Heritage Quests

There are a number of items in EQ2 which appeared in EQ1. These items are all questable, the quests for them are known as heritage quests. They sound like a lot of fun, though I think in most cases you have to be close to level 40 to complete them. Most of the items are familiar to EQ1 players.

One of the things to realize is that completing a heritage quest will result in a substantial status award, 37,500 status points. At least some of these quests also offer intermediate rewards for completing some portion of them. Here’s a list, which I think is comprehensive:

Greater Lightstone

Starting Zone: Commonlands

Quest Giver: Lightbringer Wisp

Minimum Level: 15ish

Description: A Burned Out Lightstone drops in a chest from the Lightbringer Wisp (lvl 20/21 mob) in Commonlands near the Ring of Druids. This item can be bought through a broker if available. This quest requires access to an instanced zone.

Dwarven Workboots:

Starting Zone: Antonica

Quest giver: Hwal Rucksif (Keep of Ardent Needle)

Minimum Level: 20

Description: A somewhat long quest for a somewhat decent, if not great, reward.

Glowing Black Stone:

Starting Zone: Antonica

Quest Giver: Mage behind Oracle Tower (with pet Skeleton)

Minimum Level: 25

Description: Starts by sending you to shipwreck (almost off the map) out in ocean in northwest Thundering Steppes and waterfall in NektulosForest. Must find power sources for journal update.

Fishbone Earring:

Starting Zone: Thundering Steppes

Quest Giver: Kerath McMarrin

Minimum Level: 25

Description: Starts by sending you to Bell of Vhalen in Antonica. Then, you have to swim in river just north of Nektulos Forest bridge near Commonlands entrance. Then, you have to go to ocean in Commonlands for journal update.

Shiny Brass Halberd:

Starting Zone: Nektulos Forest

Quest Giver: Dark Elf K`Naae of the Thexians east of NektulosForest

Minimum Level: 25

Description:

ManaStone:

Starting Zone: Thundering Steppes

Quest Giver: Stiletto (mob) drops Stiletto$(B!Gs Orders

Minimum Level: 28

Description: Starts by examining orders (looks like an envelope) dropped from

Stiletto (lvl 25 Ratonga mob accompanied by two other lvl 25ish Ratonga mobs)

near the Gnoll Bridge area in southern Steppes. You can buy the orders through the broker if other players have it for sale, but there are reports of a level limit to activate or buy.

Guise of the Deceiver:

Starting Zone: NektroposCastle

Quest Giver: Clickable crate in the basement

Minimum Level: 30+

Description:

Shiny Brass Shield:

Starting Zone: Orcish Wastes (Zek)

Quest Giver: Named Orc near the bridge to the Citadel.

Minimum Level: 31+

Description:

Bag of Sewn Evil Eye:

Starting Zone: Enchanted Lands

Quest Giver: Foomby (Goblin) by the farms and demons, on the riverbank next to a tree

Minimum Level: 32

Description:

Stein of Moggok:

Starting Zone: East Freeport

Quest Giver: Tavern

Minimum Level: 35

Description:

Serrated Bone Dirk:

Starting Zone: Enchanted Lands

Quest Giver: attackable Halfling on the shore

Minimum Level: 35+/38+?

Description:

Flowing Black Silk Sash:

Starting Zone: Antonica

Quest Giver: Yuro the Old in WindstalkerVillage

Minimum Level: 40

Description:

Polished Granite Tomahawk:

Starting Zone: Thundering Steppes

Quest Giver: Obsid Boulderboom

Minimum Level: 40+?

Description: Speak with the giant Obsid Boulderboom in the Steppes. Note – you must finish the Words of a Giant language quest to be able to speak with him. You can purchase the Hill Giant Idols (6 in total) from the broker if you have to.

Tobrin’s Mystical Eyepatch:

Starting Zone: Everfrost

Quest Giver: NPC on one of the islands near zone. Spawns only at night.

Minimum Level: 40+?

Description:

Hierophants Crook

Starting Zone: Rivervale

Quest Giver: Halfling in a tree stump guarded by Nightbloods

Minimum Level: 40+?

Description:

Ghoulbane:

Starting Zone: Nettleville

Quest Giver: Vida Sweeps

Minimum Level: 8 and 20

Description: Starts by getting the Vida Needs a New Broom quest. Once you complete this quest, she gives you a Dusty Blue Stone. At level 20 you examine the Dusty Blue Stone to start the Ghoulbane quest.

