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Kurrat's all in one Magician Guide

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Contents

Welcome P99er's to my all in one guide!

Kurintro.jpg


Within I hope to enclose everything someone might want to know about the Magician class; fresh Green server starts, mature server raiding, leveling paths, tips and tricks, the epic, item upgrade navigation, character creation, and more! I play Kurrat, a Dark elf Mage on the first Green server. I've been playing on P99 off and on since early 2013 and have several characters on blue, including an Erudite Mage named Hensatti. I was leveling that mage when Green was announced and decided to reroll mage again because I enjoyed the class so much. I've been very fortunate to be in some great guilds and have access to most parts of the game as we progressed through the timeline, so I've been able to see how Mage plays and raids at every part of the game except for Sleepers Tomb. A lot of the information in this guide is my opinion, and it is based on countless hours of research and first hand experience. It doesn't mean I'm always right, or what I say is the best way for YOU, but I try to look at different points of view and present the information that way. Ultimately Everquest is a game about knowledge, and the point of this guide is to be a repository of game knowledge about the Magician class.

Character Creation

#Gear, upgrades, and item progession Click to go down


Below is how the developers described the class, I will add my comments throughout in italics.


Magicians are master summoners, able to call elemental pets to do their bidding and to conjure useful items from thin air. Magicians are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.

This is all true, and in general a good way to describe the class. While certainly being a magic-using class, a Magician is more like a melee class than the other casters because the pet is such a big part of how you interact with mobs. It's sort of like playing a warrior, who can also cast and summon things, an intelligence caster hybrid.


Elemental pets are at the heart of a magician's offensive strategy, and typically accompany a magician in all his adventures. This pet provides protection for its master, along with powerful attacks and special abilities. Magicians have a large selection of fire and magic-based damage spells, allowing them to mount a damaging magical assault in support of their elemental pet.

The pet is everything while leveling up, I wouldn't say they have a large selection of spells at all, if anything they have the least amount of any pure int or wis caster. Direct damage abilities are limited overall, to fire and magic, and mostly just fire.


Magicians have a wide range of summoning spells, allowing them to conjure such diverse items as food, weapons, armor, and magical jewelry. In battle, the magician can encase his entire group in a shield of fire, damaging any opponent that strikes them. Magicians also have spells that lower a monster's resistance to magic, allowing spells to damage them more easily.

Item summoning is fun, and useful at all levels, none of them are game changing, but some are very desirable.


Their signature ability at later levels allow them to summon a group member to their location. A highly sought-after ability in both groups and raids.

Call of the Hero (CoTH) is a blessing and a curse, incredibly powerful spell that is often just used on CoTH bots. If you plan on doing any raiding, this spell is your bread and butter.


Magicians are a very focused class, sacrificing some diversity for power in their area of expertise. Magicians are able to adventure solo, but also provide value in a group situation. The magician is a good choice for players who enjoy managing a powerful pet and using a tightly focused spell selection.

Mages are a great solo class to level 55 (beyond is much slower), a great grouping class, a good plat farming class, and a necessary raiding class. Some say that high level raiding is boring as a Mage, but some might say that playing a Rogue or a Cleric is equally boring. While Mage is definitely one of the lowest Action per minute (APM) classes, it's a useful class on almost every raiding encounter, good for raid leaders or anyone who is managing more than themselves on a raid. I often think of Magician as a commander class, you spend more time watching and calculating than actually being in the action, whether it's solo, grouped or raiding. Mages control the action from afar and have time to think through what needs to be done to succeed.

Races

Magician can be chosen by five races, here is the basic information for each race, and I will rank them based on a 10/10 scale for fresh start servers and mature raiding servers. Most of the races are comparable to each other, except for humans who have a large stat disadvantage, and gnomes wall vision. In the end, choose what you like to play and what you think looks cool, as the stats won't matter as much once you reach higher levels. If you are creating a mage solely to be a CoTH bot, or you think it will be a CoTH bot in the future: ALWAYS choose gnome, you don't want to be using shrink pots on bots.


Dark Elf DEF

   Faction Alignment: Evil 
   Racial(s): Hide, Ultravision 
   Starting City: Neriak 
   Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard 
   Experience Modifier: None 
   Armor: Medium, Small 


  • Best natural vision, although with Summon Coldstone any race can see as well as a Dark elf. Built in hide skill of 50, it work's 35-50% of the time, and is useful for AFKing in weird spots, avoiding trains. Hide isn't the most useful on a mage sadly because it will kill your pet. Second highest starting int. Execelant noobie zone and access to Freeport, has a library in Neriak. Fashionquest is real here, and dark elves look fantastic.
  • Fresh start 8/10
  • Mature Server 7/10


Erudite ERU

   Faction Alignment: Neutral 
   Racial(s): -5 Disease Resist, +5 Magic Resist 
   Starting City: Erudin, Paineel 
   Playable Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard 
   Experience Modifier: None 
   Armor: Medium 


  • Highest starting int, and that bonus +5 MR is excellent! They start with 70 agility though, which is a serious handicap. Unless you put 5 points in at character creation you will have an AC penalty and often be running slower while encumbered until you get an item with +AGI on it. The noobie zone is pretty bad over all and most people have to take the boat to Qeynos, Erudin does have a library though.
  • Fresh start 4/10
  • Mature Server 8/10


Gnome GNM

   Faction Alignment: Neutral 
   Racial(s): Tinkering, Infravision 
   Starting City: Ak'Anon 
   Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Warrior, Wizard 
   Experience Modifier: None 
   Armor: Small 


  • The only small race available for Mage, this is invaluable for using COTH to invite people from the entrance of zones. (We will cover this later). Any race can be shrunk and perform the same trick, but only gnomes can do this at all times with superior wall vision. Decent int, excellent starting zone and access to a library make them a good choice at any point during the timeline.
  • Fresh start 8/10
  • Mature Server 10/10


High Elf HIE

   Faction Alignment: Good 
   Racial(s): Infravision 
   Starting City: Felwithe 
   Playable Classes: Cleric, Enchanter, Magician, Paladin, Wizard 
   Experience Modifier: None 
   Armor: Medium, Small 


  • High elf has decent starting int, the highest charisma, which is actually nice. You will make more money vendoring items throughout the character's lifetime and it adds up. Greater Fay and Crushbone are noob friendly and full of cash making opportunities. Access to the library in Ak'anon as well as the dwarf and gnome starting zones. High elf is never a bad choice, just maybe not the best choice, but style matters and they have it.
  • Fresh start 8/10
  • Mature Server 7/10


Human HUM

   Faction Alignment: Neutral 
   Racial(s): None 
   Starting Cities: Freeport, Qeynos 
   Playable Classes: Bard, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Warrior, Wizard 
   Experience Modifier: None 
   Armor: Medium 


  • Lowest int, male beard fashionquest, really good starting locations in Qeynos or Freeport, but the libraries are harder to access. No night vision, play a human to be more unique or to enjoy the advantages on an early server, they get a decent fresh start ranking purely because Qeynos, the Aquaducts, Blackburrow and the Karanas are such a good place to play.
  • Fresh Start 7/10
  • Mature Server 5/10

Starting Statistics

RACE STR STA AGI DEX WIS INT CHA BONUS
Dark Elf 60 75 90 75 83 109 60 30
Erudite 60 80 70 70 83 117 70 30
Gnome 60 80 85 85 67 108 60 30
High Elf 55 75 85 70 95 102 80 30
Human 75 85 75 75 75 85 75 30


As a general rule of thumb going 25 int/5 stam is a strong choice for any racial choice or playstyle. It wasn't until deep into Velious gear that I began to regret choosing 25 int at creation on the first Green server. I chose Dark elf, with 25 int and 5 str, and it served me well throughout the entire timeline. It wasn't until I started getting NToV caliber loot that I started going over 255 int, and even then as a raiding mage you will want to be using a
Manna Robe
Manna Robe
Item 838.png

MAGIC ITEM
Slot: CHEST
AC: 14
INT: +8
Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL

anyway which will limit your int. The point is that going 25 int is never wrong, or a bad choice. In fact it is generally the best choice available for most players.

For Erudites on fresh start server I highly recommend going 25 int/5 agi to cover that agility gap. If you don't have 75 agility there is a run speed penalty when encumbered and an armor class penalty. On a mature server you can use items to cover this gap and instead I would recommend str or sta instead.

If you are the neckbeardiest of the neckbeards and know for sure that you will be gearing this toon out at level 60 with NToV quality loot then you absolutely want to go 25 sta / 5 int. The extra hit points will make a difference later and if you wanted to cap stamina as well as int, it's much harder without the creation sta. I also recommend 25 sta/5 int for experienced players who don't plan on using the character for coth bot status, and are going to twink it. I'll explain more on this later.

Experienced players can also choose 25 int/5 str at creation or a mix of the two stats. Str is very useful on fresh start servers and will pay for itself many times over being able to carry more loot out of a dungeon or exp session. Be wise about this and only choose str if you know what you are doing and understand you will lose out on stats at 60 that you might want at that point.

Deities

In general it doesn't matter what you choose at all, because the diety specific equipment is generally pretty bad for most diety/race/class combos. Bertoxxulous has some decent black sapphire gear, but is it worth being hated by everyone? Agnostic is the best choice for a mage, the only choice for a CoTH bot, and in general the best choice for most players. If you like the flavor of a diety, or want to roleplay, or just like the idea of it. Go for it! It doesn't matter and in the end, having fun on your character is most important.


Dark Elves:

Agnostic, The Prince of Hate


There is some cultural chain armor that dark elf magicians can wear, you don't need to choose Innoruuk to wear the lower versions, but you do for the best. You will be KOS in many places, but agnostic dark elves are generally tolerated.


Erudites:

Agnostic, The Oceanlord, The Tranquil


Nothing really here for Erudite mages as far as cultural armor or items, some interesting flavor choices or roleplay opportunities and that's it. Nothing evil to choose. An Erudite Mage worshipping Prexus who only used water pets would be a really fun, but limiting way to play.


Gnomes:

Agnostic, The Plaguebringer, The Duke of Below


Bertox has some good jewelry, but that's it. Nothing much here, standard good or evil gnome choices! Brell would be interesting since elementals are kind of his bag and all.


High Elves:

Agnostic, The Rainkeeper, The Queen of Love, The Lightbearer, The Mother of All


Some interesting choices here, Karana and Erollosi Marr, but really if you're going to choose one, Tunare is the best choice. There is cultural chain armor similar to the Dark elf armor and a Plane of Growth quest item for mages that's pretty good but Tunare only. A High elf Mage worshiping Tunare who only uses earth pets would be a fun way to play and pretty good solo.


Humans:

Agnostic, The Plaguebringer, The Prince of Hate, The Rainkeeper, The Queen of Love, The Lightbearer, The Prime Healer


Humans have the most choices, which is generally true for most human class combinations. Can be evil with Bertox or Inny or choose some goodies. This would be the only way to get Rodcet Nife, although I'm not sure what you would do with that!


Creation Recap

I'd like to stress here that no matter what you choose your character will do fine, and at 60 you will hardly be able to tell the difference. Play what you like and have fun, don't let anyone tell you what's best for YOU or how you choose to play. That being said there is definitely a min/max approach here and if you want to know what is technically the best, or what I recommend, keep reading. A lot depends on what your plan is for the character, is it a first character on a fresh start server that will become a CoTH bot later? Is it just a CoTH bot? Is this your main through Velious? Is this character just a fun side project that you enjoy leveling? Have you the longest neckbeard and want to know the absolute best way to create the character? Also please note that Erudite's may need +5 agi at creation to hit that magic 75 agi number.


Farming toon for fresh start Green destined to be a CoTH bot:

  • Race: Gnome
  • Diety: Agnostic
  • Starting Stats: 25 int/5 str

CoTH bot:

  • Race: Gnome
  • Diety: Agnostic
  • Starting Stats: 25 int/5 sta

Main character through entire timeline:

  • Race: Any
  • Diety: Any
  • Starting Stats: 25 int/5 str or sta

Side Project:

  • Race: Any
  • Diety: Any
  • Starting Stats: 25 sta/5 int or str

Neckbeard Project:

  • Race: Gnome
  • Diety: Agnostic
  • Starting Stats: 25 sta/5 int

Gear, upgrades, and item progession

#Character Creation Click to go up


#Kunark Launch Era Click to go down


Thoughts on gear priority

Intelligence, Stamina, Mana, and Hit points

Let's take a look at how intelligence and stamina provide mana and hit points. Mana for some reason does not have a set calculation like stamina to hit points does. It varies based on whether you are under 200 int or over it, and how much int you are adding at the time. I verified this because this table looked confusing to me. I reduced my intelligence to below 200, then removed 5 int worth of gear and lost 54 mana, or 10.8 mana per int. I removed 3 int and lost 32 mana or 10.66 mana per int, then I removed 8 int and lost 90 mana or 11.25 mana per int. I repeated the process once over 200 int and added 5 int and gained 22 mana or 4.4 mana per int, then I added 20 int and gained 113 mana or 5.65 mana per int. What does this mean? For whatever reason it is variable and the more int you add or subtract, the more mana per int you will gain or lose. The table below seems to be roughly accurate, and like someone described there are rounding issues so the numbers aren't always exact.

You obviously want to gain intelligence if you can, and have at least 200 int if possible, because post 200 the gains drop off about 50%. Having a larger pool is often useful, but while leveling it really isn't that necessary. Intelligence is one of those stats you will naturally gain as you progress through gear since most int caster gear is loaded with it. I wouldn't go after it, unless you're close to that 200 mark and want to pop over. What's more important is +mana items especially at lower levels. This table is showing mana only at level 60. At level 10 or 20 you will receive very little mana per int, making +mana preferable until 40+ generally. And even then, + mana or + hp gear is still better a lot of the time. A fresh Green server character might want that extra 25 int at creation because of the lack of good int gear in early classic. That 25 int at level 50 is a lot, and helpful, but as time goes on and the farther you progress that 25 int becomes progressively less attractive as mudflation creeps the stats up on gear.


Below or at 200 WIS/INT

   Mana gained = ((80 * LEVEL) / 425) * WIS/INT 

Above 200 WIS/INT

   Mana gained = ((40 * LEVEL) / 425) * WIS/INT 

NOTE: This calculation will often be a few points of mana off. This is because the decimal seems to fluctuate based on how much WIS/INT is added, probably due to a rounding issue of some kind. For example:

1. Adding 100 WIS/INT gives you roughly 11.27 mana per point of WIS/INT at level 60 under 200 WIS/INT.

2. Adding 10 WIS/INT gives you roughly 11.3 mana per point of WIS/INT at level 60 under 200 WIS/INT.

3. Adding 5 WIS/INT gives you roughly 11.6 mana per point of WIS/INT at level 60 under 200 WIS/INT.

4. Adding 2 WIS/INT gives you roughly 11.0 mana per point of WIS/INT at level 60 under 200 WIS/INT.

5. Adding 7 WIS/INT gives you roughly 11.5 mana per point of WIS/INT at level 60 under 200 WIS/INT.


Stamina to hit points has a different calculation than mana and has the same values throughout. We can see below that if you choose 25 stamina at creation you will have 50 hit points extra at level 50, and 60 hp at level 60. This isn't a whole lot compared to what the mana would bring in (somewhere in the 11 mana per int range) or approximately 275 mana. It's up to you to decide how you want to split up the hp/mana you gain. Stamina isn't a great stat conversion for mages or int casters in general because of the low rate. However, because of how much intelligence gear there is, and the fact you'll be spending hours leveling up, stamina is better than it looks. For the more hardcore of us, I'd always recommend taking stamina at creation and focusing on sta and +HP gear while leveling. At 60, you may want to swap to more +mana, or HP/MP regen items depending on how you're playing your character.


    Level 60 STA to HP Conversions
CLASS Hitpoint returns
WAR 1 STA = 6 HP
SHD / PAL 1 STA = 5.2 HP
RNG 1 STA = 4.2 HP
BRD / MNK / ROG 1 STA = 4 HP
CLR / DRU / SHM 1 STA = 3 HP
ENC / MAG / NEC / WIZ 1 STA = 2.4 HP
    NOTE: Conversions scale up with level, this chart only shows level 60.
    Level 50 STA to HP Conversions
CLASS Hitpoint returns
WAR 1 STA = 4.5 HP
SHD / PAL 1 STA = 3.8 HP
RNG 1 STA = 3.3 HP
BRD / MNK / ROG 1 STA = 3.0 HP
CLR / DRU / SHM 1 STA = 2.5 HP
ENC / MAG / NEC / WIZ 1 STA = 2.0 HP
    NOTE: Conversions scale up with level, this chart only shows level 50.


While leveling your Hit points are just not a junk stat that you try to avoid using by not getting hit. People often play int casters this way, and try to avoid ever being in the mob's crosshairs. This is a limited way of playing and approaching combat. Mage's don't get a root spell, a mesmerize spell, fear, divine aura, self heals, or any kind of defensive spell at all. Mage's have shielding (AC,HP,MR), phantom armor (AC,HP regen), CoTH (when it's working, it can clear aggro), and gate. That's all you have defensively as a mage without your pet. The only thing keeping you from death is your HP value, so these are exactly what you should be looking for as you level. Anything with +HP especially is good, and the earlier you acquire these items you more you'll notice the power of it.

Obviously you'll have a pet out most of the time, and the pets are extensions of your spellbook, they have spells you lack, or more powerful versions of them. The pets from 4-49 are pocket warriors you can pull out at any time for very little cost, and all it costs to complete heal the pet is to summon another one. You can use your health pool as a resource to reduce damage on the pet, take damage while pulling, or facetank the mob while your finishing it off after a pet reclaim. Mages generally sit back and control the action, but it doesn't mean that you shouldn't get involved, be creative and think outside the box and you'll be surprised. Obviously at higher levels this becomes more problematic, but it doesn't change the basic fact that your hit point bar is important resource and not just for the obvious reasons.

I've listed most of the gear that Mages can wear in the next section, but you'll notice that what I consider BIS typically has + raw points over + raw stats. Typically those are the gear pieces you should be looking for when you're able to acquire them. With the conversion rates the way they are and a hard cap of 255 for stats, those items just provide so much more. All the good high end gear has large amounts of +points on it.

Item Weight

Something else to consider when making gear choices is the weight of the items, you should always be looking at that, and using backpacks that are low weight. You're always going to have issues with carrying capacity with low strength, it's worse at lower levels. Obviously Mages have a leg up with the Dimensional Hole line, but coin is heavy and you'll fill up fast. I like to think that it's like playing a monk with their weight limits for AC penalty. So I try to keep my int casters at 20 stones or less until you raise strength over 100. Most Mages will start with just 55 or 60 str so if you can keep your weight to 10 or 15 stone that 40-45 stones of coin/loot you can carry out with you. This is why items like Thick Banded Belt or Gauntlets of Potence are great to have. One thing a mage can do really well is farm greens for cash and you'll need the str to carry that junk out with ya!

Armor Class

Armor class (AC) is typically considered an excellent leveling and grouping stat, many people have parsed this out and have shown that even on cloth casters increasing AC decidedly decreases damage taken from mobs. For tank classes this is a no brainer to consider. Here's a forum post that explains the mechanics of AC and how the totals are calculated. **Disclaimer** While this info is generally accepted by the community I believe there to be some doubt as to the accuracy of AC soft caps.


https://www.project1999.com/forums/showthread.php?t=48312


Raw AC (Hardcapped based on level) + Class Bonus + Defense Skill Bonus + Agility Bonus + Spell AC = Total Displayed AC (Hardcapped again based on Class)

RAW AC

Hardcap on Raw AC for non casters was 289 at level 60. Hardcap for casters was 385. Looking at the numbers at the bottom of Kavhok's post, a level 51 Monk with 163 Raw AC was at the Hardcap. Raw AC caps for every class (except Nec/Wiz/Mag/Ench) per level should look like this from 51-60. It's just an assumption but I bet AC was hardcapped per level from 1-50 also. However the increase was much smaller. It looks like 3 AC per level.

Melee (non casters)

60 - 289 59 - 275 58 - 261 57 - 247 56 - 233 55 - 219 54 - 205 53 - 191 52 - 177 51 - 163 50 - 149 or 50 - 160 40 - 119 or 40 - 130 30 - 89 or 30 - 100 20 - 59 or 20 - 70 10 - 29 or 10 - 40 1 - 2 or 1 - 10

Caster (Nec/Wiz/Mag/Ench)

60 - 385 59 - 366 58 - 348 57 - 329 56 - 310 55 - 292 54 - 273 53 - 254 52 - 236 51 - 217 50 - 198 40 - 158 30 - 118 20 - 78 10 - 38 1 - 2

CLASS AC BONUS FROM RAW AC

It seems everyone EXCEPT casters used a 4/3 calculation for Class AC bonus. It's in the table below. There is a lot of information for AC on cached pages from Magelo from the boards there when they were trying to figure out the calculations. Found a few places saying at Level 75 an Iksar added 42 AC. Looks like the formula for this may have been (Level / 2) + 5. Raw Class AC bonus and Monk Bonus is added to Mitigation. Iksar bonus is added to Avoidance.

Class

Warrior - (Raw AC * 4) / 3 Paladin - (Raw AC * 4) / 3 Shadow Knight - (Raw AC * 4) / 3 Bard - (Raw AC * 4) / 3 Cleric - (Raw AC * 4) / 3 Shaman - (Raw AC * 4) / 3 Rogue - (Raw AC * 4) / 3 Ranger - (Raw AC * 4) / 3 Druid - (Raw AC * 4) / 3 Monk - (Raw AC * 4) / 3 + Monk Bonus ((Level + 5) * 4) / 3 Enchanter - (Raw AC + 1) Wizard - (Raw AC + 1) Necromancer - (Raw AC + 1) Magician - (Raw AC + 1)

Race

Iksar - (Level / 2) + 5 added to Avoidance

DEFENSE SKILL BONUS

http://members.cox.net/sherrick/eqnumbers.htm

Quote: Avoidance = (T from table) + (Defense * 16/9), but never less than 0 Caster Mitigation = (Buffs/3) + (Defense/2) + (Equipment + 1) Melee Mitigation = (Buffs/4) + (Defense/3) + (Equipment * 4/3) Displayed AC = (Avoidance + Mitigation) * 1000 / 847 These look to be correct after more research. (T from table) refers to agility. All calculations are truncated. From the hard numbers at the bottom of Kavhok's post for a Monk this is what is known:

51 Monk 150 Agility 163 Raw AC No Spell Buffs 985 AC (Original Hardcap)

Avoidance -- 52 + (233 * 16) / 9 = 466 Mitigation -- 0 + (233 / 3) + ((163 * 4) / 3) + ((51 + 5) * 4) / 3 = 368 Displayed AC -- (466 + 368) * 1000 / 847 = 984

AGILITY BONUS

See table here:

http://webcache.googleusercontent.co...&ct=clnk&gl=us

TOTAL AC HARDCAPS (Based on Class)

      • Edit -- Showing Avoidance and Mitigation Hardcap separate instead of total. This is displayed AC using (Avoidance * 1000) / 847. These hardcaps on Avoidance are shown using 255 Agility. The only factors are Defense Skill, Agility and Iksar race.

Avoidance Hardcaps Class/Race

Level 60 255 Agility

Warrior - 602 Iksar Warrior - 643 Shadow Knight - 554 Iksar Shadow Knight - 596 Paladin - 554 Bard - 524 Cleric - 440 Shaman - 492 Iksar Shaman - 533 Rogue - 602 Ranger - 492 Druid - 492 Monk - 602 Iksar Monk - 643 Enchanter - 376 Wizard - 376 Necromancer - 376 Iksar Necromancer - 417 Magician - 376

Mitigation Hardcaps Class Only

Level 60 289 Raw AC (385 Raw AC for Casters) Natureskin 20 AC Shield of the Magi 32 AC (Used for Casters instead of Natureskin) Bulwark of Faith 38 AC Monk Bonus - ((Level +5) * 4) / 3

Warrior - 570 Shadow Knight - 560 Paladin - 560 Bard - 554 Cleric - 539 Shaman - 548 Rogue - 570 Ranger - 548 Druid - 548 Monk - 671 Enchanter - 567 Wizard - 567 Necromancer - 567 Magician - 567

Total Displayed Hardcap Class/Race

Warrior - 1172 Iksar Warrior - 1213 Shadow Knight - 1114 Iksar Shadow Knight - 1156 Paladin - 1114 Bard - 1078 Cleric - 979 Shaman - 1040 Iksar Shaman - 1081 Rogue - 1172 Ranger - 1040 Druid - 1040 Monk - 1273 Iksar Monk - 1314 Enchanter - 943 Wizard - 943 Necromancer - 943 Iksar Necromancer - 984 Magician - 943


Notice that casters have an AC softcap of 385, something that most players will never be able to achieve. What does this mean? It means that AC is a stat that has value outside of raid content, and if you can find high AC pieces while leveling they may be more useful than just a few points of int. Adding more AC is never a bad thing for casters because of that huge cap. I'm not saying you should gear for AC, but it's a stat to consider when you can.


https://www.project1999.com/forums/showthread.php?t=320936&highlight=mitigation

Test #1 ( 1330AC , 250AGI ) - A glacier mastodon (45lv - 50lv) Max dmg :139

3mins tanking with 30% slow (Languid Pace) , (19:00:04 ~ 19:03:03)

Test #2 ( 628AC , 130AGI ) - A glacier mastodon (45lv - 50lv) Max dmg :139 (same mob)

3min tanking with 30% slow (Languid Pace) , (19:08:03 ~ 19:11:02

1330ac + 250agi = 29misses

628ac + 130agi = 26misses

Test 1: Total Damage: 3942 Total Swings: 98 Average Damage Per Swing: 40.22 Median Damage Per Swing: 26.5

Test 2: Total Damage: 6251 Total Swings: 95 Average Damage Per Swing: 65.8 Median Damage Per Swing: 66


This makes it clear how well the stat works, but keep in mind getting that kind of AC is pretty hard for the average person. The takeaway from that thread for me is that HP/AC are both pretty important for the class. Since most players won't see most of the high AC items, Hit points become the preferred stat for most situations.

Gear by the different Eras

We will go through the different eras and talk about what gear you will be want to be looking for, the stats that are important and what I call the chase item for each expansion and how to acquire it. If you are starting on a mature server, some of the leveling gear tips may still be useful to you.

Classic Era

This is the first 6 months or so of the game, before Plane of Hate and the Temple of Sol Ro updates. We start with just Lord Nagafen, Lady Vox and Phinigel Autropos as raid mobs and a very limited selection of loot. I enjoyed this time a lot however and it was fun using the old gear and camping all the items I wanted. Lower Guk and Solusek B are the places to be, with so much good loot to grind/camp out, not the least including
Manastone
Manastone
Item 507.png

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

from the Evil eye! Plane of Fear comes a couple months before Hate, and I left out the Cryosilk Armor on purpose because it's generally a bit worse then Apothic in Hate, although the belt is useful for the resists. Also the
Crimson Robe of Alendine
Crimson Robe of Alendine
Item 930.png

MAGIC ITEM
Slot: CHEST
AC: 12
DEX: +15 INT: +15 HP: +50 MANA: +50
WT: 1.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS

is the best robe you can get until the Manna robe in Kunark. Fear is sort of devoid of loot for mages, it's a great time to save your DKP for later, like Hate for instance. Cryosilk is rare, and people will pay a lot for it, the only worthwhile drop there is the Alendine robe.

Classic Gear

Here's some gear that is great for classic, remember we are looking mostly for +HP/+Mana gear but other items will sneak in there too! I'll put a capitol B by the items which I consider best in slot (BIS) for this era.

