recasting Delay (secs) 11.25Duration (secs) 18Range 0 feetRadius of Effect 15 feetTarget Area (but not your group)Resistance Invoked MagicEffect

Fear Low-levelTarget’s Reaction Target looks very afraid.

(Your mind fills with fear.)

WeakenCasters Enchanter (1)Mana Cost 8

Casting Skill AlterationCasting Time (secs) 1.5Duration (minutes) 1 + 6 secs/level (max 6 m)Range 200 feetTarget AnyoneResistance Invoked MagicEffect

STR loss 10 + 1 / 2 levels (max 15)Target’s Reaction Target weakens. (You feel

weaker.)

WeaknessCasters Enchanter (44)Casting Skill Alteration

Target’s Reaction Target is weakened. (Youfeel weak.)

West GateCasters Wizard (24)Mana Cost 150

Casting Skill AlterationCasting Time (secs) 7Recasting Delay (secs) 12.25Duration InstantaneousRange 0 feetTarget YourselfResistance Invoked NoneEffect

Teleports you to West KaranaTarget’s Reaction Target fades away.

West PortalCasters Wizard (39)Casting Skill Alteration

Target’s Reaction Target creates a shimmeringportal.

Whirl Till You HurlCasters Enchanter (12)Mana Cost 55

Casting Skill AlterationCasting Time (secs) 2.5Recasting Delay (secs) 8.75Duration (secs) 12Range 200 feetTarget AnyoneResistance Invoked MagicEffect

Spin TargetTarget’s Reaction Target begins to spin.

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Whirling WindCasters Druid (5)Mana Cost 24

Casting Skill ConjurationOutdoors onlyCasting Time (secs) 1.75Recasting Delay (secs) 14.5Duration InstantaneousRange 200 feetTarget AnyoneResistance Invoked MagicEffects

Damage (HP) 20 + 1 / 2 levels (max 25)Stun Can disrupt spellcastingLift and Knockback 2 feet

Target’s Reaction Target is slammed by anintense gust of wind.

WildfireCasters Druid (59)Casting Skill Evocation

Target’s Reaction Target’s skin ignites aswildfire courses over them.

Wind of the NorthCasters Druid (39)Casting Skill Alteration

Target’s Reaction Target discorporates in aportal of wind.

Wind of the SouthCasters Druid (39)Casting Skill Alteration

Target’s Reaction Target discorporates in aportal of wind.

Wind of TishaniCasters Enchanter (55)Casting Skill Abjuration

Target’s Reaction Target glances nervouslyabout. (You hear thebarking of the Tishani.)

Wind of TishanianCasters Enchanter (60)Casting Skill Abjuration

Target’s Reaction Target glances nervouslyabout. (You hear thebarking of Tishanian.)

Winds of GelidCasters Wizard (60)Casting Skill Evocation

Target’s Reaction Target’s body is rended byfreezing winds. (Freezingwinds rend your body.)

Winged DeathCasters Druid (53)Casting Skill Conjuration

Target’s Reaction Target is engulfed in aswarm of deadly insects.(You feel the pain of amillion stings.)

Winter’s RoarCasters Shaman (34)Casting Skill Evocation

Target’s Reaction Target staggers as spirits offrost slam against them.

Wolf FormCasters Druid (24), Ranger (49)Mana Cost 60

Casting Skill AlterationOutdoors onlyCasting Time (secs) 4Recasting Delay (secs) 10.25Duration (minutes) 72Range 0 feetTarget YourselfResistance Invoked NoneEffects: Change Form Wolf Elemental

Movement Rate boost 30% + 1% / 2 levelsAttack Skill boost 1 + 1/level (max 30)

Target’s Reaction Target turns into a wolf.(You are now a wolf.)

Wonderous RapidityCasters Enchanter (58)Casting Skill Alteration

Target’s Reaction Target begins to move withwonderous rapidity.

Word DivineCasters Cleric (49)Casting Skill Evocation

Target’s Reaction Target writhes in pain. (Youare wracked with pain.)

Word of HealingCasters Cleric (49)Casting Skill Alteration

Target’s Reaction Target feels much better.

Word of HealthCasters Cleric (34)Casting Skill Alteration

Target’s Reaction Target feels much better.

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Word of PainCasters Cleric (9)Mana Cost 47

Casting Skill EvocationCasting Time (secs) 2.1Recasting Delay (secs) 11.5Duration InstantaneousRange 0 feetRadius of Effect 20 feetTarget Area (but not your group)Resistance Invoked MagicEffects

Damage 15 HP + 1/level (max 29)Knockback 1 foot

Target’s Reaction Target writhes in pain. (Youare wracked with pain.)

