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Undercon's Paladin Guide
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Overview of the Class
Welcome to the Paladin...a heavily armored, underplayed, and penalized class. As one of only four hybrid classes, Paladins have to endure a hefty experience penalty until the release of the Scars of Velious expansion. This penalty was originally intended to serve as a way of balancing out different class-types, because the developers expected hybrids would be overpowered when in fact the opposite turned out to be true in most aspects of gameplay. As was seen in the relatively low turnout of hybrids among the general population, the supposed pros of a multi-classed character did not necessarily outweigh the one painfully obvious con. It also didn't help that hybrid spell books were not fully understood by casual players back then, causing there to be a rift between what these classes were capable of and what they were known for. So it didn't take long for hybrids to develop a reputation. That their experience penalties affected other party members only further served as a deterrent, resulting in less demand for Paladins in group settings, the one and arguably only area of the game where they excel.
Shadow Knight / Paladin / Ranger / Bard (40% Experience Penalty)
Note: Class experience penalties are not in effect on Project1999 BLUE and RED Servers as of 9/21/15.
Note: Class experience penalties are not in effect on Project1999 GREEN as of 8/10/2021.
In traditional group settings, the Paladin is considered a tank first and a puller second, transitioning into a relatively capable healer later in levels, but otherwise providing emergency spot heals and crowd control while maintaining aggro. Though the Paladin class does have a myriad of soft disables to choose from, none of those should be confused with or compared to the hard disables that Enchanters and even Necromancers have access to; Paladins are more akin to Bards in this way, their targets requiring constant looking after if there's any hope of accomplishing Crowd Control from one server tick to the next. However, the class itself can serve as a direct, single-target hard disable when played correctly, using heals in tandem with stuns and roots while throwing their bodies in the way.
In terms of roleplay, the holy knight has often been considered one of the most limiting classes no matter the time period or fantasy setting. Though the class description does place emphasis on law and order, there are always finer details pertaining to the interpretation of those holy and legal texts which can put one enforcer at odds with another; this gray area is further muddled by considerations of social standing, military rank, if any, and race. As with all beings in Norrath, knights are not without their own personal motivations, a flaw of mortals seen with corrupt elements taking over Antonica's more prominent coastal cities. Similarly, other knights strive to be selfless, wanting to accomplish more than those long since buried for the sake of those yet to take hold in the womb. For these, the ends don't justify the means and the letter of the law is not greater than the spirit in which it was written. They are akin to Doctors Without Borders, risking their own lives breaking international laws in order to smuggle in much-needed medicines for the less fortunate, to alleviate their pain and suffering.
Of all classes that can offer support, the Paladin has the fastest heal potential—Lay Hands—combined with the highest health and armor, making them the first line of defense and often last to die in battle; this is all the more true on Project1999 as SoulFires were Paladin-only from the April 19, 2020 patch [1]. The five instant complete heal charges from SoulFire allow for Paladins with a definitive role, that of the emergency healer, keeping the Main Assist alive should there be a break in the Complete Heal chain. The class holds up well under most conditions, even when attempting to solo. Their survivability rate is well above average, but still lower than classes with Feign Death. However, Feign Death only fools non-player characters and perhaps, rarely, a sleep-deprived or inebriated player character. The safeguards that Paladins have on hand work equally well in PvE and PvP conflicts. As many on the PvP server can attest to, there's no ganking a class that assumes the health and heals of a lesser Warrior-Cleric. Having layers of plate and chain armor encased around a mana pool / spell book, the class may not put the fear of any gods into opponents, but it will take the thrill out of the fight for them. Notice that the class icon does not display a sword and shield or full suit of armor, but instead a polished helmet rotating, magically suspended above the thinnest hardcover tome of spells. That piece of armor represents the class perfectly. It is a wisdom-based tank, a tactician, and therefore must think on its feet, having little time to meditate in between fights. All other parts of the body can be restored from whatever wounds have been inflicted or diseases contracted, but for this the head must be protected from trauma and the mind from manipulation. A single impure thought or worry can be as poison and a regrettable memory more disempowering than the fear of death itself. Similarly, memory loss from a concussion would mean having to substitute Bandages for magical heals.
When downshifting into the main healer role, spam a cumulative heal effect from either the Deepwater Helm or Breastplate and duck to interrupt the long cast time if needing to patch heal with blue spell particle goodness. Using one of two Deepwater clickies, a Paladin can act as the main healer in group, although that group's composition will likely be unconventional and sufficiently geared. With these healing abilities, much is sacrificed in the way of bamf and oomph. As a Paladin never are you going to be considered armed or dangerous. In real world terms, you are the equivalent of a security guard/combat medic/first responder/UN peacekeeper in riot gear. You're able to disperse crowds with pepper spray and tear gas. You're able to neutralize a target with taser milliamps and flashlight watts. You even have the ability to cordon off an area temporarily. But that's the extent of you being an x factor.
Now that the design of each class is better understood, groups are much more inclined to have a hybrid tanking than in the past. The desirability of this particular class stems from the low mana cost spells that practically guarantee the rest of your group will go untouched by mobs, allowing them to play their role to the fullest extent without hesitation. And while other hybrid classes can achieve a similar effect, what sets Paladins apart from the crowd is their ability to isolate and shut down targets, turning the momentum of a fight in the group's favor by using their mana to BLIND, ROOT, STUN, and HEAL all the while generating AGGRO. This is their true underlying strength and the main reason why they are sought after by groups.
Paladins also receive plethora of HP- and AC-boosting spells to be used in absence of a Cleric or when the Cleric is hard-pressed for mana. No one in group will decline any of your lesser buffs and, in fact, you will find some members making requests for Symbol, Resist Magic, and eventually Divine Glory/Strength. But for all of the raw stats that can be magically increased, there is no substitute for the martial skills and disciplines, of which Knights have enough for group content more so than raid encounters. Remember, you are a derivative of two other classes and what you get out of your skill table as well as your spell book will reflect that. Aside from meeting the 75 agility requirement to avoid a significant AC penalty, your stamina, wisdom, strength, and dexterity are the attributes worth focusing on, and in that order. But if your distribution of points was not 100% optimal, worry not! There are plenty of stat-increasing items and buffs in Norrath that will eventually max out most, if not all, of your main attributes. Below is a chart of each race as their starting stats relate to the class. It's important to note that while there are arguments to be made in favor of a different distribution of starting points, overall a well-rounded build is more ideal for the uninitiated. When in doubt, compensate for whatever attribute(s) your race is lacking most.
Race | Str | Sta | Agi | Dex | Wis | Int | Cha | Recommended |
---|---|---|---|---|---|---|---|---|
Dwarf | 100 | 95 | 70 | 90 | 88 | 60 | 55 | +5 Agility +15 Charisma |
Erudite | 70 | 75 | 70 | 70 | 88 | 107 | 80 | +10 Strength +5 Stamina +5 Agility |
Half Elf | 80 | 75 | 90 | 85 | 65 | 75 | 85 | +5 Stamina +15 Wisdom |
High Elf | 65 | 70 | 85 | 70 | 100 | 92 | 90 | +10 Strength +10 Stamina |
Human | 85 | 80 | 75 | 75 | 80 | 75 | 85 | +5 Strength +10 Stamina +5 Wisdom |
At level 60 Knights can expect to receive 5.2hp per Stamina and approximately 12mp per Wisdom, before the 200 point total low-return threshold. [2] [3]
Keep in mind that no amount of high-end items or buffs are going to put your DPS anywhere near a Rogue's, even one who is poorly geared. Similarly, you won't be standing shoulder to shoulder with a Warrior during raids, not when Defensive Discipline reduces 35% of physical damage taken. Rogues deal damage and Warriors take damage with as much ease as Hybrids attract damage; those are the key differences that should be considered beforehand.
In addition to being tanks, Paladins are technically pullers and adept ones at that, with a variety of lulls, stuns, and roots at their disposal to isolate targets and stagger adds. Having enough health to survive each pull is crucial to maintaining a constant flow of experience. Hybrid tanks therefore should prioritize how much damage they can take before thinking about how much damage they can put out. In plain terms, you are the group tank of all group tanks. At higher levels against harder content, stacking more HP/AC will make Complete Heals efficient and ease demands off of other classes that would otherwise have to patch heal in between. Clerics will also, on occasion, ask for your hitpoint total so they can be more exact with timing their complete heals. It feels good being able to report above average numbers, something you won't be doing on any of the other fronts, particularly when it comes to DPS.
One part Cleric and three parts Warrior, the Paladin should not be thought of as a damage dealer but instead as a class that can prevent damage, heal wounds, and undo long-lasting detrimental effects. Paladins can also solo if no other options exist and in relative safety. However, the process is a slow and methodical one, not to mention repetitive—jousting without a mount or bouche shield, yaulping just to avoid encumbrance. But even for all the damage your lance causes, it will pale in comparison to all other classes, save for the one that's even healier and holier than thou—the Cleric. Patience is indeed a virtue that extends to Norrath, but the time invested won't also be matched by the plat sink, as is the case with Warriors attempting to solo. Of all the hybrids to be concerned with raw and stat-based mana, Paladins should prioritize both during raids, particularly mass raids that are not short on meat shields. At level 60 your heal spells are comparable to the tribal priest classes and, if nothing else, will keep the DPS topped off in between waves of AE damage. Paladins also benefit from mana regen to a greater extent than other hybrid classes and for the same reason.
Even when moderately twinked, Paladins can feel very underwhelming in those first 20 levels, but the same could be said for Shadow Knights and Rangers as well. The class starts coming into its own around level 30 with the inclusion of Stun. Once Deepwater Armor is clickable, soloing becomes more reasonable in those higher levels.
"I've always been a ranger and paladin sort of person, ever since my MUDing days. I really enjoy hybrids, and I generally play good aligned races and classes. Humans and half-elfs are probably my favorite as well. I think it's probably versatility that attracts me most I like being in there, fighting it out as a melee class but I also like to cast spells every once in a while too." —Brad McQuaid [4]
It might sound simple enough but hybrid tanking isn't all about hitting auto-attack and spamming the same spells over and over absentmindedly. You need to know which targets to prioritize and communicate with the group members charged with maintaining crowd control. Positioning of the current target is just as important as taking into account respawn timers and trains. The fact that push no longer interrupts casters heightens the need for a well-timed bash or stun and should make Paladins more sought after overall, not only in groups but raids as well. As for positioning in groups, you'll want other members, particularly the rogues and rogue pets, to have access to the back/side of the mob until it's dead. Rogues have a backstab ability which increases their damage output many-fold. The faster a target dies, the less damage you will have to withstand. Rooting additional targets, whether from a train or botched pull, is another one of your jobs; other party members who are able to root will likely need to cast more important spells then, spells of power too great for a Paladin's book. Make the most of what few spells you do have at your disposal so that others won't even need to have those spells gemmed. If there is a caster target aggroed and no one to mez, simply pull it around a corner and root it there; this is easy enough to accomplish with stairwells and partial statues blocking line of sight, effectively containing the caster until root wears off. Assuming the appropriate class roles are covered, no one will expect you to Crowd Control but it definitely won't go unnoticed. Above all else, keep an eye on health bars and prevent the deaths of those fragile but all-too-important classes, even at the cost of your own life if necessary. If everyone dies, the best you can do is offer to drag their corpses. At higher levels you can provide Resurrection with a 90% experience return.
To avoid death and the long corpse recoveries that come with it, don't rely solely on Lay Hands (it is on a 45 minute timer and becomes ungrayed prematurely until you zone). Don't even rely on Divine Aura or Barrier. Instead, make use of what counter/control spells you have at your disposal. Root, Stun, Cancel Magic, Fear Undead, and even Flash of Light which acts as a weak but effective fear, temporarily blinding a target, causing it to flee when not in melee range. Think of these spells as preventative measures, ways in which to delay the inevitable or prevent it from happening altogether.
Overall the Paladin class is a strong group-centric tank and often first choice for random PUGs (pick-up groups) where players are less trusting of each other and quick to disband the moment things go south. In addition to being a capable chain- and single-puller, a Paladin who is sufficiently geared and provided enough mana regen can also fulfill the role of healer. But the effectiveness of the Paladin's other magic relies upon their devotion to Charisma rather than Wisdom. On this front they are gear-dependent, but Charisma gear is very cheap and other equipment specific to the class isn't much more expensive due to the unpopularity of the class. So if you enjoy pulling and tanking simultaneously while assisting with crowd control, getting aggro on demand, and healing other party members. If you want to group but also have the ability to solo both indoors and out. If you like the idea of safeguarding allies and, eventually, resurrecting those who have fallen in battle. If you want to roleplay as a selfless knight or lawful-good soldier of conviction rather than of fortune. Or if you simply like the idea of wielding the ultimate lightsource, a flaming two-handed sword, against your foes. If any of the above fits in with your playstyle, than definitely give the Paladin class a try.
Note: Information was compiled from various forums and Allakhazam posts, as well as personal experiences. The bulk of this guide pertains to the PvE (Blue) Server, although a section for PvP (Red) might be included at some point. Edits are welcome, otherwise read on.
Strategies
Early Level Recommendations
Before reaching level 9, make use of bandages/bind wound and, if in the Qeynos area, make donations of bone chips or gold pieces to Lashun Novashine for added heals along with faction adjustments. If and when a fight turns ugly, remember to strafe away and/or jump if lacking a movement speed buff. The majority of NPCs run slower than a player strafes. Upon receiving your first spells, use Courage to heal yourself rather than Minor Healing as it is more mana efficient. Minor Healing shouldn't be excluded from you spell book however, as it's likely a more seasoned Cleric or Paladin will one day buff you with a superior version of Courage, thereby granting you more survivability but, at the same time, preventing you from receiving the cumulative heal effect from Courage. In such instances, you will need to use Minor Healing instead.
Root-Jousting
This is the most reliable means for gaining solo experience as a Paladin, repetitive though it is. The tactic is straightforward. Cast root on the desired target, attack, then back out of melee range and sit to meditate briefly until the ability to swing is again available. Do this in sync with sever ticks to gain back the mana spent on Roots. Med-dancing in this way will go a long way towards soloing white and yellow non-casters up until level 35, after which point it's advised to group; soloing becomes worthwhile or at least excusable again once the effects from Deepwater Helm/Breastplate are clickable. Unless the landscape is spare and sparsely populated, targets should be single-pulled to outdoor zone walls or indoor zone lines, areas that are less trafficked by player and non-player characters alike. Most dungeons have nooks and crannies that provide relative safety; if none can be found, search for an isolated spawn, kill it, and keep a timer. Having a pull spot and place to meditate is crucial.
Due to the nature of the spell, a rooted mob can break suddenly and deal additional damage if you are caught unawares, still seated when it swings. However, once you are level 30, the target also opens itself up to ripostes with every attack. For this reason and reasons mentioned further above, choose a slow/hard-hitting two-handed weapon. Be mindful that weapons with DD procs have a chance to break root, as does Divine Might.
Know Your Roots
"Root and Enstill have the same resist mod. The level you get access to the spell is irrelevant, only your current level matters." Originally Posted by Floraline [5]
Q: Is there a different saving throw for Root and Grasping Roots? A: No. Root and Grasping Roots use exactly the same saving throw algorithms. The fact that Gasping Roots does a single hit of damage when it immobilizes the creature does not get figured in to the saving throw math if the creature fails its save versus Grasping Root, damage is applied. If the creature makes the save, no damage is done. Once again, there is no difference between the saving throw for Root and Grasping Root (or any of their higher level version), urban myth not-withstanding.
Q: What is the difference between Root, Enstill, Immobilize and Paralyzing Earth? A: The Root (and Grasping Root) series of spells are a bit confusing because they do not upgrade like most other EverQuest spells. First a bit of information on Root spells. When a Root spell is cast, the Target gets a saving throw. If the saving throw succeeds, then the Target is not Rooted. If the saving throw fails, then the Target's movement is reduced to zero. Every designated time increment after that, the Target gets a reduced percent saving throw to break out of Root. The Target gets an additional reduced percent saving throw every time they are damaged - by melee or by magic. This being said:
Root (and Grasping Roots) are the baseline from which all other Root spells are measured. Enstill (and Ensnaring Roots) have a longer potential duration then Root. You would use this spell if you were trying to keep a creature out of combat. If you plan on damaging the creature, then use Root. If you just want the creature to stay out of the way (say you are fighting two creatures), then you would use Enstill. Immobilize (and Enveloping Roots) have a quicker cast time then Root, and have slightly longer potential durations. This is in all ways an upgrade to Root, with the only downside being the higher mana cost. You would use this spell when you expect the creature to be within melee range of you and casting time is important. Paralyzing Earth (and Engulfling Roots) both have four times the potential duration of Root and twice the potential duration of Enstill. It is in all ways an upgrade to Enstill. You would use this spell in the same circumstances that you would use Enstill.
The Arch-Mage, AKA Geoffrey Z., AKA GZ, is one of the Game Designers at Verant Interactive. [6]
Boot-Jousting
Requires running instead of rooting, ideally with the speed buff of Journeyman's Boots applied, but strafing will work in most cases. In the cases that it won't, the NPC will either be a specific animal that naturally moves faster or a more intelligent creature with the ability to cast Spirit of Wolf; the former don't spawn indoors while the latter can cast movement speed buffs indoors. Generally only resort to boot-jousting when low on or out of mana, or before receiving the spell Root. Before having that soft disable, take care to learn the geography of a zone and its mobs. Centaurs, for example, are one of the few NPCs that can shoot arrows which makes them difficult to manage, even for Bards who have the fastest movement speed. Understand the nature of these fights before you enter into them, or risk dying more often and learning through that (lost) experience. You must choose, but choose wisely.
Undead Fear-Kiting
Accomplished either by using
MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 20
DMG: 10 AC: 4
Effect: Snare (Combat, Casting Time: Instant) at Level 49
WT: 5.0 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 7
STR: +5 DEX: +8 AGI: +4
Effect: Muscle Lock I (Combat, Casting Time: Instant) at Level 35
WT: 3.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL
Class-defining Skills
Though Paladins receive a variety of disciplines and defensive reactions, the skills mentioned below are ultimately what define the class.
Bash: Stun/Interrupt
Use in place of or in tandem with stuns to interrupt spells and briefly halt fleeing targets. When faced with a mob that casts, make an effort to identify specific spells by their color/pattern and then bash interrupt at the last second so the mob has even less time to recast. A well-timed bash can save your healer's mana since resist buffs aren't the most reliable against mobs within your group's level range. Bash is especially important against heal and gate spells because a casting mob will cast and recast one of the two spells when its hitpoints are low. If you can interrupt it, even a few additional seconds can be enough for the DPS to finish the mob off. In instances where you will encounter more than a few casters, always opt for a one-handed weapon and shield instead of a two-handed weapon unless you already have your epic, the only Paladin two-handed weapon (other than the Fiery Avenger) that grants wielders the ability to bash without a shield equipped. It cannot be stressed enough just how valuable the ability is, even for a class with multiple versions of stun and weapons that proc some variation of stun. Unlike their goth classmates, Paladins do not have racial options that include Slam, relying on the Fiery Avenger/Defender to enable safer shieldless tanking against casters. Since the damage output of knights already leaves something to be desired, it's important to get the most out of the slot your weapon occupies, be that through procs, stats, and an actual skill, or all three as is the case with the epic, with Bash being the additional skill. Other two-handed weapons are better than the epic in terms of DPS, but always there is the risk of not having Bash on demand and the inconvenience of having to swap between 1h/shield and 2h. Even so, it's worth going through all of that trouble if need be, because there is nothing more demoralizing than to have a mob complete heal itself at low health or to have a mob gate back to its spawn point and bring adds along with it for a second round.
Bash sparingly throughout the start of fights versus casters and then not at all until it is absolutely necessary. The damage that bash contributes is too negligible for constant use in fights except when attacking melee-only mobs, and even then it helps to be ready and bash right as the mob turns to flee, halting its movement for a second or two and allowing the DPS time to readjust. All too often bash goes ignored when it should be thought of as the cornerstone of Paladins and Shadow Knights alike, the skill and slot themselves being good indicators of the design behind both classes—low damage dealing, highly armored, and all about the timing required in order to prevent potential incoming damage. Knights can train in the skill as early as level 6 and should expect to start encountering mobs that cast right around that level. Though its impact may at first seem negligible, the usefulness of Bash will become apparent as the incoming spells take on more complex and bilious qualities. Preventing a double digit direct damage spell might not seem amazing, but it's good practice for harder content when you will be able to instantly interrupt a 1,000 damage Ice Comet. Paladins can eventually reach a skill level of 200 at maximum, 40 less than Warriors.
Meditate: Replenishing Mana
A skill that requires you to be hydrated and seated. Paladins can reach a skill level of 235 at maximum, 17 less than Clerics. Player characters regenerate 1 mana point for every 12 skill points raised in meditation. This means that a Paladin can expect to regain 19 mana per tick when meditating at max level. As a point of reference, Clerics will regain 21 mana per tick at max level when meditating while Warriors will of course gain zero mana per tick as they have none to begin with. It is safe to assume that, if/when at all possible, the original UI and spell book will be superimposed during the first 30 levels of gameplay in what was classically known as "book in the face". Just be glad you don't have to continuously /say "OM" in unison with other casters to keep from going OOM. When root-jousting, be mindful of the server tick to get the benefits of mana regen along with health; on the blue server the player character needs only to be seated, on the green server the player character must also open their spell book and press meditate.
Taunt: I'll teach you to interfere with me Soandso!
Unless working on increasing this skill, hold back on taunting until absolutely necessary, when spells are not enough. Taunt cannot be used to hold aggro, but rather to regain it once lost. More often than not, the ability will fail but it's still worth attempting and can save lives. Warriors reserve a hotkey for Taunt, but even Knights should despite having an overabundance of snap aggro. Aggro can still be lost, especially with AE mez, memory wipe, and other songs/spells firing off all around you and party members who might not be using /assist. In these trying situations, it's crucial to have a fallback option that works instantly; just like Lay Hands, Taunt is immediate and requires you to be in close proximity for it to work, but when it does work, everyone notices. Make use of Taunt against mezzed targets, before casting on them. The more intelligent mobs of Norrath will hurl insults at you after being taunted, which isn't smart tactically because it confirms that you were successful in your attempt. If a charmed pet breaks, rush over to it and Taunt, then follow up by casting Stun.
Taunt is similar to Bash in terms of timing but to a greater extent, for while Bash can be used continuously throughout fights against melee targets, Taunt must always be reserved for emergencies. Rather than being used defensively to prevent damage, as is the case with Bash, Taunt is instead used offensively to take back aggro. Paladins can attain a Taunt skill level of 180 at maximum, 50 less than Warriors.
Lay Hands: No Res Effects
With a lengthy 72 minute timer it's important to reserve Lay Hands until other life-saving options have been exhausted. Just like Harm Touch, Lay Hands does have a range limit. The distance is slightly farther that what is required to open a trade window or emote at a target. There are numerous instances where using Lay Hands will not only save a player's life but, indirectly, prevent a group from wiping or having to zone. Lay Hands can inadvertently be used on NPCs, so pay close attention to that target window; the healing effect will not be applied, but the ability will have been expended, rendering it inaccessible for the 72 minute cooldown. It's also important to remember that Lay Hands does not act as a true Complete Heal; for that full heal effect you will need to make use of a SoulFire charge. However, the awesomeness of Lay Hands still cannot be overstated. I have saved numerous Enchanters/Necromancers from dying and more than a few raid tanks from falling in battle, not to mention my own self while soloing more times than can be recounted. It's the perfect add-on feature for a tank class, having a "plan B" in case the group's healer is late casting for whatever reason, be it aggro or an unannounced AFK. According to the information detailed below, a level 60 Paladin would have healed with Lay Hands for a maximum of 1500 HP; however, the amount on Project1999 is significantly higher at 1728 HP (Blue Server). With this special ability you're still vulnerable to trains, but you have a better chance of zoning or camping out than your extended family, the Warrior and Cleric.
Q: How many HP does the Paladin ability Lay On Hands heal?
A: Lay on Hands (Paladin ability, useable once every game day) heals 25 HP per level of the Paladin.
Q: Did you ever consider giving the Paladin a Full Heal with Lay on Hands?
A: No. It was decided very early on (pre Alpha) that giving the Paladin a Full Heal would be too easy to abuse. We didn't want people making "throwaway" Paladin's to pop full Heals on their primaries, nor did we want people bringing hordes baby Paladins on Dragon Raids to keep other characters alive. Giving the Paladin a Full Heal would also have taken away from the primary healing class of EverQuest - the Cleric. From an RP standpoint, we decided that it made sense to have the Paladin's healing abilities increase as her power and faith grew.