Training upgrades

In today’s patch, characters are being offered, at every 10 levels, a training upgrade to one of four of their spells or abilities. Here are some important things you should know about these training abilities.

  • These abilities are intended to replace your existing ability with something that is enhanced or differentiated a little bit. It is on the same recast timer as the base ability; if you cast one, the other will be grayed out.
  • These abilities can only be confidently regarded as upgrades to abilites that are Apprentice I. We don’t have complete information, but there is evidence that the training ability Healing, while it does have some poison mitigation, for instance, it heals for less than the Adept 3 healing.
  • We don’t yet know how the training version will go obsolete. For instance, the training version of Fascinate, Tevallan’s Lingering Fascination is offered to Illusionists at level 20, and offerers extended duration. However, Fascinate does not work on mobs over level 25 or so, is this also true of Tevallen’s Lingering Fascination. I’m sure this is of acute interest to Illusionists of level 25 or more.
  • In general, don’t expect too much of these guys, and let the chooser beware. Here’s the complete list for levels 10 and 20:

    Sorcerer (Level 10)

    * Tayil’s Searing Orb – An advanced form of Static Pulse. As a bonus to Static Pulse it deals heat damage instead of magic and decreases magic, heat, and poison mitigation.

    * Atreba’s Ethereal Bindings – An advanced form of Arcane Bindings. As a bonus to Arcane Bindings it has a shorter casting time.

    * Kazlo’s Frigid Bolts – An advanced form of Storm of Lightning. As a bonus to Storm of Lightning it deals cold damage instead of magic and deals additional over-time cold damage.

    * El’Arad’s Shielding – An advanced form of Magi’s Shielding. As a bonus to Magi’s Shielding it has a small chance to replenish power over time.

    Warlock (Level 20)

    * Hemia’s Poisonous Bolt – An advanced form of Blaze. As a bonus to Blaze it deals poison damage instead of heat.

    * Palon’s Burning Blood – An advanced form of Burning Radiance. As a bonus to Burning Radiance it has a chance to deal poison damage instead of heat damage. When this occurs a portion of the damage is converted into power for the ally.

    * Nusk’s Burning Concentration – An advanced form of Painful Meditation. As a bonus to Painful Meditation it possesses a better conversion ratio and removes arcane impairments.

    * Tara’s Choking Bile – An advanced form of Tongue Twist. As a bonus to Tongue Twist it deals poison damage.

    Wizard (Level 20)

    * Gahlith’s Frostfire – An advanced form of Blaze. As a bonus to Blaze it deals cold damage instead of heat and briefly reduces movement speed of the target.

    * Nostahla’s Lucid Barrier – An advanced form of Vivid Seal. As a bonus to Vivid Seal it increases magic, heat, and cold mitigation.

    * Naedra’s Arduous Concentration – An advanced form of Painful Meditation. As a bonus to Painful Meditation it converts health to power at a better ratio and removes elemental impairments.

    * Daenor’s Lingering Frost – An advanced form of Freeze. As a bonus to Freeze it does over-time Cold damage for duration of stun.

    Summoner (Level 10)

    * Gimble’s Shocking Burst – An advanced form of Lightning Burst. As a bonus to Lightning Burst it has a faster casting time and interrupts casting.

    * Sonius’ Boon of the Magus – An advanced form of Gift of the Magi. As a bonus to Gift of the Magi it also increases maximum hit points.

    * Telamina’s Pulsating Feedback – An advanced form of Static Pulse. As a bonus to Static Pulse it reduces the target’s movement speed.

    * Camtur’s Energizing Aura – An advanced form of Magi’s Shielding. As a bonus to Magi’s Shielding it increases the summoner’s minion’s maximum health and arcane mitigation.

    Conjurer (Level 20)

    * Pandrus’ Tellurian Hero – An advanced form of Tellurian Recruit. As a bonus to Tellurian Recruit it summons a different creature with new special attacks.

    * Arconicus’ Geotic Blessing – An advanced form of Earthly Brand. As a bonus to Earthly Brand it adds maximum power to all minions within the party.

    * Corryn’s Bewildering Bolt – An advanced form of Petrify. As a bonus to Petrify it significantly reduces magic mitigation.

    * Ganla’s Whipping Wind – An advanced form of Dust Blast. As a bonus to Dust Blast it deals additional magic damage over-time.