  • Ears -
    Polished Bone Hoop
    Polished Bone Hoop
    Item 544.png

    Slot: EAR
    MANA: +10
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Alligator Tooth Earring
    Alligator Tooth Earring
    Item 800.png

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

    ,
    Obsidian Bead Hoop
    Obsidian Bead Hoop
    Item 544.png

    MAGIC ITEM
    Slot: EAR
    AC: 2
    INT: +3 AGI: +3
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Batskull Earring
    Batskull Earring
    Item 619.png

    MAGIC ITEM
    Slot: EAR
    INT: +5
    WT: 0.2 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Ivandyr's Hoop
    Ivandyr's Hoop
    Item 544.png

    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

    ,
    Diamondine Earring
    Diamondine Earring
    Item 534.png

    MAGIC ITEM
    Slot: EAR
    AC: 2
    STR: +3 HP: +12
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Black Sapphire Electrum Earring
    Black Sapphire Electrum Earring
    Item 1042.png

    Slot: EAR
    AC: 2
    HP: +35 MANA: +25
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    B
  • Fingers -
    Clawed Knuckle-Ring
    Clawed Knuckle-Ring
    Item 872.png

    MAGIC ITEM
    Slot: FINGER
    HP: +20
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Jaded Platinum Ring
    Jaded Platinum Ring
    Item 1041.png

    Slot: FINGER
    AC: 4
    HP: +20 MANA: +20
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Platinum Skull Ring
    Platinum Skull Ring
    Item 1148.png

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

    ,
    Moonstone Ring
    Moonstone Ring
    Item 877.png

    MAGIC ITEM
    Slot: FINGER
    STR: +3 MANA: +30
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Platinum Fire Wedding Ring
    Platinum Fire Wedding Ring
    Item 1060.png

    Slot: FINGER
    AC: 5
    HP: +55
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    B,
    Djarns Amethyst Ring
    Djarns Amethyst Ring
    Item 612.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AGI: +9 HP: +80
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    B
  • Neck -
    Chipped Bone Collar
    Chipped Bone Collar
    Item 501.png

    MAGIC ITEM
    Slot: NECK
    AC: 4
    HP: +10 MANA: +10
    WT: 2.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Glowing Bone Collar
    Glowing Bone Collar
    Item 501.png

    MAGIC ITEM LORE ITEM
    Slot: NECK
    AC: 5
    HP: +25 MANA: +25
    WT: 0.4 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Sapphire Platinum Necklace
    Sapphire Platinum Necklace
    Item 1043.png

    Slot: NECK
    STR: +7 INT: +7
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Black Sapphire Platinum Necklace
    Black Sapphire Platinum Necklace
    Item 1043.png

    Slot: NECK
    HP: +55 MANA: +55
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    B,
    Petrified Erudite Heart Amulet
    Petrified Erudite Heart Amulet
    Item 1003.png

    MAGIC ITEM
    Slot: NECK
    AC: 2
    INT: +5 MANA: +15
    WT: 0.2 Size: SMALL
    Class: BRD NEC WIZ MAG ENC
    Race: ALL

  • Helm -
    Whirling Crystal
    Whirling Crystal
    Item 968.png

    Slot: HEAD
    AC: 3
    HP: +10
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Nightshade Wreath
    Nightshade Wreath
    Item 1072.png

    MAGIC ITEM
    Slot: HEAD
    AC: 1
    WIS: +5 INT: +5
    WT: 0.1 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Runed Cowl
    Runed Cowl
    Item 1121.png

    MAGIC ITEM
    Slot: HEAD
    AC: 2
    WIS: +5 INT: +9
    WT: 0.3 Size: SMALL
    Class: BRD NEC WIZ MAG ENC
    Race: ALL

    ,
    Platinum Tiara
    Platinum Tiara
    Item 523.png

    MAGIC ITEM LORE ITEM
    Slot: HEAD
    AC: 3
    HP: +35 MANA: +50
    WT: 1.2 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    B
  • Face -
    Carved Ivory Mask
    Carved Ivory Mask
    Item 528.png

    MAGIC ITEM
    Slot: FACE
    AC: 2
    AGI: +4 HP: +10
    WT: 0.9 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Sheer Bone Mask
    Sheer Bone Mask
    Item 528.png

    MAGIC ITEM
    Slot: FACE
    AC: 3
    INT: +3
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Pair of Bent Spectacles
    Pair of Bent Spectacles
    Item 772.png

    Slot: FACE
    MANA: +15
    SV MAGIC: +5
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Polished Mithril Mask
    Polished Mithril Mask
    Item 772.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 5
    WIS: +7 INT: +7
    WT: 0.8 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Tobrin's Mystical Eyepatch
    Tobrin's Mystical Eyepatch
    Item 595.png

    MAGIC ITEM
    Slot: FACE
    WIS: +15 INT: +15
    Effect: See Invisible (Worn)
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    B
  • Chest -
    Flowing Black Robe
    Flowing Black Robe
    Item 1126.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 8
    STA: +5 INT: +3
    WT: 3.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Robe of the Oracle
    Robe of the Oracle
    Item 838.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 9
    WIS: +5 INT: +5 MANA: +25
    WT: 2.0 Size: MEDIUM
    Class: MNK NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Shining Metallic Robes
    Shining Metallic Robes
    Item 929.png

    MAGIC ITEM
    Slot: CHEST
    AC: 10
    INT: +9
    SV FIRE: +8 SV COLD: +8
    WT: 3.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Robe of the Kedge
    Robe of the Kedge
    Item 940.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 8
    STA: +10 MANA: +100
    WT: 1.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    B
  • Arms -
    Embroidered Black Sleeves
    Embroidered Black Sleeves
    Item 670.png

    MAGIC ITEM
    Slot: ARMS
    AC: 4
    HP: +10 MANA: +25
    WT: 0.4 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Hollowed Bone Bracers
    Hollowed Bone Bracers
    Item 634.png

    MAGIC ITEM
    Slot: ARMS
    AC: 6
    MANA: +15
    SV MAGIC: +7
    WT: 2.5 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Gatorscale Sleeves
    Gatorscale Sleeves
    Item 634.png

    MAGIC ITEM
    Slot: ARMS
    AC: 6
    INT: +4 HP: +15
    WT: 0.3 Size: SMALL
    Class: ALL
    Race: ALL

    B
  • Back -
    Mystic Cloak
    Mystic Cloak
    Item 840.png

    LORE ITEM NO DROP
    Slot: BACK
    Charges: 10
    AC: 8
    INT: +5
    SV MAGIC: +5
    Effect: Steelskin (Any Slot, Casting Time: Instant)
    WT: 0.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Molten Cloak
    Molten Cloak
    Item 658.png

    Slot: BACK
    AC: 4
    WIS: +4 INT: +4
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Hooded Black Cloak
    Hooded Black Cloak
    Item 842.png

    MAGIC ITEM LORE ITEM
    Slot: BACK
    AC: 10
    STR: +5 HP: +45
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: ALL

    B
  • Belt -
    Lizardscale Belt
    Lizardscale Belt
    Item 564.png

    Slot: WAIST
    AC: 2
    HP: +10 MANA: +10
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Braided Cinch Cord
    Braided Cinch Cord
    Item 572.png

    MAGIC ITEM
    Slot: WAIST
    AC: 2
    INT: +4 HP: +8
    WT: 0.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Giants Reminder String
    Giants Reminder String
    Item 572.png

    MAGIC ITEM
    Slot: WAIST
    AC: 2
    INT: +5
    WT: 0.5 Size: SMALL
    Class: ALL
    Race: ALL except HUM ERU HEF

    ,
    Thick Banded Belt
    Thick Banded Belt
    Item 549.png

    MAGIC ITEM
    Slot: WAIST
    AC: 8
    STR: +15
    WT: 0.5 Size: SMALL
    Class: ALL
    Race: ALL

    B
  • Shoulder -
    Embroidered Black Cape
    Embroidered Black Cape
    Item 656.png

    MAGIC ITEM
    Slot: SHOULDERS
    AC: 4
    HP: +15 MANA: +20
    WT: 0.3 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Squallsurge Shawl
    Squallsurge Shawl
    Item 664.png

    MAGIC ITEM
    Slot: SHOULDERS
    AC: 5
    STA: +5 MANA: +50
    WT: 0.3 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    B,
  • Wrists -
    Golden Jaded Bracelet
    Golden Jaded Bracelet
    Item 1040.png

    Slot: WRIST
    AC: 2
    HP: +15 MANA: +15
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    B,
    Polished Bone Bracelet
    Polished Bone Bracelet
    Item 520.png

    MAGIC ITEM
    Slot: WRIST
    AC: 2
    WIS: +3 INT: +3
    WT: 0.4 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Bracelet of Woven Grass
    Bracelet of Woven Grass
    Item 508.png

    MAGIC ITEM
    Slot: WRIST
    AC: 1
    INT: +3 HP: +12
    WT: 0.2 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Golden Chitin Bracer
    Golden Chitin Bracer
    Item 516.png

    MAGIC ITEM
    Slot: WRIST
    AC: 5
    INT: +5 AGI: +5
    WT: 3.0 Size: SMALL
    Class: ALL
    Race: ALL except IKS

  • Legs -
    Black Chitin Leggings
    Black Chitin Leggings
    Item 540.png

    MAGIC ITEM
    Slot: LEGS
    AC: 7
    HP: +10 MANA: +10
    WT: 7.5 Size: LARGE
    Class: ALL
    Race: ALL except IKS

    B,
    Silversilk Leggings
    Silversilk Leggings
    Item 631.png

    MAGIC ITEM
    Slot: LEGS
    AC: 4
    AGI: +4 HP: +12
    WT: 0.7 Size: MEDIUM
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

  • Hands -
    Gem Inlaid Gauntlets
    Gem Inlaid Gauntlets
    Item 526.png

    MAGIC ITEM LORE ITEM
    Slot: HANDS
    AC: 8
    DEX: +3 STA: +3
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Dusty Bloodstained Gloves
    Dusty Bloodstained Gloves
    Item 636.png

    MAGIC ITEM
    Slot: HANDS
    AC: 2
    MANA: +25
    WT: 0.4 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Impskin Gloves
    Impskin Gloves
    Item 636.png

    MAGIC ITEM
    Slot: HANDS
    AC: 2
    INT: +5 MANA: +10
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    B
  • Feet -
    Kobold-Hide Boots
    Kobold-hide Boots
    Item 525.png

    MAGIC ITEM
    Slot: FEET
    AC: 5
    AGI: +3 HP: +10
    WT: 2.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Wolf Fur Slippers
    Wolf Fur Slippers
    Item 666.png

    MAGIC ITEM
    Slot: FEET
    AC: 2
    AGI: +7 MANA: +20
    WT: 0.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Golden Efreeti Boots
    Golden Efreeti Boots
    Item 764.png

    MAGIC ITEM
    Slot: FEET
    AC: 5
    WIS: +9 INT: +9
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM

    B
  • Primary -
    Black Tome with Silver Runes
    Black Tome with Silver Runes
    Item 777.png

    MAGIC ITEM
    Slot: PRIMARY
    INT: +4 MANA: +30
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Sacrificial Dagger
    Sacrificial Dagger
    Item 575.png

    MAGIC ITEM
    Slot: PRIMARY SECONDARY
    Skill: Piercing Atk Delay: 21
    DMG: 5
    INT: +5
    WT: 2.5 Size: MEDIUM
    Class: ALL except CLR PAL DRU MNK SHM
    Race: ALL

    ,
    A Glowing Black Stone
    A Glowing Black Stone
    Item 767.png

    LORE ITEM
    Slot: PRIMARY SECONDARY
    INT: +9
    SV MAGIC: +10
    WT: 0.4 Size: TINY
    Class: ALL
    Race: ALL

    B,
    Stein of Moggok
    Stein of Moggok
    Item 709.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY SECONDARY
    Charges: 3
    DEX: +5 INT: +10 HP: +10
    SV DISEASE: +25
    Effect: Light Healing (Any Slot, Casting Time: Instant)
    WT: 2.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Jeweled Skull
    Jeweled Skull
    Item 1070.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY SECONDARY
    INT: +5 HP: +20 MANA: +20
    SV COLD: -5 SV MAGIC: +5
    WT: 1.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Staff of Elemental Mastery: Water
    Staff of Elemental Mastery: Water
    Item 811.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 30
    DMG: 15
    Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
    Focus Effect: Servant of Water
    WT: 5.0 Size: LARGE
    Class: MAG
    Race: ALL

    B
  • Secondary -
    A Shimmering Orb
    A Shimmering Orb
    Item 973.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    AC: 15
    HP: +20
    WT: 0.2 Size: TINY
    Class: BRD NEC WIZ MAG ENC
    Race: ALL

    ,
    Rokyls Channelling Crystal
    Rokyls Channelling Crystal
    Item 973.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    AC: 10
    HP: +50 MANA: +50
    WT: 0.2 Size: TINY
    Class: BRD NEC WIZ MAG ENC
    Race: ALL

    B,
    A Glowing Black Stone
    A Glowing Black Stone
    Item 767.png

    LORE ITEM
    Slot: PRIMARY SECONDARY
    INT: +9
    SV MAGIC: +10
    WT: 0.4 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Stein of Moggok
    Stein of Moggok
    Item 709.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY SECONDARY
    Charges: 3
    DEX: +5 INT: +10 HP: +10
    SV DISEASE: +25
    Effect: Light Healing (Any Slot, Casting Time: Instant)
    WT: 2.5 Size: SMALL
    Class: ALL
    Race: ALL

  • Range -
    Dragoon Dirk
    Dragoon Dirk
    Item 574.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE PRIMARY SECONDARY
    Skill: Piercing Atk Delay: 23
    DMG: 6
    DEX: +2
    SV MAGIC: +3
    WT: 2.5 Size: SMALL
    Class: ALL except CLR PAL DRU MNK SHM
    Race: ALL

    ,
    Thex Dagger
    Thex Dagger
    Item 592.png

    LORE ITEM
    Slot: RANGE PRIMARY SECONDARY
    Skill: Piercing Atk Delay: 24
    DMG: 4
    SV DISEASE: +50
    WT: 2.5 Size: SMALL
    Class: ALL except CLR PAL DRU MNK SHM
    Race: ALL

Raid Gear

There isn't much to go for here, so if you're raiding with your guild, the top priorities would be the drops off Phinny. The
Robe of the Kedge
Robe of the Kedge
Item 940.png

MAGIC ITEM NO DROP
Slot: CHEST
AC: 8
STA: +10 MANA: +100
WT: 1.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS

and the
Staff of Elemental Mastery: Water
Staff of Elemental Mastery: Water
Item 811.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Water
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL

are the most important drops in this era. There are a few dragon drops that are technically better than what I have listed, but your mileage may vary and acquiring some of them over melee's for example would be problematic. I'm not advocating that anyone go for them, just pointing out that they are better.


Orb of Tishan
Orb of Tishan
Item 973.png

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 25
DMG: 7
STR: +9 STA: +9 MANA: +35
Effect: Tashania (Combat, Casting Time: Instant) at Level 40
WT: 1.5 Size: SMALL
Class: BRD NEC WIZ MAG ENC
Race: ALL

This is decent MH item


Cloak of Flames
Cloak of Flames
Item 658.png

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

Trying to get this as a mage is pretty silly but it's technically BIS


Runed Bolster Belt
Runed Bolster Belt
Item 563.png

MAGIC ITEM
Slot: WAIST
AC: 5
STR: +10 DEX: +10 STA: +10
Haste: +31%
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

Again, trying to get this is a mage is gonna be a hard sell, but it's technically BIS


You definitely want to be raiding in Kedge, and going to every Phinny kill you can. The water staff is a game changer and the only focus item you can get during this period. It makes the 49 water pet the best pet in general due to the increase in hit points and the added level/max hit. Nothing more rad in this era than a mage in the Kedge robe and having a giant water pet when everyone else has tiny little pets. It's beyond cool, and you can do a lot of farming with that staff. I spent countless hours at Seafury island farming plat, or in Solb, and Lguk camping items. You certainly don't need it, but you definitely should want it. If I had a chase item for each particular chunk of the game, this would be it for sure.

Clickies and Legacy

Aofct.jpeg


If your neckbeard is thick and oily you can camp a
Manastone
Manastone
Item 507.png

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

,
Guise of the Deceiver
Guise of the Deceiver
Item 771.png

MAGIC ITEM NO DROP
Slot: FACE
AC: 4
CHA: +13
SV MAGIC: +7
Effect: Illusion: Dark Elf (Any Slot, Casting Time: 6.0)
WT: 0.4 Size: SMALL
Class: BRD ROG
Race: ALL

,
Journeyman's Boots
Journeyman's Boots
Item 764.png

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

, or a
Rubicite Breastplate
Rubicite Breastplate
Item 624.png

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

. The Rubi BP is a great trade item, and probably one of the easier list camps since you can handle the camp yourself at 50. The hardest part is getting down there to the Avatar room. The Guise and Jboot camps are easy enough if you can spend the time. There were some times on the first Green that these lists got shorter, but expect them to take 20-30 hours each. Manastone is a useful item for any casting class, and well worth the time if you can invest it. Remember when I wrote about using your hit points as a resource? This is one the ways you can, through natural regen or the Phantom armor line (the regen starts in kunark, but you can still make use of it in some situations). Your health regen is wasted if you're at full HP, so being able to tap that manastone a few times is a great way to use that regen. It's not a huge edge to have without HP regen, and I think that most mages can safely skip this if you don't want to spend the time camping it. Another reason to go for a Manastone is being able to trade it for a Manna Robe or a Zlandicar's Heart later in the timeline, or just outright selling it for plat and using the plat to buy those items, whichever is best for you. These items go away once the Sol Ro patch hits, so take advantage if you can/want too, there is about 6 months to do it.


Some other items you should look out for are
Wooly Spider Silk Net
Wooly Spider Silk Net
Item 782.png

MAGIC ITEM
Charges: 3
Effect: Ensnaring Roots (Any Slot, Casting Time: 1.5 seconds)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

s, yes they have been nerfed, but it's an easy camp and you will always want to have at least one on you at all times for emergencies. Having a cast-able root is important for oh crap moments and it's also needed to break certain encounters (think Ghoul arch-magus, or Undertow's guards). It's well worth the time, and an easy thing to do while watching some Netflix on a lazy afternoon. I cannot stress how important this item is for mages, you may not use it all the time, but when you need it, you really need it.


This era is a great time to farm a
Pegasus Feather Cloak
Pegasus Feather Cloak
Item 659.png

MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 6
DEX: +7
Effect: Levitate (Any Slot, Casting Time: 6.0)
WT: 5.0 Size: MEDIUM
Class: ALL
Race: ALL

! People have figured out how to spawn him and the devs just recently increased the drop rate of the cloak. Grab some friends and a ranger or druid to track and with some elbow grease you can all get this amazing item. You'll need it later for the epic, but I always recommend you buy a multiquest (MQ) for this item so you can keep yours. Usually not that expensive since most mages don't complete the epic.


This is also a great time to stock up on potions,
10 Dose Blood of the Wolf
10 Dose Blood of the Wolf
Item 699.png

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

,
10 Dose Greater Null Potion
10 Dose Greater Null Potion
Item 692.png

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

,
10 Dose Potion of Unlife Awareness
10 Dose Potion of Unlife Awareness
Item 698.png

EXPENDABLE Charges: 10
Effect: Invisibility versus Undead (Any Slot, Casting Time: 3.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

,
10 Dose Potion of Stinging Wort
10 Dose Potion of Stinging Wort
Item 705.png

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

,
Lizard Blood Potion
Lizard Blood Potion
Item 695.png

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

,
10 Dose Ethira's Poison Antidote
10 Dose Ethira's Poison Antidote
Item 705.png

EXPENDABLE Charges: 10
Effect: Counteract Poison (Any Slot, Casting Time: 2.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

, and
10 Dose Kithar's Disease Treatment
10 Dose Kithar's Disease Treatment
Item 706.png

EXPENDABLE Charges: 10
Effect: Counteract Disease (Any Slot, Casting Time: 2.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

. These are all going to be useful at one time or another in your magery career. If you hit 50 early you'll have plenty of time to farm the mats for these, or the plat to buy them. The Lizard blood potion is farmed in Cazic Thule at the same camp as Rubi BP, pick these up while on the list for extra profit. They are useful for getting to Fear quickly. Also I can't stress how important Wort pots are, you absolutely need these! Farm up two 10 dose's and recharge them yourself or with your guild, having health potions will save you from dying in difficult situations or on raids. Critical item to have!


Amulet of Necropotence
Amulet of Necropotence
Item 510.png

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

is an interesting item to pick up, it holds it's value well for selling later in the timeline. It also allows your character to either shrink or grow depending on what race you choose. If it makes your character shrink (erudite's for sure, probably high elf and human as well) you can use it to pop through locked doors with eye of zomm and clicking off the illusion. I'm not super familiar with this trick but it's pretty cool. I'd rank this more as a vanity item, but if you're serious about clickies, this is a cool one.


You'll also want to work on a raider kit at this time, including
Shiny Brass Idol
Shiny Brass Idol
Item 895.png

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

,
Midnight Mallet
Midnight Mallet
Item 903.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 5
Skill: 2H Blunt Atk Delay: 44
DMG: 14
Effect: Walking Sleep (Any Slot, Casting Time: 2.0)
WT: 11.0 Size: GIANT
Class: CLR SHM
Race: BAR DWF TRL OGR IKS

, and
Reaper of the Dead
Reaper of the Dead
Item 579.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 1
Skill: 2H Slashing Atk Delay: 40
DMG: 12
STR: +4
Effect: Complete Heal (Any Slot, Casting Time: Instant)
WT: 13.0 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

. These items are also very useful when soloing difficult rare mobs, or escaping from danger in the case of the idol. Having the mallet to slow named is pretty sweet, although generally people save them for tank aggro. I wouldn't want to use a Reaper soloing, but you certainly could in a tough situation. These are also items you can farm to sell for cash very easily if you have the time. If you play smart you can easily have full bags of kit in this era and be able to do some fun things.

Hate and Sky Era

Plane of Hate opens along with Temple of Sol Ro, followed by Sky some months later. I'll go through each and the items you should be looking for, Hate brings the motherlode with our first armor set, and the first chase item:
Staff of Elemental Mastery: Earth
Staff of Elemental Mastery: Earth
Item 811.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Earth
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL

. I'll go into this later in the guide, but you obviously want to get this item if you can. Without further ado, from the wiki itself:



Apothic robe.PNG



Apothic Armor (8 pcs)
AC STR STA AGI DEX WIS INT CHA
+39 +13 +12 +13 +26 +37 +10
WT HP MANA MR FR CR PR DR
3.9 +71 +102 +10 +10 +10 +10 +10



Apothic Armor is the planar armor set for Magicians. It drops in the Plane of Hate.

A full set gives +39 AC, +71 HP, +102 MANA, +13 STR, +12 STA, +13 AGI, +26 DEX, +37 INT, +10 CHA, +10 all resists.

  • Apothic Boots
    Apothic Boots
    Item 633.png

    MAGIC ITEM NO DROP
    Slot: FEET
    AC: 4
    AGI: +13 HP: +18
    SV POISON: +10
    WT: 0.7 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Apothic Crown
    Apothic Crown
    Item 523.png

    MAGIC ITEM NO DROP
    Slot: HEAD
    AC: 5
    CHA: +10 INT: +9 HP: +10 MANA: +10
    SV MAGIC: +10
    WT: 0.3 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Apothic Gloves
    Apothic Gloves
    Item 636.png

    MAGIC ITEM NO DROP
    Slot: HANDS
    AC: 4
    DEX: +13 INT: +7 MANA: +12
    SV DISEASE: +10
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Apothic Kilt
    Apothic Kilt
    Item 843.png

    MAGIC ITEM NO DROP
    Slot: LEGS
    AC: 5
    STR: +5 HP: +25
    SV COLD: +10
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Apothic Robe
    Apothic Robe
    Item 930.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 11
    DEX: +5 STA: +12 INT: +14 MANA: +40
    WT: 1.0 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Apothic Sleeves
    Apothic Sleeves
    Item 634.png

    MAGIC ITEM NO DROP
    Slot: ARMS
    AC: 4
    INT: +7 HP: +18
    SV FIRE: +10
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Apothic Warband
    Apothic Warband
    Item 516.png

    MAGIC ITEM NO DROP
    Slot: WRIST
    AC: 3
    STR: +4 DEX: +4 MANA: +20
    WT: 0.3 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM


It's a decent armor set, the itemization is off as you can see on the boots and bracers. The legs are execelant, the HP and str are very welcome. Helm is good, but overshadowed by the platinum tiara. The robe is as classic as it gets, and while it's good stats for the era, the Alendine robe is better. Some of the pieces are worth picking up just for the resists. Generally you'd be wearing the sleeves and legs until Kunark items drop, the rest you can find other upgrades that are better. I picked up a full set because it was cheap and easy, and we did lots of Hate early on when it was new. I used all the pieces at different times, and I still use the helm for my charisma vendoring set.


Temple of Solusek Ro Quests

With the end of the legacy era comes the Temple of Sol Ro, and all the quests that come with it! There are some great items you can quest for here, let's list them out below.


Circlet of Mist
Circlet of Mist
Item 1124.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 5
WIS: +3 INT: +3 AGI: +3
WT: 0.1 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM


This quest is skippable, it's not a great item, it's low weight at least.


Clay Bracelet
Clay Bracelet
Item 505.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 4
SV MAGIC: +5
Effect: Eye of Zomm (Any Slot/Can Equip, Casting Time: Instant) at Level 20
WT: 1.0 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM


This item is incredible, definitely get this. You will use it soooo many times later once you get Call of the Hero (CoTH). It's also a good global cooldown reset item, you can use it while you have a pet and it still resets.


Earthen Boots
Earthen Boots
Item 633.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 5
STA: +5 HP: +15
Effect: Invisibility versus Animal (Any Slot/Can Equip, Casting Time: Instant) at Level 1
WT: 2.0 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM


This is a decent clickie, one I've never really found a way to use effectively, but the stats are nice for classic if you don't have GEBS.


Robe of the Elements
Robe of the Elements
Item 931.png

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 9
INT: +4
SV FIRE: +5 SV COLD: +5
WT: 3.5 Size: MEDIUM
Class: MAG
Race: HUM ERU HIE DEF GNM


Cool robe, looks like Alendine, and has good stats for low level characters. Quest it for fun because it doesn't have any +HP or +mana.


Magician Focus Items


Do all of these quests, do them as early as you can. If you're already 50 when temple drops, you may not want to get the torch or stein if you're using a water staff. You do need the broom and shovel for the epic quest. These quests are fun, and you can easily farm all the dropped versions in Najena while leveling there, which I highly recommend!


Broom of Trilon
Broom of Trilon
Item 889.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2 AGI: +3
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Air
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM


Shovel of Ponz
Shovel of Ponz
Item 891.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
STR: +3 INT: +2
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Earth
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM


Stein of Ulissa
Stein of Ulissa
Item 708.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2
SV COLD: +5
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Water
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM


Torch of Alna
Torch of Alna
Item 559.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2
SV FIRE: +5
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Fire
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM

Plane of Sky

Plane of Sky offers some pretty good items, some you may never replace. It's a fun zone if you don't do it too often and I enjoyed running this raid every week with my guild. Mages have seven! quests here in this zone, all of them worth the time it takes to quest them except maybe the bracelet and the pendant. There is also a mage only bracer that is simply outstanding for all eras. Keep your eyes open for the
White Satin Gloves
White Satin Gloves
Item 517.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
AC: 4
HP: +25 MANA: +25
SV FIRE: +30 SV DISEASE: -5 SV COLD: -5 SV MAGIC: -5 SV POISON: -5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

These are BIS until Kunark, and are very useful beyond.


Bracelet of Exertion
Bracelet of Exertion
Item 521.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
STR: +5 HP: +75 MANA: +35
WT: 0.1 Size: TINY
Class: MAG
Race: ALL


Huge +points on this one, snag one when you can, you'll use it a long time!


Bracelet of Clarification
Bracelet of Clarification
Item 1040.png

LORE ITEM NO DROP
Slot: BACK WRIST
AC: 6
CHA: +1 INT: +9 MANA: +10
WT: 0.5 Size: MEDIUM
Class: MAG
Race: ALL


An interesting item because you can wear it on your back or bracer, I used it for a while for the extra mana, it's not great and somewhat rare.


Mask of Empowerment
Mask of Empowerment
Item 771.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
Charges: 5
AC: 4
DEX: +7 INT: +7 AGI: +7
Effect: Burnout III (Must Equip, Casting Time: Instant) at Level 45
WT: 0.4 Size: SMALL
Class: MAG
Race: ALL


With the sheer lack of good face items for casters in this era, this comes out on top unless you get the Bent Spetacles. Not a hard or rare quest, not rechargeable.


Staff of The Magister
Staff of The Magister
Item 811.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 48
DMG: 16
INT: +15 MANA: +75
SV FIRE: +10 SV COLD: +20 SV POISON: +10
WT: 4.0 Size: LARGE
Class: MAG
Race: ALL


This staff is harder to acquire because you need a drop off Noble or Overseer of Air.
Efreeti Magi Staff
Efreeti Magi Staff
Item 811.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 12 AC: 5
STA: +2 CHA: +2 INT: +5
WT: 2.0 Size: LARGE
Class: NEC WIZ MAG ENC
Race: ALL

. It's not the rarest, or the most common, for the era it had incredible stats and I used it to swap in from my Water/Air staves to add some max mana while raiding, or after I summoned my pet. Don't go out of your way for it because you will definitely replace it, but it's a cool item. Looks just like the elemental mastery staves.


Gold White Pendant
Gold White Pendant
Item 1058.png

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 2
INT: +5 MANA: +50
WT: 0.1 Size: TINY
Class: MAG
Race: ALL


It has good max mana, but the
Black Sapphire Platinum Necklace
Black Sapphire Platinum Necklace
Item 1043.png

Slot: NECK
HP: +55 MANA: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

crushes it. It's not a hard quest or that rare of a drop, if you're cheap this necklace is for you.


Drake-Hide Amice
Drake-Hide Amice
Item 668.png

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
Charges: 10
AC: 6
STA: +5 HP: +50 MANA: +50
Effect: Malaise (Must Equip, Casting Time: Instant) at Level 45
WT: 2.5 Size: SMALL
Class: MAG
Race: ALL


This item is simply overpowered for it's time and in general the entire timeline. Either Verant forgot to itemize shoulders well or someone added too much + HP/mana to this one. It's almost BIS even in Velious, there are a couple shoulders that have overall better stats but you won't find that much +raw points on anything else. The closest thing is
Strength of the Elements
Strength of the Elements
Item 798.png

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 15
STR: +15 HP: +100
SV FIRE: +15 SV COLD: +15
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL

or
Spirit Wracked Cord
Spirit Wracked Cord
Item 1118.png

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

with the cord being BIS with the HP regen. You could make a case that the Amice is better because of the max mana, so I guess it comes down to preference. Also the Amice is a lot easier to acquire. Not rechargeable.


Duennan Shielding Ring
Duennan Shielding Ring
Item 1052.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
Charges: 1
AC: 4
WIS: +5 INT: +5 MANA: +30
Effect: Harmshield (Must Equip, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: MAG
Race: ALL


This ring is pretty incredible, finally a defensive spell! I can't overstate how powerful it is to have up to two charges of DA ready to go at anytime. You can carry the recharge box around with you so you get two uses per sky trip. It's useful for running away, jumping into Yael's pit in the hole from Paineel, pulling mobs, engaging raid mobs, training raid mobs, or whatever else you may think of. This is top tier raid kit and quality of life kit right here.


Staff of Elemental Mastery: Air
Staff of Elemental Mastery: Air
Item 811.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Air
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL


This is probably the hardest sky quest besides the Amice, because you need to kill the boss on island 8 for it. If your guild is good at Sky, and clears it each week, you will get a chance for the rare drop and the stave off the Sister on island 7. Just keep at it and be patient. This item is 100% the best focus item you can get besides the Earth staff. Air pets are underused and under appreciated, and using this staff with the 59 air pet is the strongest non epic pet you can have. It's like a mini epic; get one, use it, love it.

Classic Chase

Kurinny2.jpeg


I'd like to add a warning that most people aren't going to get this item, don't make yourself sick over it, you can enjoy the game and the class without it. The idea behind this guide was always to be a collection of knowledge in order to help other people enjoy the journey. If you have the time, you can use the information here to acquire it, it is possible with a large time commitment. This is how you get the staff/epic, putting the time in, and of course a bit of luck.

And now we come to the the most important thing you will want before Kunark drops! There's no contest here, this is the single best time to acquire a
Staff of Elemental Mastery: Earth
Staff of Elemental Mastery: Earth
Item 811.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Earth
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL

off of pre-revamp Innoruuk. You might say, "But Kurrat Inny drops the staff during Kunark as well!." This is true, but there is no better time to be focused on getting this than item right now. It is literally the whole epic, the rest of it is no problem in comparison, seriously it is a well balanced quest that is totally doable with time and elbow grease except for this part. There will be people chasing it during this part of the timeline, but less then you might think. Everyone has a mage, but not everyone has the DKP to drop on a staff. If you're a serious raider, join one of the top guilds, and make sure you are available for the 16 hour spawn window to help track or sock Innoruuk every week. Be ready for earthquakes or the servers coming down. Build DKP, save it, love it, this is easier since early raids you only need loot off of Phinny, like I wrote about earlier. If you play your cards right you can get this staff now and enjoy the benefits through classic and early Kunark. I didn't keep my earth staff for more than a couple hours and never got to test it or enjoy before I turned it in for my epic (dumb!).