The Arch-Mage, AKA Geoffrey Z., AKA GZ, is one of the Game Designers at Verant Interactive.
Class-defining Spells
Though Paladins receive a variety of buffs, dispels, and anti-undead nukes, the spells mentioned below are ultimately what define the class.
Holding Aggro: Flash of Light and Stun
This is the primary aggro spell used by Paladins from release all the way into the Scars of Velious expansion, and for good reason. With a mana cost of 12 and a cast time of 1 1/2 seconds, Flash of Light is often considered to be one of only three reliable tank spells, with the other two being Disease Cloud and Flame Lick. As with those spells, it is not without certain risks. However, even the more robust forms of magic have drawbacks and limitations, such as Torpor. Learning how to adapt to these spells, minimize their risks and even turn them to your advantage will cause you to appreciate each of them more and more as you gain levels and accumulate gear. For example, the blinding fear effect from Flash of Light has long been considered a liability, notorious for causing enemy targets to flee about unpredictably which is not at all wanted in the majority of group settings. However, this blinding fear effect only occurs when the enemy is out of combat range and does not resist the spell. Therefore, the risk is all but eliminated when the spell is timed correctly. Additionally, the higher in level the enemy target is in relation to your character, the more likely it will resist your spells. Resists not only generate more hate, but they also eliminate any concerns stemming from these types of spells. The majority of group experience will however be gained from targets hat blue and white, where resists can and will occur but shouldn't be relied on. With time and practice you should even be able to anticipate when cast Flash of Light on incoming targets without hesitation.
At early levels, before receiving Root, Flash of Light can also be used defensively to create distance between you and engaged target. If a one-v-one fight is going poorly and death is imminent, cast Flash of Light on the enemy target. If the spell is not resisted, move in the opposite direction of the target as quickly as possible by jumping/strafing. Doing so will cause the fear effect to take hold of the target, sending it elsewhere for the full duration unless/until you move within combat range of it again. With the enemy fleeing blindly about, you now have more freedom of movement and time to decide the next course of action. Heal yourself? Run to nearest zoneline? Continue casting Flash of Light on the target until an ally arrives?
The short-duration fear that is caused by Flash of Light can also be used in tandem with a long-ranged bow at early levels. Continuously reapply the spell out of combat range and loose arrows at the target until it falls lifeless to the ground. Expect to release only 2-3 arrows at most before having to blind the moving target again.
The convenience of Stun should not be overlooked. While it may have a higher mana cost than Flash of Light, it's actually the superior spell, providing you with a completely safe means of generating aggro and, if not resisted, preventing damage to you or another player. Whether a mob is mezzed or bouncing between group members, one cast of Stun will likely put you at the top of the hate list. As a precaution, if a mob has been mezzed, it is best to use Taunt first then cast Stun, and then follow up with Flash of Light before making an attack. If the taunted target can and does utter a threat towards you, than no further action is needed other than breaking mez with auto-attack. A mob threatening you in say means you have successfully taunted it, placing you at the top of the hate list, likely one point above the Enchanter/Necromancer/Bard, depending on which class is present and crowd controlling. Again, since Stun does not break mez, you can cycle through whatever mobs are mesmerized in camp after you've established aggro with the current target. Stun will make you all the more synergistic with Enchanters, who have their own stuns but less health and armor, meaning their reaction times must be quick.
If mana regen is not an issue, use Holy Might against your current target because of the damage component; every point of damage counts and it's important to reserve your damage-free stun for charm breaks and mezzed targets. Force has a significant knock-back component which can cause annoyances for the DPS and even push the target off a ledge or bridge, causing social aggro and a train of death; be mindful of its use and of your positioning in dungeons that have such features (Chardok, City of Mist, Velks).
Using stun is ideal when pulling mobs that cast, for obvious reasons. If you are above level 46 and having mana regen issues, make use of the Deepwater Bracer; its right-click effect takes only 6 seconds to use and, though that may seem like an inordinate amount of time, when stun isn't resisted it locks the target in place for 4 seconds. Intersperse one or two Flashes of Light as needed or spam-click the DW Bracer if desperation sets in, but 3-4 of those clicky stuns should be enough to hold aggro through most ordinary fights. While giants, dragons, and mobs level 54+ are immune to stun, each cast still generates hate, meaning you can hold aggro with it but won't receive the damage mitigation benefits.
Stun-locking is the Paladin's specialty, with three variations to choose from at higher levels, all of which are on different cool-downs. Stun, Holy Might, and Force. Rare are the situations that require a Paladin have all three stuns loaded, but there are casters that will make repeated attempts to Gate or Complete Heal at low health. Without enough burst DPS, stun-locking is a necessity in Chardok 2.0 where Cryptmasters and Gravebinders rapid-fire Gate at low health. NPCs level 56+ are immune to stuns, as are giants and dragons of all levels. Aggro is still generated and damage components, if any, will be applied but the actual interruption will not occur. So again, make use of bash. When stun is resisted or interrupts a DoT too late, have cure/counteract poison/disease ready to remove it before that damage has time to jeopardize your health.
Pull Techniques: Root, Dispel, and Lull
Unlike most other spells, Line of Sight is not required when casting Lull on a target, so make use of walls, stairwells, waterways, anything in the environment while working the camera angles. Lull spells do not notify the caster when they have worn off. Unlike undead lull spells, the effectiveness of regular lull is contingent on one's Charisma score. The lower your CHA, the higher rate in which critical resists will occur. In groups that have plenty of Crowd Control and DPS, less Charisma can be used to your benefit when chain-pulling. Pulling whole groups of mobs is commonly done by Bards, but Paladins can accomplish the same goal, albeit at a slower pace. A critical resist translates into hate, at which point all other NPCs on the same faction as that target will social aggro. All variations of lull give you a head start and a means of avoiding spell damage.
Calm has long been considered the best version of lull available to Paladins due to its aggro radius reduction and duration. However, it was discovered that Pacify did not have classic values on Project1999. Since then the radius and duration have been improved to match its values in classic. Use with +Charisma to pull singles and -Charisma to pull multiples. Cast the highest version of lull on trains if attempting to single out a named from the regulars and stand off to the side if at all possible; if your desired target paths over the conga line, it will cause a domino effect of aggro.
If there are one too many adds and the pull turns into a train, spam root and camp out or get to the nearest zone line. If there are no adds, but you have a 2-3 pull, you can then use Root to position those adds at different areas in and around camp. Have your back to a wall while doing this if too many interruptions occur; casting through damage is dependent on your channeling skill and whether/how far you've moved from the position where you began casting that spell. If the exact location is known, and you return to it before within the spell's duration, you should successfully channel it.
Root can be the perfect spell for two/three-pulls when the path back to camp is clear. By rooting one target, the other(s) will rush to its aid and give chase; often it is the case that the first target will die right around the time its allies become unrooted, give or take a few server ticks. If wanting to "uproot" a target, simply dispel it or have a party member blast it with a nuke; Root has a chance of breaking every time a direct damage spell hits the target. In groups without nukers you can use Root for proximity aggro, but do not rely on it entirely. If using Root in this manner, you will still want to apply a few casts of Stun or Flash to prevent aggro from bouncing around if and when Root breaks.
All variations of Cancel Magic make fine pulling spells against casters and non-casters that are within range of being buffed by surrounding allies. The initial Aggro generated on any target is always the same base value, a negligible amount [7]. Therefore, in most cases, it's best not to expend mana on a target until it gives chase. Dispels are one of the exceptions as it's difficult to strip buffs from a target once in camp without also potentially removing dots/debuffs other members of your group cast which includes that all-important slow.
Dispels are also helpful when pulling as you can target yourself and dispel root/ghoul root if ever either of the two land, thereby preventing whatever damage would be dealt while immobilized and separated from your group. Alternatively, if wanting to conserve spell slots, you can always keep
MAGIC ITEM
Charges: 5
Effect: Nullify Magic (Any Slot, Casting Time: 3.0)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Charges: 5
Effect: Pillage Enchantment (Any Slot, Casting Time: 1.5)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 16
Effect: Cancel Magic (Must Equip, Casting Time: 7.0) at Level 45
WT: 5.0 Size: SMALL
Class: PAL
Race: ALL except IKS
Lull Variations: Calm vs. Pacify
Lull reduces aggro/assist radius to 15 for a 20 tick, 2 minute duration. Soothe reduces aggro/assist radius to 10 for a 25 tick, 2 minute 30 second duration. Calm reduces aggro/assist radius to 5 for a 30 tick, 3 minute duration. Pacify reduces aggro/assist radius to 1 for a 70 tick, 7 minute duration (previously only 7 ticks).
Lull when chain-pulling to conserve mana, wearing the least amount of Charisma for more critical resists.
Soothe with
MAGIC ITEM LORE ITEM
Slot: ARMS
AC: 21
Effect: Soothe (Must Equip, Casting Time: 7.0) at Level 45
WT: 6.5 Size: SMALL
Class: PAL
Race: ALL except IKS
Calm when splitting smaller camps that are closer to your group. Pacify when attempting to split larger, crowded camps farther away from your group.
Shamans and Enchanters have long-duration spells that can increase your Charisma and rarely hesitate to give you that extreme makeover when asked. As always, use discretion when navigating any dungeon; the more narrow and congested its passageways, the greater likelihood you will need to use a stronger version of lull.
Healing Power
While your other heals should see regular use, below are the few versions unique to Paladins...
Self-only. Converts 3mp into 8hp for the duration of 150 ticks, which stacks with other forms of health regen save for the Extended Regeneration from
MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Extended Regeneration (Any Slot, Casting Time: Instant)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL
"...stacks with chloro and bard regen song." —Teluas Truesword 5/27/2001 [9]
"Its a great spell to keep up if you're running in an area thats very hilly, and dont want to bother with slowly going down hills or levitate. Just remember to CLICK IT OFF when you are full health. It will still drain your mana." —Delphi Aegis 2/19/2001 [10]
Heals 175hp every 6 seconds for 24 seconds (4 ticks). This equates to 700hp for 225mp, the most mana-efficient spell for Paladins. Its only shortcomings are the recast timer and level-restriction, as it is deemed too powerful to restore the health of low level players. Celestial Cleansing is not compatible with other heal over time spells such as Torpor, Celestial Healing, and Celestial Elixir. And, given that it is a heal over time spell, Celestial Cleansing will not take hold unless there is an available buff slot. While occupying that window space, Celestial Cleansing becomes vulnerable like any other buff, an option for targets to potentially dispel; this is a more common problem against targets that proc AE dispel four buff slots and typically a nonissue elsewhere given that dispels remove counters from a buff and given that you have stuns to interrupt those dispels.
Distributes a fast heal to every member in group, or should with its generous AE range, restoring 220hp while expending 450mp. Often there won't be time to direct everyone towards you for the heal to land, so position yourself accordingly and cast. In a full group where all players have taken damage, this AE spell has the potential to heal for 1320hp making it more mana-efficient than Divine Purpose. Though relatively situational, Wave of Healing can be worth dedicating a spell slot to, particularly when the other healer in group has a slow reaction time, lag, or internet connection issues. The AE range is large enough to reach all corners from the center of Hands Room in Karnor's Castle. Even with its mana cost, if a party member is about to die and Lay Hands is not available, Wave of Healing can be a life saver and keep the Cleric's mana closer to full from not having to resurrect anyone. Use sparingly in groups, to undo low HP aggro and/or when multiple party members are taking damage. Use more consistently on raids, forming a group comprised of melee DPS classes and casting to combat DS/AE damage in such areas as Halls of Testing, ToV.
Heal spells can also be used to establish/reestablish aggro...
"We've redressed the amount of hate generated by heal spells. Previously, and *partly* due to a bug, the high level heal spells such as superior heal or complete heal would generate no more hate than greater heal. In fact, so little hate was generated by these spells that it made controlling NPC aggression trivial. Heal spells will now generate an amount of hate more in line with the number of hitpoints actually healed. Due to our desire to leave the lower level game more or less untouched, two separate caps have been placed for targets level 50 or below, and 51 or above. Heal spells will generate significantly less hate for targets below level 51 than those at or above that level." —The EverQuest Team [11]
...and the quickest way to redirect aggro towards you from multiple targets is simply to heal the puller on incoming.
Emergency Safeguards
Provides a rune that absorbs 150 damage. Divine Favor can be cast on other players, but if cast without a designated target, the spell gem will gray out w/o the effect taking hold. Useful when pulling for the first time in dungeons that are confusing and/or have multiple doors. Also serves as an additional layer of protection for duo partners, such as Druids who have an animal charmed and no rune absorption effect of their own. In contrast, at level 56 Shadow Knights receive Steelskin, a 230hp rune that consumes one Jasper per cast. Rune III Absorbs Damage from 168 (L34) to 230 (L41) for a maximum of 275hp and also consumes a Jasper. Though it is the lesser of the three spells, no reagent is needed for Divine Favor. It might seem insignificant, but the convenience of that won't go unnoticed at the bottom of a dungeon when you're soloing/duoing and reserving those precious Jaspers for Deepwater Breastplate right-clicks. Dedicating a spell slot for Divine Favor, however, is not advised when grouped unless there is another tank and you're only tasked with chain-pulling. Still, use your own discretion. It never hurts to have extra HP in your buff window when pulling targets that are significantly higher in level. Those who play other classes are more than willing to invest tens of hours and thousands of platinum into gear that grants a similar amount of HP, so make use of this spell with that in mind.
Unlike the Shadow Knight / Necromancer line of runes, Divine Favor is a targeted spell, meaning it can be applied to yourself or others but that also means if there is no designated target, the spell will channel through and remain grayed out until the recast timer is met.
This spell is particularly useful in duo/trio situations, where one of the party members has a charmed pet and needs as much of a buff wall as possible to withstand charm breaks. Monks attempting to split a room filled with casters would also benefit greatly from this spell.
The gods have rendered you invulnerable.
Grants invulnerability for an 18 second, 3 server tick duration, causing all aggro to redirect/disperse elsewhere towards those who were previously lower on the hate list. However, Taunt can still be used through Divine Aura's protection, allowing you the opportunity to regain aggro with at least one target in that time. DA can be used to great effect in Plane of Sky, where fall damage from one island to another will prove fatal. DA can last through the loading screen, but it cannot be cast while falling. Having tested this, the duration of the aura exceeded the drop from island #7 and remained for approximately 2 server ticks after zoning into East Freeport; the same works in Paineel, taking a leap of faith into the Hole. Divine Aura will prevent all damage and effects from taking hold, both physical and magical, positive and negative; however, it does not protect against Death Touch. The spell is self-only and has a lengthy 900 second / 15 minute recast time, so only use it in the most dire of circumstances. Though it has been said, and perhaps is not classic, Divine Aura will last through zoning screen. I have personally tested this in Plane of Sky; zoning into East Freeport, the effect still continued for a few seconds. However, buffs are stripped from their window if the player is low health which may also include DA. Though many players have asserted that the invulnerability cannot be dispelled, I have yet to confirm this through testing; if nothing else, you should expect all other buffs not to fall under its protection. Clerics receive Divine Aura at level 1; that Paladins even receive it at all is remarkable, though 55 levels do put it out of reach for most casuals when compared to Feign Death which Shadow Knights receive after 30 levels of experience. Divine Aura has a variety of uses, on raids, in groups, and of course while attempting to solo. With average or better swimming skills and/or Spirit of Wolf, DA allows you safe passage through the underwater seahorse tunnel in Siren's Grotto; the seahorses will deaggro once you emerge from the water, at which point you can clicky invis at the edge, take the plunge, and zone out with no issues. DA also allows you to train out of Kael Arena, specifically when used right before running through the see-invis giants that guard entry/exit to it; by strafing and jumping, you should be able to put enough distance between yourself and the casters to avoid taking spell damage once DA has faded. This will mean less dying, hurrah! Add a rather dull-looking
MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
EXPENDABLE Charges: 1
Effect: Divine Aura (Any Slot, Casting Time: Instant) as Level 20
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL
"One thing paladins can do that clerics can't while under DA. Paladins can hit tha TAUNT button. Ever wonder how effective an invulneralbe tank can be at soaking up damage?" —Wulfhere 12/28/2000 [12]
Self-only Enhancements
Yaulp - Yaulp II - Yaulp III - Yaulp IV
Each version takes half a second to cast and lasts for a total of 24 seconds, or 4 server ticks; in that time it provides an increase to both defensive and offensive aspects of one's character, while restoring a fair amount of endurance (yellow bar).
Yaulp I-III are all compatible with Grim Aura, a widely-used junk buff (from the Shrunken Goblin Skull Earring), though Yaulp IV is not due to the ATK increase given. Yaulp I-IV are not compatible with Major Shielding, a spell which Paladins have access to by way of proc (from the Stave of Shielding). With the mana requirement for Yaulp I and Yaulp IV being almost nonexistent (the first costing five and the last costing one), the temporary boost to stats can be reapplied continuously. Though few comment on it, Yaulp IV is a decent "reward" spell to cap off the class, especially for the weaker races that might still be lacking strength, however it does not stack with haste, overwriting most (if not all) versions. Use when farming green cons, to put out more damage and to keep from being encumbered as the gold and silver pieces start accumulating.
As is the case with earlier versions of the spell, Yaulp IV all but requires a hotkey if its fleeting enhancements are to be maintained. Indeed, almost immediately after it takes hold the buff begins to fade, making it more like a song than any of the other spells in Norrath. This gives the Paladin class something of a Bardic feel and can actually be used to increase their movement speed, albeit nowhere near as fast as Selo's with a drum.
This is achieved by spamming the same spell over and over, rather than twisting multiple songs. The shorter the cast time of the spell the better, which makes your half-second "Yaulp" about as good as it gets. Yaulp while strafe-running to interrupt each cast, thereby allowing you to cast again ASAP. Doing so inches your character farther ahead, causing them to outpace the aggroed target(s), assuming both pursuant and pursuer are otherwise equal in speed. By strafing, your character should in most cases have a slight speed advantage, but strafing also ensures that Yaulp will not channel through, allowing you to spam it again and again with very little delay, creating this unintended "second wind" effect. To better understand this, test it out on the Wooly rhinos in Eastern Wastes, using only strafe and Journeyman's Boots to modify your speed. As is so commonly done with Bards that swarm kite, mouse wheel out of first person perspective as far as possible. Then aggro a rhino and run away, strafing with Jboots applied. Wooly rhinos should keep pace at your movement speed, but the more you spam Yaulp the more you will notice your character inching ahead, unit by unit, until the rhino is no longer in sight. Of course, rooting the target is always an option, but that assumes there is only one target giving chase and that root won't be resisted or break early.
Other uses include... When encumbered and no characters are nearby to open a trade window with (thereby alleviating the weight of coin); when in range of mobs that AE dispel; when farming mats; and when soloing mobs that don't cast spells.
It's worth mentioning that if endurance was depleted from melee attacks, as was the case in 1999-2001 (particularly from swinging heavy two-handed weapons), Yaulp would be a central feature of the class rather than a peripheral addition.
Endgame Reality
Duoing
Almost exclusively done with Enchanters, though Necromancers and Druids that charm are also viable. Keep the charmed pet's health topped off with your Deepwater Helm/Breastplate while it tanks and reserve your mana and/or Lay Hands to prevent its owner from dying when charm wears off. Use your stuns as needed to interrupt spells/mitigate damage, and stay self-buffed to better withstand the onslaught of that hasted pet when it turns on you and the charmer attempts to regain control. Taking damage from both the desired target and former pet will make channeling spells difficult. Put your back against a wall and you should be able to maintain concentration while taking damage, landing more spells as a result. Another way to assist the charmer is to keep the opposing target rooted throughout each fight. If the pet breaks during combat, both you and the charmer will then be able to focus on it with greater ease, while the target stands harmlessly out of range.
If you are sufficiently geared, an attentive Rogue can complement your abilities well. Have a Deepwater Helm or Breastplate handy as you will need to reserve mana for emergency heals and crowd control. Rogues can slow with procs from Locustlure and snare with procs from Serrated Bone Dirk / Obtenebrate Short Sword, the latter of which can make undead fear-kiting possible even inside certain dungeons if you lull potential adds beforehand with Pacify. Additionally, having a Rogue to scout out dungeon camps and drag corpses to zone-lines will cut down on time spent lulling and waiting to resurrect others or even yourself.
Raiding
During mass raids, the Paladin serves as either tertiary healer or impromptu off-tank, often acting as both when adds develop into a train and the Clerics are told to camp out. Even in cases where a Defensive Disc is not 100% necessary, preference is still generally given to Warriors out of habit if nothing else. Occasionally you will be assigned to a specific tanking niche, either as the designated "ramp" tank or as the "speed bump" standing in between the death of one Warrior and the established aggro of another. If you are asked to be the ramp tank, set up a hotkey to inform your guild when you are taking damage so that priests out of group know when to direct their heals to your body. When acting as a tertiary healer, request all manner of mind buffs before you sit, med, and swap in Wis/Mana equipment to maximize your pool. Keep the DPS alive against DS/AE damage and reserve Lay Hands for the Main Assist, if there's an inadvertent skip in the Complete Heal rotation. You should also guard the Enchanters, standing between them and their charmed pets and/or mesmerized targets. Prioritize their health bars over other classes, using your heals and healing abilities/clickies as needed. If an Enchanter dies, it can lead to a wipe very quickly. Die in their place and find yourself compensated later when the knight gear drops and you, being the only Sir or Lady/Dame present, receive it by default.
Patch Notes: Sunday, April 19th, 2020 [13]
Nilbog/Rogean: Anyone completing the SoulFire quest from this point forward who is NOT a Paladin will receive a SoulFire with 0 charges.
Since the above date the primary role for raiding Paladins has become more pronounced, with some guilds even offering DKP to members who acquire or facilitate the acquisition of a SoulFire. With a fully-charged SF, expect to be asked to stay within range of the Main Assist and click heal when necessary, in the event that the Complete Heal chain falls apart or the Main Assist's health spikes, dropping below 20%. Occasionally a new Main Assist will be declared mid-fight, due to the duration of Warrior disciplines; focused patch heals from Shamans and Druids are often enough, but a Paladin with SoulFire charges still provides their guild with a solid failsafe. Additionally, if a guild is attempting to secure FTE (first to engage), the Paladin might be CotHed (Call of the Hero) into position first with the tank group if Clerics are still logging in, acting as a temporary stand-in until more Clerics load into the zone.
The unofficial raid role for Paladins involves protecting any and all Enchanters/Necromancers/Druids from untimely charm/mesmerized breaks. Don't hesitate to ask for mana regen from any one of the Enchanters present. More often than not you will have already been given mind buffs well before the thought to ask enters your head; credit this to the exceptional heal and stun spells committed down in that dusty old book of yours. You may also be expected to train away trash adds, such as bees on island 6 in Plane of Sky. Dispel should be used against targets with damage shields, but other classes should have that covered, classes with higher, more effective versions of dispel in their books. As for actual tanking, more often than not you will be assigned a Torpor Shaman or a lower level Cleric and need to be prepared to off-tank adds while everyone else focuses down the named target. On rare occasions you may even act as the main assist, but generally speaking Warriors will be doing most of the heavy lifting.
Against targets where DPS is told to use offensive discipline or nuke down, have a clicky item ready to spam in order to reset the global cooldown; doing so will allow for more rapid casting of aggro spells, thereby securing aggro. Against targets that AE fear or lifetap, use your Sanctification discipline as a hard counter.
Paladins can stand in as the Main Assist throughout the following epic/raid encounters...
Black Reavers/Nameds (City of Mist); Faydedar (Timorous Deep); Phinigel (Kedge Keep); Master Yael (Hole); Black Dire (Mistmoore); Tangrin (Field of Bone); Ulump Pujluk (Swamp of No Hope); Vessel Drozlin (East Cabilis); Verina Tomb (Neriak Third Gate); Dark Elf Reavers (East Karana); General V`ghera (Kithicor Forest); Sir Lucan D`Lere (West Freeport); Brother Zephyl (Rathe Mountains); Kromzek Captain/Tranala/Kozzalym/6-Necks (Western Wastes); Golems/Dracoliche/Cazic Thule (Plane of Fear); Minis/Maestro/Second Floor (Plane of Hate); Trunt (Mines of Nurga); Xenovorash (Lake of Ill Omen); Venril Sathir/VSR (Karnor's Castle); Islands 1-5 (Plane of Sky); Halls of Testing (Temple of Veeshan); Plate House/Arena Equivalent (Kael Drakkel); Chief Ry`Gorr (Eastern Wastes); Ring War (Great Divide); and all of the Dragons that roam Kunark/Antonica.
...harder targets are technically possible at level 60, but more Clerics would be required along with best in slot gear. AoW, Tunare, and the like are out of the question.
Getting Geared
Armor Class: Chain & Plate Mail Enhancement
After reaching the soft cap Paladins can expect a 33% return from AC which is a far cry from the robust 45% Warriors receive. However, from parses and discussions, the consensus about AC on Project1999 is that after the 800 threshold there will be very little return. This may be subject to change (for the better) in future patches, but so far that remains to be seen. Aim for 1100 AC by level 60. From level 1 onward focus on incorporating banded armor into your equipment slots; it's lighter in weight than bronze and has comparable AC. Check the area merchants, especially at shops with forges outside, as lazy player-character blacksmiths will often unload multiples to the merchants while skilling up. If you're lucky you can get a full set of visible banded for a small sum of platinum. Once you've gotten yourself armored up with a few levels under your
Slot: WAIST
AC: 6
WT: 2.5 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL except DWF TRL OGR HFL GNM