    Necromancer (Level 20)

    * Xelha’s Fallen Hero – An advanced form of Tellurian Recruit. As a bonus to Tellurian Recruit it summons a new undead minion with unique special attacks.

    * Opal’s Aggravating Seal – An advanced form of Agitation. As a bonus to Agitation it increases maximum health and damage capability of the minion.

    * Mheno’s Desecration – An advanced form of Bludgeoning Earth. As a bonus to Bludgeoning Earth it deals disease damage instead of magic damage and decreases noxious mitigation.

    * Thuzin’s Shifting Effusion – An advanced form of Essence Shift. As a bonus to Essence Shift it has better health to power conversion ratio and minorly increases minion damage capabilities.

    Enchanter (Level 10)

    * Mespha’s Brain Burst – An advanced form of Lightning Burst. As a bonus to Lightning Burst it deals mental damage instead of magic, a shorter casting time, and interrupts the opponent.

    * Esdia’s Arcane Fetters – An advanced form of Arcane Bindings. As a bonus to Arcane Bindings it has a longer duration.

    * Unsar’s Soothing Runes – An advanced form of Cure Arcane. As a bonus to Cure Arcane it targets the entire group instead of one group member.

    * Basten’s Runes of Surety – An advanced form of Magi’s Shielding. As a bonus to Magi’s Shielding it has a small chance to replenish power over time.

    Illusionist (Level 20)

    * Tevalian’s Lingering Fascination – An advanced form of Fascinate. As a bonus to Fascinate it has a longer duration.

    * Moeba’s Signet of Perspicuity – An advanced form of Signet of Intuition. As a bonus to Signet of Intuition it increases Wisdom in addition.

    * Koldhagon’s Bolt of Lethargy – An advanced form of Gloom. As a bonus to Gloom it reduces opponents movement speed.

    * Ghunret’s Quelling Bolt – An advanced form of Overwhelming Silence. As a bonus to Overwhelming Silence it has a longer duration.

    Coercer (Level 20)

    * Romiak’s Contrived Reverie – An advanced form of Fascinate. As a bonus to Fascinate it has a longer duration.

    * Glyssa’s Scramble Thoughts – An advanced form of Ego Shock. As a bonus to Ego Shock it has a longer duration.

    * Besklor’s Devour Psyche – An advanced form of Consume Ego. As a bonus to Consume Ego it replenishes additional power and increases mental mitigation.

    * Shana’s Draining Affinity – An advanced form of Daunting Gaze. As a bonus to Daunting Gaze it decreases Arcane mitigation while stunned.

    Cleric (Level 10)

    * Renic’s Healthburst – An advanced form of Minor Healing. As a bonus to Minor Healing it has a shorter casting time.

    * Gehna’s Healing Arc – An advanced form of Minor Arch healing. As a bonus to Minor Arch healing it has a shorter casting time.

    * Daedet’s Group Antidote – An advanced form of Cure Noxious. As a bonus to Cure Noxious it targets the entire group instead of one group member.

    * Vansted’s Strengthening Resolve – An advanced form of Courage. As a bonus to Courage it increases Strength.

    Templar (Level 20)

    * Caulria’s Symbol of Vitae – An advanced form of Bestowal of Vitae. As a bonus to Bestowal of Vitae it increases arcane mitigation.

    * Tonmerk’s Mending Aura – An advanced form of Cure Trauma. As a bonus to Cure Trauma it targets the entire group instead of one group member.

    * Nomsoe’s Blessing of Transal – An advanced form of Symbol of Transal. As a bonus to Symbol of Transal it allows the secondary augmentation to occur more frequently and increase strength.

    * Jahnda’s Lambent Pulse – An advanced form of Radiant Strike. As a bonus to Radiant Strike it deals additional divine damage over-time and decreases strength if the opponent is undead.

    Inquisitor (Level 20)

    * Shizara’s Castigation – An advanced form of Rebuke. As a bonus to Rebuke it reduces Heat and Cold mitigation.

    * Vesagar’s Bulwark of Faith – An advanced form of Bestowal of Vitae. As a bonus to Bestowal of Vitae it grants additional Heat and Mental mitigation.

    * Brek’s Fulgent Pulse – An advanced form of Radiant Strike. As a bonus to Radiant Strike it deals addional divine damage over-time and reduces damage capability if the target is undead.Undead damage is over-time and includes DPS decrease.