The elemental staves are better than the regular focus items because they add a level to the level range your pet can be. This drops the lowest level summon and adds a new top level. During the Magician Best of the Best tournament all the top Mages had the earth staff, and it wasn't because they were the neckbeardiest. It makes a huge difference for what you can do in the game. The water/air staves also provide a significant boost, but the earth pet opens doors for you with the ability to root CC mobs. If you can't get it during classic era, there is still time during Kunark, but you'll be wanting to save your DKP for the Kunark chase item, which as a hint is something you will want for Velious raiding and is completely unique in it's ability.


Kurestaff.jpeg

Kunark Launch Era

#Gear, upgrades, and item progession Click to go up


#Kunark Chase Click to go down



Trakfight.jpeg



The first expansion! Kunark opens up so many new zones, more raid targets, new loot and of course the ten new levels to grind out to 60. It gets pretty hectic trying to level up while everyone else is at the beginning of the expansion, you don't need any of the new gear at all to do it. Some of the spells are obviously helpful as you go. There isn't really a lot of new loot for casters, they don't receive class specific armor sets like everyone else does. Veeshan's Peak has some great items, but this is a zone that isn't open to everyone. I wore a lot of my classic gear through Kunark, but I also focused a lot on resist gear, which you CAN get now in Kunark much easier. I'll list some of the new items I think are worth looking at, the Loam set that comes out with The Hole zone release as well as some of the nice resist gear you can get. I'll put a B by what I think is BIS and a R by the resist pieces you want to pick up. I'm listing everything you can get in Kunark here on this part, mostly because Kunark is such a short expansion, not even a full year and there just isn't that much loot added for Mages. This is a melee expansion for sure.


  • Ears -
    Earring of Essence
    Earring of Essence
    Item 1042.png

    MAGIC ITEM LORE ITEM
    Slot: EAR
    HP: +30
    SV MAGIC: +10
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Twisted Bone Earring
    Twisted Bone Earring
    Item 907.png

    MAGIC ITEM LORE ITEM
    Slot: EAR
    AC: 5
    DEX: +5 INT: +6 HP: +20
    WT: 0.2 Size: TINY
    Class: ALL
    Race: HUM BAR ERU ELF HIE DEF TRL OGR HFL IKS

    ,
    Fingerbone Hoop
    Fingerbone Hoop
    Item 501.png

    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

    B,R,
    Yunnb's Earring
    Yunnb's Earring
    Item 514.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    AC: 2
    WIS: +15 INT: +15 HP: +35 MANA: +50
    SV FIRE: +10 SV COLD: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    B
  • Fingers -
    Band of Eternal Flame
    Band of Eternal Flame
    Item 617.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AC: 5
    STR: +4 INT: +4 HP: +25 MANA: +35
    SV FIRE: +10 SV COLD: -10
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    R
  • Neck -
    The Skull of Torture
    The Skull of Torture
    Item 1070.png

    LORE ITEM
    Slot: NECK
    AC: 2
    INT: +5 HP: +10 MANA: +10
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL except ELF HIE DWF HFL

    ,
    Necklace of Superiority
    Necklace of Superiority
    Item 1053.png

    MAGIC ITEM LORE ITEM
    Slot: NECK
    AC: 5
    STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +10 MANA: +10
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Head -
    Helot Skull Helm
    Helot Skull Helm
    Item 528.png

    MAGIC ITEM LORE ITEM
    Slot: HEAD
    AC: 6
    CHA: -15 INT: +7 MANA: +25
    SV MAGIC: +5
    Effect: Serpent Sight (Worn)
    WT: 0.6 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Circlet of Fire
    Circlet of Fire
    Item 511.png

    MAGIC ITEM LORE ITEM NODROP
    Slot: HEAD
    Charges: 4
    AC: 5
    MANA: +20
    SV FIRE: +15
    Effect: Supernova (Must Equip, Casting Time: 4.0) at Level 50
    WT: 1.0 Size: SMALL
    Class: WIZ MAG
    Race: ALL

    R,
    Crown of Rile
    Crown of Rile
    Item 511.png

    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

    B
  • Face -
    Loam Encrusted Veil
    Loam Encrusted Veil
    Item 677.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 3
    CHA: +3 INT: +1 HP: +20 MANA: +5
    WT: 0.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Enshrouded Veil
    Enshrouded Veil
    Item 677.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 7
    WIS: +2 INT: +2 HP: +30 MANA: +30
    SV FIRE: +10
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    B
  • Chest -
    Shiny Robe of the Underfoot
    Shiny Robe of the Underfoot
    Item 929.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 12
    STR: +3 INT: +7 MANA: +30
    SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
    WT: 3.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    R,
    Froglok Bonecaster's Robe
    Froglok Bonecaster's Robe
    Item 929.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 10
    STR: +8 INT: +8 MANA: +40
    SV FIRE: +10 SV MAGIC: +10
    WT: 3.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Tolapumj's Robe
    Tolapumj's Robe
    Item 838.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 14
    STR: +5 WIS: +5 INT: +10 MANA: +50
    Haste: +36%
    WT: 3.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Loam Encrusted Robe
    Loam Encrusted Robe
    Item 838.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 9
    DEX: +10 INT: +5 AGI: +10 MANA: +80
    SV MAGIC: +10
    WT: 1.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Manna Robe
    Manna Robe
    Item 838.png

    MAGIC ITEM
    Slot: CHEST
    AC: 14
    INT: +8
    Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50
    WT: 3.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    B,
    Robe of Burning Rage
    Robe of Burning Rage
    Item 838.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 14
    STA: +10 INT: +14 MANA: +40
    SV FIRE: +5
    Effect: Burnout III (Must Equip, Casting Time: 8.0) at Level 50
    WT: 3.5 Size: MEDIUM
    Class: MAG
    Race: ALL

  • Arms -
    Loam Encrusted Sleeves
    Loam Encrusted Sleeves
    Item 634.png

    MAGIC ITEM LORE ITEM
    Slot: ARMS
    AC: 4
    INT: +5 MANA: +5
    SV FIRE: +10
    WT: 0.4 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

  • Back -
    Hierophant's Cloak
    Hierophant's Cloak
    Item 840.png

    MAGIC ITEM LORE ITEM
    Slot: BACK
    AC: 10
    STR: +4 DEX: +4 STA: +4 CHA: +4 WIS: +4 INT: +4 AGI: +4 HP: +75 MANA: +75
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Shroud of Veeshan
    Shroud of Veeshan
    Item 657.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: BACK
    AC: 15
    STR: +8 DEX: +8 STA: +8 CHA: +8 WIS: +12 INT: +12 AGI: +8 HP: +55 MANA: +110
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    B
  • Waist -
    Loam Encrusted Sash
    Loam Encrusted Sash
    Item 564.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 4
    STR: +8 MANA: +10
    SV FIRE: +5 SV MAGIC: +5
    WT: 0.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    R,
    Belt of Fire
    Belt of Fire
    Item 564.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 4
    DEX: +8 CHA: +4 AGI: +8 MANA: +10
    SV FIRE: +10
    WT: 1.5 Size: MEDIUM
    Class: WIZ MAG
    Race: ALL

    R,
    Runebranded Girdle
    Runebranded Girdle
    Item 562.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 7
    STR: +8 DEX: +8 STA: +8 HP: +25 MANA: +25
    Haste: +27%
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Brell's Girdle
    Brell's Girdle
    Item 563.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 10
    STR: +10 DEX: -5 STA: +10 AGI: -5 MANA: +50
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    B
  • Shoulders -
    Wurm Scale Coat
    Wurm Scale Coat
    Item 841.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 8
    SV FIRE: +20 SV MAGIC: +10
    WT: 0.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    R,
    Mantle of Mirth
    Mantle of Mirth
    Item 668.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 4
    STR: -2 WIS: +2 INT: +2 MANA: +10
    SV DISEASE: -10
    WT: 1.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Loam Encrusted Amice
    Loam Encrusted Amice
    Item 668.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 4
    INT: +3 AGI: +8 MANA: +10
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    WT: 0.3 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Obulus Death Shroud
    Obulus Death Shroud
    Item 664.png

    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

  • Wrists -
    Skullchip Bracelet
    Skullchip Bracelet
    Item 505.png

    MAGIC ITEM LORE ITEM
    Slot: WRIST
    WIS: +3 INT: +4 MANA: +10
    WT: 0.1 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL except BAR TRL OGR

    ,
    Golden Bracer
    Golden Bracer
    Item 516.png

    MAGIC ITEM LORE ITEM
    Slot: WRIST
    AC: 5
    STR: +7 INT: +7
    WT: 2.5 Size: MEDIUM
    Class: ALL
    Race: ALL except IKS

    ,
    Loam Encrusted Bracelet
    Loam Encrusted Bracelet
    Item 637.png

    MAGIC ITEM
    Slot: WRIST
    AC: 3
    CHA: +3 INT: +3 MANA: +15
    WT: 0.3 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Supple Scale Armband
    Supple Scale Armband
    Item 1055.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 3
    WIS: +5 INT: +5 MANA: +25
    SV FIRE: +10
    WT: 0.1 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Legs -
    Loam Encrusted Pantaloons
    Loam Encrusted Pantaloons
    Item 635.png

    MAGIC ITEM LORE ITEM
    Slot: LEGS
    AC: 5
    INT: +3 AGI: +8 HP: +10 MANA: +5
    SV DISEASE: +10
    WT: 0.7 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

  • Hands -
    Gloves of Fire
    Gloves of Fire
    Item 636.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    DEX: +10 CHA: +4 MANA: +10
    SV FIRE: +8
    Effect: Fingers of Fire (Must Equip, Casting Time: 5.0)
    WT: 2.0 Size: MEDIUM
    Class: WIZ MAG
    Race: ALL

    ,
    Ancient Shissar Gauntlet
    Ancient Shissar Gauntlet
    Item 531.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    AC: 15
    STR: +10 STA: +10 INT: +20
    SV DISEASE: +12 SV POISON: +12
    WT: 5.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    B
  • Feet -
    Loam Encrusted Lined Shoes
    Loam Encrusted Lined Shoes
    Item 633.png

    MAGIC ITEM LORE ITEM
    Slot: FEET
    AC: 4
    DEX: +8 CHA: +8 AGI: +8 MANA: +15
    SV POISON: +10
    WT: 0.7 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

  • Primary -
    Stein of Tears
    Stein of Tears
    Item 709.png

    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

    ,
    Staff of the Waterwalker
    Staff of the Waterwalker
    Item 601.png

    MAGIC ITEM
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 38
    DMG: 18
    WIS: +10 INT: +10 HP: +100
    Effect: Enduring Breath (Worn)
    WT: 7.5 Size: LARGE
    Class: ALL
    Race: ALL

    ,
    Tome of Miragul
    Tome of Miragul
    Item 789.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY SECONDARY
    STR: -5 DEX: -5 STA: -5 CHA: -25 WIS: +6 INT: +6 HP: +50 MANA: +50
    SV DISEASE: -10
    WT: 4.0 Size: SMALL
    Class: NEC MAG ENC
    Race: ALL except IKS

    ,
    Cone of the Mystics
    Cone of the Mystics
    Item 973.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    AC: 5
    WIS: +5 INT: +5 MANA: +50
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Rod of Oblations
    Rod of Oblations
    Item 822.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 27
    DMG: 6
    MANA: +60
    SV FIRE: +10 SV COLD: +10
    WT: 0.1 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Left Eye of Xygoz
    Left Eye of Xygoz
    Item 966.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY SECONDARY
    WIS: +12 INT: +12 MANA: +80
    Effect: Ultravision (Worn)
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Sarnak Summoners Staff
    Sarnak Summoners Staff
    Item 887.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 48
    DMG: 20
    DEX: +10 INT: +15 AGI: +10 MANA: +100
    Effect: Summon Lava Diamond (Must Equip, Casting Time: 15.0) at Level 50
    WT: 6.5 Size: LARGE
    Class: MAG
    Race: ALL

    ,
    Orb of Mastery
    Orb of Mastery
    Item 2868.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Charges: 1
    Skill: 1H Blunt Atk Delay: 30
    DMG: 20
    STR: +15 DEX: +5 STA: +10 INT: +20 MANA: +100
    SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
    Effect: Manifest Elements (Must Equip, Casting Time: 20.0) at Level 50
    WT: 1.0 Size: TINY
    Class: MAG
    Race: HUM ERU HIE DEF GNM

    B
  • Secondary -
    Drachnid Thyxl
    Drachnid Thyxl
    Item 767.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    AC: 5
    INT: +5 MANA: +40
    SV MAGIC: +10
    WT: 3.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Ornate Rune Shield
    Ornate Rune Shield
    Item 805.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    AC: 15
    INT: +8 MANA: +10
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    WT: 3.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    R,
    Insignia Protector
    Insignia Protector
    Item 805.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    AC: 20
    CHA: +5 WIS: +10 INT: +10 MANA: +20
    SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
    WT: 3.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    R,
    Book of Obulus
    Book of Obulus
    Item 789.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    WIS: +8 INT: +8 MANA: +45
    SV FIRE: +5 SV MAGIC: +5
    WT: 5.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Range -
    Idol of the Thorned
    Idol of the Thorned
    Item 895.png

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

    ,
    Dustscryer's Crystal Ball
    Dustscryer's Crystal Ball
    Item 507.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    INT: +2 MANA: +30
    WT: 2.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Idol of the Underking
    Idol of the Underking
    Item 895.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE PRIMARY SECONDARY
    STR: +3 HP: +20 MANA: +20
    WT: 2.5 Size: TINY
    Class: ALL
    Race: ALL


There's only one armor set introduced in Kunark and it's roughly equivalent to the Apothic armor set from Plane of Hate. It's not bad though and tradable. As I said, items and progression is pretty limited in Kunark unless you're doing Veeshan's Peak, there are some Peak items in there! For most folks this expansion will be about the grind: levels, spells, resist gear, and working on the epic. Use this time to save DKP or just enjoy your character before Velious drops and the server fully matures.



Loam robe.png



Loam Encrusted Armor (12 pcs)
AC STR STA AGI DEX WIS INT CHA
+52 +16 +0 +42 +26 +0 +30 +24
WT HP MANA MR FR CR PR DR
5.2 +40 +170 +20 +20 +20 +15 +20

Epic Era

Kurepic2.jpeg



With Veeshans peak and then epics coming out, that completes most of the Kunark content. The epic patch is fun, so many people running around trying to be first, using their existing drops to do turn ins. If you didn't get an Earth staff yet, don't worry about it, there is still time to get it off Innoruuk and of course there is the post Hate revamp where the staff is moved to Magi P`Tasa. Personally I was still leveling to 60 during this time and not raiding much, I didn't do my epic until post revamp. I'll put up the Epic guide here, it was written with all eras in mind, but if you're serious about completing it here is my walkthrough. Also here is an excellent spreadsheet created by Tritina of Fires of Heaven that can help you track your progress and has links to all the items you need.

https://docs.google.com/spreadsheets/u/0/d/1kzGPegPKFZHruRVfolL7oHIs4CN4qphAy3hAypDXcu0/copy



Welcome to my Magician Epic guide!


Have you ever wondered about the mage epic? How it functions exactly? Why is it so rare? There is very little information out there on the wiki or otherwise on this rare and unique spell. Yes the final reward is a spell: Summon Orb. I will detail how it all works, as well as an updated walk-through for the quest itself.




DISCLAIMER: This quest is enormously difficult to complete. Be aware before reading this or starting the quest that many will be unlikely to complete it. This is because of the rarity of Staff of Elemental Mastery: Earth




The Spell

  • The final reward for this epic quest is a spell.
  • Requires level 46
  • Costs 500 mana
  • 5 second cast
  • Recast time of 5 minutes





Orbspell.jpg






Summon Orb summons the actual weapon, here it is below. Notice is it magic, lore, no drop but NOT no rent. This is the first Magician summoned item that doesn't disappear on log out!





Orb of Mastery
Item 2868.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Charges: 1
Skill: 1H Blunt Atk Delay: 30
DMG: 20
STR: +15 DEX: +5 STA: +10 INT: +20 MANA: +100
SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
Effect: Manifest Elements (Must Equip, Casting Time: 20.0) at Level 50
WT: 1.0 Size: TINY
Class: MAG
Race: HUM ERU HIE DEF GNM




  • The final effect is Manifest Elements which summons a unique elemental pet
  • 20 second cast time
  • Spent orbs need to be destroyed and resummoned
  • No reagent required
  • Reclaim does not return any mana
  • The pet looks like a large Air elemental and has properties from all four elemantals
  • Warrior class (earth) it will bash and kick
  • Cold damage attack (water) 143 damage
  • Stun attack (air) 84 damage stun for 3 seconds
  • 50 point damage shield (fire)
  • Always the same level, 49
  • Always the same hit points (confirm)
  • Max hit for 67

Note: Earlier in P99 history the epic pet had nonclassic Luclin hit tables where it would hit for 81, in 2019 this was reduced to the classic value of 67.




The Quest

Epic Checklist

The Beginning

This part can be skipped.

You do not need the token to speak to Jahsohn, procure the items and return them to him when done.

Words of Magi'Kot

Semi rare off the Wolves, you can solo this by running around at night and looking for them. I recommend finding someone to help you track to save time.

Very common off these guys, best way is to grab one while leveling up there. Otherwise just be courteous to people exping down there.

This part can be tricky, this room can be split and soloed at 60, but it is difficult. You will need root nets, and possibly gate out after each of the first couple kills. There are three spawn points that can have a bloodthirsty, frenzied, or regular placeholder. Bring a friend who can root to split the pull, space out the kill timers on the mobs and it's a fairly easy solo camp.

No need to speak to him first, just bring the Words to him when done.

Power of the Elements

Always drops, can solo this at 50, just be careful and go slow. Invis to the castle, summon a pet outside and single pull with cancel magic until you get to the music room.

This part can be time consuming, I recommend camping the Lava elemental as he seems to drop it every time. You can keep his PH down as well as all the blazing elementals if you're creative in finding a path in between, I used Summon Companion where I could to save time.

This part is challenging if you want to preserve your faction with the outpost. Once inside Kaesora, invis up, take first left and down the drop off. Then right and straight, make sure to con the spiders, some see invis(Location 3). Go through the door and the broken wall in the closet. This is where you can swap to IvU, bring some Potion of unlife awareness. Head down the tunnels and around, keep an eye out for the raveners. With a bit of luck and level advantage you should be able to skirt the library (Location 5) and pop into the side room to the right (Location 6). There is a broken building in the middle, watch the pathers and wait for an opportunity to summon a pet. There are two spawns in the back room of the house, usually Raveners, and they often drop the power.

Epicmroute.jpg

There are only 4-5 guards, does not always drop. I recomend clearing the camp, then zoning into Mistmoore to get the Wind, then go back out and hopefully you'll have it drop in one of those two clears.

She wanders along the road between Kaladim and the docks.

Words of Mastery
Najgate.jpeg


Najena is a zone built for magicians, you can level here 15-35 easily. There are hidden camps and leveling routes all throughout the zone. The words can drop off more then just the various magicians (the named, dark bones, etc) murder everything for fun and profit. Akksstaff is in a hidden nook between Najena's pool and the Widowmistress area.

Power of the Orb

This is the only time you need to come to Lake Rathe to speak to Rykas, do all three subquests first then come to turn in.

Element of Fire

This is one the harder parts of the quest since you need a group and the Torch is definitely the rare drop off of this mob. If Neh spawns with the staff or shield you will see it, and when he has the torch he will not be holding anything. The bare minimum you need is a cleric, enchanter, and mage. Neh can complete heal AND charm, so he needs to be mana drained. The easiest way to pull him is to have the cleric, or enchanter pacify their way up the ramps to the upper level. Use the levitate trick to get past the locked door (hit your windows keys at the lowest point of levitate bob, and click in game at highest point to gain height) climb above the door and run across the gap to the other side. You can pull the black reaver through the door with pacify critical resists or by pet pulling. Drop the reaver in the broken gap in the walkway and he will fall onto this spot below for an easy kill. You can fight above, but have to deal with possible adds with respawns if you get too many reavers or Neh complete heals too many times. Expect to kill him 3-5 times.

Nehcom.jpg

These mobs are soloable at 60, but still difficult since they can summon you, bring a Shiny Brass Idol to help resummoned pets get aggro. I definitely recommend you bring a friend for this as they are easily duoed.

This can be soloed 57+, check out my leveling guide for a detailed write up on how to solo Undertow and his guards.Kurrat's Magician Leveling Guide 50-60 As far as spawning him (he has an 8 hour timer) your best bet is to park there and check periodically until you find him or his placeholder up. Then you can keep his spawn locked down as long as you wish. He seems to drop the wand about 50% of the time.

Jennus is hiding out near a lava river towards Veeshan's Peak

Element of Earth

There are three main ways to acquire this difficult piece, first I'll explain how to on a fresh Green server. Level to 50 as fast as you can, join one of the top guilds on the server and raid as much as you can. Once Plane of Hate is released make sure you track Innoruuk and goto every Inny kill you can. Be in the top 2 for Mage DKP in your guild. Eventually you will get the Staff, this is the best way, but for most of us out of reach.

For the more casual players you will need to wait for Epic revamp which is a few months into Velious, when the staff is moved to Magi P'Tasa, a miniboss. There are 10 minibosses and 12 (confirmed) spawn points in Hate. Each spawn point can be a regular mob or any of the minis, there can be multiple minis with the same name up at the same time. The spawn timer is 72 hours with 12 hour variance, I have confirmed this 24 hour window multiple times and have caught minis spawning when others have given up. There are 3 spawn points in Inny's old room, on the concrete pads and one to the south. There are two in the organ hall, 4 in different parts of the church, and 2 north of port in in the 4rd and 5th building. (counting port in room as the first.) Make sure you are tracking on a ranger for two reasons: A. you can find the direction of the mini from your tracking spot, this will help your puller find it faster, B. You can bind sight and physically see many of the different spawn points to verify if there is a PH up or if it's still in window. These maps are from the wiki but updated by Mikhal in Force of Will who was able to use some guild knowledge and a whole lot of time spent bind sighting to confirm these locations. The mini spawn points are all marked with A and a number, please note that some are second floor of first floor buildings, while A10,11,12 are in all Innoruuk's old room on the actual second floor.

First Floor Hate
1st Floor Hate Minis.png


Second Floor Hate
2nd Floor Hate Minis.png


So in order to catch a Magi pop you need to be tracking, if your guild kills minis then you will have the spawn windows, you can also watch for others killing them to find the window. The best time for this is after an Earthquake, usually 5 or 6 minis will pop and someone will go up and kill them all. Because of the frequency of earthquakes you will the most spawn windows on the weekends, and centered on Wednesdays. If you want to the most possible mini spawns, clear the PH's/minis every weekend and every Wednesday. Once you have a window you can start tracking. Count three days from the first kill, then subtract 12 hours for the start and add 12 hours for the finish. Don't sit there spamming the track hotkey for the whole 24 hours, that's insane and a one way ticket to burnout town. Check track every 30-60 minutes and eventually you will catch some spawns. Yes, you might miss some pops or be late by not checking track constantly, but the people who do will burnout and not be up there for long. Just be patient and keep at it and you will start to get Magi kills. He sometimes crushes when he has the staff, and the drop rate seems to be about 1 in 5 or so. Like any rare drop, the RNG can make this extremely rare so don't get discouraged if you don't get the staff right away. Your guild needs to be able to pull and kill Magi within 15-20 minutes from when you spot him up and send out a batphone in order to be competitive. There will be an entire chapter later on Magi later for those looking for more in depth information.


For the more hardcore players who couldn't acquire a Staff during the classic era, you can one group Magi if you know what you're doing. He is even soloable by enchanters, much to the dismay of most players. This route is problematic, and I'm not going to go into detail on this, because I feel that farm crews ruin this awful grind and make it worse than it should be. If you're serious, and you have friends who are skilled, you can definitely kill mini's with small crews. Be aware of the server rules, and your reputation if you decide to go this route.

Slixin is always up, although he is sometimes used as a charm pet, just ask the zone who has him. Slixin does not always drop the dirt, but it's an easy solo kill. You will probably have to pet swap so find a place you can kite around. The hardest part is not getting adds during the fight.

Do these subquests while you're leveling in Najena and working on the torn pages. These focus items are something you should have while leveling up anyways.

He wanders near the entrance to Firiona Vie, beware as an evil character there are many KOS mobs wandering around near him.

Element of Water

If you were fortunate to acquire this during classic when guilds still raided Phinny, this was the easiest way. He has a 12 hour spawn timer with no variance and can be killed with as few as 3 or 4 pet classes. I recommend minimum 4 pet classes to do this. One pet class binds at entrance, then everyone swims down to the lair and summons pets. The person who bound then sends their pet to attack the seahorses and gates back to entrance and waits until one of the others has pulled Phinny from the lair and engages with all the other pets. The puller can then zone out and back in to be Cothed down to the group. The staff is semi rare, expect to kill him 3-5 times.

This could be duoed I'm sure, but safest with 3 pet classes. Have a factioned puller park a pet at Rottgrime in the outpost then run out and attack with the pet. Pull him back towards Skyfire ramp, someone can hail lock him after the puller zones out. Zone back in and kill him, easy step.

His placeholder is the rogue lion that paths between the hill southeast of the northeast village towards the road and beyond. Look for the rogue lion you see in this area to isolate the spawn, Tarbul drops the Rain everytime.

Tarbulrain.jpg

Heads up for evil characters, none of the quest givers in this quest have any faction EXCEPT for this one, no idea why. Jinalis is on Erudite caster faction, so evil folks (or folks that have killed in Erudin) will be KOS to her. I was stumped on this part until someone suggested share wolf form, this brought my dark elf from scowls to apprehensive, which was enough to turn in.

Element of Wind

Common drop off the trash mobs on island seven, your guild should have some banked for the Air staff quest or the epic. If not, just make sure you attend Sky raids and you will get one eventually.

Super common, always rotting drop. You can solo the entrance easily to get your own.

Due to the changes in Quillmanes spawn mechanics this has become a difficult item to acquire. Once these changes have been figured out hopefully someone will edit this and add the information in. For now, the best method is to have a tracker friend and kill everything you see that wanders near Splitpaw.

  • Give these items to Kihun Solstin in the Plane of Air and receive the Element of Wind.

Kihun is in the hallway where you port into the quest room.

Spell Summon Orb

(If Master of Elements isn't spawned, Hail Kihun Solstin and say "I want to see the master.")

The master is in the quest room above the brazier. Make sure you're standing close to him when turning in, use hail to verify.



Pro Tips and Shortcuts
  • Ask around for a Water staff MQ, people frequently have these banked and it's monitary value is low. This allows you to keep your Water staff if you have one.
  • Alot of folks have Blazing wands laying around as well, can probably get an MQ for free.
  • You can buy a Pegasus cloak MQ if you have the cash, this one won't be cheap. You can also buy one so you can keep yours, free levitate is win.
  • A large portion of this quest can be completed during classic on a fresh start Green, if you plan well you can be almost done by the time the epic patch comes out.
  • On a mature server you can acquire many of these items while leveling, saving lots of running time later.




Thanks for reading my guide! Hopefully this will help people understand this item and quest better and maybe lead to some more folks being able to complete it. Thanks to everyone who helped me with the groupable parts, the many CoM Neh kills and the endless Hate runs and rezes and tracking and batphones. My guild is awesome and supportive and there's no way I could've completed it or made this guide with out them!



Kurepic.jpg

Kunark Chase

#Kunark Launch Era Click to go up


#Velious Launch Era Click to go down


There's really one contender here, that's right, it's
Rod of Annihilation
Rod of Annihilation
Item 973.png

MAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY
Skill: 1H Blunt Atk Delay: 40
DMG: 60
INT: -50
SV MAGIC: +10
WT: 5.0 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL

!!


Just kidding. Really the biggest chase item for Kunark for a Mage is simple:
Manna Robe
Manna Robe
Item 838.png

MAGIC ITEM
Slot: CHEST
AC: 14
INT: +8
Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50
WT: 3.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL

. There comes a point where maximum mana doesn't mean as much anymore. What are you really chasing post 3500? Sure I'd love to hit 4k unbuffed, but that's just 1 more Coth when FM, useful yes but not game breaking. What really changes the dynamic of how you can play your class is health and mana regen. Once you get a Manna robe you use your health pool as a second resource and add a significant amount of mana with just one item, and this one you can use anywhere. It's not quite as good as Manastone because of the three second cast time, but it's still an incredible item. There are other great regen items out there, and we'll go over that in the Velious gearing section because that's where most of them are. This is something you can use when soloing, raiding, or grouping. It is hands down the best item you can be using when cothing on raids, and in Velious there is a lot of cothing. Kunark it's much lighter, mostly just Trakanon, who drops this coveted robe.

So let's do some numbers here to illustrate how the robe works. Just like Manastone it costs 60 health for 20 mana, except there's a three second cast time. There's a few ways to use it and I'll go over each method.

Natural sitting regen at 60: 21 mana per tick. 10 ticks a minute gives you 210 mana. With me so far?


Method 1:


Standing and spamming the Manna robe, you can get two casts per tick, but because of latency and human error it won't be exactly two every time. Here's a (edited guild chat out) log excerpt to show what I mean:

  • [Sat Nov 26 22:09:31 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:31 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:33 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:34 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:34 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:34 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:34 2022] You feel your life draining into your mind. You have taken 60 points of damage.1
  • [Sat Nov 26 22:09:34 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:34 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:34 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:35 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:35 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:35 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:36 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:36 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:36 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:36 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:37 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:37 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:37 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:37 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:37 2022] You feel your life draining into your mind. You have taken 60 points of damage.2
  • [Sat Nov 26 22:09:38 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:38 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:38 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:38 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:38 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:40 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:40 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:41 2022] You feel your life draining into your mind. You have taken 60 points of damage.3
  • [Sat Nov 26 22:09:41 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:41 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:41 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:41 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:43 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:44 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:44 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:44 2022] You feel your life draining into your mind. You have taken 60 points of damage.4
  • [Sat Nov 26 22:09:44 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:44 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:44 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:44 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:47 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:47 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:47 2022] You feel your life draining into your mind. You have taken 60 points of damage.5
  • [Sat Nov 26 22:09:47 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:47 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:47 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:47 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:48 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:48 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:50 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:50 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:50 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:50 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:50 2022] You feel your life draining into your mind. You have taken 60 points of damage.6
  • [Sat Nov 26 22:09:50 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:51 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:51 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:53 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:53 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:53 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:54 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:54 2022] You feel your life draining into your mind. You have taken 60 points of damage.7
  • [Sat Nov 26 22:09:54 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:54 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:54 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:57 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:57 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:57 2022] You can't use that command right now...
  • [Sat Nov 26 22:09:57 2022] You feel your life draining into your mind. You have taken 60 points of damage.8
  • [Sat Nov 26 22:09:57 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:09:57 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:09:57 2022] You can't use that command right now...
  • [Sat Nov 26 22:10:00 2022] You feel your life draining into your mind. You have taken 60 points of damage.9
  • [Sat Nov 26 22:10:00 2022] You begin casting Mana Conversion.
  • [Sat Nov 26 22:10:00 2022] Your Manna Robe begins to glow.
  • [Sat Nov 26 22:10:00 2022] You can't use that command right now...
  • [Sat Nov 26 22:10:01 2022] You can't use that command right now...
  • [Sat Nov 26 22:10:01 2022] You can't use that command right now...
  • [Sat Nov 26 22:10:01 2022] You can't use that command right now...
  • [Sat Nov 26 22:10:03 2022] You feel your life draining into your mind. You have taken 60 points of damage.10


So from 22:09:31 to 22:10:03 I was able to click the robe 10 times.