Slot: FINGER
AC: 5
HP: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
In group settings, be mindful to prioritize AC as it has been shown to be consistently effective against melee damage received from blue and lower cons, but negligible against targets much higher in level than the tank. For this reason, it's important to prioritize raw HP on raids, allowing Complete Heals to be maximized with more leeway; not having a defensive discipline makes this all the more necessary though the majority of high end raid gear includes equal amounts of HP and AC.
Shields & Orbs

MAGIC ITEM
Slot: SECONDARY
AC: 18
SV FIRE: +20 SV DISEASE: +20 SV COLD: +20 SV MAGIC: +20 SV POISON: +20
WT: 0.5 Size: MEDIUM
Class: WAR PAL RNG SHD MNK ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 35
WIS: +5 INT: +5 HP: +75 MANA: +75
WT: 0.2 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK RANGE PRIMARY SECONDARY
AC: 25
STA: +15 CHA: +15 AGI: +15 HP: +25 MANA: +25
Effect: Spin the Bottle
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
AC: 20
WIS: +10 INT: +10 HP: +25 MANA: +75
SV DISEASE: +25 SV MAGIC: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
AC: 20
WIS: +10 INT: +10 HP: +75 MANA: +25
SV DISEASE: +10 SV MAGIC: +25
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK SECONDARY
AC: 10
WIS: +10
WT: 9.5 Size: LARGE
Class: PAL
Race: ALL except TRL OGR IKS

MAGIC ITEM LORE ITEM NODROP
Slot: BACK SECONDARY
Charges: 1
AC: 12
WIS: +10
SV DISEASE: +25
Effect: Superior Healing (Must Equip, Casting Time: Instant) at Level 30
WT: 9.5 Size: LARGE
Class: CLR PAL
Race: ALL except TRL OGR IKS

MAGIC ITEM LORE ITEM
Slot: BACK SECONDARY
AC: 25
STR: +10
SV DISEASE: +25
Effect: Cure Disease (Any Slot, Casting Time: Instant) at Level 1
WT: 7.3 Size: MEDIUM
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: BACK SECONDARY
AC: 23
STR: +10 CHA: +5 WIS: +10 AGI: -5
SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
Effect: Enduring Breath (Worn)
WT: 5.0 Size: LARGE
Class: ALL except MNK NEC WIZ MAG ENC
Race: ALL

LORE ITEM
Slot: BACK SECONDARY
AC: 30
STR: +10 STA: +10 WIS: +5 INT: +5 HP: +25 MANA: +25
SV FIRE: +8 SV DISEASE: +4 SV COLD: +8 SV MAGIC: +12 SV POISON: +4
WT: 3.0 Size: MEDIUM
Class: PAL SHD
Race: ALL except BAR ELF

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 20
WIS: +9 MANA: +40
WT: 1.0 Size: TINY
Class: WAR CLR PAL RNG SHD DRU BRD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 22
STR: +4
SV DISEASE: +4 SV COLD: +4
Effect: Enduring Breath (Worn)
WT: 6.5 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 25
HP: +50
WT: 7.3 Size: MEDIUM
Class: WAR CLR PAL SHD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 20
STR: +7 STA: +5 AGI: +5 HP: +20
SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 25
STR: +5 STA: +5 HP: +40
SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
WT: 3.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 35
STR: +20 STA: +20
Effect: Ultravision (Worn)
WT: 7.3 Size: MEDIUM
Class: PAL
Race: ERU

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 25
STR: +10 CHA: +10 AGI: -5
SV FIRE: +5 SV DISEASE: +5 SV COLD: +25 SV MAGIC: +25 SV POISON: +5
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +10 DEX: +8 STA: +15 CHA: +5 WIS: +15 INT: +10 AGI: +8
WT: 2.0 Size: MEDIUM
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 30
STR: +10 HP: +100
WT: 5.0 Size: MEDIUM
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 28
STA: +5 HP: +60
WT: 10.0 Size: MEDIUM
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK RANGE SECONDARY
AC: 20
DEX: +25 STA: +15 AGI: +10 HP: +50
SV MAGIC: +15
WT: 0.5 Size: TINY
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM NEC WIZ
MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 25
STR: +5 WIS: +8 INT: +8
SV COLD: +50
WT: 5.0 Size: MEDIUM
Class: CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 39
AGI: +15 HP: +100
WT: 0.0 Size: TINY
Class: WAR CLR PAL RNG SHD DRU SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 32
STR: +5 DEX: -5 STA: +25 CHA: +10
SV FIRE: +15 SV COLD: +15 SV MAGIC: +15
Effect: See Invisible (Worn)
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +15 STA: +15
SV DISEASE: +15 SV POISON: +15
Effect: Aura of Battle (Must Equip, Casting Time: Instant)
WT: 0.1 Size: LARGE
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +10 WIS: +15 HP: +75
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 1.0 Size: SMALL
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 55
STR: +20 WIS: +20 HP: +50
WT: 4.4 Size: TINY
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 45
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +12 INT: +12 AGI: +5 HP: +75 MANA: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: TINY
Class: ALL
Race: ALL
Charisma Swaps
...a stat synonymous with Paladins in Baldur's Gate, Pathfinder Kingmaker, and several editions of Dungeons & Dragons including AD&D.
For a lower rate of critical lull resists, in order to single-pull...
Armor Set: Imbued Koada`Dal Mithril / Blazing Fennin Ro