    * Zhem’s Bastion of Faith – An advanced form of Redoubt. As a bonus to Redoubt it increases strength and intelligence.

    Druid (Level 10)

    * Te’alla’s Healing Earth – An advanced form of Minor Healing. As a bonus to Minor Healing it cures lesser elemental impairments.

    * Janall’s Beryl Healing – An advanced form of Minor Arch healing. As a bonus to Minor Arch healing it cures lesser noxious impairments.

    * Salmekia’s Smiting Spark – An advanced form of Smite. As a bonus to Smite it deals magic damage instead of divine.

    * Gerael’s Curative Arc – An advanced form of Cure Noxious. As a bonus to Cure Noxious it targets the entire group instead of one group member.

    Warden (Level 20)

    * Vesteri’s Gorseshield – An advanced form of Nettleshield. As a bonus to Nettleshield it targets the entire group instead of one group member.

    * Te’Anara’s Coursing Growth – An advanced form of Regrowth. As a bonus to Regrowth it increases Arcane and Heat mitigation.

    * Woodone’s Mossy Tincture – An advanced form of Mossy Balm. As a bonus to Mossy Balm it targets the entire group instead of one group member.

    * Treherth’s Energizing Blessing – An advanced form of Vigor. As a bonus to Vigor it increases agility.

    Fury (Level 20)

    * Brishan’s Quillshield – An advanced form of Nettleshield. As a bonus to Nettleshield it targets the entire group instead of one group member.

    * Nemar’s Renewal of Winter – An advanced form of Regrowth. As a bonus to Regrowth it increases Arcane and Cold mitigation.

    * Dyleena’s Aching Chill – An advanced form of Chill. As a bonus to Chill it reduces opponents movement speed.

    * Hammerwind’s Stinging Sand – An advanced form of Stinging Swarm. As a bonus to Stinging Swarm it reduces agility.

    Shaman (Level 10)

    * Kelian’s Healing Spirit – An advanced form of Minor Healing. As a bonus to Minor Healing it cures lesser noxious impairments.

    * Aldalad’s Mending Chant – An advanced form of Minor Arch Healing. As a bonus to Minor Arch Healing it cures lesser trauma impairments.

    * Sorel’s Withering Limbs – An advanced form of Weakness. As a bonus to Weakness it reduces stamina.

    * Elianas’ Salve of the Spiritist – An advanced form of Cure Noxious. As a bonus to Cure Noxious it targets the entire group instead of one group member.

    Mystic (Level 20)

    * Omannus’ Freezing Haze – An advanced form of Wailing Haze. As a bonus to Wailing Haze it decreases melee damage capability.

    * Wakinya’s Skin of Spirits – An advanced form of Spectral Ward. As a bonus to Spectral Ward it increases arcane mitigation.

    * Oluran’s Ward of Totem – An advanced form of Spiritual Seal. As a bonus to Spiritual Seal it increases maximum power.

    * Firaza’s Bracing Ritual – An advanced form of Mending Spirit. As a bonus to Mending Spirit it targets the entire group instead of one group member.

    Defiler (Level 20)

    * Drandamir’s Draining Fog – An advanced form of Wailing Haze. As a bonus to Wailing Haze it decreases melee damage capability.

    * Tierbold’s Pestilent Miasma – An advanced form of Contagion. As a bonus to Contagion it reduces stamina and intelligence.

    * Everling’s Cadaverous Ward – An advanced form of Spectral Ward. As a bonus to Spectral Ward it increases Noxious mitigation.

    * Yagwai’s Umbral Chant – An advanced form of Mending Spirit. As a bonus to Mending Spirit it targets the entire group instead of one group member.

    Rogue (Level 10)

    * Hanns’s Quick Stab – An advanced form of Quick Strike. As a bonus to Quick Strike it costs no power.

    * Locke’s Careless Sideswipe – An advanced form of Sneak Attack. As a bonus to Sneak Attack it deals additional piercing damage over-time.

    * Fiddy’s Handy Distraction – An advanced form of Evade. As a bonus to Evade it has no cast time and can be used more frequently.

    * Elisi’s Swift Sneak – An advanced form of Sneak. As a bonus to Sneak it has a quicker casting time.

    Swashbuckler (Level 20)

    * Captain Rohand’s Bruising – An advanced form of Bludgeon. As a bonus to Bludgeon it deals crushing damage over time.

    * Hanns’s Foil Storm – An advanced form of Quick Flurry. As a bonus to Quick Flurry it has an additional attack.