Word of RedemptionCasters Cleric (60)Casting Skill Alteration

Target’s Reaction Target feels the touch ofRedemption.

Word of RestorationCasters Cleric (57)Casting Skill Alteration

Target’s Reaction Target feels restored.

Word of ShadowCasters Cleric (19), Necromancer (20)Mana Cost 85

Casting Skill EvocationCasting Time (secs) 2.75Recasting Delay (secs) 11.5Duration InstantaneousRange 0 feetRadius of Effect 20 feetTarget Area (but not your group)Resistance Invoked MagicEffects

Damage 33 HP + 1/level (max 58)Knockback 1 foot

Target’s Reaction Target writhes in pain. (Youare wracked with pain.)

Word of SoulsCasters Cleric (39), Necromancer (39)Casting Skill Evocation

Target’s Reaction Target writhes in pain. (Youare wracked with pain.)

Word of SpiritCasters Cleric (29), Necromancer

(29), Shadow Knight (49)Casting Skill EvocationTarget’s Reaction Target writhes in pain. (You

are wracked with pain.)

Word of VigorCasters Cleric (52)Casting Skill Alteration

Target’s Reaction Target looks vigorous.

WrathCasters Cleric (29)Casting Skill Evocation

Target’s Reaction Target has been struck downby wrath.

Wrath of Al’KaborCasters Wizard (49)Casting Skill Evocation

Target’s Reaction Target is blasted by freezingwinds.

YaulpCasters Cleric (1), Paladin (9)Mana Cost 5

Casting Skill AbjurationCasting Time (secs) 0.5Recasting Delay (secs) 20.25Duration (secs) 18Range 0 feetTarget YourselfResistance Invoked NoneEffects

AC boost 20STR boost 10Restores Fatigue 1 point

Target’s Reaction Target lets loose a mightyyaulp. (You feel a surge ofstrength as you let forth amighty yaulp.)

Spells: Whirling-Yaulp

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Yaulp IICasters Cleric (19), Paladin (39)Mana Cost 15

Casting Skill AbjurationCasting Time (secs) 0.5Recasting Delay (secs) 20.25Duration (secs) 18Range 0 feetTarget YourselfResistance Invoked NoneEffects

AC boost 30STR boost 20Restores Fatigue 1 point

Target’s Reaction Target lets loose a mightyyaulp. (You feel a surge ofstrength as you let forth amighty yaulp.)

Yaulp IIICasters Cleric (44), Paladin (56)Casting Skill Abjuration

Target’s Reaction Target lets loose a mightyyaulp. (You feel a surge ofstrength as you let forth amighty yaulp.)

Yaulp IVCasters Cleric (53)Casting Skill Abjuration

Target’s Reaction Target lets loose a mightyyaulp. (You feel a surge ofstrength as you let forth amighty yaulp.)

Yegoreff’s AnimationCasters Enchanter (44)Casting Skill Conjuration

YonderCasters Wizard (29)Casting Skill Alteration

Target’s Reaction Target fades away.

Zumaik’s AnimationCasters Enchanter (55)Casting Skill Conjuration

Agilmente’s Aria of Eagles (31)Casting Skill Wind InstrumentsTarget’s React. (The ayre lifts you from

your feet.)

Alenia’s Disenchanting Melody (22)Casting Skill Stringed InstrumentsComponent Lute

Casting Time (secs) 3Casting Delay (secs) noneRecasting Delay (secs) 12Duration InstantaneousRange 0 feetRadius of Effect 25 feetTarget Your groupResistance Invoked NoneEffect: Cancel Magic 1 chance, low-levelTarget’s Reaction (You feel a static pulse wash

through you.)

Angstlich’s Appalling Screech (26)Casting Skill Brass Instruments

Target’s React. Target f lees in terror. (Yourmind snaps in terror.)

Angstlich’s Assonance (60)Casting Skill Brass InstrumentsTarget’s React. Target has been deafened.

Anthem de Arms (10)Casting Skill SingingCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 50 feetTarget Your groupResistance Invoked NoneEffects

Attack Speed boost 10STR boost 5 + 1 / 2 levels

Target’s Reaction (A burst of strength surgesthrough your body.)