10 clicks = 200 mana,

It took 32 seconds to do this so 3.2 seconds per cast. We can reasonably assume I would get a similar number if I did it again, so let's double it.

20 clicks = 400 mana in 64 seconds.

Compare that to 210 mana in 60 seconds just sitting down. Note that the 'you can't use that command right now...' spam is me spamming clicking the hotkey when the timer is low so I get it started asap.


Method 2:


Shamans have this spell as a class, and often do something called the 'canni dance'. This can be done by watching for their hp or mana to tick up, then standing up and casting cannibalize, then sitting and waiting for the tick up again. Rinse repeat. This allows the caster to utilize natural sitting regen as well as the spell regen. You can do this too with Manna robe, it's pretty simple, but it's intensive and you have to be paying close attention. Let's go through the numbers.

Sitting natural regen = 210 mana in 10 ticks. Dancing 10 robe clicks = 200 mana in 10 ticks

410 mana in one minute

This is more efficient then standing and spamming the robe, but a lot more work to achieve what is basically 30ish more mana. I'll leave it up to you to decide which is best.


Method 3:


If you're just soloing, farming some greens, or grouping just clicking the robe every time you stand up to move or cast another spell is a great way to add some mana without really focusing on it. Basically you want to make sure your health is never full, so just use it liberally whenever your about to sit down. It'll add a small amount of regen per minute even though you aren't sitting for those seconds. This is kind of a lazy, play as you go and it's more for laid back situations. No matter what you do, once you get this robe you will finally have some serious mana regen without the aid of others.

Velious Launch Era

#Kunark Chase Click to go up


#Revamp to Chardok Era Click to go down


Here we are at the last full release in the timeline, there are still patches to go, but the bulk of the game is now available! Velious opens so much more raiding, just Temple of Veeshan alone has more raid targets than all of Kunark, it's a whole different game. We get three major factions warring for the continent to choose from, each having a quest armor set for each class, each having a city leader raid boss. There are more group and solo opportunities, quests, and the more gear to choose from than in Classic and Kunark combined. There are finally serious upgrades for every slot, and the mudflation is through the roof, everything has large amounts of +HP/Mana. There is also a ton of HP/Mana regen items availible which are perfect for increasing your efficiency, most require some work to get, or are raid items. Let's look at the new items availible. We'll have a general overview of non armor set items, as well as the six different armor sets availible.

  • Ears -
    Blue Diamond Electrum Earring
    Blue Diamond Electrum Earring
    Item 1042.png

    MAGIC ITEM
    Slot: EAR
    MANA: +15
    SV FIRE: +6 SV DISEASE: +11 SV COLD: +6 SV MAGIC: +4 SV POISON: +11
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Dragons Tear Earring
    Dragons Tear Earring
    Item 544.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    AC: 10
    WIS: +7 INT: +7 HP: +10 MANA: +40
    SV DISEASE: +5 SV POISON: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Earring of the Frozen Skull
    Earring of the Frozen Skull
    Item 619.png

    MAGIC ITEM LORE ITEM
    Slot: EAR
    Charges: 4
    AC: 4
    MANA: +40
    SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
    Effect: Divine Aura (Any Slot/Can Equip, Casting Time: 1.0)
    WT: 0.1 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Earring of the Icecaster
    Earring of the Icecaster
    Item 534.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    AC: 10
    WIS: +5 INT: +5 AGI: +5 HP: +35 MANA: +35
    SV FIRE: +15 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
    WT: 0.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Helssen's Prismatic Trinket
    Helssen's Prismatic Trinket
    Item 534.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    AC: 5
    CHA: +8 MANA: +55
    SV MAGIC: +5
    WT: 0.3 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Kin Magi Earring
    Kin Magi Earring
    Item 522.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    INT: +7 MANA: +25
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Rijoely's Earring
    Rijoely's Earring
    Item 522.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    AC: 2
    INT: +3 MANA: +35
    SV MAGIC: +7
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Solist`s Earring of Insight
    Solist`s Earring of Insight
    Item 756.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    AC: 25
    INT: +15 HP: +90 MANA: +90
    SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

  • Fingers -
    Ring of the Frost Spiders
    Ring of the Frost Spiders
    Item 1124.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AC: 5
    WIS: +2 INT: +2 HP: +25 MANA: +25
    SV POISON: +10
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Diamond Wedding Band
    Diamond Wedding Band
    Item 1064.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AC: 2
    DEX: +3 WIS: +5 INT: +5 MANA: +15
    SV FIRE: +8 SV COLD: +8
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Dragon's Eye Sage Ring
    Dragon's Eye Sage Ring
    Item 1064.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    AC: 7
    DEX: +5 WIS: +8 INT: +8 MANA: +50
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Velium Fire Wedding Ring
    Velium Fire Wedding Ring
    Item 1060.png

    Slot: FINGER
    AC: 6
    HP: +65
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Ring of the Frozen Flame
    Ring of the Frozen Flame
    Item 675.png

    MAGIC ITEM NO DROP
    Slot: FINGER
    AC: 4
    STA: +5 HP: +60
    SV FIRE: +7
    Effect: Serpent Sight (Worn)
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Ring of Winter
    Ring of Winter
    Item 614.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AC: 3
    WIS: +5 INT: +5 HP: +55 MANA: +25
    SV MAGIC: +5
    WT: 0.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Coldain Hero's Insignia Ring
    Coldain Hero's Insignia Ring
    Item 617.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    AC: 9
    STR: +9 STA: +9 HP: +50
    SV MAGIC: +9
    Effect: Shield of the Eighth (Must Equip/Can Equip, Casting Time: Instant)
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Reaper's Ring
    Reaper's Ring
    Item 872.png

    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

    ,
    Ring of Superiority
    Ring of Superiority
    Item 1064.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    AC: 7
    STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +35 MANA: +35
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Knotted Turtlebone Ring
    Knotted Turtlebone Ring
    Item 613.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AC: 5
    STR: +3 HP: +25 MANA: +35
    Effect: Enduring Breath (Worn)
    WT: 0.1 Size: TINY
    Class: ALL except WAR MNK BRD ROG
    Race: ALL

    ,
    Pitted Iron Ring
    Pitted Iron Ring
    Item 875.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    Charges: 5
    AC: 4
    STA: +5 INT: +10 HP: +50 MANA: +50
    SV FIRE: +5 SV COLD: +5
    Effect: Mana Flare (Must Equip, Casting Time: 5.0) at Level 50
    WT: 0.2 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Ring of Dain Frostreaver IV
    Ring of Dain Frostreaver IV
    Item 515.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    AC: 10
    STR: +10 STA: +10 HP: +100
    SV MAGIC: +10
    Effect: Frostreaver's Blessing (Must Equip, Casting Time: Instant)
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Ring of Lightning
    Ring of Lightning
    Item 1124.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    AC: 10
    INT: +10 HP: +75 MANA: +75
    SV MAGIC: +10
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Ring of Destruction
    Ring of Destruction
    Item 1148.png

    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

    ,
    Crystasia`s Crystal Ring
    Crystasia`s Crystal Ring
    Item 880.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    AC: 30
    HP: +100 MANA: +100
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

  • Neck -
    Ayillish's Talisman
    Ayillish's Talisman
    Item 510.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: NECK
    AC: 7
    STR: +6 DEX: +6 STA: +6 CHA: +6 WIS: +6 INT: +6 AGI: +6 HP: +30 MANA: +30
    SV FIRE: +6 SV DISEASE: +6 SV COLD: +6 SV MAGIC: +6 SV POISON: +6
    WT: 0.5 Size: TINY
    Class: ALL
    Race: ALL

    or other +6 Talisman,
    Qeynos Badge of Honor
    Qeynos Badge of Honor
    Item 1002.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: NECK
    AC: 5
    STR: +4 WIS: +4 INT: +4 AGI: +4 HP: +25 MANA: +25
    Effect: See Invisible (Worn)
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Silver Charm of Tranquility
    Silver Charm of Tranquility
    Item 1056.png

    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

    ,
    Choker of the Wretched
    Choker of the Wretched
    Item 501.png

    MAGIC ITEM LORE ITEM
    Slot: NECK
    AC: 8
    STR: +8 CHA: +8 WIS: +8 INT: +8 HP: +40 MANA: +40
    Effect: Flowing Thought I
    WT: 0.1 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Spinning Orb of Confusion
    Spinning Orb of Confusion
    Item 507.png

    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

    ,
    Medal of Deep Thought
    Medal of Deep Thought
    Item 753.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: NECK
    AC: 10
    WIS: +9 INT: +9 HP: +75 MANA: +30
    SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
    WT: 0.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Amulet of the Dreadgazer
    Amulet of the Dreadgazer
    Item 754.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: NECK
    AC: 15
    STR: +5 STA: +5 WIS: +5 INT: +5 HP: +75 MANA: +75
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    Effect: Truesight (Worn, Casting Time: Instant)
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

  • Head -
    Circlet of Summer
    Circlet of Summer
    Item 523.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 25
    WIS: +10 HP: +70 MANA: +70
    SV COLD: +25
    WT: 2.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Circlet of Silver Skies
    Circlet of Silver Skies
    Item 511.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 25
    DEX: +7 STA: +7 CHA: +14 WIS: +7 INT: +7 AGI: +7
    MANA: +60
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    White Dragon Helm
    White Dragon Helm
    Item 625.png

    MAGIC ITEM LORE ITEM
    Slot: HEAD
    AC: 22
    STR: +10 DEX: +15 STA: +12 HP: +100 MANA: +60
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    Effect: Endure Magic (Worn)
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Circlet of Suffering
    Circlet of Suffering
    Item 523.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 20
    STR: +7 STA: +7 HP: +100 MANA: +50
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Platinum Blue Diamond Tiara
    Platinum Blue Diamond Tiara
    Item 523.png

    MAGIC ITEM
    Slot: HEAD
    MANA: +25
    SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Crown of the Kromzek Kings
    Crown of the Kromzek Kings
    Item 523.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 35
    STR: +10 WIS: +10 INT: +10 HP: +100
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +25 SV POISON: +10
    Effect: Truesight (Worn)
    WT: 1.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Circlet of the Falinkan
    Circlet of the Falinkan
    Item 511.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 12
    STR: +7 DEX: +5 WIS: +5 INT: +5 HP: +50 MANA: +75
    SV FIRE: +5 SV COLD: +5 SV MAGIC: +5
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

  • Face -
    Crystal Spider Eyes
    Crystal Spider Eyes
    Item 507.png

    LORE ITEM
    Slot: FACE
    AC: 8
    WIS: +3 INT: +3 HP: +35 MANA: +35
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Transparent Eyepatch
    Transparent Eyepatch
    Item 595.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 2
    DEX: +10 MANA: +100
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Mask of the Silver Eyes
    Mask of the Silver Eyes
    Item 772.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 25
    STA: +12 WIS: +12 INT: +12 HP: +20 MANA: +80
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Flowing Thought I (Worn)
    WT: 0.5 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Ssra`s Bloodstone Eyepatch
    Ssra`s Bloodstone Eyepatch
    Item 595.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 35
    STR: +10 WIS: +15 INT: +15 HP: +75 MANA: +75
    SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
    Effect: Truesight (Worn)
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Mask of Fall
    Mask of Fall
    Item 770.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 15
    INT: +7 MANA: +55
    SV DISEASE: +10 SV POISON: +10
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Dragon Scaled Mask
    Dragon Scaled Mask
    Item 1063.png

    MAGIC ITEM
    Slot: FACE
    AC: 10
    STA: +10 CHA: +25 INT: +12 HP: +50 MANA: +50
    WT: 0.1 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Sky Watcher's Monocle
    Sky Watcher's Monocle
    Item 999.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 15
    DEX: +10 WIS: +10 AGI: +10 HP: +50 MANA: +50
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Akkirus` Mask of Warfare
    Akkirus` Mask of Warfare
    Item 772.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 30
    STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +100 MANA: +100
    SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

  • Chest -
    Celestial Essence Robe
    Celestial Essence Robe
    Item 838.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 15
    DEX: +15 CHA: +5 INT: +18 HP: +30 MANA: +80
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +10 SV MAGIC: +5 SV POISON: +5
    WT: 0.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Crystal Covered Shroud
    Crystal Covered Shroud
    Item 838.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 12
    STR: +4 WIS: +4 INT: +4
    SV COLD: +10
    WT: 1.0 Size: MEDIUM
    Class: CLR DRU MNK NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Crystalline Robes
    Crystalline Robes
    Item 838.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 10
    INT: +6 AGI: +2 MANA: +10
    SV COLD: +10 SV MAGIC: +5
    WT: 2.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Guardian Robe
    Guardian Robe
    Item 838.png

    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

    ,
    Ancient Wurm Hide Robe
    Ancient Wurm Hide Robe
    Item 931.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 30
    INT: +10 MANA: +50
    SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
    WT: 5.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Blackened Crystalline Robe
    Blackened Crystalline Robe
    Item 1126.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 8
    CHA: +5 INT: +6
    SV COLD: +10
    WT: 3.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Sal`Varae`s Robe of Darkness
    Sal`Varae`s Robe of Darkness
    Item 928.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 60
    STR: +15 DEX: +15 STA: +25 CHA: +25 WIS: +25 INT: +25 AGI: +25 HP: +100 MANA: +100
    SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
    Effect: Flowing Thought I
    WT: 1.0 Size: TINY
    Class: CLR NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Netted Kelp Tunic
    Netted Kelp Tunic
    Item 838.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 13
    STR: +5 STA: +10 CHA: -10 INT: +10
    SV FIRE: +20
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Noble's Robes
    Noble's Robes
    Item 929.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 6
    CHA: +5
    SV FIRE: +6 SV DISEASE: +3 SV COLD: +6 SV MAGIC: +3 SV POISON: +3
    WT: 5.2 Size: MEDIUM
    Class: CLR NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Robe of Benevolence
    Robe of Benevolence
    Item 930.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 17
    DEX: -8 CHA: +15 INT: +10 AGI: -8 HP: +25 MANA: +80
    WT: 1.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Robe of Melding Auras
    Robe of Melding Auras
    Item 929.png

    LORE ITEM
    Slot: CHEST
    AC: 10
    INT: +6 HP: +25 MANA: +25
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    WT: 5.0 Size: MEDIUM
    Class: CLR MNK NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Sentry Robe
    Sentry Robe
    Item 942.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 11
    STR: +5 DEX: +5 INT: +9 MANA: +20
    WT: 2.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Shardtooth's Flayed Skin
    Shardtooth's Flayed Skin
    Item 632.png

    MAGIC ITEM LORE ITEM
    Slot: CHEST
    AC: 14
    HP: +35 MANA: +35
    WT: 5.0 Size: MEDIUM
    Class: WAR PAL RNG SHD BRD ROG
    NEC WIZ MAG ENC
    Race: ALL

    ,
    Shroud of the Dar Brood
    Shroud of the Dar Brood
    Item 662.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: BACK CHEST
    AC: 14
    STA: +8 WIS: +9 INT: +9 HP: +20 MANA: +50
    SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
    Haste: +34%
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    .
    Tserrina`s Robe
    Tserrina`s Robe
    Item 930.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 8
    CHA: +3 INT: +6 HP: +10 MANA: +50
    SV COLD: +5 SV MAGIC: +10
    WT: 5.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Wyvern Hide Tunic
    Wyvern Hide Tunic
    Item 632.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 13
    STA: +5 WIS: +8 INT: +6 MANA: +10
    SV FIRE: +7 SV MAGIC: +5
    WT: 1.2 Size: SMALL
    Class: DRU MNK NEC WIZ MAG ENC
    Race: ALL

  • Arms -
    Kelsiferous' Armband of Artistry
    Kelsiferous' Armband of Artistry
    Item 670.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: ARMS
    AC: 45
    STR: +10 DEX: +15 STA: +15 CHA: +15 INT: +15 MANA: +40
    SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
    WT: 0.0 Size: TINY
    Class: SHD BRD NEC WIZ MAG ENC
    Race: ALL

    ,
    Ancient Wyvern Hide Sleeves
    Ancient Wyvern Hide Sleeves
    Item 634.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: ARMS
    AC: 25
    STA: +15
    SV DISEASE: +8 SV POISON: +8
    WT: 2.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Silver Chains
    Silver Chains
    Item 538.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS ARMS BACK CHEST LEGS
    AC: 20
    STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +20 MANA: +20
    SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
    WT: 19.4 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Shiny Metallic Sleeves
    Shiny Metallic Sleeves
    Item 634.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: ARMS
    AC: 15
    STA: +15 INT: +9 MANA: +70
    SV FIRE: +8 SV COLD: +8
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Netted Kelp Sleeves
    Netted Kelp Sleeves
    Item 634.png

    MAGIC ITEM LORE ITEM
    Slot: ARMS
    AC: 5
    STR: +6 STA: +2 CHA: -5 INT: +6
    SV FIRE: +10
    WT: 0.4 Size: SMALL
    Class: ALL
    Race: ALL

  • Back -
    Cloak of the Ry`Gorr Oracles
    Cloak of the Ry`Gorr Oracles
    Item 839.png

    MAGIC ITEM LORE ITEM
    Slot: BACK
    AC: 6
    WIS: +2 INT: +2 MANA: +10
    SV COLD: +10 SV MAGIC: +5
    WT: 2.0 Size: LARGE
    Class: ALL
    Race: ALL

    ,
    Net of the Deep Sea
    Net of the Deep Sea
    Item 782.png

    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

    ,
    Frostreaver's Embroidered Cloak
    Frostreaver's Embroidered Cloak
    Item 657.png

    MAGIC ITEM LORE ITEM
    Slot: BACK
    AC: 15
    CHA: +8 WIS: +8 INT: +8 MANA: +50
    SV FIRE: +15 SV COLD: +15
    WT: 2.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Cloak of Confusion
    Cloak of Confusion
    Item 842.png

    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

    ,
    Shroud of the Dar Brood
    Shroud of the Dar Brood
    Item 662.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: BACK CHEST
    AC: 14
    STA: +8 WIS: +9 INT: +9 HP: +20 MANA: +50
    SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
    Haste: +34%
    WT: 1.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Cloak of the Maelstrom
    Cloak of the Maelstrom
    Item 659.png

    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

    ,
    Cloak of Crystalline Waters
    Cloak of Crystalline Waters
    Item 658.png

    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

    ,
    Cloak of the Seacaller
    Cloak of the Seacaller
    Item 660.png

    LORE ITEM NO DROP
    Slot: BACK
    AC: 10
    INT: +8 MANA: +65
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    WT: 0.0 Size: TINY
    Class: WIZ MAG
    Race: ALL

    ,
    Giant Scalemail Cloak
    Giant Scalemail Cloak
    Item 661.png

    MAGIC ITEM
    Slot: BACK
    AC: 7
    STA: +5 HP: +30 MANA: +10
    WT: 5.0 Size: LARGE
    Class: ALL
    Race: ALL except DWF HFL GNM

  • Waist -
    Belt of the Destroyer
    Belt of the Destroyer
    Item 560.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 25
    STR: +10 WIS: +15 INT: +15 HP: +75
    SV FIRE: +15
    Haste: +41%
    WT: 0.5 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Silver Girdle of Stability
    Silver Girdle of Stability
    Item 549.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 25
    STR: +3 WIS: +2 INT: +2 HP: +50 MANA: +50
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    WT: 15.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Belt of Dwarf Slaying
    Belt of Dwarf Slaying
    Item 718.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 20
    STR: +15 WIS: +15 INT: +15 HP: +100 MANA: +100
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Aura of Battle (Worn)
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Girdle of Living Thorns
    Girdle of Living Thorns
    Item 560.png

    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

    ,
    Belt of Inconsistency
    Belt of Inconsistency
    Item 564.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 15
    STR: +1 DEX: +1 WIS: +1 INT: +1 AGI: +1 HP: +70 MANA: +70
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Spider Fur Belt
    Spider Fur Belt
    Item 564.png

    MAGIC ITEM
    Slot: WAIST
    AC: 10
    DEX: +5 AGI: +5 HP: +40
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Spiked Seahorse Hide Belt
    Spiked Seahorse Hide Belt
    Item 562.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 10
    STR: +4 DEX: +4 STA: +4 CHA: +4 WIS: +4 INT: +4 AGI: +4 HP: +25 MANA: +25
    SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1
    Haste: +34%
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Chord of Vines
    Chord of Vines
    Item 572.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 8
    STA: +5 INT: +10 MANA: +40
    SV FIRE: +10 SV COLD: +10 SV MAGIC: +5
    WT: 1.0 Size: SMALL
    Class: MAG
    Race: HIE
    Deity: Tunare

    ,
    Oakleaf Girdle
    Oakleaf Girdle
    Item 718.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 4
    HP: +40 MANA: +40
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

  • Shoulders -
    Runed Coldain Prayer Shawl
    Runed Coldain Prayer Shawl
    Item 642.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 7
    STA: +7 CHA: +7 WIS: +7 INT: +7
    SV FIRE: +7 SV COLD: +7 SV POISON: +7
    Effect: Flowing Thought I (Worn)
    WT: 2.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Viik`s Pauldrons of Pain
    Viik`s Pauldrons of Pain
    Item 798.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 38
    STR: +15 STA: +10 HP: +75
    SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
    WT: 10.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Wurm Claw Pauldrons
    Wurm Claw Pauldrons
    Item 798.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 25
    STR: +10 STA: +5 WIS: +5 INT: +5 HP: +30 MANA: +30
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Shawl of Perception
    Shawl of Perception
    Item 665.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 15
    STA: +10 WIS: +10 INT: +10 HP: +30 MANA: +30
    SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
    WT: 1.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Strength of the Elements
    Strength of the Elements
    Item 798.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 15
    STR: +15 HP: +100
    SV FIRE: +15 SV COLD: +15
    WT: 2.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Wurm Lord Shawl
    Wurm Lord Shawl
    Item 665.png

    MAGIC ITEM NO DROP
    Slot: SHOULDERS
    AC: 12
    STR: +7 CHA: +6 INT: +6 AGI: +7 HP: +40 MANA: +25
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    WT: 0.4 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Fancy Velvet Mantle
    Fancy Velvet Mantle
    Item 668.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 6
    DEX: +9 STA: +5 INT: +5 MANA: +25
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Giant Scalemail Mantle
    Giant Scalemail Mantle
    Item 769.png

    MAGIC ITEM
    Slot: SHOULDERS
    AC: 6
    DEX: +2 HP: +10 MANA: +10
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    WT: 4.4 Size: MEDIUM
    Class: ALL
    Race: ALL except DWF HFL GNM

  • Wrists -
    Bracelet of Frostbite
    Bracelet of Frostbite
    Item 521.png

    MAGIC ITEM LORE ITEM
    Slot: WRIST
    HP: +30
    SV COLD: +9
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Bracelet of Protection
    Bracelet of Protection
    Item 671.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 20
    WIS: +7 INT: +7 MANA: +15
    SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Bracelet of the Deep Sea
    Bracelet of the Deep Sea
    Item 508.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 25
    INT: +10 HP: +35 MANA: +35
    SV FIRE: +10 SV MAGIC: +10
    WT: 0.5 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Bracelet of the Sky
    Bracelet of the Sky
    Item 620.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 22
    STR: +5 HP: +50
    SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
    WT: 8.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Bracelet of the Twisted Mind
    Bracelet of the Twisted Mind
    Item 1072.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 10
    STA: +5 INT: +5 HP: +35 MANA: +35
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Camii`s Bracer of Vigor
    Camii`s Bracer of Vigor
    Item 521.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 35
    STR: +15 STA: +20 WIS: +15 INT: +15 HP: +50 MANA: +50
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Invigor (Any Slot/Can Equip, Casting Time: 1.5) at Level 50
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Silver Bracelet of Speed
    Silver Bracelet of Speed
    Item 521.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 38
    STR: +10 STA: +10 WIS: +10 INT: +10 HP: +100
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Haste: +41%
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Silver Charm of Tranquility
    Silver Charm of Tranquility
    Item 1056.png

    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

    ,
    Steel Wristband of Strategy
    Steel Wristband of Strategy
    Item 521.png

    MAGIC ITEM LORE ITEM
    Slot: WRIST
    AC: 2
    STR: +7 DEX: +7 CHA: -5 INT: +7
    WT: 1.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Velium Blue Diamond Bracelet
    Velium Blue Diamond Bracelet
    Item 513.png

    Slot: WRIST
    MANA: +30
    SV FIRE: +9 SV DISEASE: +9 SV COLD: +11 SV MAGIC: +9 SV POISON: +9
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

  • Legs -
    Astral Leggings of the Titans
    Astral Leggings of the Titans
    Item 635.png

    MAGIC ITEM LORE ITEM
    Slot: LEGS
    AC: 5
    INT: +10 AGI: +8
    SV MAGIC: -5
    WT: 3.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Shining Metallic Pantaloons
    Shining Metallic Pantaloons
    Item 631.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: LEGS
    AC: 10
    STA: +10 INT: +15 MANA: +80
    SV FIRE: +8 SV COLD: +8
    WT: 3.5 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Netted Kelp Pantaloons
    Netted Kelp Pantaloons
    Item 635.png

    MAGIC ITEM LORE ITEM
    Slot: LEGS
    AC: 6
    STR: +6 STA: +8 CHA: -8 INT: +6
    SV FIRE: +10
    WT: 0.7 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Flayed Coldain-Skin Leggings
    Flayed Coldain-Skin Leggings
    Item 635.png

    MAGIC ITEM LORE ITEM
    Slot: LEGS
    AC: 5
    INT: +3 AGI: -10 HP: +15
    WT: 4.0 Size: MEDIUM
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Ancient Wyvern Hide Leggings
    Ancient Wyvern Hide Leggings
    Item 635.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: LEGS
    AC: 25
    STR: +5 STA: +15 AGI: +25 HP: +50
    SV DISEASE: +15
    WT: 2.0 Size: TINY
    Class: ALL
    Race: ALL

  • Hands -
    Spider Fur Gloves
    Spider Fur Gloves
    Item 636.png

    MAGIC ITEM LORE ITEM
    Slot: HANDS
    AC: 4
    INT: +3 MANA: +35
    SV COLD: +2
    WT: 0.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Coldain Skin Gloves
    Coldain Skin Gloves
    Item 636.png

    MAGIC ITEM
    Slot: HANDS
    AC: 12
    STA: +9 WIS: +6 INT: +6 HP: +20 MANA: +20
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Onyx Gauntlets
    Onyx Gauntlets
    Item 530.png

    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

    ,
    Gauntlets of Dragon Slaying
    Gauntlets of Dragon Slaying
    Item 846.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    AC: 30
    STR: +9 WIS: +9 INT: +9 HP: +75 MANA: +75
    SV FIRE: +9 SV DISEASE: +9 SV COLD: +9 SV MAGIC: +9 SV POISON: +9
    Haste: +41%
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Shiny Metallic Gloves
    Shiny Metallic Gloves
    Item 636.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    AC: 20
    INT: +9 MANA: +90
    SV FIRE: +8 SV COLD: +8
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Netted Kelp Gloves
    Netted Kelp Gloves
    Item 636.png

    MAGIC ITEM LORE ITEM
    Slot: HANDS
    AC: 5
    STR: +4 STA: +6 CHA: -4 INT: +5
    SV FIRE: +10
    WT: 0.4 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Gloves of Bladecalling
    Gloves of Bladecalling
    Item 636.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    AC: 2
    STA: +5 INT: +5 MANA: +50
    Effect: Sword of Runes (Must Equip, Casting Time: 14.0) at Level 40
    WT: 0.0 Size: TINY
    Class: MAG
    Race: ALL

  • Feet -
    Coldain Skin Boots
    Coldain Skin Boots
    Item 633.png

    MAGIC ITEM
    Slot: FEET
    AC: 3
    WIS: +8 INT: +8 MANA: +35
    WT: 2.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Boots of the Dead Dream
    Boots of the Dead Dream
    Item 779.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FEET
    AC: 25
    STA: +7 WIS: +7 INT: +7 HP: +25 MANA: +75
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Boots of Deep Thought
    Boots of Deep Thought
    Item 525.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FEET
    AC: 20
    STA: +15 INT: +15 HP: +65 MANA: +65
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    Effect: Aura of Battle (Worn)
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Sirran`s Boots of Insanity
    Sirran`s Boots of Insanity
    Item 764.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FEET
    AC: 20
    STA: +14 WIS: +14 INT: +14 HP: +100 MANA: +100
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    WT: 0.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Tvenken`s Slippers of Silence
    Tvenken`s Slippers of Silence
    Item 666.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FEET
    AC: 20
    STA: +5 WIS: +15 INT: +15 HP: +40 MANA: +70
    SV MAGIC: +5
    WT: 0.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    White Dragonscale Boots
    White Dragonscale Boots
    Item 633.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FEET
    AC: 15
    WIS: +17 INT: +17 HP: +85 MANA: +110
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +20 SV MAGIC: +10 SV POISON: +5
    Effect: Flowing Thought II
    WT: 1.5 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Boots of Bladecalling
    Boots of Bladecalling
    Item 764.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FEET
    AC: 10
    STA: +9 INT: +12 MANA: +55
    SV MAGIC: +10
    Effect: Shock of Swords (Must Equip, Casting Time: 17.0) at Level 40
    WT: 2.5 Size: MEDIUM
    Class: MAG
    Race: ALL