    * Mrylokar’s Unwelcoming Strike – An advanced form of Circular Strike. As a bonus to Circular Strike it briefly decreases piercing, crushing, and slashing mitigation.

    * Fiddy’s Fancy Encore – An advanced form of Fancy Footwork. As a bonus to Fancy Footwork it posesses an extended duration.

    Brigand (Level 20)

    * Locke’s Shameful Kick – An advanced form of Gouge. As a bonus to Gouge it can be used more frequently and interrupts the target.

    * Elisi’s Wounding Gash – An advanced form of Backstab. As a bonus to Backstab it allows the brigand to attack from the flank, and can be used slightly more frequently.

    * Tani’s Circular Flurry – An advanced form of Circular Strike. As a bonus to Circular Strike it deals additional slashing damage over-time to all opponents struck.

    * Nestral’s Relentless Advance – An advanced form of Rash Advance. As a bonus to Rash Advance it has a longer duration.

    Predator (Level 10)

    * Hager’s Befuddling Strike – An advanced form of Quick Strike. As a bonus to Quick Strike it prevents the target from casting for a brief time.

    * Elaa’s Relentless Ambush – An advanced form of Ambush. As a bonus to Ambush it can be used more frequently and has a quicker cast time.

    * Holly’s Entangling Trap – An advanced form of Ensnare. As a bonus to Ensnare it reduces attack speed of the target.

    * Vladaminn’s Unfair Advantage – An advanced form of Dirty Tricks. As a bonus to Dirty Tricks it costs no power.

    Ranger (Level 20)

    * Tolan’s Talent – An advanced form of Hunter’s Instinct. As a bonus to Hunter’s Instinct it increases strength and tracking.

    * Holly’s Unrelenting Assault – An advanced form of Pierce. As a bonus to Pierce it costs no power.

    * Maesyn’s Critical Shot – An advanced form of Back Shot. As a bonus to Back Shot it allows the ranger to attack from the flank.

    * Hager’s Camouflage – An advanced form of Hunt. As a bonus to Hunt it increases the movement speed while stealthed.

    Assassin (Level 20)

    * Elaa’s Pincer Blade – An advanced form of Shadowblade. As a bonus to Shadowblade it deals additional piercing damage over-time.

    * Eolorn’s Entrailing Bleed – An advanced form of Bleed. As a bonus to Bleed it deals additional piercing damage when the combat art expires.

    * Vladaminn’s Focused Volley – An advanced form of Open Shot. As a bonus to Open Shot it grants an additional shot.

    * Harkin’s Stalking – An advanced form of Hunt. As a bonus to Hunt it increases movement speed while in stealth.

    Bard (Level 10)

    * Denon’s Deafening Strike – An advanced form of Quick Strike. As a bonus to Quick Strike it decreases mental mitigation.

    * Caskin’s Ringing Swipe – An advanced form of Sneak Attack. As a bonus to Sneak Attack it inflicts additional mental over-time damage.

    * Vhalen’s Immobilizing Shriek – An advanced form of Ensnare. As a bonus to Ensnare it roots the target instead of snaring.

    * Kelkarn’s Opening Act – An advanced form of Dirty Tricks. As a bonus to Dirty Tricks it decreases the target’s melee damage output.

    Troubadour (Level 20)

    * Vhalen’s Stirring Tune – An advanced form of Rousing Tune. As a bonus to Rousing Tune it increases maximum hit points.

    * Cassindra’s Chant of Clarity – An advanced form of Bria’s Stirring Ballad. As a bonus to Bria’s Stirring Ballad it increases intelligence.

    * Belious’s Boastful Bellow – An advanced form of Piercing Shriek. As a bonus to Piercing Shriek it decreases mental mitigation when the song expires.

    * Denon’s Prolonged Lamentation – An advanced form of Alin’s Keening Lamentation. As a bonus to Alin’s Keening Lamentation it inflicts additional mental damage over-time.

    Dirge (Level 20)

    * Jonthan’s Whistling Warsong – An advanced form of Merciless Melody. As a bonus to Merciless Melody it increases melee damage capability.

    * Rin’s Song of Luck – An advanced form of Songster’s Luck. As a bonus to Songster’s Luck it increases maximum health and power.

    * Kelkarn’s Singing Stab – An advanced form of Walt’s Singing Blade. As a bonus to Walt’s Singing Blade it decreases mental mitigation.