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Brusco’s Boastful Bellow (12)Casting Skill SingingCasting Time 3 secs

Casting Delay (secs) 30Recasting Delay (secs) 60Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked MagicEffects: Damage 1 HP + 1 / 2 levels

Knockback 1 footTarget’s Reaction Target reels in pain. (You

reel in pain as every bone inyour body goes numb.)

Brusco’s Bombastic Bellow (55)Casting Skill SingingTarget’s React. Target reels in pain. (You

reel in pain as every bone inyour body goes numb.)

Cantana of Replenishment (55)Casting Skill Stringed InstrumentsTarget’s React. (You feel replenished.)

Cassindra’s Chorus of Clarity (32)Casting Skill SingingTarget’s React. (Your mind clears.)

Cassindra’s Elegy (44)Casting Skill SingingTarget’s React. (Your mind sharpens.)

Cassindra’s Insipid Ditty (57)Casting Skill Stringed InstrumentsTarget’s React. Target winces in an asinine

way. (You feel asinine.)

Chant of Battle (1)Casting Skill Percussion InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 50 feetTarget Your groupResistance Invoked NoneEffects

AC boost 5 + 1 / 4 levelsSTR boost 5 + 1 / 4 levelsDEX boost 5 + 1 / 4 levels

Target’s Reaction (You feel your pulse quicken.)

Chords of Dissonance (2)Casting Skill Stringed InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 30 feetTarget Area (but not your group)Resistance Invoked MagicEffect: Damage 2 HP/6 secs + 1 / 4 levelsTarget’s Reaction Target winces. (Jagged notes

tear through your body.)

Cinda’s Charismatic Carillon (11)Casting Skill Wind InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 100 feetTarget AnyoneResistance Invoked MagicEffect: NPC Faction 10 + 10/level

Standing ImprovedTarget’s Reaction (You feel enchantment fade.)

Crission’s Pixie Strike (28)Casting Skill Wind InstrumentsTarget’s React. Target’s eyes glaze over.

(You send forth music.)

Denon’s Bereavement (59)Casting Skill Stringed InstrumentsTarget’s React. Target convulses. (Venomous

notes seep through your body.)

Denon’s Desperate Dirge (43)Casting Skill SingingTarget’s React. Target staggers back a step.

(You stagger in pain as everybone in your body pulses.)

Spells: Yaulp-Bard Spells: Denon’s

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Denon’s Disruptive Discord (18)Casting Skill Brass InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 35 feetTarget Area (but not your group)Resistance Invoked MagicEffects: Damage 4 HP/6 secs + 1 / 4 levels

AC loss 1 + 1/levelTarget’s Reaction Target winces. (Jagged notes

tear through your body.)

Denon’s Dissension (35)Casting Skill Brass InstrumentsTarget’s React. Target winces. (Jagged notes

tear through your mind.)

Elemental Rhythms (9)Casting Skill Percussion InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 50 feetTarget Your groupResistance Invoked NoneEffects

Resist Magic boost 5 + 1 / 2 levelsResist Cold boost 5 + 1 / 2 levelsResist Fire boost 5 + 1 / 2 levelsAC boost 5 + 1 / 4 levels

Target’s Reaction (You feel an aura ofelemental protectionsurround you.)

Fufil’s Curtailing Chant (30)Casting Skill Percussion InstrumentsTarget’s React.Target’s hair stands on

end. (You feel a static pulse engulf you.)

Guardian Rhythms (17)Casting Skill Percussion InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feet

Radius of Effect 50 feetTarget Your groupResistance Invoked NoneEffects: AC boost 5 + 1 / 2 levels

Resist Magic boost 5 + 1 / 2 levelsTarget’s Reaction (You feel an aura of mystic

protection surround you.)

Hymn of Restoration (6)Casting Skill Stringed InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 30 feetTarget Your groupResistance Invoked NoneEffect: Healing 1 HP + 1 / 6 levels

Jaxan’s Jig o’ Vigor (3)Casting Skill Percussion InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 35 feetTarget Your groupResistance Invoked NoneEffect: Restore Fatigue 10 points + 1 / 4 levelsTarget’s Reaction (The jig sends energy

zinging through your body.)

Jonthan’s Inspiration (58)Casting Skill Brass InstrumentsTarget’s React. (You feel inspired.)

Jonthan’s Provocation (45)Casting Skill Brass InstrumentsTarget’s React. (You feel provoked.)

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Jonthan’s Whistling Warsong (7)Casting Skill SingingCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetTarget YourselfResistance Invoked NoneEffects

Attack Speed boost 15% + 1% / 4 levels(max 25% boost)

AC boost 5 + 1 / 2 levelsSTR boost 5 + 1 / 2 levels

Target’s Reaction (You whistle an ancientwarsong.)