    ,
    Spider Fur-Lined Boots
    Spider Fur-Lined Boots
    Item 525.png

    MAGIC ITEM LORE ITEM
    Slot: FEET
    AC: 6
    CHA: +5 HP: +45
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Crystal Lined Slippers
    Crystal Lined Slippers
    Item 764.png

    MAGIC ITEM
    Slot: FEET
    AC: 5
    WIS: +3 INT: +3
    WT: 1.8 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Netted Kelp Lined Shoes
    Netted Kelp Lined Shoes
    Item 633.png

    MAGIC ITEM LORE ITEM
    Slot: FEET
    AC: 5
    STR: +1 STA: +14 CHA: -8 INT: +4
    SV FIRE: +4
    WT: 0.7 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Holgresh Fur Moccasins
    Holgresh Fur Moccasins
    Item 633.png

    MAGIC ITEM QUEST ITEM
    Slot: FEET
    AC: 4
    DEX: +3 CHA: +3 MANA: +15
    SV FIRE: +5 SV COLD: +5 SV MAGIC: +5
    WT: 0.9 Size: SMALL
    Class: ALL
    Race: ALL


    ,
    Velium Hound Fur Moccasins
    Velium Hound Fur Moccasins
    Item 633.png

    MAGIC ITEM
    Slot: FEET
    AC: 4
    STR: +4 STA: +8 AGI: +4 MANA: +10
    SV FIRE: +10
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL


  • Primary -
    Staff of the Silent Star
    Staff of the Silent Star
    Item 811.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 18
    DMG: 15
    STA: +10 INT: +10 HP: +75 MANA: +100
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    Effect: Flames of Ro (Combat, Casting Time: Instant)
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Wand of the Black Dragon Eye
    Wand of the Black Dragon Eye
    Item 810.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 24
    DMG: 18
    INT: +15 HP: +75 MANA: +75
    SV DISEASE: +15 SV POISON: +15
    Effect: Envenomed Breath (Combat, Casting Time: Instant) at Level 50
    WT: 5.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Staff of the Chamberlain
    Staff of the Chamberlain
    Item 602.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 45
    DMG: 28
    WIS: +10 INT: +10 HP: +20 MANA: +20
    WT: 10.0 Size: LARGE
    Class: ALL except BRD ROG
    Race: ALL

    ,
    Chetari Wardstaff
    Chetari Wardstaff
    Item 887.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 40
    DMG: 22 AC: 5
    STR: +2 DEX: +6 STA: +3 CHA: +8 WIS: +1 INT: +14 AGI: +2 HP: +15 MANA: +10
    SV FIRE: +3 SV DISEASE: +8 SV COLD: +12 SV MAGIC: +7 SV POISON: +11
    Effect: Knockback (Combat, Casting Time: Instant) at Level 45
    WT: 8.5 Size: LARGE
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Velium Crystal Staff
    Velium Crystal Staff
    Item 811.png

    MAGIC ITEM
    Slot: PRIMARY SECONDARY
    Skill: 1H Blunt Atk Delay: 21
    DMG: 9
    STR: -5 STA: -5 WIS: +2 INT: +2
    Effect: Frost Strike (Combat, Casting Time: Instant) at Level 1
    WT: 5.5 Size: TINY
    Class: CLR MNK NEC WIZ MAG ENC
    Race: ALL

    ,
    Charred Black Staff
    Charred Black Staff
    Item 602.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 25
    DMG: 10
    INT: +13 MANA: +15
    SV FIRE: +5 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +5 SV POISON: +3
    Effect: Shield of Flame (Combat, Casting Time: Instant)
    WT: 6.0 Size: LARGE
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Falgiron Staff
    Falgiron Staff
    Item 602.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 30
    DMG: 11
    INT: +12 MANA: +45
    SV FIRE: +8 SV COLD: +8
    Effect: Tashani (Combat, Casting Time: Instant)
    WT: 6.0 Size: LARGE
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Mystical Laig Staff
    Mystical Laig Staff
    Item 602.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 28
    DMG: 10
    INT: +15 MANA: +25
    Effect: Fire Spiral of Al'Kabor (Combat, Casting Time: Instant)
    WT: 8.0 Size: LARGE
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Staff of the Morning Dew
    Staff of the Morning Dew
    Item 601.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 12
    DMG: 4
    STA: +10 INT: +25 MANA: +100
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    WT: 3.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Twisted Oaken Staff
    Twisted Oaken Staff
    Item 602.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 30
    DMG: 10
    INT: +17 MANA: +30
    Effect: Shadow Vortex (Combat, Casting Time: Instant)
    WT: 10.0 Size: LARGE
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Runed Elder Staff
    Runed Elder Staff
    Item 602.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 35
    DMG: 11
    HP: +50 MANA: +50
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Tserrina's Staff
    Tserrina's Staff
    Item 887.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 52
    DMG: 12
    DEX: +5 CHA: +6 INT: +10 HP: +15 MANA: +55
    SV DISEASE: +8 SV POISON: +8
    Effect: Specter Lifetap (Combat, Casting Time: Instant) at Level 45
    WT: 5.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF HEF GNM IKS

    ,
    Sorcerous Bowl
    Sorcerous Bowl
    Item 1248.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 25
    DMG: 1
    CHA: -5 WIS: +7 INT: +7 HP: +50 MANA: +10
    SV FIRE: +5 SV COLD: +5 SV MAGIC: +5
    WT: 0.5 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF HEF GNM IKS

    ,
    Bindings of the Scribe
    Bindings of the Scribe
    Item 789.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY SECONDARY
    WIS: +5 INT: +5 MANA: +30
    WT: 0.4 Size: SMALL
    Class: CLR DRU NEC WIZ MAG ENC
    Race: ALL except BAR TRL OGR

    ,
    Book of Dawn
    Book of Dawn
    Item 778.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY SECONDARY
    CHA: +9 HP: +45
    WT: 2.5 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Book of Twilight
    Book of Twilight
    Item 778.png

    LORE ITEM
    Slot: PRIMARY SECONDARY
    STA: +9 MANA: +45
    WT: 2.5 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Bowl of Watery Protection
    Bowl of Watery Protection
    Item 1082.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    AC: 10
    SV MAGIC: +20
    Effect: Enduring Breath (Worn)
    WT: 5.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Frost Covered Tome
    Frost Covered Tome
    Item 778.png

    MAGIC ITEM
    Slot: PRIMARY SECONDARY
    AC: 2
    HP: +50 MANA: +50
    SV MAGIC: +5
    WT: 2.0 Size: MEDIUM
    Class: CLR NEC WIZ MAG ENC
    Race: ALL

    ,
    Glowing Red Stone
    Glowing Red Stone
    Item 507.png

    LORE ITEM
    Slot: PRIMARY SECONDARY
    AC: 10
    WIS: +6 INT: +6 HP: +40
    WT: 0.0 Size: TINY
    Class: WAR CLR PAL RNG SHD DRU MNK
    BRD ROG SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Phenocryst's Focus
    Phenocryst's Focus
    Item 968.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY SECONDARY
    AC: 5
    DEX: +3 CHA: +3 INT: +10 MANA: +40
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +5 SV POISON: +3
    WT: 0.5 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Velketor's Spell Book
    Velketor's Spell Book
    Item 777.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    STA: +5 CHA: +5 INT: +8 MANA: +100
    SV FIRE: +10 SV DISEASE: +5 SV COLD: +10 SV MAGIC: +20 SV POISON: +5
    WT: 0.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Zlandicar's Heart
    Zlandicar's Heart
    Item 1003.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    STR: +1 DEX: +2 STA: +1 CHA: -10 WIS: +2 INT: +20 AGI: +3
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Regeneration (Worn)
    WT: 0.0 Size: MEDIUM
    Class: SHD NEC WIZ MAG ENC
    Race: ALL

    ,
    Writ of Dragonkind
    Writ of Dragonkind
    Item 789.png

    MAGIC ITEM
    Slot: PRIMARY
    WIS: +15 INT: +15 HP: +25 MANA: +75
    SV MAGIC: +20
    WT: 2.0 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Secondary -
    Iron Scroll of War
    Iron Scroll of War
    Item 861.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE PRIMARY SECONDARY
    EXPENDABLE Charges: 2
    AC: 35
    WIS: +10 INT: +10 MANA: +50
    Effect: Supernova (Must Equip, Casting Time: Instant)
    WT: 0.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Nevederia's Left Eye
    Nevederia's Left Eye
    Item 885.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE PRIMARY SECONDARY
    AC: 15
    STR: +15 STA: +15 AGI: +15 HP: +50
    SV MAGIC: +10
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Nevederia's Right Eye
    Nevederia's Right Eye
    Item 859.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE PRIMARY SECONDARY
    AC: 15
    WIS: +7 INT: +7 AGI: +15 MANA: +75
    SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Sickly Glowing Orb
    Sickly Glowing Orb
    Item 507.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE SECONDARY
    STA: +5 HP: +60
    SV COLD: -10
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Spinning Orb of Confusion
    Spinning Orb of Confusion
    Item 507.png

    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

    ,
    Vyemm`s Left Eye
    Vyemm`s Left Eye
    Item 507.png

    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

    ,
    Vyemm`s Right Eye
    Vyemm`s Right Eye
    Item 507.png

    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

    ,
    Harnessed soul gem
    Harnessed soul gem
    Item 1129.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    INT: +6 MANA: +35
    Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: 10.0)
    WT: 0.1 Size: SMALL
    Class: MAG
    Race: ALL

    ,
    Crystal Webshield
    Crystal Webshield
    Item 973.png

    MAGIC ITEM LORE ITEM
    Slot: SECONDARY
    AC: 15
    HP: +20 MANA: +20
    SV COLD: +10
    WT: 0.2 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Orb of the Infinite Void
    Orb of the Infinite Void
    Item 973.png

    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

    ,
    Buckler of Insight
    Buckler of Insight
    Item 542.png

    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

    ,
    Runed Writ
    Runed Writ
    Item 1116.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    WIS: +8 INT: +8
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    WT: 0.4 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Silver Disk
    Silver Disk
    Item 972.png

    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

    ,
    Orb of the Crimson Bull
    Orb of the Crimson Bull
    Item 973.png

    MAGIC ITEM NO DROP
    Slot: RANGE PRIMARY SECONDARY
    STA: +10 WIS: +5 INT: +5 HP: +25 MANA: +75
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
    Effect: Invigor
    WT: 1.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Sporestrand Shield
    Sporestrand Shield
    Item 972.png

    LORE ITEM
    Slot: SECONDARY
    AC: 5
    WIS: +2 INT: +2 MANA: +25
    WT: 1.0 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Seer Lore Book
    Seer Lore Book
    Item 778.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    INT: +13 MANA: +40
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Essence of Nature
    Essence of Nature
    Item 767.png

    LORE ITEM NO DROP
    Slot: SECONDARY
    AC: 10
    CHA: +15 INT: +15 HP: +50 MANA: +100
    SV FIRE: +12 SV DISEASE: +12 SV POISON: +12
    Effect: Flowing Thought V
    WT: 2.5 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Unopenable Box
    Unopenable Box
    Item 1144.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE PRIMARY SECONDARY
    AC: 5
    STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5
    HP: +50 MANA: +50
    WT: 24.4 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Barrier of Sound
    Barrier of Sound
    Item 972.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    AC: 40
    HP: +60 MANA: +60
    SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Buckler of Doom
    Buckler of Doom
    Item 759.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SECONDARY
    AC: 10
    STR: +15 HP: +45 MANA: +40
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

  • Range -
    Ball of Kelp
    Ball of Kelp
    Item 734.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    AC: 5
    WIS: +2 INT: +2 MANA: +35
    WT: 0.0 Size: TINY
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Kromzek Surveyor Scope
    Kromzek Surveyor Scope
    Item 1141.png

    MAGIC ITEM
    Slot: RANGE
    INT: +5
    Effect: Telescope (Any Slot, Casting Time: Instant)
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Silver Dagger of Destruction
    Silver Dagger of Destruction
    Item 574.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE PRIMARY
    Skill: Piercing Atk Delay: 20
    DMG: 19 Dmg Bonus: 6 AC: 50
    STR: +25 INT: +15 MANA: +50
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Tiny Velium Gargoyle
    Tiny Velium Gargoyle
    Item 895.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    WIS: +2 INT: +2 HP: +40
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    White Dragon Statue
    White Dragon Statue
    Item 895.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 15
    STA: +15 INT: +15 HP: +50 MANA: +100
    SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
    Effect: Flowing Thought I (Worn)
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Teacher's Syllabus
    Teacher's Syllabus
    Item 860.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    WIS: +3 INT: +3 MANA: +20
    SV POISON: +20
    WT: 0.5 Size: SMALL
    Class: CLR SHM NEC WIZ MAG ENC
    Race: ALL except BAR ELF HEF TRL OGR

    ,
    Thunderstone
    Thunderstone
    Item 507.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 15
    STR: +10 DEX: +5 STA: +10 AGI: +5
    SV MAGIC: +15
    WT: 0.5 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Frozen Orb
    Frozen Orb
    Item 947.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    AC: 2
    WIS: +3 INT: +3 MANA: +40
    WT: 1.0 Size: MEDIUM
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Hand of the Master
    Hand of the Master
    Item 918.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 25
    DEX: +10 STA: +10 HP: +50 MANA: +20
    SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
    WT: 1.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Seal of Thoridain
    Seal of Thoridain
    Item 752.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 3
    WIS: +3 INT: +3 MANA: +30
    SV COLD: +3 SV MAGIC: +3
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Student's Homework
    Student's Homework
    Item 862.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    INT: +3 MANA: +15
    SV MAGIC: +10
    WT: 1.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF HEF GNM IKS

    ,
    Thunder Runed Dagger
    Thunder Runed Dagger
    Item 592.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE PRIMARY
    Skill: Piercing Atk Delay: 18
    DMG: 9
    INT: +3 MANA: +30
    SV MAGIC: +4
    WT: 1.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Eye of Narandi
    Eye of Narandi
    Item 1131.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    AC: 4
    STR: +4 DEX: +4 STA: +4 AGI: +4 HP: +40 MANA: +40
    Effect: Creeping Vision (Any Slot/Can Equip, Casting Time: 1.0)
    WT: 2.0 Size: MEDIUM
    Class: ALL
    Race: ALL

    ,
    Orb of the Deep Sea
    Orb of the Deep Sea
    Item 507.png

    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

    ,
    White Resistance Stone
    White Resistance Stone
    Item 966.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 1
    STR: +1 DEX: +1 STA: +1 CHA: +1 WIS: +1 INT: +1 AGI: +1
    SV MAGIC: +35
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Red Resistance Stone
    Red Resistance Stone
    Item 964.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 1
    STR: +1 DEX: +1 STA: +1 CHA: +1 WIS: +1 INT: +1 AGI: +1
    SV FIRE: +35
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Green Resistance Stone
    Green Resistance Stone
    Item 958.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 1
    STR: +1 DEX: +1 STA: +1 CHA: +1 WIS: +1 INT: +1 AGI: +1
    SV POISON: +35
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Blue Resistance Stone
    Blue Resistance Stone
    Item 963.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 1
    STR: +1 DEX: +1 STA: +1 CHA: +1 WIS: +1 INT: +1 AGI: +1
    SV COLD: +35
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

Velious Armor Sets

There are six armor sets that become available with the launch of Velious, each of the three main factions have a quest armor, along with a dropped set in Plane of Growth (PoG), a quested set in Plane of Mischief (PoM), and player crafted set called Ice Silk. Unlike with some of the melee sets there is little debate here which is best, the Skyshrine (SS) armor has the best stats overall. The PoM robe has the top over all stats between them but lacks the clicky, some of the pieces are better than some of the Prestidigitator's. Look at the stat comparisons and see for yourself what you think though. When it comes to the robes fashion is where it's at, because the stats are so similar. The PoG robe and and SS robe are the easiest to acquire, but in my opinion the Thurg and Kael robes look better because they are so much more rare. Generally if you know you're going to have access to Halls of Testing to get the SS armor it's better to skip the Thurg armor drops in Kael so you only have to get the gems once. The Thurg armor is fine though for several slots and is much easier to find, except for the robe. Be aware that while these sets are often easier to get they aren't BIS by any means, for many players they are an excellent choice to save DKP for other items. The SS pieces will hold you a long time if that's the route you take. I still use four pieces late in Velious for various reasons, one of them is being DKP poor, but the direct upgrades all come from North ToV so they can be expensive. I plan on keeping a SS bracer on permanently for the reclaim clicky so I don't have to mem the spell or gear swap. You could also keep a low level focus item around to use.


Prestidigitator's Armor

Ss mage bp.png


Ally faction is required for all Skyshrine armor quests.

Set Totals (1 bracer)
ACSTRSTAAGIDEXWISINTCHAHPManaSvMSvFSvCSvPSvD
4533615004902652852820272124


  • Prestidigitator's Headband
    Prestidigitator's Headband
    Item 523.png

    MAGIC ITEM NO DROP
    Slot: HEAD
    AC: 6
    STA: +5 INT: +10 HP: +35 MANA: +35
    SV DISEASE: +2 SV COLD: +4 SV MAGIC: +7 SV POISON: +2
    WT: 0.2 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Prestidigitator's Robe
    Prestidigitator's Robe
    Item 930.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 12
    STA: +15 INT: +15 HP: +60 MANA: +90
    SV FIRE: +7 SV DISEASE: +7 SV COLD: +10 SV MAGIC: +7 SV POISON: +7
    Effect: Shield of Lava (Must Equip, Casting Time: 16.0)
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Prestidigitator's Sleeves
    Prestidigitator's Sleeves
    Item 634.png

    MAGIC ITEM NO DROP
    Slot: ARMS
    AC: 6
    STA: +5 INT: +5 HP: +50 MANA: +25
    SV FIRE: +1 SV DISEASE: +4 SV COLD: +1 SV MAGIC: +1 SV POISON: +1
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Prestidigitator's Wristband
    Prestidigitator's Wristband
    Item 516.png

    MAGIC ITEM NO DROP
    Slot: WRIST
    AC: 4
    STA: +3 INT: +6 AGI: +5 HP: +25 MANA: +20
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    Effect: Reclaim Energy (Must Equip, Casting Time: 1.0)
    WT: 0.3 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Prestidigitator's Gloves
    Prestidigitator's Gloves
    Item 636.png

    MAGIC ITEM NO DROP
    Slot: HANDS
    AC: 5
    STR: +3 INT: +10 AGI: +10 HP: +35 MANA: +25
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Prestidigitator's Trousers
    Prestidigitator's Trousers
    Item 635.png

    MAGIC ITEM NO DROP
    Slot: LEGS
    AC: 7
    STA: +5 INT: +3 HP: +45 MANA: +50
    SV FIRE: +3 SV DISEASE: +2 SV COLD: +3 SV MAGIC: +4 SV POISON: +2
    Effect: Burnout III (Must Equip, Casting Time: 15.0)
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Prestidigitator's Boots
    Prestidigitator's Boots
    Item 633.png

    MAGIC ITEM NO DROP
    Slot: FEET
    AC: 5
    STA: +3 HP: +15 MANA: +40
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Summon Bandages (Must Equip, Casting Time: 10.0)
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

Summoner's Armor

SummonersRobe.png


Ally faction is required for all Kael armor quests.

Set Totals (1 bracer)
ACSTRSTAAGIDEXWISINTCHAHPManaSvMSvFSvCSvPSvD
5802715005301402102923161823


  • Summoner's Circlet
    Summoner's Circlet
    Item 523.png

    MAGIC ITEM NO DROP
    Slot: HEAD
    AC: 8
    INT: +10 HP: +25 MANA: +25
    SV DISEASE: +5 SV MAGIC: +7
    WT: 0.2 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Summoner's Robe
    Summoner's Robe
    Item 930.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 14
    STA: +15 INT: +15 HP: +40 MANA: +90
    SV FIRE: +10 SV DISEASE: +7 SV MAGIC: +10 SV POISON: +7
    Effect: Shield of Lava (Must Equip, Casting Time: 14.0) at Level 50
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Summoner's Sleeves
    Summoner's Sleeves
    Item 634.png

    MAGIC ITEM NO DROP
    Slot: ARMS
    AC: 8
    STA: +4 INT: +7 HP: +25 MANA: +25
    SV COLD: +4
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Summoner's Warband
    Summoner's Warband
    Item 516.png

    MAGIC ITEM NO DROP
    Slot: WRIST
    AC: 6
    INT: +2 AGI: +5 HP: +10 MANA: +10
    SV FIRE: +4 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    Effect: Reclaim Energy (Must Equip, Casting Time: 1.0) at Level 50
    WT: 0.3 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Summoner's Gloves
    Summoner's Gloves
    Item 636.png

    MAGIC ITEM NO DROP
    Slot: HANDS
    AC: 7
    INT: +10 AGI: +10 HP: +25 MANA: +20
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Summoner's Pantaloons
    Summoner's Pantaloons
    Item 635.png

    MAGIC ITEM NO DROP
    Slot: LEGS
    AC: 8
    STA: +5 INT: +5 MANA: +20
    SV FIRE: +3 SV DISEASE: +2 SV COLD: +3 SV MAGIC: +3 SV POISON: +2
    Effect: Burnout III (Must Equip, Casting Time: 15.0) at Level 50
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Summoner's Boots
    Summoner's Boots
    Item 633.png

    MAGIC ITEM NO DROP
    Slot: FEET
    AC: 7
    STA: +3 INT: +4 HP: +15 MANA: +20
    SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
    Effect: Summon Bandages (Must Equip, Casting Time: 10.0) at Level 50
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

Arch-Mage's Armor

ArchmagesRobe.png


Kindly faction is required for all Thurgadin armor quests.

Set Totals (1 bracer)
ACSTRSTAAGIDEXWISINTCHAHPManaSvMSvFSvCSvPSvD
4502614004201101601915131311


  • Arch Mage's Crown
    Arch Mage's Crown
    Item 523.png

    MAGIC ITEM NO DROP
    Slot: HEAD
    AC: 6
    INT: +9 HP: +15 MANA: +15
    SV FIRE: +2 SV MAGIC: +7
    WT: 0.2 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Arch Mage's Robe
    Arch Mage's Robe
    Item 930.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 12
    STA: +14 INT: +15 HP: +40 MANA: +80
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Shield of Lava (Must Equip, Casting Time: 16.0)
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Arch Mage's Sleeves
    Arch Mage's Sleeves
    Item 634.png

    MAGIC ITEM NO DROP
    Slot: ARMS
    AC: 6
    STA: +4 INT: +5 HP: +15 MANA: +15
    SV POISON: +2
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Arch Mage's Warband
    Arch Mage's Warband
    Item 516.png

    MAGIC ITEM NO DROP
    Slot: WRIST
    AC: 4
    INT: +2 AGI: +5 HP: +10 MANA: +10
    SV FIRE: +2 SV DISEASE: +1 SV COLD: +2 SV MAGIC: +1 SV POISON: +1
    Effect: Reclaim Energy (Must Equip, Casting Time: 1.0)
    WT: 0.3 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Arch Mage's Gloves
    Arch Mage's Gloves
    Item 636.png

    MAGIC ITEM NO DROP
    Slot: HANDS
    AC: 5
    INT: +9 AGI: +9 HP: +15 MANA: +20
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +1 SV POISON: +2
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Arch Mage's Pantaloons
    Arch Mage's Pantaloons
    Item 635.png

    MAGIC ITEM NO DROP
    Slot: LEGS
    AC: 7
    STA: +5 INT: +2
    SV FIRE: +2 SV DISEASE: +1 SV COLD: +2 SV MAGIC: +3 SV POISON: +1
    Effect: Burnout III (Must Equip, Casting Time: 15.0)
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Arch Mage's Boots
    Arch Mage's Boots
    Item 633.png

    MAGIC ITEM NO DROP
    Slot: FEET
    AC: 5
    STA: +3 HP: +15 MANA: +20
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    Effect: Summon Bandages (Must Equip, Casting Time: 10.0)
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

Armor of Conjuration

Ilvara.png


The Magician's Conjuration armor drops in the Plane of Growth.

Set Totals (1 bracer)
ACSTRSTAAGIDEXWISINTCHAHPManaSvMSvFSvCSvPSvD
4502614004201101601914131411


  • Circlet of Conjuration
    Circlet of Conjuration
    Item 1124.png

    MAGIC ITEM NO DROP
    Slot: HEAD
    AC: 6
    INT: +9 HP: +15 MANA: +15
    SV MAGIC: +7 SV POISON: +2
    WT: 0.2 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Robe of Conjuration
    Robe of Conjuration
    Item 930.png

    MAGIC ITEM NO DROP
    Slot: CHEST
    AC: 12
    STA: +14 INT: +15 HP: +40 MANA: +80
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Shield of Lava (Must Equip, Casting Time: 16.0)
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Sleeves of Conjuration
    Sleeves of Conjuration
    Item 634.png

    MAGIC ITEM NO DROP
    Slot: ARMS
    AC: 6
    STA: +4 INT: +5 HP: +15 MANA: +15
    SV FIRE: +2
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Wristband of Conjuration
    Wristband of Conjuration
    Item 516.png

    MAGIC ITEM NO DROP
    Slot: WRIST
    AC: 4
    INT: +2 AGI: +5 HP: +10 MANA: +10
    SV FIRE: +1 SV DISEASE: +1 SV COLD: +2 SV MAGIC: +1 SV POISON: +2
    Effect: Reclaim Energy (Must Equip, Casting Time: 1.0)
    WT: 0.3 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Gloves of Conjuration
    Gloves of Conjuration
    Item 636.png

    MAGIC ITEM NO DROP
    Slot: HANDS
    AC: 5
    INT: +9 AGI: +9 HP: +15 MANA: +20
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +1 SV POISON: +2
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Pantaloons of Conjuration
    Pantaloons of Conjuration
    Item 635.png

    MAGIC ITEM NO DROP
    Slot: LEGS
    AC: 7
    STA: +5 INT: +2
    SV FIRE: +2 SV DISEASE: +1 SV COLD: +2 SV MAGIC: +3 SV POISON: +1
    Effect: Burnout III (Must Equip, Casting Time: 15.0)
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Boots of Conjuration
    Boots of Conjuration
    Item 633.png

    MAGIC ITEM NO DROP
    Slot: FEET
    AC: 5
    STA: +3 HP: +15 MANA: +20
    SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
    Effect: Summon Bandages (Must Equip, Casting Time: 10.0)
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

Sly Summoner's Armor

Female Human Sly Summoner's Robe.png


Class armor set for Magicians from the Plane of Mischief. Uses the Sly Summoner Doll.

Set Totals (1 bracer)
ACSTRSTAAGIDEXWISINTCHAHPManaSvMSvFSvCSvPSvD
741451246104631902402550502525
  • Sly Summoners Crown
    Sly Summoners Crown
    Item 1124.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HEAD
    AC: 10
    WIS: +10 INT: +7 HP: +25 MANA: +25
    SV FIRE: +5 SV COLD: +5 SV MAGIC: +5
    Effect: Ultravision (Worn, Casting Time: Instant)
    WT: 0.2 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Sly Summoners Robe
    Sly Summoners Robe
    Item 930.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 22
    STR: +10 STA: +15 INT: +15 HP: +50 MANA: +90
    SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Sly Summoners Sleeves
    Sly Summoners Sleeves
    Item 634.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: ARMS
    AC: 10
    STR: +4 INT: +4 HP: +20 MANA: +20
    SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV POISON: +10
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Sly Summoners Wristguard
    Sly Summoners Wristguard
    Item 516.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 6
    INT: +5 AGI: +5 HP: +10 MANA: +10
    SV FIRE: +5 SV COLD: +5 SV MAGIC: +5
    WT: 0.3 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Sly Summoners Gloves
    Sly Summoners Gloves
    Item 636.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: HANDS
    Charges: 10
    AC: 8
    DEX: +6 INT: +6 HP: +50 MANA: +50
    SV DISEASE: +5 SV POISON: +5
    Effect: Nullify Magic (Must Equip, Casting Time: Instant) at Level 45
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Sly Summoners Pants
    Sly Summoners Pants
    Item 635.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: LEGS
    Charges: 3
    AC: 10
    STA: +10 INT: +10 AGI: +10 HP: +20 MANA: +20
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    Effect: Ring of Misty (Must Equip, Casting Time: Instant) at Level 45
    WT: 0.5 Size: MEDIUM
    Class: MAG
    Race: HUM ERU HIE DEF GNM

  • Sly Summoners Boots
    Sly Summoners Boots
    Item 633.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FEET
    Charges: 10
    AC: 8
    CHA: +3 HP: +15 MANA: +25
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV POISON: +5
    Effect: Scale of Wolf (Must Equip, Casting Time: Instant) at Level 45
    WT: 0.4 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM


Ice Silk Armor

Robe of the Whistling Fists Iksar Male.jpg


Set Totals (1 bracer)
ACSTRSTAAGIDEXWISINTCHAHPManaSvMSvFSvCSvPSvD
58-514169565911513830-87--
  • Ice Silk Amice
    Ice Silk Amice
    Item 668.png

    MAGIC ITEM QUEST ITEM
    Slot: SHOULDERS
    AC: 4
    CHA: +5 INT: +3 HP: +5 MANA: +10
    SV COLD: +10
    WT: 0.3 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Bracelet
    Ice Silk Bracelet
    Item 637.png

    MAGIC ITEM
    Slot: WRIST
    AC: 3
    STA: +5 CHA: +3 HP: +5 MANA: +15
    SV COLD: +5
    WT: 0.3 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Cap
    Ice Silk Cap
    Item 640.png

    MAGIC ITEM
    Slot: HEAD
    AC: 5
    CHA: +11 WIS: +8 INT: +10 HP: +10 MANA: +20
    SV COLD: +5 SV MAGIC: +5
    WT: 0.3 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Choker
    Ice Silk Choker
    Item 643.png

    MAGIC ITEM
    Slot: NECK
    AC: 4
    CHA: +5 INT: +4 HP: +5 MANA: +10
    SV COLD: +5 SV MAGIC: +5
    WT: 0.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Cloak
    Ice Silk Cloak
    Item 660.png

    Slot: BACK
    AC: 6
    CHA: +6 INT: +8 HP: +5 MANA: +10
    SV COLD: +10 SV MAGIC: +10
    WT: 0.6 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Gloves
    Ice Silk Gloves
    Item 636.png

    MAGIC ITEM
    Slot: HANDS
    AC: 4
    CHA: +3 INT: +7 AGI: +10 HP: +10 MANA: +10
    SV COLD: +9
    WT: 0.4 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Lined Shoes
    Ice Silk Lined Shoes
    Item 633.png

    MAGIC ITEM
    Slot: FEET
    AC: 4
    DEX: +5 CHA: +4 AGI: +4 HP: +20 MANA: +8
    SV COLD: +10
    WT: 0.7 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Pantaloons
    Ice Silk Pantaloons
    Item 635.png

    MAGIC ITEM
    Slot: LEGS
    AC: 5
    CHA: +6 INT: +5 HP: +20 MANA: +5
    SV COLD: +9
    WT: 0.7 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Robe
    Ice Silk Robe
    Item 838.png

    MAGIC ITEM
    Slot: CHEST
    AC: 12
    DEX: +11 CHA: +10 INT: +14 HP: +15 MANA: +25
    SV COLD: +10
    WT: 1.0 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Sash
    Ice Silk Sash
    Item 564.png

    MAGIC ITEM
    Slot: WAIST
    AC: 4
    CHA: +1 WIS: +1 INT: +3 HP: +5 MANA: +10
    SV COLD: +5 SV MAGIC: +5
    WT: 0.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Sleeves
    Ice Silk Sleeves
    Item 634.png

    MAGIC ITEM
    Slot: ARMS
    AC: 4
    CHA: +1 INT: +8 HP: +10 MANA: +10
    SV COLD: +9
    WT: 0.4 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


  • Ice Silk Veil
    Ice Silk Veil
    Item 677.png

    MAGIC ITEM
    Slot: FACE
    AC: 3
    CHA: +4 INT: +4 HP: +5 MANA: +10
    SV COLD: +5 SV MAGIC: +5
    WT: 0.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS


Revamp to Chardok Era

#Velious Launch Era Click to go up


#Velious Chase Click to go down


Sleepergreen.jpeg


The final classic era! The planes revamp adds some new loot and armor sets, along with changes to how some epic quests work. This includes moving the coveted Earth staff to one of Innoruuk's minions and revamping his entire loot table. Finally the Chardok revamp patch adds in a ton more loot, some of which is very nice for casters. I'm lumping all the new loot together here on this table for reference. There is also some post Sleeper Awakening items added in here as well.