    * Denon’s Disruptive Chords – An advanced form of Alin’s Keening Lamentation. As a bonus to Alin’s Keening Lamentation it has a faster casting time and interrupts the targets.

    Warrior (Level 10)

    * Braksan’s Vicious Swing – An advanced form of Wild Swing. As a bonus to Wild Swing it deals increased damage.

    * Uthros’ Defiant Cry – An advanced form of Call to Arms. As a bonus to Call to Arms it grants spell avoidance.

    * Saren’s Crushing Blow – An advanced form of Kick. As a bonus to Kick it interrupts casting.

    * Taron’s Bleeding Blades – An advanced form of Assault. As a bonus to Assault it deals slashing damage over time.

    Berserker (Level 20)

    * Balok’s Challenge – An advanced form of Anger. As a bonus to Anger it causes the berserker to enter a berserk state.

    * Cain’s Sudden Strike – An advanced form of Forced Swing. As a bonus to Forced Swing it interrupts casting.

    * Strongbear’s Deep Wound – An advanced form of Wound. As a bonus to Wound it decreases strength.

    * Brugal’s Boastful Blow – An advanced form of Taunting Blow. As a bonus to Taunting Blow it an increased hate effect.

    Guardian (Level 20)

    * Slate’s Protective Stance – An advanced form of Soldier’s Stance. As a bonus to Soldier’s Stance it has a lesser attack technique penalty.

    * Braksan’s Crippling Slam – An advanced form of Shield Bash. As a bonus to Shield Bash it has a longer duration.

    * Briteblade’s Thunderous Crash – An advanced form of Concussion. As a bonus to Concussion it has increased power depletion.

    * Kisa’s Ruinous Blast – An advanced form of Mangle. As a bonus to Mangle it decreases agility.

    Brawler (Level 10)

    * Lu’Sun’s Spinning Kick – An advanced form of Kick. As a bonus to Kick it inflicts additional damage.

    * Jyson’s Twirling Fists – An advanced form of Assault. As a bonus to Assault it inflicts additional damage.

    * Velan’s Taunting Cry – An advanced form of Shout. As a bonus to Shout it increases more hate with the primary target.

    * Beslin’s Boastful Posture – An advanced form of Taunt. As a bonus to Taunt it increases the brawler’s attack speed.

    Monk (Level 20)

    * Lu’Sun’s Stifling Dragon – An advanced form of Flying Kick. As a bonus to Flying Kick it briefly prevents the target from using abilities.

    * Phin’s Open Palm Technique – An advanced form of Martial Focus. As a bonus to Martial Focus it increases agility.

    * Beslin’s Still Mind – An advanced form of Feign Death. As a bonus to Feign Death it will work against higher level enemies.

    * Bakindo’s Lunging Tiger – An advanced form of Power Strike. As a bonus to Power Strike it inflicts additional damage.

    Bruiser (Level 20)

    * Grom’s Fierce Uppercut – An advanced form of Bruising Strike. As a bonus to Bruising Strike it costs less health.

    * Atral’s Deathly Visage – An advanced form of Feign Death. As a bonus to Feign Death it has a higher base chance to succeed.

    * Sarko’s Deadly Hook – An advanced form of Focused Strike. As a bonus to Focused Strike it decreases crushing, piercing, and slashing mitigation.

    * Jathon’s Bull Rush – An advanced form of Shoulder Charge. As a bonus to Shoulder Charge it inflicts additional damage.

    Crusader (Level 10)

    * Herion’s Challenge – An advanced form of Taunt. As a bonus to Taunt it can be used more frequently.

    * Theron’s Heartening Call – An advanced form of Call to Arms. As a bonus to Call to Arms it increases stamina.

    * Zarn’s Arrogant Challenge – An advanced form of Shout. As a bonus to Shout it increases more hate and has a wider area of effect.

    * Grafe’s Measured Strike – An advanced form of Wild Swing. As a bonus to Wild Swing it uses a unique timer.

    Paladin (Level 20)

    * Kasine’s Sanctified Prayer – An advanced form of Blessed Weapon. As a bonus to Blessed Weapon it allows the divine damage effect to occur more frequently.

    * Chesgard’s Divine Portent – An advanced form of Righteous Anger. As a bonus to Righteous Anger it increases hate with the crusader.

    * Arem’s Enlightened Judgement – An advanced form of Power Cleave. As a bonus to Power Cleave it heals the paladin on a successful hit.