Kazumi’s Note of Preservation (60)Casting Skill Wind InstrumentsTarget’s React. (You feel protected.)

Kelin’s Lucid Lullaby (15)Casting Skill Stringed InstrumentsComponent Lute

Casting Time (secs) 3Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 6Range 0 feetRadius of Effect 30 feetTarget Area (but not your group)Resistance Invoked MagicEffect: MesmerizationTarget’s Reaction Target’s head nods. (You feel

quite drowsy.)

Kelin’s Lugubrious Lament (8)Casting Skill Stringed InstrumentsComponent Lute

Casting Time (secs) 3Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 200 feetTarget AnyoneResistance Invoked MagicEffects

Target React Range 5 feetTarget’s Help Radius 10 feetTarget much less likely to attack

Target’s Reaction Target looks sad. (You feel astrong sense of loss.)

Largo’s Absonant Binding (51)Casting Skill SingingTarget’s React. Target is bound in strands

of solid music. (Strands ofsolid music bind your body.)

Largo’s Melodic Binding (20)Casting Skill SingingCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 30 feetTarget Area (but not your group)Resistance Invoked MagicEffects

AC loss 5 + 1 / 2 levelsAttack Speed loss 95 + 1 / 2 levels

Target’s Reaction Target is bound in strandsof solid music. (Strands ofsolid music bind your body.)

Lyssa’s Cataloging Libretto (14)Casting Skill SingingCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration InstantaneousRange 100 feetTarget AnyoneResistance Invoked NoneEffect: Identify 1 ItemTarget’s Reaction (Long forgotten knowledge

sifts through your mind.)

Lyssa’s Locating Lyric (4)Casting Skill SingingCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration InstantaneousRange 0 feetRadius of Effect 900 feetTarget YourselfResistance Invoked NoneEffect: Locate CorpseTarget’s Reaction (A tune pervades your mind

and beckons you.)

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Lyssa’s Solidarity of Vision (34)Casting Skill Wind InstrumentsTarget’s React. Target’s eyes are covered by

notes of solid music. (Strandsof music cover your eyes.)

Lyssa’s Veracious Concord (24)Casting Skill Wind InstrumentsComponent Wooden Flute

Casting Time (secs) 3Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 80 feetTarget Your groupResistance Invoked NoneEffects: See Invisible, UltravisionTarget’s Reaction (Music f loods your mind

and sharpens your sight.)

McVaxius’ Berserker Crescendo (42)Casting Skill Brass InstrumentsTarget’s React. (You go berserk.)

McVaxius’ Rousing Rondo (57)Casting Skill Brass InstrumentsTarget’s React. (You are roused.)

Melanie’s Mellifluous Motion (21)Casting Skill Wind InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration InstantaneousRange 600 feetRadius of Effect 200 feetTarget Your groupResistance Invoked NoneEffect: Random TeleportTarget’s Reaction Target is swept away by a

mellif luous melody. (Amellif luous melody sweepsyou away.)

Nillipus’ March of the Wee (52)Casting Skill Percussion InstrumentsTarget’s React. (You feel small.)

Niv’s Harmonic (58)Casting Skill SingingTarget’s React. (The harmony surrounds you.)

Niv’s Melody of Preservation (47)Casting Skill Stringed InstrumentsTarget’s React. (You feel an aura of

protection engulf you.)

Psalm of Cooling (33)Casting Skill SingingTarget’s React. (You feel protected from fire.)

Psalm of Mystic Shielding (41)Casting Skill SingingTarget’s React. (You feel protected from

magic.)

Psalm of Purity (37)Casting Skill SingingTarget’s React. (You feel protected from

poison.)

Psalm of Vitality (29)Casting Skill SingingTarget’s React. (You feel protected from disease.)

Psalm of Warmth (25)Casting Skill SingingTarget’s React. (You feel protected from cold.)

Purifying Rhythms (13)Casting Skill Percussion InstrumentsCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 50 feetTarget Your groupResistance Invoked NoneEffects

Resist Magic boost 5 + 1 / 2 levels (max 60)Resist Poison boost 5 + 1 / 2 levels (max 60)Resist Disease boost 5 + 1 / 2 levels (max 60)AC boost 5 + 1 / 4 levels (max 60)

Target’s Reaction (You feel an aura ofvigorous protectionsurround you.)