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 18
STR: +10
Effect: Glamour (Combat, Casting Time: Instant) at Level 26
WT: 10.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
CHA: +6 MANA: +30
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
Charges: 1
STA: +10 CHA: +15
Effect: Minor Healing (Any Slot, Casting Time: Instant)
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO TRADE
Slot: PRIMARY SECONDARY
CHA: +10 AGI: +10
SV COLD: +20
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
STR: +7 CHA: +7
WT: 0.5 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
STA: +5 CHA: +5 WIS: +5 INT: +5 MANA: +25
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: HEAD
AC: 5
CHA: +13
SV FIRE: +10
WT: 0.2 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 13
CHA: +15
SV MAGIC: +20
Effect: Serpent Sight (Worn)
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM
Slot: HEAD
AC: 15
DEX: -5 CHA: +30 INT: -30 AGI: +5
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FACE
AC: 2
DEX: +4 CHA: +8 AGI: +3
SV FIRE: +5 SV DISEASE: +8
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM NO DROP
Slot: NECK
CHA: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: NECK
CHA: +5
SV FIRE: +7 SV COLD: +7 SV MAGIC: +7
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: NECK
AC: 2
CHA: +9
SV DISEASE: +10
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: EAR
AC: 2
CHA: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FINGER
AC: 8
DEX: +8 CHA: +8
SV MAGIC: +6
WT: 0.5 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 16
STR: +3 CHA: +8
WT: 7.0 Size: MEDIUM
Class: ALL except DRU NEC WIZ MAG ENC
Race: ALL except DWF HFL GNM

MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 10
CHA: +5 AGI: +8 HP: +10
SV MAGIC: +5
WT: 2.0 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 12
STA: +8 CHA: +5 HP: +10
SV MAGIC: +5
WT: 2.0 Size: SMALL
Class: WAR CLR PAL SHD MNK BRD
Race: ALL except IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: LEGS
AC: 12
STR: +4 CHA: +5 WIS: +4 HP: +15
SV FIRE: +15 SV COLD: +15 SV MAGIC: +5
WT: 4.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL except IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: LEGS
AC: 30
STR: +12 CHA: +12
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 14
STR: +10 STA: +15 CHA: +15 HP: +45
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +10 SV POISON: +5
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: WRIST
AC: 10
CHA: +10 HP: +10
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: WRIST
AC: 13
CHA: +6 WIS: +10
WT: 1.8 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: WRIST
AC: 8
STR: +5 CHA: +10 AGI: +5
WT: 0.5 Size: TINY
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: HANDS
AC: 19
CHA: +5 HP: +15
SV MAGIC: +5
WT: 1.8 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM NO DROP
Slot: FEET
AC: 17
STA: +5 CHA: +9 INT: +5
WT: 4.9 Size: MEDIUM
Class: PAL
Race: HUM ERU HIE HEF DWF HFL GNM
For a higher rate of critical lull resists, in order to chain-pull...
Armor Set: Crustacean Shell

NO DROP
Slot: WRIST LEGS
AC: 7
CHA: -5
WT: 2.7 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: HUM BAR ERU ELF HIE DEF HEF IKS

MAGIC ITEM LORE ITEM
Slot: EAR
AC: 2
STR: +5 STA: +5 CHA: -10 INT: +5
SV FIRE: +5 SV DISEASE: -8 SV COLD: +5 SV MAGIC: +5 SV POISON: -8
Effect: See Invisible (Worn)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FACE
AC: 3
STR: +2 CHA: -8 AGI: +3
WT: 0.9 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FACE
AC: 3
DEX: +7 CHA: -9
WT: 1.0 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 5
CHA: -25
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FACE
AC: 2
CHA: -20
SV DISEASE: -20 SV POISON: -20
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM NODROP
Slot: NECK
CHA: -10
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: SHOULDERS
AC: 12
DEX: +3 CHA: -20 AGI: +5
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 16
STR: +5 STA: +5 CHA: -9
WT: 7.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: HUM ERU HEF

MAGIC ITEM
Slot: LEGS
AC: 6
STR: +3 DEX: +4 CHA: -8
WT: 4.5 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM NODROP
Slot: WRIST
AC: 4
CHA: -10
SV MAGIC: +5
WT: 3.5 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

Slot: HANDS
AC: 3
CHA: -5
WT: 2.0 Size: SMALL
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: FINGER
CHA: -5 HP: +30 MANA: +20
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

Slot: SECONDARY
AC: 15
STA: +5 CHA: -7
WT: 5.0 Size: LARGE
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ELF HIE DEF DWF HFL GNM

NO DROP
Slot: SECONDARY
AC: 5
CHA: -15
WT: 5.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL except DWF TRL OGR HFL GNM
On a budget and in the area? Simply aggro a skunk in Butcherblock Mountains for 27 minutes of Skunkspray.
Testing by A1551
- 95 Cha, 200 tests -- 71 critical resists (ie 35.5% crit rate)
- 200 Cha, 200 tests -- 15 critical resists (ie 7% crit rate)
- 255 Cha, 200 tests -- 12 critical resists (ie 6% crit rate)
- 95 cha (35.5%) -- Crit every 11.3 casts
- 200 cha (7%) -- Crit every 57.1 casts
- 255 cha (6%) -- Crit every 66.7 casts
"While the sample size *really* isn't big enough to go to this level of analysis, basically +105 CHA saved me 56 crit resists over 200 attempts(!) That would be roughly 0.26% absolute crit reduction per point of cha assuming a linear progression up to 200 CHA." —A1551 06-07-2019 [14]
"CHA: Affects amount you will be paid for goods by NPC merchants, and how much they will pay you; affects the saving throw on certain bard and enchanter spells (charms in particular)" —Brad McQuaid
Q: How do I get a merchant to sell me an item at its best price?
For most merchants, you need indifferent faction and 104 charisma. This is to say that 1) at any given charisma, a merchant will give you the same price at indifferent, amiable, kind or warm faction (but worse at apprehensive), and 2) if your faction is at least indifferent, you will stop getting better prices beyond 104 charisma.
Now I said most merchants up there. The first statement is always true, but I've observed two exceptions to the second. First, the merchants in your guild in your hometown only require 93 charisma. Second, there are a handful of merchants who require MUCH higher than 104 charisma. These are usually the merchants near banks and at entrances to cities. Examples are: Tubal at the Qeynos gate, Boomba the Big at the WFP gate, Aimee at the NFP bank, Merchant U-something (the dufrenite merchant) outside the Kelethin bank. Don't buy or sell from them if you can avoid it. At 170+ charisma and indifferent-to-warm faction, I still can't get them to give me best prices.
Q: How can I tell if a merchant is buying or selling an item at its best price?
Check how much the merchant offers you for a peridot (Everyone carries a stack of peridots for their clerics and chanters right?). If you're offered 9.524pp for it, you've succeeded. You won't be able to buy for less or sell for more. If you're offered less than 9.524pp, you can do better with higher charisma. Now it doesn't have to be a peridot. Any item will do as long as you know its best price. I happen to know what the best price is for a peridot.
—Balidil Anla'shok (EQTraders)
For an artificial faction boost, either to ensure safe passage or quest/multi-quest turn-in successes...

MAGIC ITEM LORE ITEM
Slot: NECK
Charges: 4
CHA: +6 WIS: +6
Effect: Alliance (Any Slot/Can Equip, Casting Time: 0.1) at Level 45
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
Alliance: Increase Faction by 100
Cloaks you in an amiable aura, causing creatures of your target's faction to view you more favorably.
Bows & Arrows

MAGIC ITEM TEMPORARY
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 27
DMG: 7
Effect: Ward Summoned (Combat, Casting Time: Instant) at Level 20
WT: 6.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
Skill: Archery Atk Delay: 38
DMG: 30
WT: 2.0 Range: 120 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM
Slot: RANGE
Skill: Archery Atk Delay: 43
DMG: 21
WT: 4.5 Range: 125 Size: LARGE
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 60
DMG: 33
STR: +4 DEX: +4
SV COLD: +10
WT: 4.0 Range: 150 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
Skill: Archery Atk Delay: 50
DMG: 25 AC: 3
STR: +3 DEX: +3 STA: +3 HP: +10
SV MAGIC: +3 SV POISON: +10
WT: 0.5 Range: 150 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 25
DMG: 12
STR: +10 STA: +5 HP: +25 MANA: +25
WT: 3.0 Range: 150 Size: SMALL
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
Skill: Archery Atk Delay: 36
DMG: 32
WT: 2.0 Range: 190 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL
However limited in performance for knights, archery does have its uses, particularly in overpopulated zones where competition is fierce and camps are not so clearly defined. Even a fraction of a second can mean the difference between the rare named incoming or going out towards that other group. This is why it's important to prioritize range with bow and arrow purchases, rather than damage. With enough range you can secure FTE before other players come within aggro radius; that is to say, you can be "first to engage" the target, claiming rights to its loot unless it kills you rather than you it. With a single arrow you can quickly lay claim to that named and, with the right bow/arrow combination, do so from distances greater than any one player's cast range. Arrows do have a projectile delay, however, unless the bow has an effect and that effect procs than the aggro is instantaneous. Do note that the hate caused by arrows is very minimal, meaning that most anyone can steal the mob you've aggroed and run it to their group. In such cases it helps to have a bow that incorporates one form of proc or another, as a resisted DD could potentially save you the hassle of having to stop and cast while trying to close the distance between you, the offending player, and the target. Unfortunately, the DD proc from Divine Might does not apply to ranged attacks, forcing you to look elsewhere, to more direct sources infused with spell effects.
However,
MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 44
DMG: 28
DEX: +5 WIS: +5 MANA: +40
Effect: Lightning Strike (Combat, Casting Time: Instant) at Level 35
WT: 4.0 Range: 150 Size: MEDIUM
Class: PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 35
DMG: 33 AC: 10
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +50 MANA: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Avatar (Combat, Casting Time: Instant)
WT: 1.0 Range: 200 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL
Rechargeables & Expendables

EXPENDABLE Charges: 10
Effect: Kilva's Skin of Flame (Any Slot, Casting Time: 10.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

EXPENDABLE Charges: 10
Effect: Spirit of Wolf (Any Slot, Casting Time: 4.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 10
Effect: Calimony (Any Slot, Casting Time: Instant)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

EXPENDABLE Charges: 1
Effect: Desperate Hope (Any Slot, Casting Time: Instant) as Level 20
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
EXPENDABLE Charges: 1
Effect: Divine Aura (Any Slot, Casting Time: Instant) as Level 20
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
EXPENDABLE Charges: 1
Effect: Thurgadin Gate (Any Slot, Casting Time: 10.0) at Level 5
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Cazic Gate (Any Slot, Casting Time: Instant) as Level 35
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Charges: 4
Effect: Flame Arc (Any Slot, Casting Time: Instant)
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
EXPENDABLE Charges: 2
Effect: Banishment of Shadows (Any Slot, Casting Time: 8.0)
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL

NO DROP
Charges: 4
Effect: Snare (Any Slot, Casting Time: 5.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

Slot: SECONDARY
Charges: 5
Effect: Invisibility Cloak (Any Slot/Can Equip, Casting Time: 5.0)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FINGER
Charges: 3
DEX: +2
Effect: Gather Shadows (Any Slot, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: BACK
Charges: 5
AC: 5
Effect: Restore Sight (Any Slot, Casting Time: Instant)
WT: 2.0 Size: MEDIUM
Class: ALL
Race: ALL except DWF HFL GNM
The one cure spell that Paladins do not receive for their books directly correlates to the main adverse effect caused by their magic, that of course being the blindness from Flash of Light. Nightmare Hides are not uncommon in Plane of Fear, in fact it's reasonable to expect multiples per raid clear. Having a Nightmare Hide bagged for raid purposes would be wise, in the event that no tertiary priest classes are assigned the task of curing blindness. Very few common targets blind. With those that do, such as mudmen in Beholder's Maze, the proc rate is high and the duration short, making cures largely irrelevant. Keep a spare Nightmare Hide banked, as the vendor recharge is cheap. Most, if not all, Shaman NPCs cast blindness as it is one of the first spells the class receives with a very low mana cost. Different variations of blindness will also be cast by such notable high-end targets as Overking Bathezid, Korocust, Chancellor of Di`Zok, not to mention Nightmares themselves which proc darkness, a blind that lasts for 3 ticks. Their hides do not have to be equipped for the click-effect to be used; simply place the hide in an inventory slot and make a hotkey for it before engaging whatever specific target is known to blind.
Religion & Roleplay
Roleplaying, or some semblance of it, involves self-imposed restrictions that might seem illogical out of game/character, but make sense from the perspective of the race/class of your character, along with their religious worldview. Though initially disadvantageous, this approach adds another layer to gameplay. Consider self-imposed restrictions in terms of gear and faction, then the path to 60 will become uniquely laid out before you. Also consider choosing specific slots that will be restricted to direct upgrades—via kills or quests only—rather than gained through trades/auctions.
Brell Serelis: The Duke of Below
Faction: Miners Guild 249 aka Paladins of Underfoot, Kazon Stormhammer, Dain Frostreaver IV, Coldain, Citizens of Froststone
Followers of Brell Serilis believe that the surface world is a waste of space. They find true happiness in the caves, caverns and tunnels that perforate the belly of Norrath. But this is one of the few points that all followers of Brell can agree upon. There are many different factions that worship Brell. The Dwarves of Kaladim know that they are the true children of Serilis. But the vicious gnolls of Splitpaw Lair disagree entirely. For was it not Brell that sculpted them out of the sacred Clay of Cosgrove? Followers of Brell Serilis in one form or another can be found nearly anywhere you enter the Underfoot of Norrath.
A coldain miner says, 'Brell guide my hammer!'
As the Paladin class is not available to Barbarians, Dwarves are the best race option for anyone wanting to go down the hardier, less conventional path of knighthood, wielding crude blunt weapons and severed tusks rather than elegant swords bestowed with names. As a race, they have the best melee stats of all options. Eat rabbit stew or clam chowder and emote that there are leftover bits in your beard. Chug down 2x Brewed 2x Stout Dwarven Ale, Coldain Ice Beer, Brell's Blessed Stout, Coldain Heater, Dain`s Choice Porter, and/or Underfoot Triple Boc. Becoming intoxicated allows you to get in touch with the ancestors beyond your world, apparitions often only seen in Unrest, Eastern Wastes, Crystal Caverns, and the Tower of Frozen Shadow—Garanel Rucksif / Torklar Battlemaster / Korrigain / Ghost of Burdael / Zorglim the Dead / Lucid Spirit of Abrams. Starting out, get your hands on a Dwarven Sap before upgrading at level 10 to an Iksar Berserker Club, the proc of which does stack with Yaulp, providing you with even more melee combat stats. Carry around stacks of ale and beer for group/guild members and the random passerby, but nothing so fancy as champagne or wine. Spilling your beer whilst fishing should be considered an offering to the soil, as should any vomit. Hangovers are a form of self-flagellation. Take up thy Aegis of Ice and run around asking Kunark natives, "What killed the Iksars? The Ice Aegis!" Serve one of two kings—Kazon Stormhammer or Dain Frostreaver IV. Complete the Velium Retrieval quest however many times is required until you are given a
MAGIC ITEM NO DROP
Slot: WRIST
AC: 6
STA: +5 WIS: +3 HP: +25
Effect: Summon Throwing Hammer (Any Slot, Casting Time: 3.5)
WT: 4.1 Size: MEDIUM
Class: ALL except ROG NEC WIZ MAG ENC
Race: ALL

Slot: RANGE AMMO
Skill: Throwingv2 Atk Delay: 30
DMG: 9
WT: 1.0 Range: 55 Size: SMALL
Class: ALL except ROG NEC WIZ MAG ENC
Race: ALL
Notable NPCs include... A dwarven slave, Nancine, Dru Razbind, Gunlok Jure, Chamberlain Krystorf, Dain Frostreaver IV, King Kazon Stormhammer

LORE ITEM
Slot: CHEST
AC: 12
SV FIRE: +8 SV COLD: +8 SV MAGIC: +8
WT: 4.5 Size: MEDIUM
Class: WAR CLR PAL RNG SHD BRD ROG
Race: ELF HIE DEF DWF HFL GNM

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 12
STR: +5 STA: +5 HP: +15
SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 2.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU ROG
Race: DWF HFL GNM

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 4
STA: +5
WT: 2.3 Size: SMALL
Class: CLR PAL
Race: DWF HFL GNM

MAGIC ITEM LORE ITEM
Slot: FACE
Charges: 5
AC: 5
AGI: +3
SV MAGIC: +3
Effect: Berserker Strength (Any Slot/Can Equip, Casting Time: Instant) at Level 40
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: WAIST
Charges: 5
AC: 8
HP: +25
Effect: Skin like Rock (Must Equip, Casting Time: 6.0)
WT: 0.0 Size: SMALL
Class: WAR CLR PAL ROG
Race: DWF HFL GNM

NO DROP
Slot: NECK RANGE
AC: 2
STR: +6
WT: 0.4 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 13
STR: +12 WIS: +12 HP: +50 MANA: +50
WT: 1.0 Size: SMALL
Class: WAR CLR PAL ROG
Race: DWF

MAGIC ITEM
Slot: FEET
AC: 8
STR: +3 DEX: +5
WT: 5.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: CHEST
AC: 30
STR: +8 STA: +10 WIS: +4
SV FIRE: +5
WT: 11.5 Size: LARGE
Class: WAR CLR PAL
Race: DWF HFL GNM
Deity: Brell Serilis

MAGIC ITEM NO DROP
Slot: CHEST
AC: 32
STR: +7 DEX: +5 STA: +5
SV COLD: +10 SV MAGIC: +4
WT: 11.5 Size: LARGE
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
STR: +3 STA: +4
WT: 0.1 Size: TINY
Class: WAR CLR PAL BRD ROG WIZ MAG ENC
Race: HUM ELF HEF DWF HFL GNM
Deity: Brell Serilis

MAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 33
DMG: 5
SV MAGIC: +5
WT: 8.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FINGER
AC: 10
STR: +7
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

LORE ITEM NO DROP
Slot: NECK PRIMARY SECONDARY
AC: 7
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9
WT: 0.4 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 46
DMG: 14
HP: +25 SV MAGIC: +5
WT: 12.0 Size: GIANT
Class: PAL
Race: HUM HIE DWF