  • Ears -
    Earring of Everfount
    Earring of Everfount
    Item 1042.png

    MAGIC ITEM LORE ITEM
    Slot: EAR
    AC: 2
    HP: +35 MANA: +35
    Effect: Everfount (Must Equip, Casting Time: 4.0) at Level 44
    WT: 0.3 Size: TINY
    Class: MAG
    Race: HUM ERU HIE DEF GNM

    ,
    Hammered Golden Loop
    Hammered Golden Loop
    Item 757.png

    MAGIC ITEM NO DROP
    Slot: EAR
    AC: -15
    STA: +8 HP: +75
    SV MAGIC: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Pearly Sarnak Bangle
    Pearly Sarnak Bangle
    Item 534.png

    MAGIC ITEM NO DROP
    Slot: EAR
    AC: 2
    STA: +10 HP: +35
    SV DISEASE: +5 SV POISON: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Essence Pearl
    Essence Pearl
    Item 534.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: EAR
    STA: +10 WIS: +10 INT: +10 HP: +65
    SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

  • Fingers -
    Ring of Stealthy Travel
    Ring of Stealthy Travel
    Item 873.png

    MAGIC ITEM LORE ITEM
    Slot: FINGER
    HP: +35 MANA: +35
    Effect: Gather Shadows (Must Equip, Casting Time: 2.0) at Level 49
    WT: 3.0 Size: SMALL
    Class: RNG SHD DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Engineer's Ring
    Engineer's Ring
    Item 616.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    AC: 20
    STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +5 MANA: +20
    WT: 0.1 Size: TINY
    Class: WAR CLR PAL SHD ROG NEC WIZ MAG ENC
    Race: GNM

    ,
    Ring of Pureblood
    Ring of Pureblood
    Item 880.png

    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

    ,
    Di`zok Begirding
    Di`zok Begirding
    Item 674.png

    LORE ITEM
    Slot: FINGER
    WIS: +5 INT: +5 HP: +5 MANA: +20
    SV DISEASE: +5 SV POISON: +5
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Di'Zok Signet of Service
    Di'Zok Signet of Service
    Item 1045.png

    MAGIC ITEM LORE ITEM NO TRADE
    Slot: FINGER
    AC: 2
    CHA: +1 WIS: +1 INT: +1
    HP: +65 MANA: +45
    WT: 0.1 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Regal Band of Bathezid
    Regal Band of Bathezid
    Item 1148.png

    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

    ,
    Essence Ring
    Essence Ring
    Item 616.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FINGER
    AC: 8
    HP: +65 MANA: +65
    SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

  • Neck -
    Sarnak Arcane Fetish
    Sarnak Arcane Fetish
    Item 1043.png

    LORE ITEM
    Slot: NECK
    DEX: +2 CHA: +5 INT: +6
    WT: 0.1 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Bloodstar Pendant
    Bloodstar Pendant
    Item 1049.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: NECK
    AC: 5
    STR: +9 CHA: +9 WIS: +9 INT: +9
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
    WT: 0.1 Size: TINY
    Class: ALL except SHM
    Race: HUM

  • Head -
    Iksar Hide Cap
    Iksar Hide Cap
    Item 640.png

    MAGIC ITEM
    Slot: HEAD
    AC: 10
    WIS: +7 INT: +7 HP: +25
    WT: 1.0 Size: SMALL
    Class: ALL
    Race: ALL

  • Face -
    Tattered Flesh Veil
    Tattered Flesh Veil
    Item 771.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 4
    WIS: +7 INT: +7 MANA: +40
    SV POISON: +10
    WT: 3.0 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Stained Cloth Mask
    Stained Cloth Mask
    Item 528.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    Charges: 10
    AC: 6
    CHA: +4 HP: +20 MANA: +20
    SV DISEASE: +5 SV POISON: +5
    Effect: Ultravision (Must Equip, Casting Time: 5.0)
    WT: 3.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Mask of Secrets
    Mask of Secrets
    Item 506.png

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 7
    CHA: +5 INT: +5 MANA: +20
    SV POISON: +5
    WT: 3.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Darkbrood Mask
    Darkbrood Mask
    Item 770.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 7
    STR: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 MANA: +50
    SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV POISON: +5
    WT: 1.0 Size: SMALL
    Class: WAR CLR SHD ROG NEC WIZ MAG ENC
    Race: DEF

    ,
    Eye of Cazic Thule
    Eye of Cazic Thule
    Item 1130.png

    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

  • Chest -
    Raiment of the Chosen
    Raiment of the Chosen
    Item 1126.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 22
    INT: +16
    SV DISEASE: +10 SV POISON: +10
    WT: 2.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Robe of Inspiration
    Robe of Inspiration
    Item 928.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: CHEST
    AC: 20
    INT: +20 MANA: +100
    SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
    Effect: Flowing Thought I (Worn)
    WT: 0.5 Size: MEDIUM
    Class: NEC WIZ MAG ENC
    Race: ALL

  • Arms -
    Spirit Wracked Cord
    Spirit Wracked Cord
    Item 1118.png

    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

  • Back -
    Iksar Hide Cape
    Iksar Hide Cape
    Item 660.png

    MAGIC ITEM LORE ITEM
    Slot: BACK
    AC: 10
    HP: +75 MANA: +75
    SV DISEASE: +15 SV POISON: +15
    WT: 3.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Slick Leather Courier`s Cape
    Slick Leather Courier`s Cape
    Item 659.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: BACK
    AC: 9
    STR: +5 STA: +8 INT: +5 AGI: +5 HP: +50
    WT: 2.0 Size: MEDIUM
    Class: ALL
    Race: ALL

  • Waist -
    Girdle of Rapidity
    Girdle of Rapidity
    Item 719.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 6
    CHA: +7 WIS: +7 INT: +7 MANA: +50
    Haste: +31%
    WT: 2.5 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Girdle of Flayed Iksar
    Girdle of Flayed Iksar
    Item 932.png

    MAGIC ITEM LORE ITEM
    Slot: WAIST
    AC: 6
    STA: +8 WIS: +8 MANA: +30
    WT: 3.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Bone-Clasped Girdle
    Bone-Clasped Girdle
    Item 718.png

    MAGIC ITEM
    Slot: WAIST
    AC: 4
    STR: +7 DEX: +7 STA: +7 HP: +75 MANA: +75
    WT: 0.1 Size: SMALL
    Class: CLR DRU BRD SHM NEC WIZ MAG ENC
    Race: ALL

    ,
    Grotesque Girdle
    Grotesque Girdle
    Item 503.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WAIST
    AC: 8
    WIS: +10 INT: +10 HP: +100 MANA: +100
    WT: 0.0 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Shoulders -
    Mantle of Study
    Mantle of Study
    Item 665.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 5
    DEX: +7 INT: +7 AGI: +7 HP: +10 MANA: +10
    WT: 0.5 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

    ,
    Pauldrons of Power
    Pauldrons of Power
    Item 668.png

    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

    ,
    Jade Inlaid Spaulders
    Jade Inlaid Spaulders
    Item 798.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 8
    STA: +5 INT: +3 AGI: +3 MANA: +30
    SV MAGIC: +5
    WT: 2.2 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Fancy Velvet Mantle
    Fancy Velvet Mantle
    Item 668.png

    MAGIC ITEM LORE ITEM
    Slot: SHOULDERS
    AC: 6
    DEX: +9 STA: +5 INT: +5 MANA: +25
    WT: 1.5 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Shawl of Protection
    Shawl of Protection
    Item 662.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: SHOULDERS
    AC: 10
    SV FIRE: +35 SV DISEASE: +35 SV COLD: +35 SV MAGIC: +35 SV POISON: +35
    WT: 0.0 Size: SMALL
    Class: ALL
    Race: ALL

  • Wrists -
    Zombie Flesh Bracer
    Zombie Flesh Bracer
    Item 637.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: WRIST
    AC: 6
    INT: +5 HP: +65 MANA: +65
    Effect: Breath of the Dead (Worn)
    WT: 0.0 Size: TINY
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

  • Legs -
    Tanned Iksar Hide Leggings
    Tanned Iksar Hide Leggings
    Item 631.png

    MAGIC ITEM LORE ITEM
    Slot: LEGS
    AC: 8
    STR: +3 STA: +3 CHA: +4 INT: +3 HP: +25 MANA: +25
    SV DISEASE: +7 SV POISON: +7
    WT: 3.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: ALL

  • Hands -
    Iksar Skin Gloves
    Iksar Skin Gloves
    Item 636.png

    MAGIC ITEM LORE ITEM
    Slot: HANDS
    AC: 2
    CHA: +5 INT: +3 MANA: +10
    WT: 0.4 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

  • Feet -
    Sarnak Hide Boots
    Sarnak Hide Boots
    Item 844.png

    MAGIC ITEM LORE ITEM
    Slot: FEET
    AC: 5
    DEX: +5 CHA: +5 WIS: +5 INT: +5 MANA: +25
    WT: 3.0 Size: SMALL
    Class: ALL except WAR MNK BRD ROG
    Race: ALL

  • Primary -
    Staff of Elemental Mastery: Fire
    Staff of Elemental Mastery: Fire
    Item 811.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: PRIMARY
    Skill: 2H Blunt Atk Delay: 30
    DMG: 15
    Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
    Focus Effect: Servant of Fire
    WT: 5.0 Size: LARGE
    Class: MAG
    Race: ALL

    ,
    Di`zok Sceptre of Authority
    Di`zok Sceptre of Authority
    Item 822.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY
    Skill: 1H Blunt Atk Delay: 20
    DMG: 10 AC: 10
    WIS: +5 INT: +5 MANA: +25
    SV MAGIC: +5
    WT: 3.0 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Secondary -
    History of the Di`zok
    History of the Di`zok
    Item 789.png

    MAGIC ITEM LORE ITEM
    Slot: PRIMARY SECONDARY
    AC: 15
    CHA: +2 WIS: +2 INT: +2 HP: +35 MANA: +35
    WT: 3.0 Size: SMALL
    Class: CLR DRU SHM NEC WIZ MAG ENC
    Race: ALL

  • Range -
    Essence Lens
    Essence Lens
    Item 1129.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    AC: 15
    HP: +75 MANA: +75
    SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
    WT: 0.0 Size: TINY
    Class: ALL
    Race: ALL

    ,
    Brain of Cazic Thule
    Brain of Cazic Thule
    Item 1205.png

    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

    ,
    Hate Crystal
    Hate Crystal
    Item 973.png

    MAGIC ITEM LORE ITEM NO DROP
    Slot: RANGE
    INT: +5 HP: +75 MANA: +75
    WT: 1.0 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM

    ,
    Bronze Statue of Bathezid
    Bronze Statue of Bathezid
    Item 1231.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE
    STA: +6 HP: +25 MANA: +25
    SV DISEASE: +10
    WT: 3.0 Size: SMALL
    Class: ALL
    Race: ALL

    ,
    Crypt Master's Conjuring Stone
    Crypt Master`s Conjuring Stone
    Item 767.png

    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

    ,
    Darksight Dagger
    Darksight Dagger
    Item 574.png

    MAGIC ITEM LORE ITEM
    Slot: RANGE PRIMARY
    Skill: Piercing Atk Delay: 40
    DMG: 24
    Effect: Chill Sight (Combat, Casting Time: Instant) at Level 44
    WT: 1.2 Size: SMALL
    Class: NEC WIZ MAG ENC
    Race: HUM ERU HIE DEF GNM IKS

    ,
    Iksar Hide Manual
    Iksar Hide Manual
    Item 777.png

    MAGIC ITEM
    Slot: RANGE PRIMARY SECONDARY
    AC: 5
    INT: +5 MANA: +45
    SV DISEASE: +10 SV POISON: +10
    WT: 3.0 Size: SMALL
    Class: ALL except WAR MNK ROG
    Race: ALL

    ,
    Sarnak Summoner`s Dagger
    Sarnak Summoner`s Dagger
    Item 591.png

    MAGIC ITEM
    Slot: RANGE PRIMARY
    Skill: Piercing Atk Delay: 20
    DMG: 9 AC: 5
    INT: +5 MANA: +30
    Effect: Blaze (Combat, Casting Time: Instant) at Level 49
    WT: 1.5 Size: SMALL
    Class: MAG
    Race: HUM ERU HIE DEF GNM

    ,
    Vile Sarnak Brew
    Vile Sarnak Brew
    Item 705.png

    MAGIC ITEM
    Slot: RANGE
    MANA: +50
    SV COLD: +10
    This is a miraculous drink!
    WT: 3.0 Size: SMALL
    Class: ALL
    Race: ALL

Velious Chase

#Revamp to Chardok Era Click to go up


#Magician Play Basics and Leveling Click to go down





Velious has two chase items. First let's talk about the best HP regeneration item in the game
Ring of Dain Frostreaver IV
Ring of Dain Frostreaver IV
Item 515.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 10
STR: +10 STA: +10 HP: +100
SV MAGIC: +10
Effect: Frostreaver's Blessing (Must Equip, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

. This bad boy adds 10 to regen, attack, and a 10 point damage shield. Simply put this is the best item you can ever acquire for your Maging career. Remember the Kunark chase item, that lil' old Manna Robe? This is exactly what you need to make it more efficient. Adding that extra regen for the entire life of the character is an almost unquantifiable boon. Two third's of a fungi tunic on your finger! There are some downsides to this of course, it requires a buff slot, and the real bad news is that it doesn't stack with the druid and shaman regen spell line.


Level 60 standing/sitting regen is 4/7


Phantom Armor is 5


Ring of Dain Frostreaver IV
Ring of Dain Frostreaver IV
Item 515.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 10
STR: +10 STA: +10 HP: +100
SV MAGIC: +10
Effect: Frostreaver's Blessing (Must Equip, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

is 10


Zlandicar's Heart
Zlandicar's Heart
Item 1003.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
STR: +1 DEX: +2 STA: +1 CHA: -10 WIS: +2 INT: +20 AGI: +3
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Regeneration (Worn)
WT: 0.0 Size: MEDIUM
Class: SHD NEC WIZ MAG ENC
Race: ALL

is 5


This is where the Manna Robe really starts to shine with 24/27 HP regen, you can cancel almost 25% of the HP loss per tick with this set up. With this much regen you'll be using the robe a lot which as we've already covered is the only way for a Mage to increase mana regen without other's help. There are some other excellent HP regen items you can get as well. If Ring 10 eludes you there are some other options as well you should look into;
Chestplate of Fiery Might
Chestplate of Fiery Might
Item 624.png

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 60
STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +30 MANA: +30
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
Effect: Fiery Might (Any Slot, Casting Time: Instant)
WT: 24.4 Size: TINY
Class: WAR PAL SHD
Race: ALL

which any class can click for +5 HP regen +5 DS, it's a baby ring 10 and a great alternative if you can't win the roll. The real epic every Mage should be after is
Zlandicar's Heart
Zlandicar's Heart
Item 1003.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
STR: +1 DEX: +2 STA: +1 CHA: -10 WIS: +2 INT: +20 AGI: +3
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Regeneration (Worn)
WT: 0.0 Size: MEDIUM
Class: SHD NEC WIZ MAG ENC
Race: ALL

, it has some decent stats and the amazing +5 HP regen. It's a common drop off of Zlandicar, and eventually becomes somewhat affordable with plat. This is the item you should be pursuing in Velious raidwise. Work on your Coldain Ring quests and save your DKP for the Z-heart. There's nothing else to use in your main hand to be honest, it is literally best in slot. The epic is a great stat stick but once you get the Z-heart that's what you'll be using anyway. If you're saving for an earth staff, you could easily buy one of these well before you could the staff.

Both of these items should be on your watch list! While getting some armor sets or some of that amazing +100 point items is great, regen is better. Let's take a look at Flowing Thought and Aura of Battle items. Each Flowing Thought of the same number doesn't stack with itself, but stacks with other numbers. This mostly is an issue with Flowing Thought I, since II and V only appear on one item Mage's can use. So your top end is +8 MP regen. The Aura of Battle items stack together for +6 HP regen.


Hit Point Regen


Belt of Dwarf Slaying
Belt of Dwarf Slaying
Item 718.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 20
STR: +15 WIS: +15 INT: +15 HP: +100 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Aura of Battle (Worn)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

This is easily BIS, and not that hard to get with DKP.


Boots of Deep Thought
Boots of Deep Thought
Item 525.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 20
STA: +15 INT: +15 HP: +65 MANA: +65
SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
Effect: Aura of Battle (Worn)
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL


Nice boots here but typically your DKP would be better spent on
White Dragonscale Boots
White Dragonscale Boots
Item 633.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 15
WIS: +17 INT: +17 HP: +85 MANA: +110
SV FIRE: +5 SV DISEASE: +5 SV COLD: +20 SV MAGIC: +10 SV POISON: +5
Effect: Flowing Thought II
WT: 1.5 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL


Spirit Wracked Cord
Spirit Wracked Cord
Item 1118.png

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


Hard to acquire these, but if you can get past the Goblin rolls on the quest they are incredible for any of the slots you can wear them on.


Mana Point Regen


Brain of Cazic Thule
Brain of Cazic Thule
Item 1205.png

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

Probably BIS for range items, it's really heavy though, comes with STR at least. This one is pricey to buy because it's all/all.


Buckler of Insight
Buckler of Insight
Item 542.png

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

Probably the coolest way to get FT since casters don't get many items that look like shields. It has pretty good stats for an OH as well, it can be expensive so plan your gear choices out. Chances are if your guild kills Dozekar you can also get Tunare and she has a much better offhand.


Choker of the Wretched
Choker of the Wretched
Item 501.png

MAGIC ITEM LORE ITEM
Slot: NECK
AC: 8
STR: +8 CHA: +8 WIS: +8 INT: +8 HP: +40 MANA: +40
Effect: Flowing Thought I
WT: 0.1 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

Excellent neck, and for many, myself included it's the cheapest way to get the first FT. It isn't too expensive or rare, you can buy it for DKP or plat whichever is easier. Decent stats as well to go with it.


Eye of Cazic Thule
Eye of Cazic Thule
Item 1130.png

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

Great face slot and a great item to get your FT I from. It can be expensive but it's not that rare or hard to get. Nice +points for a mask.


Mask of the Silver Eyes
Mask of the Silver Eyes
Item 772.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 25
STA: +12 WIS: +12 INT: +12 HP: +20 MANA: +80
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: TINY
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

Great mask, not BIS, but still very nice stats. I think there are better ways to spend your DKP.


Robe of Inspiration
Robe of Inspiration
Item 928.png

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 20
INT: +20 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: MEDIUM
Class: NEC WIZ MAG ENC
Race: ALL

Great looking robe and awesome stats! Generally pretty easy to acquire if your guild kills CT, it has killer resists and +mana to go with the FT. I use this as my resist set FT I or for max mana set.


Sal`Varae`s Robe of Darkness
Sal`Varae`s Robe of Darkness
Item 928.png

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 60
STR: +15 DEX: +15 STA: +25 CHA: +25 WIS: +25 INT: +25 AGI: +25 HP: +100 MANA: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Effect: Flowing Thought I
WT: 1.0 Size: TINY
Class: CLR NEC WIZ MAG ENC
Race: HUM ERU HIE DEF GNM IKS

If you can afford this ridiculous item you probably don't need the FT on it anyway, but it's easily BIS for the chest slot. As a Mage this isn't really worth going for IMO, you'll be using the Manna robe way more, save your DKP for other items instead.


Runed Coldain Prayer Shawl
Runed Coldain Prayer Shawl
Item 642.png

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 7
STA: +7 CHA: +7 WIS: +7 INT: +7
SV FIRE: +7 SV COLD: +7 SV POISON: +7
Effect: Flowing Thought I (Worn)
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL

Considered the entry point for FT items, it's mostly soloable, but it's a long involved quest with so much tradeskill work. It can be worth going for if you don't plan on raiding much or can't afford to buy a Choker of the Wretched. If you're raiding, skip this for sure since you can get other FT I items much more easily.


White Dragon Statue
White Dragon Statue
Item 895.png

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 15
STA: +15 INT: +15 HP: +50 MANA: +100
SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
Effect: Flowing Thought I (Worn)
WT: 0.0 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL

One of the better range slot items, comparable to CT's brain, good choice.


White Dragonscale Boots
White Dragonscale Boots
Item 633.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 15
WIS: +17 INT: +17 HP: +85 MANA: +110
SV FIRE: +5 SV DISEASE: +5 SV COLD: +20 SV MAGIC: +10 SV POISON: +5
Effect: Flowing Thought II
WT: 1.5 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

Quest reward from turning in Tormax's head to Yelinak, absolutely worth the DKP the stats are incredible and the only way to get FT II. BIS easily.


Essence of Nature
Essence of Nature
Item 767.png

LORE ITEM NO DROP
Slot: SECONDARY
AC: 10
CHA: +15 INT: +15 HP: +50 MANA: +100
SV FIRE: +12 SV DISEASE: +12 SV POISON: +12
Effect: Flowing Thought V
WT: 2.5 Size: TINY
Class: NEC WIZ MAG ENC
Race: ALL

The holy grail of FT items, it tends to be rare off Tunare and go for high DKP, it's completely worth it however if you raid enough to afford it. It also has great stats to along with the MP regen. BIS.

Magician Play Basics and Leveling

#Velious Chase Click to go up


#Level 1-11 Click to go down


Najgate2.jpeg




So we've covered how to create your character, how to equip your character, let's take a dive into how to play your character. When you have a pet summoned, the pet will steal 50% of the exp, unless you do 51% of the damage to the mob. If you're grouped with just one person, and they are in range to get experience, you don't take the penalty. Duoing is a great way to exp, and maximize your experience. These methods I'll go over here are for soloing. We will cover other basics as we go through the levels and talk about spells. So here we go!


Basics

Method One: Shoot first and ask questions later


The simplest thing to do is just let the pet eat the 50% experience, and try to kill as much as you can to make up for it. This works well 1-20, and there a lot of times you want to just let the pet rampage around and kill everything it can. At a certain point you're just hurting you progress, you will have to decide when that is. It's usually post 20 in my experience.


Method Two: Nuke the Mob


This one is easy, just do 51% of the damage to the mob. The best way to make sure you're doing 51% is to pull the mob with your best nuke and hover your mouse over it's HP bar. You'll see the % of it's health and see how much the nuke does. So if it does 20% you'll need to nuke three times to break that 51% barrier. You can also cast damage shield to add to non pet damage, it doesn't count for anyone so it reduces the % for you. So in the 20% HP nuke scenario, nuking twice plus a damage shield might be enough to pop you over. Just count how many times the shield goes off and compare it to the nuke damage to be sure.


Method Three: Reclaim the Pet


This method works best level 24 or 29 plus, but you can use it at anytime. Summon your pet, put a damage shield on it, let the mob beat itself down to 5% - 10% health. Then cast Reclaim Energy on your pet, all of it's damage is now 'gone' so to speak, so you just need to nuke for that 5% and finish the mob. Bingo, 100% experience. Reclaim energy returns the mana cost of the summoned pet (but not the reagent) based on it's health, it's not exactly 50% pet health = 50% mana cost. However 100% pet health does return 100% mana cost. I believe this has something to do with specialization not returning the discounted mana.

Pets

Before we go over the spells let's talk about the different pets. People often ask: "What is the best pet?", or "What pet should I use at this level?", or something similar to these questions. My response is generally: "It's complicated." There isn't always a single answer that fits all situations or levels. People have all sorts of different experiences with each pet at each rank and obviously your personal preference should come into play here. Play with what you like! If you want to have every pet at every spell rank and use each one situationally then go for it. If you want to stick with just one that works too. Up front I'll say this: the earth pet is generally the best pet while leveling up. You can't go wrong with this guy, he always has the most hit points, has root (your only real crowd control spell), and post 50 always hits the hardest. That doesn't mean the other pets don't have value or aren't useful, in fact most of them are. Let's look at the level 49 rank pets to get a general idea of how they work, and as we go through the spell levels we can compare the different pets by rank.


PET SKILLS: All pets except the Fire Pet gain the ability to double kick/bash.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Greater Conjuration: Air 37-41 2200-2400 48-56 23-25 Stun
Greater Conjuration: Earth 2600-2900 23-25 Root
Greater Conjuration: Fire 1550-1750 N/A 38-42 39-43
Greater Conjuration: Water 2350-2600 23-25 38-42


Some of the info in these tables may be incorrect, I haven't tested everything since the pets were reset to classic values during the first Green timeline, but you can still see the differences between each pet. Earth always has the highest HP, followed by Water, then Air, and then Fire, this never changes. At levels 4-49 they are all warrior class NPC's and all four will have the same hit range, in this case 48-56 damage. The biggest difference between them in classic levels is the abilities they have. The spells they cast for Earth/Fire/Water is all around the same time at every 6-9 seconds. Air's spell is slower more like every 15-18 seconds.

Earth: Casts a root.

Water: Casts a cold based direct damage.

Air: Casts a magic based stun attack and also casts invisibility on itself when idle.

Fire: Casts a fire based direct damage as well as casting a personal damage shield that is far higher than what the Magician can cast at level.


Think of the pets spells as extensions of your own spellbook. If you want a cold based damage over time (DoT) then pop out the Water pet, if you want a fire based DoT then use Fire. The Air pets stun is the only way that Mages can cast this spell without the use of items. The same goes for Earth's root. So while Mages may not get as many spells as other classes, don't forget that each pet is a spell that you continually cast as long as it's attacking a mob. It's like a turret or a totem that you can move around and focus it's effects on a target mob. Think Shaman totems in WoW here and you'll get the idea. That being said, the pets are also just big meat walls that you can resummon on a whim, warriors in your pocket. The 49 Earth pet costs 200 mana for 2600-2900 HP (more with a shovel focus item), and if you want to complete heal that sucker, just cast another Earth pet. This kind of power is why Mages didn't scale well into Velious, the Devs had trouble balancing the power of the pets versus their other spells, but I digress. Levels 4-49 the pets generally fall into two categories; solo or grouped. This isn't a hard or fast rule, but a good rule of thumb when you're adventuring.


Solo

Earth - It has the highest hit points and root is invaluable for splitting pulls up and controlling adds. Some groups won't want you rooting every mob you fight. This is the best solo pet in my opinion.

Fire - It's damage shield makes it the best way to burn down melee mobs quickly, if it can handle the damage output before dying. A focused fire pet is incredibly powerful against the right mobs, and generally the fastest way to level 24-49. The lack of kick/bash means it can't interrupt casters and you want to interrupt in groups.


Grouped

Water - Good hit points coupled with a safe cold damage spell. This is a safe option, but unless you have a Water staff in classic era this guy is generally the worst pet 4-49.

Air - Lower hit points, but this doesn't matter as much in a group. What is useful here is the pet won't aggro as many things being invisible and the stun is very useful against caster mobs. This is the best group pet in my opinion.


To summarize I would like to re-iterate that what pet you choose to play with in each situation is entirely up to you. Play what you like and what is fun, and don't let people tell you that you have to play a certain way or the best choice is the only choice. I have laid out what is best but ultimately you decide what's fun for you. If your in a group and they ask you to use a certain pet, be open to it, it's like someone asking for a buff, or asking someone to pull. Having those options is fun, enjoy the experience.


Pet Management

Learning how to control your pet is an integral part of playing this class, since so much of the power is wrapped up into the summoned elementals. Try to imagine you're playing a warrior; where would you stand to avoid getting adds, what buffs would you want, when do you need a heal or someone to take the damage for a minute? First let's cover commands because you'll need to make some macros to do this right. I pulled this info off the wiki under the Pets section.

Command: /pet follow me, or /pet guard me

UI Button: Follow

Effect: puts the pet in Follow mode. This is the initial mode of a newly summoned pet. This command will overwrite /pet sit and /pet guard here and force the pet to follow its master.

Command: /pet guard here

UI Button: Guard

Effect: puts the pet in Guard mode.

Detail: pet will become "parked" at its current locaton, contrary to the command wording it will not automatically attack any MOB, unless said MOB attacks its master.

Special Note: A pet under /pet guard here will face the nearest NPC, including invisible mobs, and Eye of Zomms.

Command: /pet sit down

UI Button: Sit

Effect: puts the pet in Sit mode.

Detail: works exactly like the /pet guard here command with a few minor exceptions, low level pets will regen slightly faster. Once pets get their innate regen boost in the low 30's this additional regen becomes inconsequential.

The command /pet sit down will overwrite the command /guard, meaning that after it kills a mob it will follow its master rather than returning to the point where /pet sit was issued.

Special Note: /pet sit will toggle the pet's sit state, whereas /pet sit down will force the pet to sit.