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Selo’s Accelerando (5)Casting Skill Percussion InstrumentsOutdoors only

Casting Time (secs) 3Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 0 feetRadius of Effect 150 feetTarget Your groupResistance Invoked NoneEffect

Movement Rate boost 15% + 1% / level (max60%)

Target’s Reaction (Your feet move faster.)

Selo’s Assonait Strane (54)Casting Skill Stringed InstrumentsTarget’s React. Target is bound in silver

strands of music. (Silverstrands of music bind you.)

Selo’s Chords of Cessation (48)Casting Skill Stringed InstrumentsTarget’s React. Target is bound in chords of

music. (Chords of musicbind your hands.)

Selo’s Consonant Chain (23)Casting Skill SingingCasting Time 3 secs

Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 12Range 150 feetTarget AnyoneResistance Invoked MagicEffect

Movement Rate loss 30% + 1% / levelAttack Speed loss 5% + 1% / 2 levels

Target’s Reaction Target is surrounded bychains of music. (Your voicebinds chords into chains.)

Selo’s Song of Travel (51)Casting Skill Percussion InstrumentsTarget’s React. (Your feet blur as they leave

the ground.)

Shauri’s Sonorous Clouding (19)Casting Skill Wind InstrumentsComponents 2 Wooden Flutes (1 not

consumed)

Casting Time (secs) 3Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 18Range 0 feetRadius of Effect 45 feetTarget Your groupResistance Invoked NoneEffect

InvisibilitySee Invisible

Target’s Reaction (A soft mist surrounds you.)

Solon’s Bewitching Bravura (39)Casting Skill Wind InstrumentsTarget’s React. Target’s eyes glaze over.

(You are captivated by thebewitching tune.)

Solon’s Charismatic Concord (59)Casting Skill SingingTarget’s React. (You feel charismatic.)

Solon’s Song of the Sirens (27)Casting Skill Wind InstrumentsTarget’s React. Target’s eyes glaze over.

(You are captivated by thehaunting tune.)

Song of Dawn (53)Casting Skill Wind InstrumentsTarget’s React. Target winks.

Song of Highsun (56)Casting Skill Wind InstrumentsTarget’s React. (You feel a static pulse wash

through you.)

Song of Midnight (56)Casting Skill Brass InstrumentsTarget’s React. Target f lees in nocturnal

terror. (Your mind snaps interror.)

Song of Twilight (53)Casting Skill Wind InstrumentsTarget’s React. Target stumbles towards you.

(You hear the music oftwilight.)

Syvelian’s Anti-Magic Aria (40)Casting Skill SingingTarget’s React. (You feel a static pulse wash

through you.)

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Tarew’s Aquatic Ayre (16)Casting Skill Wind InstrumentsComponent Wooden Flute

Casting Time (secs) 3Casting Delay (secs) noneRecasting Delay (secs) 12Duration (secs) 24Range 0 feetRadius of Effect 125 feetTarget Your groupResistance Invoked NoneEffect: Magic BreathingTarget’s Reaction (Tiny bubbles of music

surround your head.)

Tuyen’s Chant of Flame (38)Casting Skill Percussion InstrumentsTarget’s React. Target begins to chant.

Tuyen’s Chant of Frost (46)Casting Skill Percussion InstrumentsTarget’s React. Target begins to chant.

Verses of Victory (50)Casting Skill SingingTarget’s React. (You feel your pulse quicken.)

Vilia’s Chorus of Celerity (54)Casting Skill SingingTarget’s React. (The beat of your heart

increases to match themusic.)

Vilia’s Verses of Celerity (36)Casting Skill SingingTarget’s React. (A burst of speed surges

through your body.)

“Are you sure these things will allow us to breathe underwater?” Briddleasked. “It seems like a long way down there.” They were both only

scholars and this journey scared him.

“That’s why we need these artifacts,” Sord replied. “They work all the time as long aswe keep them around our necks. They give off light as well as let us breathe water.”

Briddle shrugged his shoulders and tentatively dropped into the ocean at theoutskirts of the Cauldron. Eventually, they found the structure they had heard aboutin Freeport, the abandoned settlement of the mysterious Kedge.

They didn’t find anything of obvious value, but picked up a number of things that theywanted to study later. They were about to leave when Sord pointed to a room at theend of a long hallway. In the room they found large green orbs, a roomful of them.

Sadly, that’s where this tale ends. Briddle returned incoherently babbling about hisjourney. When asked about his friend, Sord, Briddle only breaks out into fearful screams.