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 50
DMG: 22
WT: 16.0 Size: GIANT
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 29
DMG: 12
STA: +7
Effect: Velium Shards (Combat, Casting Time: Instant) at Level 30
WT: 10.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ELF HIE DEF DWF HFL GNM

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 20
DMG: 8
WT: 2.3 Size: MEDIUM
Class: WAR CLR PAL ROG
Race: DWF

MAGIC ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 35
DMG: 15
Effect: Yaulp II (Combat, Casting Time: Instant) at Level 46
WT: 3.2 Size: LARGE
Class: ALL
Race: BAR DWF TRL OGR HFL GNM IKS

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 18
DMG: 7
STR: +4 WIS: +4 INT: -2
Effect: Fleeting Fury (Combat, Casting Time: Instant) at Level 10
WT: 8.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 41
DMG: 19
Effect: Chaotic Feedback (Combat, Casting Time: Instant) at Level 30
WT: 9.0 Size: LARGE
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 45
DMG: 27
Effect: Ice Rend (Combat, Casting Time: Instant)
WT: 15.0 Size: LARGE
Class: WAR CLR PAL RNG SHD MNK SHM
Race: ALL except DWF HFL GNM

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 46
DMG: 30
Effect: Yaulp (Combat, Casting Time: Instant) at Level 40
WT: 7.3 Size: MEDIUM
Class: WAR CLR PAL RNG SHD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 38
DMG: 24
STA: +5 CHA: +5
WT: 8.7 Size: LARGE
Class: WAR PAL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 22
WIS: +14 INT: +8 AGI: +5
SV FIRE: +7 SV COLD: +7
WT: 14.0 Size: LARGE
Class: ALL except BRD ROG NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 32
DMG: 13
STR: +2 WIS: +5 HP: +20 MANA: +20
SV FIRE: +7
Effect: Burn (Combat, Casting Time: Instant) at Level 35
WT: 5.0 Size: MEDIUM
Class: CLR PAL SHD DRU SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 15
Effect: Careless_Lightning (Combat, Casting Time: Instant) at Level 49
WT: 1.5 Size: SMALL
Class: WAR CLR PAL RNG SHD DRU MNK BRD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 28
DMG: 20
STR: +5
SV POISON: -30
Effect: Gale of Poison (Combat, Casting Time: Instant) at Level 50
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL SHD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 29
STR: +10 WIS: +10 INT: +10
WT: 12.0 Size: LARGE
Class: WAR PAL SHD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 29
STR: +5 WIS: +5 INT: +5 AGI: -5 HP: +25 MANA: +25
Effect: Force (Combat, Casting Time: Instant) at Level 50
WT: 8.5 Size: LARGE
Class: WAR PAL RNG SHD MNK
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 34
DMG: 18
WIS: +12 MANA: +50
SV FIRE: +25
Effect: Blaze (Combat, Casting Time: Instant) at Level 50
WT: 0.8 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 14
STR: +10 WIS: +13 INT: +13 MANA: +25
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Arch Shielding (Any Slot, Casting Time: 0.1) at Level 50
WT: 2.0 Size: TINY
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG
SHM NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 30
DMG: 18
STR: +7 STA: +15 HP: +25
SV DISEASE: +15
Effect: Knockback (Combat, Casting Time: Instant)
WT: 7.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 60
DMG: 50
HP: +50
SV COLD: +10
WT: 9.8 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 43
DMG: 42
STR: +15 DEX: +10 STA: +5 HP: +50
SV FIRE: +8 SV DISEASE: +6 SV COLD: +7 SV MAGIC: +9 SV POISON: +5
Effect: Judgment of Ice (Combat, Casting Time: Instant) at Level 50
WT: 12.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL except ERU ELF HIE DEF HEF

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 27 AC: 25
WIS: +9 INT: +9
Effect: Wrath (Combat, Casting Time: Instant)
WT: 1.5 Size: TINY
Class: PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 38
DMG: 45
STR: +10 STA: +10 AGI: +20
WT: 4.4 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM ARTIFACT NO TRADE
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 45
DMG: 34 DMG Bonus: 113
STR: +10 CHA: -10 WIS: +5
Effect: Superior Healing(Combat, Casting Time: Instant)
WT: 10.0 Size: LARGE
Class: CLR PAL
Race: DWF GNM

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 15
SV COLD: +10
WT: 0.5 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 25
HP: +50
WT: 7.3 Size: MEDIUM
Class: WAR CLR PAL SHD SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 25
STR: +5 WIS: +8 INT: +8
SV COLD: +50
WT: 5.0 Size: MEDIUM
Class: CLR PAL SHD
Race: ALL
Elsewhere in other games there are numerous examples of caves being depicted as the womb of civilization, where religious ceremony and the concept of heroism first began, evolving from crude paint to stained glass and immortalizing those who ventured out from their protective confines into the unknown. Below are examples from Magic: the Gathering...
Hammerheim Dwarven Soldier Fall of the Hammer Purphoros, God of the Forge Manaforce Mace Sacred Ground Reforge the Soul Cryptic Caves Colossus Hammer Hammer of Ruin Forge of Heroes Fairgrounds Warden Gemstone Mine Rimrock Knight Deafening Clarion Dead-Iron Sledge Mace of the Valiant Horned Helm Pardic Swordsmith Sacred Foundry Improbable Alliance Torbran, Thane of Red Fell Seven Dwarves
Erollisi Marr: The Queen of Love
Faction: Priests of Marr
Sister to Mithaniel and daughter of Tarew, Erollisi is known more formally as the Queen of Love, reigning over the Plane of that shares the same four-letter word. Believing that love conquers all, her followers are passionately devoted to the people, places, and ideas they love, being more than willing to fight and die for them. In fact, the dream of every follower of Erollisi is to die in the selfless defense of something or someone they love. Many Paladins hear the true calling of their hearts and follow Erollisi Marr. [15]
Erollisi is depicted as a strikingly beautiful Barbarian woman in all white with a short cape. [16]
It should be pointed out that while love is a generally peaceful concept, Erollisi followers are not pacifists. They would like to live in a world in which everyone loves everyone else and violence does not exist but they are not naive enough to think that Norrath is that world. They have known great love and are more than willing to fight and die to keep alive what roused love within them, for what greater act of devotion could their be?
In North Freeport can be found the Temple of Marr. This temple is dedicated to the trinity of Marr. The Queen of Love, Erollisi Marr is worshiped here, The Lightbearer has a seperate gathering place in the Hall of Truth, and her other brother diety remains a mystery. Under the guidance of Tholius Quey, clerics receive their training, and Paladins dedicated to the Queen of Love receive their training from Gygus Remnara. The Priests of Marr are Allied with their brothers in the Knights of Truth in fighting off The Freeport Militia. Talking with the priests will reveal how a crusade into the Ocean of Tears, left Freeport undefended, and allowed the Freeport Militia to come to power under Sir Lucan D`Lere.
"We are her salvation and through her command we shall live forever!" —Tomás Verde, The Fountain
Sentry Joanna says, 'I will give you the mold, but first you will complete a task in the name of Erollisi Marr. My fellow Sentry, Alechin, was bitten by a wolf while he journeyed to Qeynos. He now turns into a werewolf at night, forced to kill innocent travelers. Go toward Qeynos. Release him from life and his curse and return his locket to me.'
Part Aphrodite, part Xena Warrior Princess, Lady Marr wields her femininity with the skillfulness of a muse, capable of disarming men of war and peace alike. As if in recognition of this, cultural blacksmiths apply
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
According to the lore, it is said that devout followers of Erollisi Marr are often referred to as The Maidens of the Rose. [17]
Sentries also have long hair regardless of gender. A Sentry is bound to protect the Priests of Marr and any sacred ground of the Order of Marr. These elite knights are very alluring, but pure of heart. The Paladins of Erollisi were know as the Knights of Passion.
The history of the Sisters of Erollisi and how they came to be on the Isle of Erollisi is murky at best, but most Sisters believe it begins back in the days before Takish-Hiz was abandoned. According to the sisterhood’s legends, Erollisi Marr appeared to an elf maiden and told her that only love could bring peace to the world. The maiden, whose name varies in different version of the tale, was inspired to begin an order dedicated to promoting love. She preached that love was the opposite of hate, and thus devotees of Erollisi were the only force with the power to stop the evil spread by Innoruuk, the Prince of Hate and patron of the dark elves. Though the group never enjoyed the company of Tunare’s worshipers among the elves, it was nonetheless accepted as a good-aligned organization and welcomed by elven society. It is unknown why the group did not follow their fellow elves to Faydwer, but instead stopped on an island amid unknown seas.
One possibility lies in the understanding that, with Erollisi being the daughter of Tarew Marr, the god of water, the Sisterhood would seek guidance from a great body of water, turning their ears to the waves in the absence of their deity's voice, as doing so would resonate with those known for worshiping all things natural. And, having distinguished themselves from followers of Tunare, they would further distance themselves and seek sanctuary between the neighboring continents, where their independence would not be compromised by other elves or humans. The influence of the sea cannot be overlooked when mentioning the name of Erollisi, as the word itself is even in the very pronunciation of her name. But more than that, Sea Tempers are required to fashion Imbued Field Plate Armor in her honor, the ingredients of which can all be found in the Ocean of Tears, whether purchased, foraged, or lifted from the corpses of its more uncivilized inhabitants.
Notable NPCs include... Valeron Dushire, Theron Rolius, Sister of Erollisi, Antinime, Sentry Joanna

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 40
DMG: 20
STR: +5 WIS: +5
SV COLD: +5
WT: 8.0 Size: LARGE
Class: PAL
Race: HUM ERU HIE HEF DWF HFL GNM

Slot: WAIST
AC: 3
STR: +2 STA: +2
WT: 1.2 Size: SMALL
Class: ALL except NEC WIZ MAG ENC
Race: ALL except DWF TRL OGR HFL GNM

MAGIC ITEM LORE ITEM
Slot: WRIST
AC: 5
STR: +5
WT: 1.0 Size: SMALL
Class: ALL except SHD NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
CHA: +3 WIS: +3
WT: 0.1 Size: TINY
Class: WAR CLR PAL BRD ROG WIZ MAG ENC
Race: HUM ELF HIE HEF
Deity: Erollisi Marr

LORE ITEM NO DROP
Slot: WRIST
AC: 1
WT: 4.0 Size: SMALL
Class: ALL
Race: ALL except IKS

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 19
Effect: Rubicite Aura (Worn)
WT: 6.0 Size: LARGE
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR
HFL GNM

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 28
DMG: 7
Effect: Stun (Combat, Casting Time: Instant) at Level 40
WT: 6.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 36
DMG: 9
Effect: Feet like Cat (Combat, Casting Time: Instant) at Level 20
WT: 8.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 26
DMG: 6
Effect: Berserker Strength (Combat, Casting Time: Instant) at Level 10
WT: 6.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 8
Effect: Ykesha (Combat, Casting Time: Instant) at Level 37
WT: 4.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 20
STR: +5 WIS: +5 AGI: +5
WT: 6.5 Size: MEDIUM
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 18
STR: +10
Effect: Glamour (Combat, Casting Time: Instant) at Level 26
WT: 10.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 11
STR: +3 DEX: +3 CHA: +15
WT: 4.5 Size: SMALL
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 13
CHA: +15
SV MAGIC: +20
Effect: Serpent Sight (Worn)
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 19
DMG: 13
SV MAGIC: +25
Effect: Silver Skin (Combat, Casting Time: Instant)
WT: 0.0 Size: TINY
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 30
DMG: 17
STR: +10 DEX: +7 STA: +7 HP: +20
SV COLD: +20
Effect: Inferno Shock (Combat, Casting Time: Instant) at Level 46
WT: 0.3 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL
There are numerous examples of the love being depicted as the source of all noble pursuits elsewhere in other games. Below are examples from Magic: the Gathering...
Elspeth, Knight-Errant Heart of Light Heartwarming Redemption Lyra Dawnbringer Take Heart Beloved Princess Akroma, Angel of Wrath True Love's KissElixir of Immortality Blessed Wine Sex Appeal Dawnstrike Paladin Knight's Pledge Elspeth Tirel Divine Favor Reya Dawnbringer Jeweled Torque Blood of the Martyr Elspeth, Sun's Champion Bounty Agent Chance for Glory Conclave Tribunal Herald's Horn Fearless Halberdier Response / Resurgence Sworn Companions Tenth District Guard Knight of New Benalia Ladies' Knight Acclaimed Contender Knight of Grace Dawnbreak Reclaimer Commander's Authority Charming Prince Fervent Champion Joust Akroma, Angel of Fury Dub Light of the Legion The Royal Scions Captain Sisay
Karana: The Rainkeeper
Faction: Knights of Thunder, Karana Residents
Followers of Karana believe in the absolute power of storms. They worship the life-giving power of the rain and respect the destructive force of a sandstorm or hurricane. Typical followers of Karana are rural humanoids, farmers, ranchers, hunters and the like. They will often offer shelter from the elements to strangers. Many Karana followers live a nomadic lifestyle, traveling where the winds take them. They are humble, generous people who value strength and honesty and brook no disrespect for Karana and his work, for they know it is only through his wisdom and kindness that all Norrath is not consumed in an eternal tempest. More down to earth and of humble beginnings, followers of Karana differ from those of Tunare as the land is not preserved in its most natural state, but rather has an underlying purpose that must be realized and eventually perfected through organized labor. A horse is not left to graze in the wilderness, but put to work plowing the soil which also must be cultivated with tools. For those who give praise to Karana, war and peace are but seasons of the mind and body. Gathering storm clouds and distant battle cries both portend natural occurrences; one brings rainfall and the other bloodshed.
Get bound at the gypsy camp in Northern Karana or at the empty ruins (#6) in Frontier Mountains. Keep a
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

QUEST ITEM
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM NO DROP QUEST ITEM
Slot: WAIST
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
WT: 10.0 Size: GIANT
Class: ALL
Race: ALL
Chesgard Sydwen says, 'The Karana Bandits have been plaguing the Rainkeepers flock for some time. Take this as a small reward for your devotion. Continue the fight against the Karana Bandits. Ahh... I wish [Cheslin] was equally as skilled.'
Notable NPCs include... Sir Morgan, Squire Wimbley, Thomas

MAGIC ITEM LORE ITEM
Slot: EAR
STA: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
WIS: +3
SV MAGIC: +2
WT: 0.1 Size: TINY
Class: ALL except SHD MNK SHM NEC
Race: HUM ELF HIE HEF HFL
Deity: Karana

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Illusion: Earth Elemental(Any Slot, Casting Time: Instant) as Level 40
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 28
DMG: 6
Effect: Cleanse (Combat, Casting Time: Instant)
WT: 5.0 Size: MEDIUM
Class: CLR PAL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 9
WIS: +3
Effect: Ward Undead (Combat, Casting Time: Instant) at Level 10
WT: 10.0 Size: LARGE
Class: CLR PAL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 32
DMG: 12
WIS: +5 MANA: +30
WT: 3.5 Size: MEDIUM
Class: WAR CLR PAL RNG DRU BRD
Race: HUM ELF HEF HFL
Deity: Karana

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 9
STR: +4 WIS: +4 INT: +4
Effect: Tashani (Combat, Casting Time: Instant) at Level 35
WT: 1.6 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU
MNK BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FACE
AC: 7
STR: +4
SV COLD: +9
Effect: Heat Sight (Worn)
WT: 0.0 Size: TINY
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 11
STR: +3 DEX: +10 STA: +6 INT: +5 HP: +55
WT: 20.0 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 20
STR: +6 WIS: +4 INT: +4
SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +2 SV POISON: +1
WT: 0.0 Size: TINY
Class: CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 44
DMG: 28
DEX: +5 WIS: +5 MANA: +40
Effect: Lightning Strike (Combat, Casting Time: Instant) at Level 35
WT: 4.0 Range: 150 Size: MEDIUM
Class: PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: EAR
AC: 10
STR: +9
SV MAGIC: +10
Effect: See Invisible (Worn)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 25
SV DISEASE: +10 SV MAGIC: +25 SV POISON: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 41
DMG: 29
SV MAGIC: +7
Effect: Strike of Thunder (Combat, Casting Time: Instant) at Level 45
WT: 0.0 Size: TINY
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 21
DMG: 10
Effect: Storm Strike (Combat, Casting Time: Instant) at Level 50
WT: 4.5 Size: MEDIUM
Class: WAR PAL SHD RNG BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 43
DMG: 39
Effect: Paralyzing Earth (Combat, Casting Time: Instant) at Level 49
WT: 3.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 46
DMG: 52
WIS: +15 INT: +15 HP: +75
SV MAGIC: +15
WT: 15.0 Size: MEDIUM
Class: PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 43
DMG: 50
HP: +100
Effect: Summon Food (Any Slot, Casting Time: 2.0)
WT: 10.0 Size: TINY
Class: ALL except ROG
Race: ALL
There are numerous examples of weather systems in other games being depicted as the temperamental aspects of a god, of storm clouds being omens, floods and droughts serving to convey a message greater than any language can hold. Below are examples from Magic: the Gathering...
Keranos, God of Storms Eye of the Storm Honor's Reward Bastion Protector Storm Seeker Sudden Storm Thousand-Year Storm Weather the Storm Soratami Rainshaper Farmstead Windstorm Luminescent Rain Rain of Revelation Farmstead Gleaner Shu Soldier-Farmer Rain of Blades Storm Cauldron Storm Front Field Marshal Reap What is Sown Plow Under Harvestguard Alseids Second Harvest Shepherd of the Flock Kor Scythemaster Crop Sigil Rain of Revelation Swords to Plowshares Straw Soldiers Spectral Shepherd Fell the Pheasant Fortifying Provisions Jousting Dummy
Mithaniel Marr: The Lightbringer
Faction: Knights of Marr
The Eight Virtues of Marr: Charity; Compassion; Devotion; Honor; Love; Sacrifice; Truth; and Valor.
Brother to Erollisi and son of Tarew, Mithaniel is known as the Truthbringer, and governs the Plane of Valor. His followers believe in truth, valor, and righteousness, and will fight to the death to protect the innocent and defend these values.
Followers of Mithaniel Marr believe that valor is what separates civilized beings from beasts. His followers live by a strict moral code that prizes truth, honor and charity. They are champions of the downtrodden and the most noble of warriors. His followers strive to rid Norrath of all things dark and evil, often sacrificing themselves in this never ending quest. They will not rest until the day when all of Norrath is cleansed in Mithaniel's light. They take themselves and their duty very seriously, and have little patience for mischief of mayhem. Many Paladins are devout servants of Mithaniel Marr.
Mithaniel Marr is the son of Tarew Marr, the god of water, and the twin brother of Erollisi Marr, the goddess of love. Mithaniel Marr is the creator of the frogloks and, along with his sister, is jointly responsible for the creation of the barbarians, and by extension humans and Erudites as well. [18]
"I spoke some time ago to Sir Bayden Cauldthorn, prophet of Mithaniel Marr. He told me the frogloks and Northmen were not the Marr twins’ first creations, as commonly believed. There was a time when Mithaniel and Erollisi walked upon Norrath, unnoticed by the other, more elder gods. In the naivety of their youth, they thought they could be like the other gods and sought to create mortals of their own. And so Mithaniel Marr created the minotaur race, intended to personify honor and courage." –Journal of a Disciple of Marr
You are the classic hero of legend. The knight in shining armor, a full suit of which can actually be acquired by those whose faction aligns with the giants of Velious. You are Beric Dondarrion from Game of Thrones, serving the Lord of Light, fulfilling the prophecy of The Prince Who Was Promised by wielding the Lightbringer. You are a Paladin in the most classic sense. Muffins and milk are for those contented to be soft around the middle and heavy with copper; consume military rations and flavorless water instead. Collect and turn in damaged militia helms. You are a standard soldier mono-white MTG deck, with vigilance, outlast, and bolster. Having a tactical, no-nonsense approach to all matters, followers of Marr view the spare landscape, both environmental and political, as a challenge to overcome for goodness' sake. You are the whitest of white knights. It's a wonder you can even jump, much less /dance. Whether starting your journey in Freeport or Qeynos, you are born amid conflict and must therefore choose a side, though in many ways that side has already been chosen for you by your god. There are no retreats that are not tactical, no helmets that are not bucket-shaped. Remain bound in Freeport, using the tunnel systems until you are seasoned enough to take on the corruption and fight your way through the city streets. North of the slums, at the Temple of Marr, you try to imagine the glory days of Ardathium, a city that served as tribute to the Lightbringer and now remains lost in darkness, below the dunes of South Ro.
"Dedicated solely to the crusades of The Truthbringer in the name of valor, honor, and truth, Ardathium was one of Norrath’s most beautiful, though tragically short-lived treasures ... Constructed of pure alabaster stone and crowned in statues and tower caps of solid gold, Ardathium was a sight to behold ... Ardathium – that is the name of the place I shall detail as best I can in these pages. A glorious citadel constructed by the first followers of Mithaniel Marr in what is now known as the Southern Desert of Ro. I know for certain that this place exists, or existed, though in unfortunate, irreparable ruin beneath the unforgiving sands of the desert. I have been there, and I have seen it." [19]
Notable NPCs include... Tabien the Goodly, Sentry Alechin, Sentry Xyrin