Command: /pet attack

UI Button: Attack

Effect: places the owners current target onto the pet's Hate List.

Detail: pet will temporarily forget all prior commands and attempt to attack the target at the top of his hate list. /pet attack does not place the target at the top of the pets hate list, it just makes the pet attack the mob at the top of his hate list. The pet will not forget targets it already hates. It will not "forget" movement states, such as follow or guard, it will just temporarily ignore them as he attempts to attack his target. After the mob dies, the pet will return to his previous guard point, follow, or sit down, as previously commanded. The pet may be sidetracked however if another MOB begins to attack him before he has engagued the target OR if another MOB is doing signifigantly more damage to the pet thus generating enough aggro to make the pet switch targets.

Special Note: you may also use the alternative version of this command /pet kill PvP Note: unless Player versus Player is enabled, you cannot add a player or a player charmed NPC to a pet's Hate List.

Command: /pet kill name

Effect: takes whatever would be selected by the command /target name and puts it at the top of the pet's Hate List.

Detail: for example assume King Tormax was within range for you to /target King Tormax the command /pet kill King Tormax will order the pet to attack King Tormax regardless of what you currently have targeted. Originally a zone wide command, it was reduced to only work within the same range of the /target command.

Command: /pet back off

UI Button: Back

Effect: empties the pet's Hate List, causing it to stop attacking.

Detail: while this will clear the pets hate list, if a mob atacks the pet again after this command is given it will begin attacking the mob again. This is a particular problem in areas with mobs casting large AE's. Temple of Veeshan is the most common example.

Command: /pet taunt off

UI Button: Taunt

Effect: disables pet taunting, that is the pet will not taunt during fights.

Detail: this command very helpful on raids or other such group encounters where summoning MOBs are involved. However, in solo situations you should generally leave taunt enabled.

Special Note: if you omit the "off" portion of the command it will toggle the pets taunt mode (i.e. if it is on it will switch it off, and vice-versa)

Command: /pet taunt on

UI Button: Taunt

Effect: enables pet taunting.

Detail: generally recommended for solo situations only.

Special Note: if you omit the "on" portion of the command it will toggle the pets taunt mode (i.e. if it is on it will switch it off, and vice-versa)

Command: /pet leader

Effect: the pet will /say My leader is Doofus Da'Magi.

Detail: This command can be used by any player to target a pet and identify its owner.

Command: /pet get lost

UI Button: Go Away

Effect: Instantly kills your pet.

Detail: This will instantly kill your pet, and is one of the essential commands for a technique known as chain-petting.

Special Note: This command is zone-wide and will kill your pet anywhere in the zone, regardless of distance from its master.

Command: /pet health

UI Button: The Pet window itself

Effect: Displays your pet's current health percentage and buff list in the chat window.

Detail: This command instantly displays the current status of your pet, showing its HP percentage and current buffs/debuffs it currently has.

Special Note: This command displays the pet's health faster than the UI can update, and is very useful when timing is critical or before the pet window is added to the timeline.

Command: /pet target

Effect: Targets your pet.

Detail: This command clears your current target and replaces it with your pet. This is very useful for macros. However, it's often faster to simply hit the F1 key twice to target your pet.

Special Note: This command will target special pets that borrow the name of their master (i.e. Xalmat's pet) instead of your summoned pet (Flurfy's warder, Jonartik, etc). Use with caution when using such pets.


Macromage.jpg

For most of the timeline on a fresh Green server you won't have access to a pet window so you'll need to use a social sheet filled with macros. How I set it up in the screenshot is the way I prefer, decide for yourself how you want but you should fill out every pet command for easy access. For whatever reason you can physically click these macros while casting to control your pet, this is how you time chain casting pets. There are lot of reasons why you want these macro'd as you will discover playing. You can also physically type the commands out while casting and have them work as well.

I highly suggest you hotkey attack and back off. These are two most used commands and you need to have a good reaction time on both, especially in group settings. There's nothing worse than someone's pet tearing off at the wrong time because it got AoE'd or you're just not paying attention to what's going on. Always watch where your pet is, and keep him guarded if you're not crawling around. When you hit back off on a guarded pet it will return faster than if if it's not. It warps back to the guard point, I'm not sure why. I kept health easy to hit as well so that I would always know, the Pet Window will make you a lazy pet player. If you're playing a mature server already I highly suggest you pretend the window is not there at first so you can learn how play with macros, this will develop your control skills.

How you position the pet is important, a mistake I see people make a lot is to keep the mob in between you and the pet. You should always keep the pet between you and the mob. If you need to back the pet it will move faster and take less hits this way. Pets can also produce a lot of push from the hits that they do, so be aware that your pet may push the mob away from where it is facing. This is more of an issue in groups or raids, but you may see situations like this soloing. This is the wrong way to position your pet, it's between the mobs, and there's a mob between you and the pet.

Epbad.jpeg


You can use the Earth pet's root to crowd control mobs, if you get two on a pull wait until the root proc goes off then back the pet. Let the pet beat on the second mob solo until root breaks on the first. Then back your pet again a ways and continue. You can dance this way between two mobs easily, and three to four with some work involved. This is easy to practice, just start as soon as you get a pet at level 4. For players who started playing before pets procs times were decreased this is something you should check out. For me personally leveling up I didn't have access to Earth pets very often because of the lack of pets or scarcity of research components and the root proc was much much slower. I was amazed when I was leveling a new Mage for fun how good the Earth pet is now solo. This is a great way to hone your pet control skills and learn how important positioning is.

Below you can see the progression of root parking multiple mobs at once.

Epcc1.jpeg


Epcc2.jpeg


Epcc3.jpeg


When it comes to grouping you'll always want the pet to be fighting the mobs back, this is so it doesn't riposte or parry. This will increase your pets dps by a small margin, but it's important practice also for when you get the backstabbing Water pets 50+. That's when it's critical to make sure your pet is always positioned behind the mob. You have to think like a rogue! I like to guard my pet in a spot where it will be behind where the mob will be tanked so I can just /pet attack once the tank has it. If your tank is any good they will tank the mobs in the same spot, facing the same way as much as possible, but don't count on them to turn the mob for you. It's up to you to maximize your pet's potential, if you're in a outdoor zone make sure you keep Velocity up on your pet so it's more responsive and will be DPSing for more time per mob.

Skills


Here are the different skill tables for reference, the only important bits are meditate at 4 and dodge at 22. Everything else besides research is automatic, and research is skippable on a mature server.


Melee Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No 1 Hand Blunt 110 110
1 No 2 Hand Blunt 110 110
1 No Bind Wound 100 100
1 No Defense 145 145
1 No Hand to Hand 75 75
1 No Offense 140 140
1 No Piercing 110 110
1 No Throwing 75 75
22 Yes Dodge 75 75

Spell Skills

Level Trained Skill Cap Until 50 Cap Above 50
1 No Abjuration 235 235
1 No Alteration 235 235
1 No Channelling 200 200
1 No Conjuration 235 235
1 No Divination 235 235
1 No Evocation 235 235
4 Yes Meditate 235 252
16 No Research 200 200
20 No Specialization 200 200

Specialization


At level 20 all intelligence casters unlock the specialization skills, each of the five casting skills are represented, ie Specialize Evocation. The first skill to pass 50 becomes your primary specialization and then caps at 200 total skill. For every 50 skill points the spells in that school have their mana cost reduced by approximately 3%, so your primary caps out at around 11% mana reduction cost. See this page for more info Skill Specialization

This begs the question, which specialization to choose? The obvious answer is indeed conjuration because all of our most important spells are conjuration. Nuking becomes more limited 50+, and extremely limited at level 60 while raiding, making evocation a poor choice. Mod rods, pets, the epic, and levi rings are all conjuration and are also expensive spells to cast. If you're chain summoning pets, or reclaiming for experience this the only real choice while leveling up as well as the endgame choice.

If you decide to level by nuking mobs for experience with a max level pet, or by grouping, evocation specialization would make sense. Luckily you can respec fairly easily to conjuration later when needed. I've never actually done this because I never wanted to respec and a Mage is always casting pet spells, saving 20 mana per pet (or 40 on Greater Vocaration 57+) over the lifetime of the character 1-50 is too strong for me personally to pass up.

I think in a classic experience with the level cap of 50, a strong argument could be made for evocation for leveling up and classic raids. It's worth trying because it isn't that long of a wait until the Temple of Sol Ro patch with the respec quest.

Research


All the intelligence casters get the research skill at level 16. It works like other skills that level with you, as there is a cap on it's skill versus your level. The cap starts at 16 though unlike other skills that have a cap that's based on level 1. So once you train it, it's stuck at 16 for three levels until your skill cap is 20 total. The skill itself caps out at 200, and the easiest way to skill it up is to train it with a Guildmaster. It does get expensive, so there's always the option finding another Mage with the skill and tipping them to make the spells for you. I know that sounds confusing, because it is! Just know that your research skill cap is way below your other skills for a long time, and only can gain 5 points per level. Decide which option is best for you; train it or tip it, and write down the materials you need so you know what to look for.

Research works by combining a pet spell with a Word and a Diety item in an
Elemental Grimoire
Elemental Grimoire
Item 777.png

WT: 4.0 Weight Reduction: 0%
Capacity: 10 Size Capacity: LARGE

. Some ranks you have to chain research multiple spell ranks at a time to move up.

This page https://wiki.project1999.com/Research#Magician_Spell_Recipes has the list what of you need to look for. Use /note in game to write these down for easy reference, eventually you'll learn which ones you need. In classic era the most important parts are the words and a few of the rare diety pieces.

  • Dominion
  • Dimension
  • Transcendence
  • Coercion
  • Duress
  • Convocation
  • Incarceration
  • Bondage
  • Breath of Ro
  • Wing of Xegony
  • Essence of Rathe
  • Tears of Prexus

Everything else is pretty common, you'll find it easily. Dumpster diving is a great method to find the items you need, check every vendor in the cities you visit! You can make level 1 characters in any city as well to check and just run there if they do have what you're looking for. Keeping up with your pets can be very important as you level and that is essentially what Mage research is.

Level 1-11

#Magician Play Basics and Leveling Click to go up


#Level_12-15 Click to go down




We will break spells down into categories:

S = Can skip N = Nice to have M = Must buy


Spell NameSpell DescriptionEraClassLocationMana
Burst of Flame Single Target Fire-based Direct Damage (DD) (Max: 5) *Starting spell Cla Evo. Vendor 7
Flare Casts a flame that will travel directly ahead of you S Cla Evo. Vendor 3
Minor Shielding Self Only Hit Points (HP) and Armor Class (AC) Buff *Starting spell Cla Abj. Vendor 10
Reclaim Energy Kills pet and gives you mana M Cla Con. Vendor 5
Summon Dagger Summons 1
Summoned: Dagger
Summoned: Dagger
Item 592.png

MAGIC ITEM TEMPORARY
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 21
DMG: 3
WT: 2.5 Size: SMALL
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL

M
Cla Con. Vendor 10
Summon Drink Summons 1
Summoned: Globe of Water
Summoned: Globe of Water
Item 584.png

TEMPORARY
This is a drink!
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

N
Cla Con. Vendor 10
Summon Food Summons 1
Summoned: Black Bread
Summoned: Black Bread
Item 832.png

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

N
Cla Con. Vendor 10
True North Turns player to the North S Cla Div. Vendor 5


None of your level one spells are that great to be honest, picking up summon dagger early gives you a better weapon to melee with. This spell is incredibly useful later for equipping your pet to hit magic mobs and to duel wield. Summon food/water are great for saving a little money early and for practicing conjuration. Decaying skeletons are the best mobs you can be fighting in your noobie zone, they have the best loot and coin, and armor for you. Not much to say about 1-4 other than kill stuff, aim for skeletons, and try to get a couple bags and some spell money. Butcherblock, Freeport, and Qeynos have the best noobie yards for skeletons, followed by Steamfont (decent) and then Toxxulia/Greater Fay being pretty bad for skeletons. No pet makes for slow going, focus on making money and getting cloth drops.



S = Can skip N = Nice to have M = Must buy




Spell NameSpell DescriptionEraClassLocationMana
Burn Single Target Fire-based Direct Damage (DD) (Max: 14) N Cla Evo. Vendor 15
Elementalkin: Air Summons an Air Elemental Pet S Cla Con. Vendor 40
Elementalkin: Earth Summons an Earth Elemental Pet M Cla Con. Vendor 40
Elementalkin: Fire Summons a Fire Elemental Pet S Cla Con. Vendor 40
Elementalkin: Water Summons a Water Elemental Pet S Cla Con. Vendor 40
Fire Flux Area of Effect (AE) Fire-based Point Blank (PB) Direct Damage (DD) (Max: 12) S Cla Evo. Vendor 23
Gate Returns you to your Bind Point M Cla Alt. Vendor 70
Sense Summoned Points you in the direction of the nearest summoned creature in the zone M Cla Div. Vendor 5
Summon Bandages Summons 20
Summoned: Bandages
Summoned: Bandages
Item 812.png

TEMPORARY
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

for binding wounds M
Cla Con. Vendor 15
Summon Wisp Summons 1
Summoned: Wisp Stone
Summoned: Wisp Stone
Item 962.png

MAGIC ITEM LORE ITEM TEMPORARY
Slot: PRIMARY SECONDARY
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

as a light source S
Cla Con. Vendor 30


REGENERATION: All Magician pets start with 6 HP/tick regeneration.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Elementalkin: Air 4-6 65-75 8-12 10 (@6+) Stun -
Elementalkin: Earth 85-95 Root
Elementalkin: Fire 37-47 - 5-7 6-8
Elementalkin: Water 62-72 10 (@6+) -


Time for pets! I recommend you pick up just the earth pet at level 4, you will fly through these levels and there's no need to spend money on the others. Otherwise it's a fairly boring spell rank, Gate being the gem of the bunch. This is your best defensive spell, always keep it memmed, and never be afraid to use it. Appearing at your bind point with your clothes on is always preferable to having to run back naked to your corpse. It's hard to practice alteration at this level so expect some fizzles. You will be level 8 in no time with the pet doing the heavy lifting for you, it can kill yellows pretty easily if you summon a max level pet.



S = Can skip N = Nice to have M = Must buy




Spell NameSpell DescriptionEraClassLocationMana
Dimensional Pocket Summons 1
Dimensional Pocket
Dimensional Pocket
Item 884.png

TEMPORARY
WT: 0.1 Weight Reduction: 100%
Capacity: 4 Size Capacity: GIANT

M
Cla Con. Vendor 40
Elementaling: Air Summons an Air Elemental Pet S Cla Con. Vendor 80
Elementaling: Earth Summons an Earth Elemental Pet M Cla Con. Vendor 80
Elementaling: Fire Summons a Fire Elemental Pet S Cla Con. Vendor 80
Elementaling: Water Summons a Water Elemental Pet S Cla Con. Vendor 80
Eye of Zomm Summons a small eye you can control and see with N Cla Con. Vendor 30
Flame Bolt Single Target Fire-based Projectile Direct Damage (Fire DD) (Max: 47/1.18 DPM) M Cla Evo. Vendor 40
Invisibility Single Target Invisibility M Cla Div. Vendor 30
Lesser Shielding Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M Cla Abj. Vendor 25
Renew Elements Pet Only Heal (Max: 50) M Kun Alt. Vendor 25
Shield of Fire Single Target Damage Shield (DS) and Fire Resist (FR) Buff M Cla Abj. Vendor 40
Shock of Blades Single Target Magical Direct Damage (DD) (Max: 35/1.17 DPM) N Cla Con. Vendor 30
Staff of Tracing Summons 1
Summoned: Staff of Tracing
Summoned: Staff of Tracing
Item 601.png

MAGIC ITEM LORE ITEM NO RENT
Slot: PRIMARY
Charges: 2
Skill: 2H Blunt Atk Delay: 40
DMG: 7
Effect: Flare (Any Slot, Casting Time: Instant)
WT: 2.5 Size: LARGE
Class: ALL
Race: ALL

N
? Con. Vendor 20


Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Elementaling: Air 6-9 160-175 10-16 7-14 Stun -
Elementaling: Earth 235-275 Root
Elementaling: Fire 113-128 - 7-10 8-11
Elementaling: Water 180-200 7-14 -


So much going on here at level 8! Again I'd say just go for earth for the hit points and crowd control. Damage shield, pet heal, new shielding, a real nuke with Flame bolt, invisibility and dimensional hole open up the gameplay. This is the first level Mage starts to play like one. Damage shield isn't that effective yet, but try it out and see what you think. You can easily nuke for exp now with Flame bolt. If you're on a mature server the pet heal is very useful if you're holding a max level pet and trying to keep him up. Invis is great for traveling and setting up your camps. There are some good places to level now, Qeynos aquaducts, Blackburrow, Befallen, Crushbone, Windmills in Steamfont just to name a few. A note on Shock of Blades, this is your first conjuration nuke, if you're having trouble raising conjuration skill use this nuke instead of Flame bolt for a while to add some skillups.

  • Staff of Tracing gives you two charges of an instant cast spell, you can use this to reset your global cooldown on your top spell gem slot. Very useful for new characters if you need to nuke very quickly. It is also a light source that casts a light producing spell for blind races.

Level 12-15

#Level_1-11 Click to go up


#Level_16-19 Click to go down




S = Can skip N = Nice to have M = Must buy




Spell NameSpell DescriptionEraClassLocationMana
Bind Affinity Single Target new Bind Point M Cla Alt. Vendor 100
Burnout Pet Only 15-min Strength (STR) and Haste buff M Cla Alt. Vendor 35
Cancel Magic Removes a magical effect from your target M Cla Abj. Vendor 30
Column of Fire Area of Effect (AE) Fire-based Direct Damage (DD) around target S Cla Evo. Vendor 65
Elemental: Air Summons an Air Elemental Pet S Cla Con. Vendor 120
Elemental: Earth Summons an Earth Elemental Pet M Cla Con. Vendor 120
Elemental: Fire Summons a Fire Elemental Pet S Cla Con. Vendor 120
Elemental: Water Summons a Water Elemental Pet S Cla Con. Vendor 120
Rain of Blades Area of Effect (AE) spell that hits your target(s) with 3 waves (Max: 26) S Cla Evo. Vendor 62
Summon Fang Summons 1
Summoned: Snake Fang
Summoned: Snake Fang
Item 801.png

MAGIC ITEM TEMPORARY
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 26
DMG: 5
WT: 5.0 Size: MEDIUM
Class: ALL except CLR DRU MNK SHM
Race: ALL

N
Cla Con. Vendor 40
Ward Summoned Single Target Direct Damage (DD) vs Summoned (Max: 41) S Cla Evo. Vendor 30


MAGIC ATTACKS: Pets of level 11+ attack as if wielding magic weapons.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Elemental: Air 10-13 175-250 12-18 12-15 Stun -
Elemental: Earth 290-400 12-15 Root -
Elemental: Fire 130-185 - 11-14 12-15
Elemental: Water 9-13 200-300 12-15 11-14 -


Again this level I would skip all the pets except for earth, if you want them and can afford them, go for it! Earth is just so good at these levels for the extra hit points and root crowd control it's just the most efficient and safest option. There are a couple good spells on this rank, you can bind yourself finally, Burnout is amazing. Use this spell anytime you keep your pet up for more than a mob or two, it adds a really good amount of DPS. Cancel magic is a great pulling tool against caster mobs. This is a soft spell rank, use this chance to save money. From here on out I will put some leveling spots for each rank to give you an idea of where to go.

Crushbone


Crushmage.jpeg


Level Range: 8-16

Pros and Cons

  • Easy to find a group
  • Good loot
  • Can be overcrowded
  • Good exp for 8-20
  • Small zone so easy to zone out
  • Funky pathing
  • Not enough mobs sometimes, and loads of greens in the way
  • Exp turn in loot



Loot

  • Belts n Pads! These are great for bonus exp as well as selling to players to make extra money, my Gfay characters are always the richest noobie characters I have.
  • Slaver keys are good exp as well, hold onto them and find the right miners to give them too.
  • Decent coin and trash loot
  • Some magic items


Crushbone is a storied and beloved leveling zone for many folks, it's really hard to go wrong here, you can find groups, duo and solo opportunities here. It's close to the bank, it's tiny and full of danger and fun. You can start here at 8 if you like, but it's safer at higher levels. The solo experience starts to fall off around 16+ unless you can get into the throne room. Post 12 you'll want to sell the belts n' pads so you can afford spells and what not. I used the money I made here on a baby no twink Mage toon to buy the items for a Shovel of Ponz at level 15, it was amazing!

Blackburrow

Bbgnolls.jpeg


Level Range: 8-20


Pros and Cons

  • Close to Qeynos
  • Gnoll Teeth bonus exp.
  • Train central
  • Can be crowded sometimes
  • Dangerous especially with some weird pathing in spots
  • Decent loot


Loot

  • Gnoll Teeth!! A+
  • Magic items off the named
  • Decent coin and junk loot
  • A few quest items


Blackburrow is another of those storied and beloved dungeons that is an essential part of the noobie experience. It's a classic dungeon with high risk and reward, and with the Gnoll Teeth turn in quest makes it some of the fastest experience in the game for this level range. If you save all your teeth until you're higher level and the mobs have greened out you'll get at least a couple of extra levels out of it. This zone is fun to pull, fun to learn and also dangerous. Watch out for trains, learn where the safe spots are and where the train tracks run.

Lavastorm Mountains

EQ001198.jpeg



Level Range: 12-20


Pros and Cons

  • Always empty, so plenty of mobs
  • Mobs can drop gems
  • Can be hard to navigate
  • Very few KOS mobs
  • Lower ZEM (zone experience modifier)
  • Not close to a city unless you can use Neriak
  • Gypsy merchants and druid ring


Loot

  • Few rare named mobs with magic items
  • Decent coin and gem drops
  • The Goblins drop a lot of decent junk items

This is always my go to spot for level 12, it's safe, plenty of mobs, start to make some cash, and there are a ton of zonelines to run to if you get in trouble. Start with the Fire drakes (they assist each other) and work your way up to goblins, imps, elementals, and dervishes. Watch out for the snakes they generally aren't worth killing, and the dervishes will assist each other so make sure they are by themselves when you pull them. If you're evil, this zone is right outside Neriak, if you're good it's not that far to Freeport but it isn't close either. Lavastorm is one of those zones that is safe, efficient and boring; it gets the job done!

Erud's Crossing



Ecrwisp.jpeg


Level Range: 12-16

Pros and Cons

  • Ocean zone with no easy zone outs
  • Harder to get to if you're not starting on the west side of Antonica
  • No merchants for evil folks
  • No trains
  • Not many people
  • Good money and experience
  • Great ambience


Loot

  • Random coin
  • Lightstones
  • Resist Earrings
  • Random critter parts
  • Thin Boned Wand


This is a nice zone to quietly adventure in, there's a merchant by the docks, a named island madman who drops magic resist earrings, and a ton of Wisps. They are the real reason to come here, you can start at level 12 and stay to 15 or 16 if you really like pain. If it's pre Temple of Sol Ro timeline vendor the stones for some extra cash, if it's post Temple timeline save all of them. You can turn in one of the gypsies in North Karana for amazing experience and platinum. This is a great way for a new player to earn some cash and extra levels early, or beat the crush of Blackburrow if it's crowded.


Ecrmad.jpeg

Butcherblock Mountains Dwarf Bandits



Banditsbbm.jpeg



Level Range: 12-16

Pros and Cons

  • Out of the way spot in BBM
  • Not much loot
  • Decent exp since it's a noobie zone
  • Close to major cities
  • No one is going to be camping this spot


Loot

  • Coin
  • Rustys
  • Random junk


Here's a spot you probably have never heard of, and no one else has either. I forget where I found it, but I was looking for a place to quad on a low level wizard and it worked out well. I leveled a mage there later and it's a nice spot to practice your mob cycles and making sure you do more damage to the mob than the pet. You can reclaim or nuke here, whatever suits your style. You won't get rich, but there's a little loot to be had. If Crushbone is really busy this is a good back up spot, and will prepare you for Nybright sisters if that's where you're headed next. They mostly come single, I believe you need to split one pull apart, which is easy just burn it down and spread the timers out next cycle.

Level 16-19

#Level_12-15 Click to go up


#Level_20-23 Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Identify Obtain Item Lore Information S Cla Div. Vendor 50
Minor Summoning: Air Summons an Air Elemental Pet S Cla Con. Vendor (OoT) 160
Minor Summoning: Earth Summons an Earth Elemental Pet M Cla Con. Vendor (OoT) 160
Minor Summoning: Fire Summons a Fire Elemental Pet S Cla Con. Vendor (OoT) 160
Minor Summoning: Water Summons a Water Elemental Pet S Cla Con. Vendor 160
Phantom Leather Self Only Armor Class (AC) and Hit Point (HP) Regeneration Buff (+1/tick) (Consumes Cat's Eye Agate when cast) M Cla Abj. Vendor 60
See Invisible Single Target Vision Enhancer M Cla Div. Vendor 25
Shielding Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M Cla Abj. Vendor 50
Shock of Flame Single Target Fire-based Direct Damage (DD) (Max: 97/1.37 DPM) N Cla Evo. Vendor 70
Staff of Warding Summons 1
Summoned: Staff of Warding
Summoned: Staff of Warding
Item 601.png

MAGIC ITEM LORE ITEM TEMPORARY
Slot: PRIMARY
Charges: 5
Skill: 2H Blunt Atk Delay: 38
DMG: 8
Effect: Gaze (Any Slot, Casting Time: Instant)
WT: 2.5 Size: LARGE
Class: ALL
Race: ALL

N
Cla Con. Vendor 40
Summon Heatstone Summons 1
Summoned: Heatstone
Summoned: Heatstone
Item 1056.png

MAGIC ITEM TEMPORARY
Slot: NECK PRIMARY SECONDARY AMMO
AC: 3
Effect: Serpent Sight (Worn)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

for light and Infravision N
Cla Con. Vendor 40
Summon Throwing Dagger Summons 20
Summoned: Throwing Dagger
Summoned: Throwing Dagger
Item 591.png

MAGIC ITEM TEMPORARY
Slot: RANGE AMMO
Skill: Throwingv2 Atk Delay: 36
DMG: 6
WT: 0.5 Range: 55 Size: SMALL
Class: ALL except CLR PAL DRU
Race: ALL

s N
Cla Con. Vendor 20


Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield Dodge/Parry Double Attack
Minor Summoning: Air 13-17 250-360 13-20 13-16 Stun - @17+? @17+
Minor Summoning: Earth 400-550 13-16 Root
Minor Summoning: Fire 185-275 - 14-18 15-19 @13+? No
Minor Summoning: Water 300-450 13-16 - @17+ @17+


Stick with Earth still for pets, unless you're grouping or really like one of the others. His root spell is just too useful. There are some useful summons, but it's mostly just the Heatstone if you're a blind race. First rank of the Phantom armor is a welcome addition as well as the next rank of shielding. See invis is nice QoL and finally there's a new nuke to round out the spell rank. This is the first time a Magician feels complete to me, and when the class starts to take off in power. It just gets better from here, this range can be tricky to find spots to experience at, but so can 20-29.

  • Staff of Warding gives you 5 charges of an instant click spell you can use to refresh your global cooldown on the top spell gem slot, allowing you to cast that spell faster. This is handy for characters who don't have an item that does this yet, or need to nuke something down quickly.


North Karana Undead Tower



Nkudtow.jpeg


Level Range: 16-20

Pros and Cons

  • In a port zone
  • Merchants nearby
  • Few wandering mobs for an outdoor zone
  • Easy safe exp
  • Not much loot

Loot

  • Coin
  • Random bits of things from the ghouls
  • Bone chips


This Tower is on the southeast corner of the zone along the shoreline, there aren't any wandering mobs there so it's pretty safe to just set up camp there. There are ghouls and skeletons that spawn there, they share the same points, although some are just skeletons if I remember correctly. You will often have to break a two ghoul pull to start here, and at 16 this can be a little tricky sometimes. You can try to use the earth pet to keep them rooted and split that way, but if he gets rooted you'll end up with both anyways. I find that for a lot of two pulls like that it's easier to just send the pet in fully buffed and start blasting away, usually it's pretty easy to burn one quickly. Pro tip: use cancel magic to pull, for whatever reason it sometimes keep mobs from bringing a friend, in this case it may not but when it should keep the green skeletons from adding. Once everything is broken and split up it's pretty easy to keep the whole camp down. I find it easier to nuke for exp on something like this instead of reclaiming the pet, but do what works best for you. It's a little boring sometimes and slows down at 19 but it's so easy and safe and people rarely exp here. You can also find buffs if you wanted from the druid ring.

Desert of Ro Dervishes

EQ001201.jpeg



Level Range: 16-20

Pros and Cons

  • Tons of Dervs up all the time
  • Decent trash loot
  • Thugs and wizard casters can be tough
  • The southern most camp in North Ro is right on a zone line for safety.


Loot

  • Bronze weapons
  • Random armor pieces
  • Coin


I recomend the southern most camp in North Ro, it has a lot of mobs and is right on the zoneline. Breaking this camp can be tough sometimes, as you'll get two or three mobs on the first pull, use cancel magic to pull to help reduce aggro radius when pulling. Learn the classes of the mobs based on their races, erudite males are wizards for example, while ogre females are shamans. Kill them first they are easy if you nuke hard, you can also pull using a nuke to burn faster just be ready to have the pet intercept the others. If you use bolts you can stand pretty far away and drop 2 or 3 before they even get to you. Use the Earth pets OP root to keep them separated. If you can't get a Thug solo it may be worth killing his friends and zoning out quickly to reset, don't be afraid to chain Earth pets on him either, it's cheaper then nuking sometimes. Slows down a bit at 19 but it's a fun camp with decent loot.

Unrest Courtyard

Kurcy.jpeg



Level Range: 12-20

Pros and Cons

  • Hazardous trip through Dagnors
  • Crowded Zone
  • Lots of trains
  • Fast easy exp
  • Grouping opportunities
  • Decent coin and loot

Loot

  • Coin
  • Armor drops
  • Some rares for loot although mostly you won't see those until later.

Unrest is a celebrated stop on the experience highway, you could conceivably start there at 12 and stay to 42 or so if you wanted too. Personally I think it's best to hit at certain ranges, 16-20 and 34-39 being the top two. It can be a dangerous zone, Dagnors is a death trap at lower levels, and it's hard to vendor sometimes without gating out and running back. The exp is so fast though, and you can always group with folks if you feel overwhelmed. Soloing in the courtyard is pretty easy, just be aware that a lot of the mobs will assist each other, so have a plan if you get two or three at once. This is where the earth pet really shines because you can CC adds. At 18/19 the exp slows down but you can supplement with the solo ghoul spawn by the moat and the Gnomish Spelunker hiding in the underwater cave. It's best to summon a max level pet here and keep it alive and eat the exp penalty because the lowest level summons are really weak and kill slowly. Duo with someone and start moving into the first level of the mansion.