    * Herion’s Protective Devotion – An advanced form of Ancient Pledge. As a bonus to Ancient Pledge it allows the paladin to block attacks more frequently.

    Shadowknight (Level 20)

    * Genux’s Dark Embrace – An advanced form of Offering of Armament. As a bonus to Offering of Armament it increases disease mitigation.

    * Phenzon’s Ruthless Assault – An advanced form of Unyielding Advance. As a bonus to Unyielding Advance it deals instant disease damage.

    * Zarn’s Deadly Aura – An advanced form of Knight’s Stance. As a bonus to Knight’s Stance it grants spell avoidance.

    * Raltur’s Siphoning Strike – An advanced form of Righteous Blow. As a bonus to Righteous Blow it drains health on successful hit.

    Combat Terminology and Tactics 101

    Everquest II has many players who are new to the game, and perhaps new to MMORPG’s in general. So, I thought I’d write a little article about the basic combat terminology, abbreviation, and tactics.

    Mob The bad guys. The npc characters who take offense to you and try to kill you. Or perhaps you took offense to them and tried to kill them. The term “mob” comes from some of the earliest role-playing games, the text-based multi-user dungeon, where a single entity in the code might well represent several characters, an angry mob. However, the term mob can still be used to refer to any one of the characters in the linked group.

    Main Tank(MT) This is the guy who is supposed to be taking all the damage, and who holds the attention of all the mobs in the encounter, also known as aggro. This is typically a figher archetype, because they have the most hitpoints and are the most effective at reducing the amount of damage that they take, whether via better armor or via better avoidance. The other ability that is unique to fighters is their ability to taunt, gaining the attention of the mobs. Other classes can tank some, particularly some scouts, though it isn’t what they are best at. Templars are qualified to wear the best armor, so they can potentially tank as well.

    The basic tactical concept is the tank/healer concept. The tank gets the mobs’ attention via taunting, and the healer makes sure the tank doesn’t die. Healing has a tendency to get the mobs’ attention, so the longer the healer can wait to do the first heal, the better off you are. Depending on how things go, the healer can melee some, and nuke or dot or debuff, but the healer’s number one job is to keep the tank alive.

    Main Assist(MA) It’s usually much better to focus on killing one mob at a time, because once he’s dead, he can’t hurt you. In addition, if you have someone doing crowd control, especially through mez (see below), spreading damage around will interfere with it. So, one person is designated as the Main Assist. Which ever mob the MA is targeting, that’s what everyone else should be trying to kill.

    Targeting can be difficult and confusing sometimes, so there are two ways of managing this effectively. First, you can use the /assist command. It will switch your target from the current target to the current target’s target. Typically this command gets put into a macro hotkey. Now we can use the function keys to target group members, so when the MA targets a new mob, everyone else can first hit a function key to target the MA, then hit their assist hotbutton and they will have acquired the desired target.

    The second way that assisting can be accomplished is through the auto-targeting system. If I have another group member targeted, a big blue arrow will appear over whatever he has targeted. If I melee or cast a damage spell or a debuff, the game will automatically transfer my target to the mob with the big blue arrow pointing at him. So, I can just keep the MA targeted throughout the entire fight, and things should work pretty well.

    The MA and the MT are often the same person. This works out well for the priest types, who need to keep the MT targeted for healing purposes. That way, they can melee and nuke if power permits without changing targets.

    There’s one down side with this system. Let’s say that the healer has had to heal too soon, and some of the mobs have split off and attacked him. Usually they aren’t the ones that the MT/MA has been beating on, so the MT will have to switch targets to taunt them. But with the auto-assist on, that means all the damage has switched targets, which is somewhat undesirable.

    Puller Engaging a combat is known as pulling. Often, one group member will run up to a mob and hit it, or shoot it at range, and then let it chase him back to where the rest of the group is set up to fight. This allows the group to find a spot where they are unlikely to get other mobs wandering by at the same time, or adds. One of the critical jobs of the puller is to control the tempo of the group’s fighting. Pulling something big when the healer is low on power is a problem, but so is waiting too long. Different groups have different paces and different styles, so the puller must figure out what works best for each group. Pullers are often the same person as the MT/MA, but this isn’t necessary either. A brigand might sneak up and pull with a backstab, or a bard with a song, and hand off aggro to the MT when they get back to the group.