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Regeneration (Any Slot, Casting Time: Instant) as Level 15
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FINGER
STA: +5 WIS: +5
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Deity: Mithaniel Marr

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 14
HP: +25
WT: 15.0 Size: GIANT
Class: WAR CLR PAL RNG DRU SHM
Race: ALL except DEF TRL OGR IKS

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
STA: +10
WT: 0.1 Size: TINY
Class: ALL except RNG SHD DRU MNK NEC
Race: HUM BAR ELF HIE HEF
Deity: Mithaniel Marr

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 15
STR: +5 WIS: +5
WT: 0.1 Size: TINY
Class: PAL
Race: ALL

MAGIC ITEM NO DROP
Slot: CHEST
AC: 30
STR: +13 STA: +9 WIS: +9
WT: 7.5 Size: LARGE
Class: PAL
Race: HUM ERU HIE HEF DWF HFL GNM

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 10
CHA: +5 HP: +25
SV COLD: +15
Effect: Rain of Fire (Combat, Casting Time: Instant) at Level 45
WT: 2.5 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 35 AC: 15
STR: +20 STA: +10 WIS: +15 HP: +70 MANA: +30
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Holy Shock (Combat, Casting Time: Instant) at Level 50
WT: 0.1 Size: LARGE
Class: PAL
Race: ALL
There are numerous examples of the light being representative of truth, order, and justice elsewhere in other games. Below are examples from Magic: the Gathering...
Odric, Master Tactician Azorius Arrester Reborn Hero Arrester's ZealBattalion Foot SoldierSoul ParryShielded By Faith Approach of the Second Sun Glimpse of the Sun God Tournament Grounds Sergeant-at-ArmsAngelfire CrusaderArchetype of CourageArdent RecruitCoalition Honor GuardGuardians' PledgeAegis of HonorHonor of the PureBattlefield PromotionBlazing TorchRest in Peace Sigiled Sword of Valeron Dispatch Moment of Heroism Reprisal Sungrace Pegasus Akroan HorseQuest for the Holy RelicVanguard's ShieldHoly Strength Sunhome, Fortress of the Legion Heroic DefianceBarbed Field Sunblade Angel Intrepid Hero Weapons TrainerSkyrider TraineeKnight of Glory Mandate of Peace High Ground Staff of the Sun Magus Morningtide Sunbond Crested Sunmare Heroism Heliod, God of the Sun Make a Stand Short Sword Drogskol Shieldmate Time of Heroes Boros Challenger Hold at Bay Sword of Truth and Justice Fireborn Knight Demotion Knighthood Divine Visitation Akroma's Vengeance Fresh-Faced Recruit Flaming Sword Justice Strike Renewing Dawn Luminous Bonds Sunhome Stalwart Tajic, Legion's Edge Truefire Captain Knightly Valor Worthy Knight Dawn Charm Silver Knight Embereth Shieldbreaker Brimstone Trebuchet Beacon of Immortality Sacred Armory Sigil of the New Dawn Restore Balance Crashing Drawbridge Embereth Paladin Castle Embereth Defang Commander's Insignia Akroma's Vengeance Altar's Light Assemble the Legion The Circle of Loyalty Command Tower
Prexus: The Oceanlord
Faction: Deepwater Knights
Prexus' followers believe in the raw power of the world's oceans. They do not worship the element of water specifically, but it is their belief that life originated in the sea and it will consume those who do not respect it. The Oceanlord's devotees almost always live in cities or towns on the coasts of the world. Prexus is not a commonly worshiped god, but he has many faithful sailors and fishermen. The Erudites have erected a church in Erudin to his worship, and young Clerics and Paladins train there. And Bards sometimes devote themselves to singing paeans to the sea.
'In the name of Prexus, we are sworn to protect all ocean creatures.' —Weligon Steelherder, Paladin guildmaster of the Deepwater Knights in Erudin
Followers of Prexus believe true power lies in the vast depths of Norrath's oceans. They believe that eons ago, life first formed in the murky deep and that one day the oceans shall rise again to consume those that are unworthy and embrace the faithful. The Oceanlord's servants tend to live and work near, on, or beneath large bodies of water. They seek to spread the word of Prexus to all who will hear and defend the oceans and seas of Norrath against any who would cause harm to them. Many sailors and fishermen are followers of Prexus.
However, while some fisherman may worship him, Prexus and his followers are actually against the practice of fishing, as evidenced in the text of the Fisherman Convert quest: Dleria Mausrel says 'As I suspected. I shall assist you with your training and you shall assist the temple with your service. A young priest can help out by asking to [convert fishermen in Qeynos] or maybe even something truly great such as requesting to [protect the depths].' ... Marlin Bizmite says 'Oh no!! Not another Prexus freak!! Listen up aqua man, if you think a man named Marlin has any chance of giving up fishing, you have got another think coming. Go night diving in the north pond, you might find some bait for your Prexus blessing.' ... Bait Masterson says 'Prexus!!? Aye!! I once followed the ways of the Ocean Lord. I remember those days. So clear and peaceful were they. I shall make a deal with you, my friend. I shall give up fishing if you give me your guild tunic. With such a tunic I shall once again be compelled to follow the peaceful ways of the Ocean Lord.' ... Bait Masterson says 'Nice material!! I feel the ways of Prexus enlightening my soul. Unngh!! Enough of this fishing. Here take my broken fishing pole an toss it to the sea. All hail Prexus!!'
"But it is not only to us that Prexus gives blessings. There are other creatures that he showers with his grace. From the most humble of fish in the sea, to the largest of sea beasts, Prexus watches them all. There are times when he will choose such a creature to act as his Chosen in Norrath. This creature is granted power, and is whispered to directly from Prexus himself. As we do the will of Prexus, so does the creature, although only it knows what tasks it is commanded to do. The word of Prexus is everywhere in Norrath. The sea touches all lands, and thus so does the domain of Prexus. As in the case of Velious, where the Deepwater Knights have no temples, yet Prexus has power there." —Writings of the Deepwater Knights [20]
As a water protector, you enjoy long walks on the beach. You are a fish tank, among the few, the proud, the marines. Kedge Keep is your Mecca. Flying sharks are good omens. Fishing grubs are to be picked up from the ground and destroyed, lest a passerby make use of them. Max out Swimming ASAP. Get bound in a port city, by the docks. Cleanse the Ocean. Find and offer any evidence that The Megalodon did in fact exist in Lake Rathetear long ago. Kill all Pescatarians and let Prexus sort them out. If potential suitors ask, you are a Pisces Sun, Moon, and Rising. Offer a
Slot: NECK
WT: 0.2 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: NECK
Charges: 4
CHA: +6 WIS: +6
Effect: Alliance (Any Slot/Can Equip, Casting Time: 0.1) at Level 45
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
WT: 0.1 Size: TINY
Class: NONE
Race: NONE

MAGIC ITEM
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

NO DROP
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Located in the prison under the Erudin City Office, Warden Luis has some strong thoughts on Prexian justice.
You say, 'Hail, Warden Luis' Warden Luis says, 'Hail, citizen! This is no place for you. Make sure you keep it that way. We do not need any more [hollow men].' You say, 'What are hollow men?' Warden Luis says, 'There is only one sentence in Erudin, death!! And death by purging is the most common. The insides of the criminal are literally pulled out chunk by chunk through the mouth. Then the hollow man is set adrift to float the seas of Erud's Crossing, his body cleansed of all anarchy.'
"Prexus loved us more than any of his other creations because of our demeanor and loyalty. So when Prexus caught wind of the danger of the Rending on Norrath, he took measures to try and save us. He chose Lodizal because he was the biggest and mightiest of the turtles. He was proud that one of his creations became so mighty, and so he blessed Lodizal with mystical powers, including an extremely long life." [21]
Notable NPCs include... Phinigel Autropos, Lodizal Corudoth, Warden Lius, Inte Akera

LORE ITEM
Slot: CHEST
AC: 8
SV FIRE: +3 SV COLD: +3
WT: 5.0 Size: LARGE
Class: WAR CLR PAL RNG SHD BRD SHM
Race: ALL except DWF TRL OGR HFL GNM IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 10
STR: +9 CHA: +9 WIS: +9 INT: +9 HP: +30 MANA: +30
WT: 2.0 Size: SMALL
Class: CLR PAL SHD NEC WIZ MAG ENC
Race: ERU

MAGIC ITEM LORE ITEM
Slot: FACE
AC: 4
DEX: +5 WIS: +5 HP: +25
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: NECK
Effect: Enduring Breath (Worn)
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM QUEST ITEM
Slot: HEAD
Charges: 50
AC: 1
Effect: Breath of the Dead (Any Slot, Casting Time: Instant)
WT: 10.0 Size: GIANT
Class: ALL
Race: ALL

Slot: HEAD
AC: 1
Effect: Enduring Breath (Worn)
WT: 10.0 Size: GIANT
Class: ALL
Race: ALL

LORE ITEM NO DROP
Slot: EAR
AC: 2
STA: +9 WIS: +2 INT: +2
WT: 0.3 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 15
STR: +3 WIS: +3
SV COLD: +10
WT: 5.1 Size: MEDIUM
Class: CLR PAL
Race: ERU

MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 8
STA: +1 MANA: +20
SV COLD: +3 SV MAGIC: +3
WT: 3.4 Size: TINY
Class: CLR PAL
Race: ERU

MAGIC ITEM LORE ITEM NO DROP
Slot: LEGS
AC: 9
STR: +1 WIS: +1 AGI: +3
SV COLD: +3
WT: 4.5 Size: MEDIUM
Class: CLR PAL
Race: ERU

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 30
STA: +5 HP: +35
SV COLD: +10
Effect: Enduring Breath (Worn)
WT: 3.0 Size: TINY
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: LEGS
AC: 44
HP: +55
Effect: Enduring Breath (Worn)
WT: 2.5 Size: TINY
Class: WAR CLR PAL SHD BRD
Race: ALL

WT: 10.0 Weight Reduction: 100%
Capacity: 10 Size Capacity: GIANT

LORE ITEM NO DROP
WT: 0.2 Weight Reduction: 0%
Capacity: 4 Size Capacity: TINY

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK SECONDARY
AC: 30
DEX: +7 STA: +20 AGI: +15 HP: +50 MANA: +50
SV FIRE: +10 SV COLD: +10
Effect: Enduring Breath (Worn)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 45
STR: +10
Effect: Enduring Breath (Worn)
WT: 15.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: BACK
AC: 10
DEX: +9 AGI: +9 MANA: +50
SV COLD: +15
Haste: +36%
WT: 0.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
WIS: +3 INT: +2
WT: 0.1 Size: TINY
Class: CLR PAL BRD NEC WIZ MAG ENC
Race: HUM ERU ELF HEF
Deity: Prexus

MAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY SECONDARY
AC: 5
STA: +20 CHA: -8 WIS: +18
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 3
Skill: 1H Slashing Atk Delay: 36
DMG: 14
STR: +5
Effect: Enduring Breath (Any Slot, Casting Time: Instant)
WT: 12.5 Size: GIANT
Class: PAL
Race: HUM ERU HIE HEF DWF HFL GNM

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 18
STA: +5 WIS: +5
WT: 13.0 Size: GIANT
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 19
DMG: 9 AC: 5
AGI: +9
Effect: Breath of the Sea (Combat) at Level 1
WT: 4.5 Size: TINY
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 26
DMG: 20
STR: +10 STA: +10 WIS: +8
WT: 2.0 Size: MEDIUM
Class: PAL
Race: HUM ERU

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 22
DMG: 14
STA: +10 HP: +50
SV COLD: +15
Effect: Waves of the Deep Sea (Combat, Casting Time: Instant) at Level 50
WT: 2.5 Size: TINY
Class: WAR SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 35
STR: +20 STA: +20
Effect: Ultravision (Worn)
WT: 7.3 Size: MEDIUM
Class: PAL
Race: ERU

MAGIC ITEM
Slot: SECONDARY
AC: 8
Effect: Enduring Breath (Worn)
WT: 6.5 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

LORE ITEM
Slot: SECONDARY
AC: 26
MANA: +65
WT: 8.0 Size: MEDIUM
Class: PAL SHD
Race: ALL
There are numerous examples of the ocean being depicted as wrathful and sacred elsewhere in other games. Below are examples from Magic: the Gathering...
Arrester's Admonition Metathran Soldier Words of Wisdom Coastal Tower Floodwaters River of Tears Rain of Tears Cold-Water Snapper Stormtide Leviathan Sword of Plowshares Call to Mind Wall of Kelp Sejiri Merfolk Vodalian Knights Numbing Jellyfish Staff of the Mind Magus Merfolk of the Pearl Trident Turn the Tide Aethertide Whale Wishful Merfolk Clearwater Goblet Part Water Devastation Tide Alluring Siren Dulcet Sirens Teferi's Honor Guard Mantle of Tides Coastal Breach Thrasios, Triton Hero Galina's Knight Coralhelm Commander Svyelunite Temple Castle Vantress Mantle of Tides Vantress Paladin
Quellious: The Tranquil
Faction: Peace Keepers, High Council of Erudin, Kejek Village
This peaceful child-goddess is allied with Rodcet Nife and Erollisi Marr, and an enemy to Rallos Zek and Innoruuk. Followers of Quellious seek peace. They are not strict pacifists, though, and will fight to defend themselves and those they care about. The peace they seek is an inner one. They wish to know all there is to know about themselves and the world around them. They thirst for knowledge of their true selves and strive to help others attain enlightenment. It is through the sharing of this knowledge that they believe universal peace can be obtained. If every creature fully understood itself and its neighbors there would be no need for conflict and war. Followers of Quellious often follow a nomadic lifestyle, constantly seeking what there is to know and hoping to find themselves along the way.
During the Age of Turmoil, Quellious, the Goddess of Tranquility, imparted a portion of the Plane of Tranquility to create the demi-plane of Serenity. [22] [23]
A combination of Dora the Explorer and Spoon Boy from The Matrix, Quellious is the Aesop's Fables version of Little Girls Wiser Than Men. Made youthful again each day through prayer, your recollections of childhood inform the adult you have become. The teachings of a quiet, unassuming girl have helped you remain unbothered by the politics of guild alliances and the greed of EC Tunnel. It is because of them, the unbelieving, that you were able to leave all naivety in the past, venturing forth into the back alleyways and sewer systems of the "civilized" world, to ground transfer what few precious belongings you had. And through this distrust, you were purposefully exposed to the hardships of those so marginalized as to be considered "non-player characters". Beggars. Madmen. Prisoners. Poachers. Neckbeards. If peace could be found within yourself among such Rude Individuals than, by Quellious, it could be found anywhere. Naturally, this assertion sent you to all corners of Norrath, between its enduring portals and haunted battlefields. And with each passing day you began to recognize patterns of behavior, a timed order to the cities, the harsh environments, and the comings and goings of their people. To this day you still remember setting one of your weapons on the ground, then another and another; oh how baffled you were that each pointed due North. Was it the curiosity of a toddler that caused you to lay down your arms, or the weariness of a war veteran? Perhaps both. But now, from these indicators, you are beginning to understand that the work of grown men is child's play. That the world in which you live is but an illusion. That there is no
MAGIC ITEM LORE ITEM
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

LORE ITEM NO DROP QUEST ITEM
WT: 0.0 Size: TINY

LORE ITEM NO DROP
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

NO DROP
Charges: 4
Effect: Snare (Any Slot, Casting Time: 5.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
WT: 0.2 Size: TINY
Class: ALL
Race: ALL

This is a snack!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 0.6 Size: SMALL
Class: ALL
Race: ALL

STA: -1 WIS: +5
This is a meal!
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Notable NPCs include... Joshua, Jras Solsier, Jali Kaliio, Miranda, Khonza Ayssla, Snowbeast, Old Ghostback, Giang Yin, Prowler of the Jungle,

LORE ITEM NO DROP
WT: 0.6 Weight Reduction: 10%
Capacity: 6 Size Capacity: MEDIUM

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
WIS: +3 INT: +2
WT: 0.1 Size: TINY
Class: CLR PAL MNK BRD WIZ MAG ENC
Race: HUM ERU ELF HIE HEF
Deity: Quellious

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 10
STR: +2 WIS: +3 INT: +3 AGI: +2
WT: 0.5 Size: MEDIUM
Class: ALL
Race: ALL

Slot: HEAD
AC: 1
WIS: +3 INT: +3 MANA: +12
WT: 0.2 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 2
AGI: +2
Haste: +15%
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
CHA: +6 MANA: +30
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 3
AGI: +2
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

LORE ITEM NO DROP
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Charges: 3
Skill: Piercing Atk Delay: 30
DMG: 5
DEX: +2 AGI: +2
Effect: Enduring Breath (Any Slot, Casting Time: Instant)
WT: 5.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG SHM
Race: ALL

LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 28
DMG: 5
CHA: +10
WT: 6.5 Size: LARGE
Class: CLR PAL
Race: ERU

LORE ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 30
DMG: 4
WT: 6.5 Size: LARGE
Class: CLR PAL
Race: ALL

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 35
DMG: 10
Effect: Root (Combat, Casting Time: Instant) at Level 18
WT: 9.5 Size: LARGE
Class: ALL except BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 14 AC: 5
SV COLD: +10 SV POISON: +10
WT: 3.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 17
Effect: Major Shielding (Combat, Casting Time: Instant) at Level 50
WT: 3.2 Size: MEDIUM
Class: PAL SHD MNK
Race: ALL

MAGIC ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 32
DMG: 24
DEX: +5 CHA: +5
WT: 4.5 Size: MEDIUM
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 40
DMG: 30
WT: 6.8 Size: LARGE
Class: PAL MNK
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 14
Effect: Guard (Combat, Casting Time: Instant) at Level 50
WT: 2.2 Size: MEDIUM
Class: PAL BRD
Race: ALL

MAGIC ITEM NO DROP
Slot: WRIST
AC: 17
STR: +8 STA: +8 HP: +30
SV FIRE: +5 SV COLD: +12 SV MAGIC: +12
WT: 0.1 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 12
STA: +5 INT: +8 MANA: +45
SV FIRE: +8 SV MAGIC: +8
WT: 0.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 18
WIS: +20 INT: +20 HP: +85 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
WT: 0.5 Size: MEDIUM
Class: ALL
Race: HUM ERU HIE DEF GNM IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK WRIST
AC: 35
STR: +10 STA: +15 HP: +100 MANA: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 0.5 Size: TINY
Class: ALL
Race: ALL
Elsewhere in other games there are numerous allusions to a source of eternal youth being quested after, with peace being the happy compromise for those who could not find that youthfulness in fountain, paradise, or any other form. Below are examples from Magic: the Gathering...
Honor Guard Presence of the Wise Flowering Field Peacekeeper Battlefield Medic Hallowed Ground Sunspear Shikari Retribution of the Meek Song of Serenity Silent Attendant Leonin Vanguard Field Surgeon Kemba's Legion Angelheart Vial Skyhunter Cub Peacekeeper Serene Offering Peace and Quiet Leonin Shikari Venerable Knight Little Girl Kjeldoran Outpost Iona's Blessing Path of Peace Brimaz, King of Oreskos Serenity Righteous Aura Ajani's Chosen Bound in Silence Aegis of the Meek Fountain of Youth Leyline of the Meek Compulsory Rest Silence Adorable Kitten Flaxen Intruder Jeweled Spirit Jedit's Dragoons Hushbringer Inspiring Veteran Phalanx Leader Abuna Acolyte Blade of the Sixth Pride Half-Kitten, Half- Leonin Den-Guard Blessed Spirits Curious Pair Idyllic Tutor
Rodcet Nife: The Prime Healer
Faction: Priests of Life
Rodcet Nife is allied with Karana, Quellious, Erollisi Marr and Prexus, and his only enemy is Bertoxxulous. Followers of the Prime Healer take a solemn oath to fight disease and death until one or the other finally claims them. They are very generous and humble, asking little more from their beneficiaries than that they pass on the kindness to others. They are not content to deal with the effects of disease and death after they occur and vigorously seek to destroy the sources of these evils. Healers and mystics are typical followers, but many noble Rangers and Paladins also have taken the Nife Oath. They believe that through faith in the Prime Healer, the wounded heart of the universe shall one day be mended, and death's dark shadow will never be seen again.
Nife rules over the Plane of Health and appears as a tall, slender, sexless humanoid with a bald head, large black eyes and thin lips. He wears white robes with silver accents. The plane itself is a large complex of white stone and iron. The plane is inhabited by odd iron and flesh golems.
The god, Rodcet Nife sometimes makes an appearance as himself at the Temple of Life in Qeynos, taking on the form of a Koalindl fish in the sacred pool. Koalindl_(Rodcet_Nife) [24]
a Koalindl says, 'Foolish mortal! You have disturbed the Prime Healer as he swims in the guise of his creatures. For this... you shall perish!'
...at level 60 you are the equivalent of an Aasimar in D&D, levitating with grace and poise and otherworldly thoughts. You are a blue/white legendary MtG creature with flying, exalted, and scry. Constantly refresh your Pegasus Feather Cloak. Always keep a pair of Deepwater Gauntlets handy to strip buff counters off an opponent and a Silvery Mask to Identify the lore properties of an object. Drink purified water. Eat summoned black bread. You are ethereal, an enigma that is more pure and supernatural than right or just in the dogmatic sense of the words. Observe March 16th (EverQuest's release date) as the day the universe came into being. Being more cerebral than physically strong, equip items with Flowing Thought rather than Aura of Battle. Obtain the Coldain Prayer Shawl #7 as a rite of passage, along with a Crown of Narandi, favoring your spell book and shield over any sword, and only resorting to violence out of necessity, to defend yourself and others against the encroaching darkness of Bertoxxulous. More contemplative than pious, you wield a Sword of Blessings for its clickable purging effect or Jeldorin for its self-healing proc.
Fill those chat window boxes with talk of an endless conflict that must cease or a ceaseless conflict that must end, even as you yourself are actively engaged in combat. Cure the diseased. Heal the wounded. Pray for the tilted. Empathize with the nerfed. Pacify would-be attackers. Give over what gold pieces and bone chips you have amassed to Lashun Novashine during your visits to Qeynos. Buff those less fortunate than you. Cleanse the Plains of Karana, both North and West, slaying Lord Grimrot in the South and the undead gnolls to the East. Earn for yourself a Qeynos Badge of Honor. Value INT/WIS over STR, and experience over platinum, resurrecting the dead at no charge. As you see it, healthcare is not a privilege but a basic human and elven right. You may be in the (Verant's) world, but you are not of it.
Notable NPCs include... Brother Drash, Brother Nallin, Lashun Novashine, Koalindl

EXPENDABLE Charges: 1
Effect: Insight (Any Slot, Casting Time: Instant) as Level 15
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 11
STR: -1 STA: +1 WIS: +1 CHA: +1 HP: +10
SV DISEASE: +3 SV MAGIC: +10 SV POISON: +3
WT: 7.5 Size: LARGE
Class: CLR PAL
Race: HUM HEF

MAGIC ITEM LORE ITEM NODROP
Slot: BACK SECONDARY
Charges: 1
AC: 12
WIS: +10
SV DISEASE: +25
Effect: Superior Healing (Must Equip, Casting Time: Instant) at Level 30
WT: 9.5 Size: LARGE
Class: CLR PAL
Race: ALL except TRL OGR IKS

MAGIC ITEM LORE ITEM
Slot: BACK SECONDARY
AC: 25
STR: +10
SV DISEASE: +25
Effect: Cure Disease (Any Slot, Casting Time: Instant) at Level 1
WT: 7.3 Size: MEDIUM
Class: PAL
Race: ALL

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
STA: +2 WIS: +3
WT: 0.1 Size: TINY
Class: WAR CLR PAL BRD ROG WIZ MAG ENC
Race: HUM ELF HEF
Deity: Rodcet Nife

MAGIC ITEM LORE ITEM
Slot: RANGE
AC: 5
WIS: +5
WT: 6.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
WIS: +8
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 43
DMG: 30
WIS: +15 MANA: +25
WT: 10.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 26
Effect: Rune III (Combat, Casting Time: Instant) at Level 46
WT: 10.0 Size: LARGE
Class: WAR PAL RNG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 45
DMG: 35
STR: +8 DEX: +9 HP: +30
SV DISEASE: +12 SV POISON: +12
Effect: Cancel Magic (Combat, Casting Time: Instant)
WT: 10.0 Size: LARGE
Class: PAL SHD
Race: ALL

MAGIC ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 25
DMG: 19 AC: 10
MANA: +50
Effect: Purge (Must Equip, Casting Time: 7.0)
WT: 5.0 Size: MEDIUM
Class: PAL
Race: HUM ERU HIE HEF DWF HFL GNM

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 24
DMG: 19
STA: +5 HP: +50
Effect: Knight's Blessing (Combat, Casting Time: Instant) at Level 49
WT: 3.0 Size: MEDIUM
Class: PAL
Race: HUM ERU HIE HEF DWF

MAGIC ITEM LORE ITEM
Slot: FINGER
Charges: 1
AC: 1
WIS: +2
Effect: Greater Healing (Must Equip, Casting Time: 0.1)
WT: 0.2 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM ARTIFACT NO TRADE
Slot: CHEST
AC: 45
STR: +25 STA: +45 HP: +125
SV DISEASE: +25 SV POISON: +25
Effect: Prime Healers Blessing (Worn)
WT: 0.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM NO DROP
Slot: HEAD
AC: 25
AGI: +15
Effect: Resist Cold (Any Slot/Can Equip, Casting Time: 25.0)
WT: 0.0 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 16
STR: +20 WIS: +20 INT: +20 HP: +75 MANA: +75
SV MAGIC: +25 SV POISON: +25
Effect: Extinguish Fatigue (Must Equip, Casting Time: Instant)
WT: 1.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 25
STR: +8 DEX: +8 STA: +8 WIS: +8 INT: +8 AGI: +8 HP: +50 MANA: +50
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
Effect: Flowing Thought II
WT: 3.0 Size: MEDIUM
Class: PAL SHD
Race: ALL
There are numerous examples of the extra-terrestrials being depicted as beatific elsewhere in other games. Below are examples from Magic: the Gathering...
Auto-Key Ardenvale Paladin Quarantine Field Purify Force of Will Wrath of God Armageddon Counterspell Consecrated Sphinx Aysen Crusader Godsend Guardian of the Gateless Dispeller's Capsule Luminous Angel Forsake the Worldly Devout Invocation Invincible Hymn Serra's Hymn Chancellor of the Annex Delaying Shield Serra Advocate Serra Paladin Platinum Angel Sustainer of the Realm Knight of Sursi Avenging Angel Breath of Life Lifeline Radiant, Archangel Lightkeeper of Emeria Linvala, Keeper of Silence Restoration Angel Ethereal Champion Horizon Seed Celestial Sword Bond of Discipline Chain of Silence Intervention Pact Aegis of the Heavens Purify the Grave Celestial Dawn Faerie Guidemother Celestial Mantle Hallowed Spiritkeeper Pristine Angel Mind's Eye
Anashti Sul, the Forgotten Goddess
Faction: The Shadowed Men of Norrath, enemies of Temple Of Sol Ro inhabitants.
Anashti Sul has no allies. She has expressed animosity toward Bertoxxulous as the god of Disease, and seems to have thrust herself into a rivalry with the current god of Life and Health, Rodcet Nife. During the Creation Age, the deities of Norrath banished Anashti Sul to non-existence for crimes against god and mortal alike, including introducing Undeath to the world. However, she was not destroyed, and spent ages floating on the edge of the Void, seeking some way to return to Norrath and avoid tumbling into oblivion forever. Whispers of her existence spread among the mortals of Norrath, and she came to be known as the "Forgotten Goddess". The followers of Anashti Sul regard undeath as a "gift" from her, giving them an everlasting existence. Anashti Sul still considers herself the deity of Life and Health, and unquestioningly believes that her actions have always been to the benefit of mortals on Norrath. [25] [26]
"One does not become enlightened by imagining figures of light, but by making the darkness conscious." —C.G. Jung
Shadow Knights and Paladins seem to be two sides of the same coin in Norrath–interchangeable depending on circumstances. For instance, certain Shadow Knights that guard Cabilis hold the title of Crusader as do the lizardmen Shadow Knights patrolling the Cazic Thule pyramids, while the Tortured Revenant triggered-spawn in West Commonlands is classified as a Paladin. There also exists a rare Shadow Knight within the Crypt of Dalnir known as A Spectral Crusader and a ghostly Iksar Shadow Knight that spawns from the forager cycle in Trakanon's Teeth known as Crusader Zoglic. And though the Froglok Crusader in Lower Guk is a Paladin, the Ghoul Cavalier lurks within the same zone and is in fact a Shadow Knight. These titles are earned by player characters once they've exceeded level 50, but it is clear that among the non-player characters such descriptions are ambiguous at best. If wanting to roleplay as a corrupted or "turned" Paladin, officially worshiping Rodcet Nife is one option; such a character would have every motivation to be perceived as a religious conformist in Norrath, where any favorable talk of Anashti Sul would be frowned upon even in the more liberal sections of the human port cities. Widows in mourning, slaves, outcasts, the elderly, shadowed men, and those on Beta Neutral (Faction) would all be potential followers of a goddess whose promises included immortality through supernatural or perhaps unnatural means.
When creating your character, consider features that are dark and gaunt or disfigured, with hair that is graying. When gearing your character, look for pieces of armor that show contrast, between black and silver, impeccably smooth and rusted over, so that you are seen as a walking contraction. As the Shadowed Men have ventured into Norrath from the same Void your god once found herself in and are said to be counted among her followers, align yourself with them; do this by slaying many a Keeper, Seeker, and Ward inhabiting the temple that serves to honor Solusek Ro. Consume only food and drink summoned from
MAGIC ITEM
Charges: 10
Effect: Summon Food (Any Slot, Casting Time: Instant)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Charges: 10
Effect: Summon Drink (Any Slot, Casting Time: Instant)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Notable NPCs include... A Sad Ratman Slave, A banished kerran, A jovial white knight, Shadowman Leader, A shadowed man

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 5
CHA: -25
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FINGER
SV DISEASE: +10 SV POISON: +10
WT: 0.1 Size: TINY
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM
Slot: FINGER
CHA: -5 HP: +30 MANA: +20
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
Charges: 5
AC: 5
STA: +5 CHA: +2 WIS: +2 INT: +2
HP: +85 MANA: +50
Effect: Aegis of Bathezid (Must Equip, Casting Time: Instant) at Level 49
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 10
STA: +15 HP: +50 MANA: +50
Effect: Grim Aura (Any Slot, Casting Time: Instant)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 30
STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SHOULDERS
AC: 10
STR: +3 STA: +5 WIS: +3 MANA: +25
SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1
WT: 2.0 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 5
SV MAGIC: +5 SV POISON: +5
WT: 1.5 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: CHEST
AC: 13
WIS: +4 AGI: +4
WT: 6.5 Size: MEDIUM
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM
Slot: HEAD
AC: 13
HP: +35
SV MAGIC: +10
WT: 5.0 Size: SMALL
Class: WAR CLR PAL SHD BRD
Race: ALL except IKS

MAGIC ITEM
Slot: HANDS
AC: 10
DEX: +5 MANA: +50
WT: 4.5 Size: SMALL
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD WAIST
AC: 5
Haste: +17%
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: CHEST
AC: 25
WT: 10.0 Size: LARGE
Class: WAR CLR PAL SHD BRD
Race: ALL except IKS

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 19
Effect: Regeneration (Worn)
WT: 6.0 Size: LARGE
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 57
DEX: +10 STA: +10 AGI: +20 HP: +50
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
WT: 8.0 Size: TINY
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 45
STA: +15 HP: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Effect: Aura of Battle (Worn)
WT: 25.0 Size: LARGE
Class: WAR CLR PAL SHD BRD SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 55
STR: +10 DEX: +15 STA: +20 CHA: +10 AGI: +15 HP: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 19.4 Size: LARGE
Class: WAR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS ARMS WRIST
AC: 12
STA: +5 HP: +100
SV COLD: +10 SV MAGIC: +5
Effect: Aura of Battle (Worn)
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: ARMS
AC: 14
STR: +10
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
WT: 4.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 40
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
WT: 0.0 Size: TINY
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 38
STR: +4 DEX: +4 STA: +4 CHA: +4 WIS: +4 INT: +4 AGI: +4
HP: +40 MANA: +40
SV FIRE: +6 SV DISEASE: +6 SV COLD: +6 SV MAGIC: +6 SV POISON: +6
WT: 0.0 Size: TINY
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 15
STR: +4 WIS: +3
WT: 2.5 Size: SMALL
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
AC: 35
HP: +100 MANA: +75
SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
WT: 2.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: HANDS
AC: 25
STR: +10 DEX: +15 HP: +75
SV COLD: +15
WT: 3.7 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL except IKS

MAGIC ITEM LORE ITEM
Slot: LEGS
AC: 14
STR: +10
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
WT: 4.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: LEGS
AC: 45
STR: +10 WIS: +10 INT: +10 MANA: +70
SV DISEASE: +10
WT: 8.0 Size: TINY
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM
Slot: FEET
AC: 6
AGI: +3
SV FIRE: +5 SV POISON: +5
WT: 5.5 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL except IKS

MAGIC ITEM NO DROP
Slot: FEET
AC: 30
STR: +5 STA: +5 WIS: +5 INT: +5 HP: +50
SV DISEASE: +13
WT: 15.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD SHM
Race: ALL

MAGIC ITEM
Slot: FEET
AC: 30
STR: +5 STA: +15 HP: +50
SV MAGIC: +15
WT: 3.7 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL except IKS