    Brigands have a skill that allows them to hand off aggro to someone else, and a big taunt is often sufficient. Pulling with ranged weaponry or techniques is often to be preferred. EQ2 is designed to make it hard to run faster than a mob while you are fighting them. Speed increases when you yell for help and the encounter is broken, so you can get away should you decide to run. But that’s not the case when pulling. So if the puller tags the mob with something short range, like melee or a kick, he will suffer damage all the way back to the camp. Then the healer will likely get aggro from healing before the MT has built up enough hate. This is where things often go pear-shaped.

    In EQ2, it is often true that pullers will have an ability that does damage to the entire encounter group at range. This is ideal for some sorts of pulling, since it creates some good aggro on every mob in the encounter group. If the puller is trying to hand off aggro to the MT, perhaps less so.

    Crowd Control If you are fighting an encounter group, or as happens all too often, another mob or encounter group should Add while you are already fighting, things can get very hairy. This is when you need to try and keep the extra mobs, the ones that you aren’t trying to kill at the moment, from doing damage. There are 3 main techniques for this:

    Mez When a mage decides at level 10 to become an enchanter, the first spell he gets is called Fascinate. This skill mesmerizes a mob, so that they won’t fight or cast spells. The mob will stand there staring at the pretty lights for the duration of the spell. However, if the mob takes any damage, or gets a debuff, the spell is broken and he begins to fight as normal. Furthermore, once he wakes up, he’s likely to be really mad at the enchanter that mezmerized him.

    An enchanter can be very effective in a group, reducing the amount of damage taken by perhaps half or more. However, this effectiveness is dependent on the group’s ability to let the mezmerized mobs stay mezmerized. We’ve already covered the concept behind the MA, that it’s a good idea to focus on one mob at a time. Enchanters in the group make this even more so. Some area effect (AE) spells and abilites will break mez, it’s best to avoid them, and assist the MA at all times.

    Root All mages come with a spell called Arcane Bindings. This spell summos magical chains that hold the mob in place, rooted. Every time damage is dealt to the mob, there is a chance that the root will break. If rooting is the form of crowd control you are using, you will need some room, because the mob can still hit things close to him, and cast spells. Still, it’s better than nothing.

    Split Tank Usually done if there is more than one tank-capable in the fight, this is the poor mans crowd control. The most typical use is to peel off a mob that has decided to beat on the healer or mage instead of the main tank. This allows the MT, who is probably also the MA to stay focused. The split tank can also handle adds, especially of solo wanderers. Splitting a second group mob may put too much of a burden on the healer, but sometimes there’s no other choice. It works well with a second healer, though. The split tank and backup healer keep the add entertained while the MT and main healer and the two people left in the group kill the first pull.

    RUN There’s no need to explain what this is. However, let’s focus on the necessity of obeying this command instantly. If the MT calls RUN, then he has decided that the group can’t win the combat, and is likely to wipe, and wind up face down, chewing dirt. In this case, there will be no revivals, just a shard run, and lots of debt. It seems disloyal to run away from your group member who is about to die, but if he’s smart, the MT will thank you for saving him some experience debt. The debt from his death will be shared among you anyway.

    If the healer goes down, it’s also time to run. If he’s smart, he’s given a token that will allow his revival to someone else. If you have that token, it’s your duty to the group to stay alive so that you can revive the healer, who can then revive any other casualties.

    If it’s time to run, break the encounter by yelling. You will then regain power and health much faster, and you will be able to run faster.

    At higher levels, scouts get the ability to evac, a skill that will transport the group to safety, this is always preferred to simple running.

    Here’s a few other terms for you:

    Nuke Any spell which does damage to a mob (or mobs) directly is a nuke. All mages have good nukes, sorcerors have the best. Priests also have some nukes, although they are not as good, and tend to be resisted more. Any mage or priest who is nuking must manage two things: First, don’t nuke so early that you get aggro. Second, don’t nuke so often that you run out of power.

    Dot Other spells and abilities do damage over time (DOT). These spells typically use less mana for the same amount of damage, and come with a debuff. They also tend to generate less aggro, so it’s often a good idea to start a new mob off with a dot, then move to nuking.

    Debuff Any spell which reduces the target’s capabilities somehow. It might slow movement speed, or attacking speed, or make it do less damage, stop it from casting for a while. Combat debuffs can be valuable when you have no other form of crowd control.

    These are the basics, let me know if they are useful, or if I’ve left something out.