MAGIC ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 42
DMG: 20
STR: +6
SV DISEASE: -5
WT: 8.5 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 19
DMG: 9 AC: 10
STR: +6 DEX: +8
WT: 5.0 Size: SMALL
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 22
DMG: 9
DEX: +20
Effect: Neutralize Magic (Combat, Casting Time: Instant) at Level 45
WT: 5.0 Size: TINY
Class: WAR RNG SHD BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 22
DMG: 9
Effect: Torment (Combat, Casting Time: Instant) at Level 46
WT: 10.0 Size: LARGE
Class: WAR RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 17
DMG: 5
STR: +3
SV MAGIC: +5
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 21
DMG: 10 AC: 10
Effect: Word of Pain (Combat, Casting Time: Instant) at Level 35
WT: 2.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY WAIST
Skill: 1H Slashing Atk Delay: 23
DMG: 11 AC: 12
AGI: +5
SV MAGIC: +5 SV POISON: +5
Effect: Blinding Poison III (Combat, Casting Time: Instant) at Level 1
WT: 3.6 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 7
STR: +5 DEX: +8 AGI: +4
Effect: Muscle Lock I (Combat, Casting Time: Instant) at Level 35
WT: 3.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 40
DMG: 25 AC: 5
STR: +5
SV MAGIC: +5
WT: 15.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 26
DMG: 20
WIS: +15
Effect: Dismiss Summoned (Combat, Casting Time: Instant) at Level 45
WT: 3.0 Size: MEDIUM
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 29
DMG: 27
WIS: +7 INT: +7
WT: 7.9 Size: SMALL
Class: PAL SHD
Race: ALL except BAR ELF

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 24
DMG: 24 AC: 40
SV DISEASE: +25
WT: 8.0 Size: TINY
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 24
DMG: 25
HP: +75 MANA: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Essence Drain (Combat, Casting Time: Instant)
WT: 5.0 Size: MEDIUM
Class: PAL SHD
Race: ALL except BAR ELF

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 20
WIS: +9 MANA: +40
WT: 1.0 Size: TINY
Class: WAR CLR PAL RNG SHD DRU BRD SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +15 STA: +15
SV DISEASE: +15 SV POISON: +15
Effect: Aura of Battle (Must Equip, Casting Time: Instant)
WT: 0.1 Size: LARGE
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 45
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +12 INT: +12 AGI: +5 HP: +75 MANA: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 25
Effect: Serpent Sight (Worn)
WT: 9.5 Size: LARGE
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 45
DMG: 35
STR: +8 DEX: +9 HP: +30
SV DISEASE: +12 SV POISON: +12
Effect: Cancel Magic (Combat, Casting Time: Instant)
WT: 10.0 Size: LARGE
Class: PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 28
DMG: 20
STR: +5
SV POISON: -30
Effect: Gale of Poison (Combat, Casting Time: Instant) at Level 50
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL SHD SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 38
DMG: 30
WT: 3.6 Size: MEDIUM
Class: ALL except BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 44
DMG: 42 AC: 10
HP: +50
SV FIRE: +20 SV DISEASE: +5 SV COLD: +20 SV MAGIC: +5 SV POISON: +5
Effect: Dismiss Undead (Combat, Casting Time: Instant) at Level 20
WT: 9.5 Size: LARGE
Class: PAL
Race: HUM ERU HIE HEF DWF HFL GNM

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 45
DMG: 44 AC: 8
STR: +8 STA: +8 WIS: +8 INT: +8 HP: +30 MANA: +30
SV DISEASE: +10
Required level of 55.
Effect: Boiling Blood (Combat, Casting Time: Instant)
WT: 3.5 Size: LARGE
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 37 AC: 15
STR: +5 DEX: +10 AGI: +15 HP: +50
SV FIRE: +11 SV COLD: +11 SV MAGIC: +11
Effect: Garzicor's Vengeance (Combat, Casting Time: Instant) at Level 50
WT: 10.3 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 42
DMG: 51 AC: 80
STR: +25 DEX: +25 STA: +25 AGI: +25 HP: +100 MANA: +50
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Strike of the Chosen (Combat, Casting Time: Instant)
WT: 15.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 15
STA: +5 CHA: -25 WIS: +5 INT: +5 HP: +50 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 10
STR: +10 STA: +10 CHA: -25 WIS: +10 INT: +10 HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Flowing Thought I (Worn)
WT: 10.0 Size: LARGE
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 16
STA: +9 AGI: +12 HP: +50
SV DISEASE: +15
Haste: +36%
WT: 0.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: See Invisible (Any Slot, Casting Time: Instant) as Level 20
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Charges: 3
Effect: Locate Corpse (Any Slot, Casting Time: Instant)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: EAR
AC: 3
Effect: Grim Aura (Must Equip, Casting Time: Instant) at Level 15
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: EAR
Charges: 6
AC: 6
WIS: +6 INT: +6 HP: +6
Effect: Spirit Tap (Any Slot, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL except DRU MNK BRD
Race: ALL except BAR ELF HIE DWF HFL

MAGIC ITEM QUEST ITEM
Slot: HEAD
Charges: 50
AC: 1
Effect: Breath of the Dead (Any Slot, Casting Time: Instant)
WT: 10.0 Size: GIANT
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
Charges: 1
INT: +10
SV DISEASE: +10 SV POISON: +10
Effect: Conjure Corpse (Any Slot, Casting Time: Instant)
WT: 0.5 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Effect: Mana Convert (Any Slot, Casting Time: Instant)
WT: 1.0 Size: SMALL
Class: CLR DRU BRD SHM NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Invoke Death (Any Slot, Casting Time: Instant) at Level 1
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Invoke Death (Any Slot, Casting Time: Instant) at Level 1
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: NECK
INT: +13 HP: -100
SV MAGIC: +10
Effect: Illusion: Skeleton (Any Slot, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ENC MAG NEC WIZ
Race: ALL
There are numerous examples of equivocal gods whose followers are either depicted as antiheroes, revolutionaries, or heretics elsewhere in other games. Below are examples from Magic: the Gathering...
Paladin of the Bloodstained Spirit of the Spires Ruin Ghost Bishop of Rebirth Duskborne Skymarcher Elenda, the Dusk Rose Glorifier of Dusk Arvad the Cursed Martyr of Dusk Orzhov Basilica Porcelain Legionnaire Adanto Vanguard Bishop's Soldier Reaper of Flight Moonsilver Soltari Crusader Forbidding Spirit Gift of Orzhova Drana's Emissary Cruel Celebrant Vona, Butcher of Magan Exultant Skymarcher Licia, Sanguine Tribune Inspiring Cleric Famished Paladin Legion Conquistador Forerunner of the Legion Legion Lieutenant Lost Legion Spiritualize Skyblade of the Legion Bloodied Ghost Mathas, Fiend Seeker Ghost Quarter Paladin of Atonement Regal Bloodlord Tithe Drinker Orzhov Keyrune Spirit Link Ghostly Sentinel Ghostly Possession Vish Kal, Blood Arbiter Skymarcher Aspirant Blood Baron of Vizkopa Spirit of the Labyrinth Vizkopa Vampire Obzedat's Aid Orzhova, the Church of Deals Ghostly Prison Bloodcrazed Paladin Teysa, Envoy of Ghosts Alabaster Potion Lost Leonin Belfry Spirit Soltari Lancer Anafenza, Kin-Tree Spirit Forced Worship Marrow Shards Exclusion Ritual Darksteel Relic Soltari Champion Apostle's Blessing Sephara, Sky's Blade Increasing Devotion Intangible Virtue Defy Death Knights of the Black Rose Soltari Emissary Divine Reckoning Identity Crisis Retether
Tunare: The Mother of All
Faction: Anti-Mage, King Tearis Thex, Tunarean Court, Servants of Tunare
An anagram of nature itself, Tunare has come to represent forested areas and the elves who occupy them, whom the goddess of harmony is mother to, along with many other woodland creatures across Norrath. Widely considered one of the most difficult raid encounters in classic, Tunare is arguably the most difficult encounter regularly attempted on Project1999.
Tunare appears as a very attractive older humanoid female wearing flowing robes and a crown of vines and leaves. Tunare is very protective of what she considers to be one of Her finest achievements, the good elf races of Norrath. As part of an agreement with Brell Serilis and Prexus and in response to the arrogance of Veeshan in claiming Norrath for her own, Tunare created the High Elves and the wood elves of Norrath.
Followers of Tunare believe that we are all Tunare's children. The children of Tunare seek to help Norrath, which they believe to be a living and breathing being, to blossom and grow. Followers believe that the world of Norrath gave birth to Tunare and from her all life has sprung forth. Thus, by worshiping and protecting the land, followers are paying homage and respect to the Mother of their Mother, who in turn protects and provides for them. Followers of Tunare will fight to the death to protect nature in all its forms. Many Druids, Rangers, and a great many of elves follow the ways of Tunare.
Perhaps her most ardent and vocal follower, Firiona Vie left the comforts of elven nobility to further its cause in the name of her god and theirs. Perhaps for this and for being kidnapped more than once, the princess quickly became the face and figurehead of the war effort, with an outpost in Kunark bearing her name and a foraged rose as well.
"All of life is connected, and their spirits pulse as one, from the tiniest insect to the great dragons, though some are more selfish than others." –Firiona Vie, Chosen of Tunare
Relying on finesse rather than force, the High Elves boast exceptional intelligence, wisdom, agility, and charisma scores, giving them a slight magical edge to compensate for physical deficiencies. Half Elves are significantly stronger and more dexterous, though at the expense of wisdom. In fact, Elves of the halved variety are as unwise as their High Elf counterparts are weak. Despite these and other differences, both races are unified by their devotion to the Mother of All and a truly unique sword to signify as much.

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 46
DMG: 38 AC: 45
STR: +10 DEX: +10 WIS: +10 HP: +25 MANA: +25
SV DISEASE: +15 SV POISON: +15
Effect: Nature's Holy Wrath (Combat, Casting Time: Instant) at Level 46
WT: 0.5 Size: LARGE
Class: PAL
Race: HIE HEF
Deity: Tunare
"It is the last weapon any true Tunarian Paladin will wield. Doesn't matter if the epic is statistically better; with this sword a knight always has Tunare in their heart and at their side." —Faerie (Mar 11 2014)

MAGIC ITEM LORE ITEM
EXPENDABLE Charges: 1
Effect: Word of Health (Any Slot, Casting Time: Instant) at Level 50
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Charges: 1
Effect: Befriend Animal (Any Slot, Casting Time: Instant)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
EXPENDABLE Charges: 2
Effect: Banishment of Shadows (Any Slot, Casting Time: 8.0)
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 47
DMG: 19
Effect: Shield of Thistles (Combat, Casting Time: Instant) at Level 22
WT: 10.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM
Slot: CHEST
AC: 26
DEX: +10 CHA: +8 WIS: +5
WT: 5.2 Size: LARGE
Class: WAR CLR PAL BRD
Race: ELF HIE HEF
Deity: Tunare

LORE ITEM
Slot: CHEST
AC: 21
STR: +2 DEX: -10 INT: +2 AGI: -10
Effect: Fungal Regrowth (Worn)
WT: 2.0 Size: SMALL
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 35
DMG: 18
CHA: -10 WIS: +8 INT: +8
SV FIRE: +5 SV DISEASE: +5
Effect: Fungal Regrowth (Any Slot, Casting Time: Instant)
WT: 1.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
WIS: +3
SV DISEASE: +2 SV POISON: +2
WT: 0.1 Size: TINY
Class: ALL except SHD MNK SHM NEC
Race: HUM ELF HIE HEF
Deity: Tunare

MAGIC ITEM LORE ITEM
Slot: RANGE
AC: 10
STR: +7 STA: +10
WT: 4.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM
Slot: SHOULDERS
AC: 3
WIS: +3
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL

Slot: HEAD
AC: 1
WIS: +5
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 3
WIS: +5 MANA: +20
WT: 1.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 30
STR: +10 HP: +50
WT: 10.0 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 6
CHA: +15 WIS: +10
SV DISEASE: +7 SV POISON: +7
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM NO DROP
Slot: WAIST
AC: 20
DEX: +15 STA: +15 AGI: +15 HP: +100 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV POISON: +15
Effect: Spikecoat (Any Slot/Can Equip, Casting Time: Instant) at Level 51
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: WRIST
AC: 6
STR: +7 DEX: +10 CHA: +5 AGI: +10
SV FIRE: +10
WT: 0.1 Size: SMALL
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 3
STR: +5 CHA: +5 WIS: +5 INT: +5 HP: +30 MANA: +30
WT: 0.1 Size: TINY
Class: CLR PAL WIZ MAG ENC
Race: HIE

Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 28
DMG: 6
WT: 5.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 24
DMG: 6
WT: 3.5 Size: MEDIUM
Class: PAL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK SECONDARY
AC: 10
WIS: +10
WT: 9.5 Size: LARGE
Class: PAL
Race: ALL except TRL OGR IKS

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 70
DMG: 37
STR: +6 DEX: -5 STA: +6
Effect: Earthquake (Combat, Casting Time: Instant) at Level 45
WT: 16.0 Size: GIANT
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 39
DMG: 50 AC: 40
STR: +25 STA: +25 WIS: +25 INT: +25 HP: +100 MANA: +100
SV FIRE: +15 SV COLD: +15 SV MAGIC: +15
Required level of 51.
Effect: Engulfing Roots (Combat, Casting Time: Instant)
WT: 10.0 Size: LARGE
Class: PAL SHD
Race: ALL
Some have argued that, in terms of roleplay, the Mother of All is not compatible with holy knights as nature itself is unforgiving and at times even merciless in its selection. However, there are aspects of nature which, in providing nourishment and respite, could be considered divinely-inspired or at the very least scientifically elegant. In the immortal words of Poison, "Every rose has its thorn." Paladins are no different, having restorative spells, cures, and bandages, but also weapons specifically designed to eradicate unnatural beings. These seemingly disparate aspects of the class would not come into question if heal spells were detrimental to undead targets, as they are in Baldur's Gate. Then performing an AE heal would not only replenish party members but also damage surrounding white walkers, and the resulting aggro would be even greater than it already is. This, however, would have transformed Lay Hands into an undead-only Harm Touch, on top of already acting as a burst counter.
"IMHO Tunare Paladins (High Elves really) are the most holy of Paladins and worthy of this great sword. High Elves are the only race of Paladin that cannot be a bad/evil/negative class — Humans, Dwarves, Half Elves, and Erudites can all be Necromancers, Shadow Knights, Rogues, etc. But not High Elves. So as a roleplay aspect I think it's just to give us this sword even if we share it with Half Elves — Tunare is rewarding us for our devotion to the pure and just." —Dive Sufferhead, 50 High Elf Paladin of Ayonae Ro (Apr 10 2001) [28]
"Paladins are always of the 'Lawful Good' alignment in D&D 1st–3rd editions. The 4th edition allows the Paladin to match their deity's alignment. Paladin characters are expected to demonstrate and embody goodness and law – they are not supposed to lie or use poison, and some interpretations say they should only use stealth, missile weapons, and other forms of impersonal warfare as a last resort. Switching to any alignment other than Lawful Good or breaching part of the Paladin's code of conduct results in a loss of all class abilities." [29]
"The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things--leaves, antlers, or flowers--to reflect their commitment to preserving life and light in the world" –Oath of the Ancients Paladin (D&D 5e) [30]
"Paladins can worship any god, as they don't have the Cleric's "one step away" alignment restriction. Worshiping a neutral god like Gozreh (pure nature deity) will cause no issues. Alternatively, Cavalier (Order of Green or Order of Land). Archetype: Luring Cavalier (Ranged Attacks). –Pathfinder
The members of this fine guild dedicated to the Mother of All, Tunare, support The Elven King Tearis Thex and a mysterious faction called Anti-Mage. The Paladin Lord Jyleel is in charge of a secret elven order called the Koada'Vie and not all of their tasks would normally be associated with Paladins. [31]
"In war, the ability to take a life is as important as the power to give it." –Firiona Vie, Paladin and Chosen of Tunare
At level 60 you are the equivalent of an Arcane Warrior Spirit Healer from Dragon Age: Origins. You are the unseen treeline sentinel, holding a higher, more secure position than any watchtower guard. The plagues in Wakening Lands and the Karana Plains exist as a test of faith in the Mother of All. Put corrupted and rabid wildlife out of their misery. The Plane of Growth is hallowed ground, Norrath's Garden of Eden, and the Holy of Holies for all elves but knights especially as the accessibility of the zone includes a magnificent sword comparable to the epic, one devoid of bottlenecks. The Petrified Heartwood Flamberge is the epic of elven knights and Natures Defender the Fiery Avenger, with Earthshaker being the training sword until either of the other two can be obtained.
Notable NPCs include... Equestrielle, Pained Unicorn, A Royal Fish, Elia the Pure, Felisiana of Tunare, Crusader Swiftmoon, Princess Lenya Thex, King Tearis Thex, Tunare (God)
There are numerous examples of nature being portrayed as holy and restorative elsewhere in other games. Below are examples from Magic: the Gathering...
Dryad's Caress Knight of the Skyward Eye Rosethorn Halberd Asmira, Holy Avenger Nature's Blessing Reborn Hope Raven's Run Dragoon Pollenbright Wings Tranquil Garden Wheel of Sun and Moon Vitalizing Cascade Sylvan Reclamation Conclave Equenaut Temple Garden Sundering Growth Knight of the Reliquary Ledev Champion Shield of the Oversoul Dawn of Hope Conclave Guildmage Sigarda, Host of Herons Shalai, Voice of Plenty Trostani, Selesnya's Voice Tower Defense Overgrown Battlement Hymn of Rebirth Wellwisher Call of the Conclave Knight of Autumn Storm Herd Privileged Position Selesnya Locket Camaraderie Alive/Well Prepare/Fight Empyrial Archangel Leyline of Vitality Collective Blessing Citadel Castellan Seeds of Strength Fruition Gladehart Calvary Gift of Paradise Taste of Paradise Blossoming Wreath Natural Spring Wall of Blossoms Juniper Order Advocate Holistic Wisdom Lull Heroes' Reunion Gaea's Blessing Good-Fortune Unicorn Growing Ranks Hymn of Rebirth Mercy Killing Mirari's Wake Moment's Peace TranquilityTranquil Thicket Vernadi Shieldmate Familiar Ground Tranquil Expanse Syr Faren, the Hengehammer Fertile Ground Daughter of Autumn Staff of the Wild Magus Ground Seal True Love's Kiss Serene Sunset Seedborn Muse Centaur Peacemaker Assure / Assemble Llanowar Calvary Sprouting Renewal Vivid Revival Llanowar Knight Rune-Cervin Rider Grave Bramble Sacred Nectar Dawnglow Infusion Aura Fracture Garenbrig Paladin Lonesome Unicorn Siona, Captain of the Pyleas Jungle Shrine Selesnya Sanctuary Archon of Valor's Reach Barkshell Blessing Titania