Lesser Faydark Nybright Sisters



Lfaysis.jpeg



Level Range: 16-20

Pros and Cons

  • Great money
  • Good exp
  • Hard to get this camp
  • Have to watch out for people training the dark elves to Mistmoore

Loot

  • Bronze weapons!
  • Coin


This is one of the best cash camps for this level range, which is why it's so hotly contested, try and get on the list and do other things or just hit it at off times. There are four Half elf sisters in tents here that are all rogues and can backstab you. The good news is that have almost no hit points and even if you get two, they are easy to burn down quickly. The hardest part of the camp is making sure you get exp on all four every 7 minutes, you can vendor with the elves not too far from camp, just be careful running through the zone. This camp doesn't work for evil characters unless someone vendors for you.

Level 20-23

#Level_16-19 Click to go up


#Level_24-28 Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Bolt of Flame Single Target Fire-based Projectile Direct Damage (DD) (Max: 156/1.49 DPM) M Cla Evo. Vendor 105
Elemental Shield Self Only Fire Resist (FR) and Cold Resist (CR) Buff S Cla Abj. Vendor 50
Expulse Summoned Single Target Direct Damage (DD) vs Summoned (Max: 94) S Cla Evo. Vendor 60
Lesser Summoning: Air Summons an Air Elemental Pet S Cla Con. Vendor 200
Lesser Summoning: Earth Summons an Earth Elemental Pet M Cla Con. Vendor (OoT) 200
Lesser Summoning: Fire Summons a Fire Elemental Pet N Cla Con. Vendor (OoT) 200
Lesser Summoning: Water Summons a Water Elemental Pet S Cla Con. Vendor (OoT) 200
Rain of Fire Area of Effect (AE) Fire-based spell that hits your target with 3 waves (Max: 56) S Cla Evo. Vendor 125
Renew Summoning Pet Only Heal (Max: 220) M Sky Alt. Vendor 100
Shield of Flame Single Target Fire-based Damage Shield (DS) (Max: 9) M Cla Abj. Vendor 80
Spear of Warding Summons 1
Summoned: Spear of Warding
Summoned: Spear of Warding
Item 776.png

MAGIC ITEM TEMPORARY
Slot: PRIMARY
Skill: Piercing Atk Delay: 27
DMG: 6
SV FIRE: +5 SV COLD: +5
WT: 7.0 Size: LARGE
Class: WAR RNG SHD BRD ROG SHM
Race: ALL

M
Cla Con. Vendor 60
Summon Arrows Summons 20
Summoned: Arrow
Summoned: Arrow
Item 598.png

MAGIC ITEM TEMPORARY
Slot: AMMO
DMG: 3
WT: 0.1 Range: 50 Size: SMALL
Class: WAR PAL RNG SHD ROG
Race: ALL

s M
Cla Con. Vendor 30
Summon Waterstone Summons 1
Summoned: Waterstone
Summoned: Waterstone
Item 946.png

MAGIC ITEM TEMPORARY
EXPENDABLE Charges: 1
Effect: Enduring Breath (Any Slot, Casting Time: Instant) as Level 10
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

M
Cla Con. Vendor 40


PET SKILLS: All 20+ pets have Dodge and Parry, and 20+ non-Fire pets also have Double Attack.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield Dual Wield Weapons Weapon Double Attack
Lesser Summoning: Air 16-20 325-445 16-22 14-16 Stun - @20 @20
Lesser Summoning: Earth 525-665 14-16 Root
Lesser Summoning: Fire 250-350 - 17-21 18-22 -
Lesser Summoning: Water 400-540 14-16 - @20


So many good spells at level 20! A nice nuke upgrade with the Bolt, a new damage shield and a bunch of utility summon spells. The spear is useful for resists for your pet, the arrows are great for groups and Waterstone is obviously a good utility spell. Renew summoning isn't worth using until your higher level, but grab it for later because it's the best heal. This is the first rank where the torched Fire pet starts to become viable, 24 and 29 are also good ranks for the Fire pet. Earth is still the go to for solo play.

  • Specialization kicks in at this level, it happens automatically, no need to train anything. Conjuration is the best path for a Magician. Click here for more info: #Specialization

East Karana Wolves



Ekwolves.jpeg


Level Range: 18-24

Pros and Cons

  • Safe laid back outdoor camp
  • Near a zone line
  • Not much loot
  • Sometimes a Hill Giant that wanders the area

Loot

  • Research materials
  • Wolf parts
  • Griffon parts


Not much loot to this quiet camp in EK. You can set up by the bridge to North Karana or by the tunnel that leads to the Gorge. There are wolves and Griffons that wander nearby on the path that are easy to single pull. The exp is fast and efficient and there are vendors near by. When you get higher you can move over to the Crag Spiders not too far way by the ramp up to High Pass. This camp sounds kinda lame but try it out, I use it instead of other spots now.

Najena Tentacle Terrors

Najtt2.jpeg



Level Range: 20-26

Pros and Cons

  • Not much loot
  • Good exp
  • Close to the zone in
  • Can be difficult be hold down all four especially if you need to clear a lot in between.


Loot

  • Research materials
  • Minor Junk


Another straight up exp camp, this one is usually open and easy to get. They can be tough at level 20 but stick with it and the exp starts to flow. There are four possible spawn points on the 1st floor near the entrance. The first two in the side cave are static and always spawn as TT's, the second two flank the entrance to the castle and can spawn as a greater skeleton. So it varies how many TT's you'll get per round. You can supplement exp with ogre guards, magicians or darkbone skeletons. You'll have to find a way to make your mob cycle efficient and find the right path. This is what makes Najena really interesting, there really aren't any rooms that can satisfy your exp needs, you'll need to move around and cobble together different mobs in different areas. As you level the paths can change and expand.

Kurn's Tower



Kurnsexp.jpeg


Level Range: 10-26

Pros and Cons

  • Out of the way
  • Not much loot
  • High ZEM
  • Skeletons don't assist
  • Burynai start out dubious


Loot

  • Bone chips
  • Bone chips
  • More Bone chips
  • Coin
  • Smattering of armor pieces and weapons


I really struggle with finding places to go at level 20, for just about every class. Sure you can group in Unrest,Mistmoore, High Keep/Pass, or Upper Guk but solo there just isn't as much. Kurn's tower is probably best 12-20, but 20-24 it's still fast if you know where to set up your cycle. The top floor is good for this, as well as the basement or tunnels. Don't kill the Burynai!! They start out not KOS and if you leave them alone they stay that way. This allows you to run around the basement areas without fear of getting ganged up on. Sometimes the skeletons down there respawn as Burys and it'll eat into your available mobs.

Level 24-28

#Level_20-23 Click to go up


#Level_29-33 Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Cornucopia Summons 20
Summoned: Black Bread
Summoned: Black Bread
Item 832.png

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

M
Cla Con. Research 25
Everfount Summons 20
Summoned: Globe of Water
Summoned: Globe of Water
Item 584.png

TEMPORARY
This is a drink!
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

M
Cla Con. Research 25
Flame Flux Area of Effect (AE) Fire-based Point Blank (PB) Direct Damage (DD) (Max: 96) S Cla Evo. Vendor 123
Major Shielding Self Only Hit Point (HP), Armor Class (AC), and Magic Resist (MR) Buff M Cla Abj. Vendor 80
Malaise Single Target Fire Resist (FR), Magic Resist (MR), Cold Resist (CR), and Poison Resist (PR) Debuff N Cla Alt. Vendor 60
Shock of Spikes Magic-based Direct Damage (DD) (Max: 176/1.6 DPM) M Cla Con. Vendor 110
Staff of Runes Summons 1
Summoned: Staff of Runes
Summoned: Staff of Runes
Item 601.png

MAGIC ITEM LORE ITEM TEMPORARY
Slot: PRIMARY
Charges: 1
Skill: 2H Blunt Atk Delay: 36
DMG: 9
Effect: Cancel Magic (Any Slot, Casting Time: Instant)
WT: 2.5 Size: LARGE
Class: ALL
Race: ALL

M
Cla Con. Vendor 60
Summoning: Air Summons an Air Elemental Pet S Cla Con. Research 240
Summoning: Earth Summons an Earth Elemental Pet M Cla Con. Vendor 240
Summoning: Fire Summons a Fire Elemental N Cla Con. Research 240
Summoning: Water Summons a Water Elemental Pet S Cla Con. Research 240


Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Summoning: Air 19-23 425-540 16-23 15-17 Stun
Summoning: Earth 650-820 15-17 Root
Summoning: Fire 325-415 N/A 20-24 21-25
Summoning: Water 525-675 15-17 20-24


Cornucopia and Everfount are very useful, they can be hard to research, I had good luck finding the words in Najena. You can also buy them from players for not too much. New shielding and Shock spell are the highlights here, there isn't a great nuke upgrade for 29 so Shock stays useful for a while. Earth and Fire are the goto pets for this rank. Staff of Runes is great when it has the cancel magic charge, if you're trying to dispell a mob make sure you have one to use right after you cast the actual spell to speed it up. There is also the first rank of Malo with Maliase, it's a useful spell, it increases the effectiveness of all the Mage's offensive spells by reducing the mobs chance to resist spells.


Najena 'A Skeleton'



Najdwar.jpeg


Level Range: 24-30

Pros and Cons

  • Great exp
  • Cool dungeon
  • Greens in the way
  • Sometimes camped
  • Okay loot


Loot

  • Random armor bits
  • Coin
  • Access to other camps in Najena


Najena is a zone that invites exploration and experimentation, the camps are often a bit disjointed and require crawling as the mobs aren't all next to each other. There are four 'A Skeleton' mobs spaced throughout the dungeon. One is in a room with a green skelly at the first junction of the zone and the other three are near Najena's room. One is under the stairs down to her area, the next around the corner to the left and the final one is on a ledge by the pond. These guys hit hard for their level but go down with nukes or beating themselves to death on a damage shield. If someone is camping 1 or more of them it's easy to supplement exp with other mobs in the area, including spiders, darkbone skeletons or ogre guards. There's also a froglok ghoul outside of Najena's room you can nab as well, just be careful not to get to close to her door or get rooted underwater. This is a zone where the Air pet really shines because it can invis itself and you can more or less have it follow you around the dungeon without aggroing a lot of the little green mobs. Najena is the greatest zone for Mages to level in 20-36 in my opinion but this range is especially good. Here's a map and screenshots of the different spawn locations. One of the skeletons was playing hookey the day I went to snap photos.


Najskelmap.jpeg


Najskel1.jpeg


Najskel2.jpeg


Najskel3.jpeg


Najskel4.jpeg

Lake of Ill Omen Random Critters


Loiobeach.jpeg


Level Range: 18-30

Pros and Cons

  • Lots of mobs around unless there's a bard
  • Not much loot
  • ZEM is low
  • The Sarnaks drop some interesting items but are much harder
  • Can fight near the Frontier Mountains zoneline for safety if needed.


Loot

  • Random junk
  • Sarnak loot
  • Some Iksar quest items
  • Coin


Nothing special to this one, this is a standard Kunark outdoor zone with lots of wandering mobs, and thus lots of opportunity for exp. The skeletons are the easiest, and some of the goblins and sarnaks are casters. The cats run faster then normal speed so bring SoW potions. You can also camp a Goblin Gazughi Ring while you're if you're so inclined. Once you get to 25+ you can form groups to do the Sarnak fort. I usually set up on the beach, although it's not completely safe and pull from the mobs in between the beach and mountains.

High Keep Osargen



Osargen.jpeg


Level Range: 24-31

Pros and Cons

  • Sometimes hard to get this camp because enchanters charm him
  • No loot
  • Negative evil human faction
  • Easiest afk camp you'll find
  • Prisoners get annoying!

Loot

  • Nothing

He's a rogue in jail in High Keep, he hits really hard but has almost no hit points. The hardest part is nuking him faster than the pet can kill him, you can also reclaim every time just be aware he will run. Enchanters at the goblin group like to charm this guy because he backstabs so it can be difficult to get the camp and you may get some static for taking the mob. Whoever is charming or killing him has priority so don't let anyone tell you something different. If he's not up kill guards or get in the goblin group and wait. I do this camp often while working on other things.

The Overthere Random Critters


Otstatue.jpeg


Level Range: 22-30

Pros and Cons

  • Lots of mobs
  • No vendors nearby that aren't greedy
  • Sometimes hard to find the right level mob
  • Decent loot

Loot

  • Coin
  • Random junk
  • Minor cash drops


On the plains down the hill from the Warsliks zone line there's a giant statue of an Iksar, along with tons of mobs that path back and forth on a highway of sorts there. Set up on the wall and pull blues out as they come along, basic outdoor camp. The ZEM is lower in the OT but there's so much to kill you'll make up for it with plentiful kills. There's a greedy merchant that sells to everyone on the mud flats, the closest place to sell is the windmill in LoIO, or more greedy merchants if you're evil and can use the outpost. You can stay longer in this zone or come back for the late 30's if you want, there's a wide range of levels here.

Level 29-33

#Level_24-28 Click to go up


#Level_34-38 Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Burnout II Pet only Strength (STR) and Haste Buff M Cla Alt. Vendor 75
Dismiss Summoned Single Target Direct Damage (DD) vs Summoned (Max: 162/1.8 DPM) S Cla Evo. Vendor 90
Expedience Outdoor Only Pet Movement Speed Buff N Vel Alt. E. Com. 45
Greater Summoning: Air Summons an Air Elemental Pet S Cla Con. Vendor 200
Greater Summoning: Earth Summons an Earth Elemental Pet M Cla Con. Research 200
Greater Summoning: Fire Summons a Fire Elemental Pet M Cla Con. Vendor 200
Greater Summoning: Water Summons a Water Elemental Pet S Cla Con. Research 200
Inferno Shield Single Target Damage Shield (DS) 13-15 damage & Fire Resist (FR) Buff M Cla Abj. Vendor 80
Phantom Chain Self Only Armor Class (AC) and Hit Point (HP) Regeneration (+2/tick) (Consumes Cat's Eye Agate x2 when cast) M Cla Abj. Vendor 100
Rain of Spikes Area of Effect (AE) spell hits your target with 3 waves (Max: 91) N Cla Evo. Vendor 162
Summon Coldstone Summons 1
Summoned: Coldstone
Summoned: Coldstone
Item 1043.png

MAGIC ITEM TEMPORARY
Slot: NECK PRIMARY SECONDARY AMMO
AC: 5
Effect: Ultravision (Worn)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

that gives Ultravision and 5 Armor Class (AC) M
Cla Con. Vendor 75
Sword of Runes Summons
Summoned: Sword of Runes
Summoned: Sword of Runes
Item 590.png

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

M
Cla Con. Vendor: Ak'Anon Map Icon.png, Erudin Map Icon.png, Neriak Map Icon.png 75


Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield Double Attack
Greater Summoning: Air 22-26 525-700 20-28 16-18 Stun Yes
Greater Summoning: Earth 800-1000 16-18 Root Yes
Greater Summoning: Fire 390-510 N/A 23-27 24-28 @ 26
Greater Summoning: Water 650-800 16-18 23-27 Yes


Nice rank here, Burnout upgrade, pet SoW spell, new DS, phantom armor, and a couple of utility summons. Rain of Spikes is the first rain spell worth buying if Velious is out, but it's not that efficient yet, just flashy. Coldstone is nice for blind folks, and Sword of Runes is so good when it procs on everything. Earth and Fire are still the goto spells for solo play.


Warsliks Woods Brute Caves


Wswbrutes.jpeg


Level Range: 29-34

Pros and Cons

  • Close to a zone line
  • Often camped
  • There are 8 total brutes
  • Decent gem drops


Loot

  • Coin
  • Gems
  • Random Junk
  • Hides

This camp is a bit harder to get these days but it's a great spot for this range. Also a good spot to practice using a Fire pet if you've been using Earth up till now. It slows down at 32/33 but it's worth just sticking around for how easy it is. There's a cave with two static spawns and a cave with three with another static spawning in a cubby between the two. Then there are two pathers that walk into each room. You should be able to handle 3-5 of them every spawn cycle. There's a convenient zone out under the fake water in the room with two static's if you get in trouble. The HQ brute hides sell to players for some decent coin.


Wswbrutes2.jpeg

Najena Boss Circuits


Najtunn.jpeg


Level Range: 29-37

Pros and Cons

  • A bit more dangerous than other camps in Najena
  • Great loot, especially for new characters
  • Is a bit difficult at 29, and a bit slow 34+
  • Great time to use the Air pet

Loot

  • All the bosses in Najena have some interesting loot
  • Coin
  • Research Materials
  • Epic items
  • Focus quest items
  • Armor/weapon drops

I may have glowingly spoken about Najena before in this guide, but just in case you missed it, there is no better place to level as a Mage than in Najena. This zone is built to reward the class, it's the lair of the one of few Magicians in the game with an actual story, accompanied by all of her different minions. It really doesn't get much more fun and immersive than this zone. I would start with the Ogre guard captain and Trazdon, you can also do Bonecracker if you're brave and feel like you can break the room. These three named are all in the basement levels which you can access from the first stone gate you find in the dungeon. They are all pretty close together and there are some greens you have to clear in the way but it's pretty easy to keep them down and even kill a few others. At 29 it might be a stretch to do all 3, but as you level it gets easier and easier. Later on I would add in Rathyl as well and Moosh, along with anything else I could find that was dark blue. You can also do Najena, but her room can be extremely difficult to break if she is up. You can sit down right next to her door to body pull her out if you don't have a key. Use this tactic with caution. I was able to handle her room taking it over from another player at 29. There are tons of green mobs up in between the different camps so I would summon a max level Air pet, equip it with weapons and armor drops, and use it's ability to invis itself to run between camps without having to clear the trash in between. The wiki map will show you where everything is, I put a map on the cycle that I would do, follow the numbers and the confusing red lines!


Najbosscir2.jpg


Najbc.jpeg


Najgc.jpeg


Najtraz.jpeg


Najrath.jpeg


Najher.jpeg

South Karana Treants



Sktreants.jpeg


Level Range: 29-34

Pros and Cons

  • Hard to get the camp
  • Can be hard to split
  • Good coin
  • Solid exp
  • Hard to maximize the financial gain
  • Negative Faction hits

Loot

  • Coin
  • Cash drops
  • Gems

This is a classic storied camp that everyone and their Mama know about. It can be really hard to get this camp but it's worthwhile if you don't mind waiting or playing at off hours. They drop huge amounts of coin and also have some cash drops you can sell to the centaurs at their nearby village. You will get so much loot you'll have a hard time carrying it all after a while. You can bind at camp and then run to the centaurs, sell and change your money and gate back, but you won't have time to med and may have to fight people off. You can also pay people to exchange your money for you. To break the two pull it can be difficult, bring a root net if you have one, otherwise be ready to nuke the crap out of one as fast as you can. You can use the Earth pet to keep one rooted but it's dangerous to keep switching targets with casters, I find it best to let the pet start the fight and start nuking the one it's on and keeping rooted to start. Once you pull aggro just burn through it as best you can. A+ camp.

Level 34-38

#Level_29-33 Click to go up


#Level_39-43 Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Blaze Single Target Fire-based Direct Damage (DD) (Max: 295/1.9 DPM) M Cla Evo. Vendor 155
Cinder Bolt Fire Projectile Direct Damage (DD) (Max: 333/1.9 DPM) N Cla Evo. Vendor 175
Dimensional Hole Summons 1
Dimensional Hole
Dimensional Hole
Item 884.png

TEMPORARY
WT: 0.1 Weight Reduction: 100%
Capacity: 6 Size Capacity: GIANT

M
Cla Con. Vendor: Ak'Anon, Erudin, Neriak 60
Greater Shielding Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M Cla Abj. Vendor 120
Minor Conjuration: Air Summons an Air Elemental Pet S Cla Con. Research 200
Minor Conjuration: Earth Summons an Earth Elemental Pet M Cla Con. Vendor 200
Minor Conjuration: Fire Summons a Fire Elemental Pet M Cla Con. Research 200
Minor Conjuration: Water Summons a Water Elemental Pet S Cla Con. Vendor 200
Monster Summoning I Summon a Monster Pet N Vel Con. Vendor 200
Nullify Magic Removes a magical effect from your target M Cla Alt. Vendor 50
Staff of Symbols Summons 1
Summoned: Staff of Symbols
Summoned: Staff of Symbols
Item 601.png

MAGIC ITEM LORE ITEM TEMPORARY
Slot: PRIMARY
Charges: 4
Skill: 2H Blunt Atk Delay: 34
DMG: 10
Effect: See Invisible (Any Slot, Casting Time: Instant)
WT: 2.5 Size: LARGE
Class: ALL
Race: ALL

N
Cla Con. Vendor: Ak'Anon, Erudin, Neriak 80
Summon Shard of the Core Summons 1
Summoned: Shard of the Core
Summoned: Shard of the Core
Item 948.png

MAGIC ITEM TEMPORARY
Slot: RANGE
SV COLD: +15 SV POISON: +15
Effect: Ultravision (Worn, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

M
Vel Con. NPC Drop 50


Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Minor Conjuration: Air 25-29 675-800 26-34 17-19 Stun
Minor Conjuration: Earth 950-1150 17-19 Root
Minor Conjuration: Fire 500-575 N/A 26-30 27-31
Minor Conjuration: Water 775-920 17-19 26-30

Here's two nuke upgrades, you can buy either one or both, Blaze is generally safer. Some good summons with a new backpack, a staff with a clicky and the awesome Core shard from Velious. New rank of shielding and dispel magic. Still sticking with Earth and Fire as the go to. I should mention at this point that if you can manage to get Air/Water or that's all you can use at a certain range, that's fine. Go with it, but unless you only group you really don't need those while leveling up.


Unrest Basement


Urbase.jpeg


Level Range: 34-42

Pros and Cons

  • Fastest exp you will ever see in this range
  • Dangerous
  • Sometimes camped
  • Some decent loot
  • Two or three mob pulls
  • Bad pathing

Loot

  • Coin
  • Quest items
  • The Ghost drops some decent loot
  • Random armor parts
  • Fine steel


Don't even think about going anywhere else once you hit 34, this is the most fun and fastest exp you will find. Technically you could be doing some basement stuff at 29 but it would be difficult and very dangerous, you decide the level of risk. At 34 you can solo large chunks of the basement by yourself, or most of it duo or trio. Keep groups small here you don't need 6 people to clear the entire basement. A focused fire pet will kill most mobs, but a regular earth pet will wreck here too, it just won't be as mana efficient. Sometimes rarely the entire basement will be camped but for some reason people are reluctant to really delve down there even in primetime, but it won't matter you will level through to 41 or 42 so fast you won't be in Unrest very long.

High Keep Guards


Level Range: 34-40

Pros and Cons

  • Small outdoor zone
  • High ZEM
  • Often crowded
  • Bank and merchants anyone can use
  • There are some two pulls

Loot

  • Fine steel
  • Coin


The guards on the first floor and the bard in the courtyard are all great targets for you at this range. You can also look around on the second floor as well for more if it's crowded below. There are some two pulls you'll need to split by nuking one down quickly. There are two guards right at the entrance. You can nuke one down, reclaim and zone out to reset the fight one on the remaining one. Early in classic there is a paladin quest mob that spawns near the entrance as well: Tearon Bleanix. Even though he will Lay on Hands himself to full health he's pretty easy to kill, and if you time your nukes just right or get a good stun off from the Air pet you can drop him on one go. Just be aware people may need him for the quest so be polite and let them use him. This is a fun camp, can be slow sometimes, but it's an entertaining zone. There's also group opportunities sometimes, you could group here in the late 30's and early 40's.

North Karana Qeynos Guards



Nkg1.jpeg


Level Range: 34-39

Pros and Cons

  • Right on the zoneline
  • Not much loot
  • Negative faction
  • Often camped

Loot

  • Coin
  • Junk weapons


There are five guards you can fight here; two at the watchtower in the center of the zone, two at the watchtower on the zoneline to South Karana, and one that patrols the area in between. It's pretty easy to hold the patroller and two down between respawns. Simple laid back camp with an easy exit with that SK zone at your back. The hardest part is not accidentally zoning over while you're fighting! It can be hard to get this camp but it's a nice spot.


Nkg2.jpeg

Firiona Vie Pirates



Fvpirates.jpeg



Level Range: 30-38

Pros and Cons

  • Right near Firiona Vie
  • Good exp
  • Often camped

Loot

  • Coin
  • Junk


This part of the FV zone used to be empty, I would quad there on my wizard, but now swarming bards have discovered it. It will be camped often these days I think, but it' a great laid back spot. They are all rogues and as long as you don't turn your back super easy to kill. Your pets will chew through them so fast, if you can find any alive!

Level 39-43

#Level_34-38 Click to go up


#Level_44-48 Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Barrier of Combustion Single Target Damage Shield (DS 18-20) & Fire Resist (FR) Buff M Cla Abj. Vendor 100
Dagger of Symbols Summons 1
Summoned: Dagger of Symbols
Summoned: Dagger of Symbols
Item 592.png

MAGIC ITEM TEMPORARY
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 20
DMG: 5
SV DISEASE: +5 SV MAGIC: +5 SV POISON: +5
WT: 2.5 Size: SMALL
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL

M
Cla Con. Vendor 100
Expel Summoned Single Target Direct Damage (DD) vs Summoned (Max: 273) S Cla Evo. Vendor 130
Flame Arc Area of Effect (AE) Point Blank (PB) Fire Direct Damage (DD) (Max: 181) S Cla Evo. Vendor 199
Lesser Conjuration: Air Summons an Air Elemental Pet S Cla Con. Vendor 200
Lesser Conjuration: Earth Summons an Earth Elemental Pet M Cla Con. Research 200
Lesser Conjuration: Fire Summons a Fire Elemental Pet M Cla Con. Vendor 200
Lesser Conjuration: Water Summons a Water Elemental Pet S Cla Con. Research 200
Rain of Lava Area of Effect Fire-based spell that hits your target with 3 waves of 172 max damage.N Cla Evo. Vendor 250
Summon Companion Summon your Pet to Your Location M Vel Con. E. Com. 50
Summon Ring of Flight Summons 1
Summoned: Ring of Levitation
Summoned: Ring of Levitation
Item 617.png

MAGIC ITEM TEMPORARY
Slot: FINGER
EXPENDABLE Charges: 2
AC: 4
Effect: Levitation (Any Slot, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

that gives levitation M
Cla Con. Vendor. 100


REGENERATION: At this level pets begin regenerating 30 HP/tick instead of 6.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Lesser Conjuration: Air 29-33 800-960 32-40 19-21 Stun
Lesser Conjuration: Earth 1150-1450 19-21 Root
Lesser Conjuration: Fire 575-760 N/A 30-34 31-35
Lesser Conjuration: Water 920-1200 19-21 30-34


A quiet spell rank here with only a new damage shield and Levitate ring to get excited about. The ring is very useful and you'll summon lots over time, an honorable mention in the Dagger of Symbols, and a new rain spell. In Velious Summon compainain gets added and this spell is useful for moving around dungeons or getting your pet past areas with bad pathing. I've also used it on the Tower of Frozen Shadow to move between floors without having to resummon my pet. Use this at your own risk though it doesn't always work right.


West Karana Guards



Wkg1.jpeg


Level Range: 39-50

Pros and Cons

  • Not much loot
  • Fairly safe zone
  • Not usually camped except for the corrupt guards
  • Some two pulls you have to split
  • Quest exp

Loot

  • Coin
  • Short swords
  • Some Fine steel
  • Guard Bracelet quest if you're good aligned


Wkg2.jpg


So there's a few different camps here in West Karana, there are three main guard towers and two guards at the barbarian camp. The level ranges are different on all four spots, one of the towers may be all green by 39, try the different spots and see what works best for you. Guard McCluskey and Guard Donlan are the corrupt guards that drop bracelets you can turn in for bonus exp. Those two will take you all the way to 50 if you're so inclined. Otherwise the guards really green out by 44. This camp is a bit slower and more laid back but super chill for an afk camper or during classic when it's hard to find spots.


Wkg3.jpeg

Dreadlands Yeti's


Dlyeti.jpeg


Level Range: 39-46

Pros and Cons

  • Plenty of mobs
  • Decent loot
  • Some running around involved
  • No zoneline close
  • Port hub
  • Gorenaire spawns nearby


Loot

  • Coin
  • Gems
  • Random junk


This is probably the one of the best outdoor exp camps you're going to find. There are so many Yeti's wandering around and there is a cave with a bunch of static spawns, you're not really going to run out of mobs unless there a bunch of quadders there. There's also drovlargs and cockatrices as well to kill if you're so inclined. These guys have low HP and hit hard for their level, so a focused Fire pet is your best bet. Eight times out of ten the pet will handle a yeti by itself. The other two times you'll need to stand in and take a few hits to even things out, or summon a new pet and nuke. The levels fly here, and even though it slows down at 45 you can cruise through that last hell level in about 10 hours or so. It's one of those popular spots that a lot of people don't know about it. Some decent plat to be had too so you'll walk away cash positive. I would just fill all my backpacks with malachite and go until I ran out. You can restock in FV or get buffs at Karnors or the druid rings. A+ spot.

Crystal Caverns Spiders/Terrors/Geonids


Ccgeos.jpeg


Level Range: 35-47

Pros and Cons

  • Confusing to navigate
  • Decent loot
  • Bank
  • Often busy


Loot

  • Some decent magic items
  • Crystalline Silk
  • Cash gem drops off the Geonids
  • Coin


This is an unusual zone, it begins with a labyrinth style mine filled with orc miners. This portion has some pathing issues since it's a huge chasm with lots of layers and mobs stacked upon themselves on the Z axis. Beyond this lies a Ice Dwarf city with a bank and a vendor you can't use without sneak, being able to change out coin or put some loot in the bank is useful though. There are three main camps that you can do past the dwarven village, tentacle terrors, spiders, and geonids. All three have pros and cons, and are good exp if you can't get the camp that you want. The spiders are the easiest except for the mana drain that the named have, watch out for that, followed by the terrors. The terrors have some 3 pulls that would be pretty hard without splitting them, but handily root nets drop off the spiders so have at it! The geos are the prize camp here, they are all single pulls, have a chance to drop a good cash gem off the named and can take you to late 40's pretty easily. I've seen people exp to 49 here just for the cash and ease. There's a zone out at the end of the Geo tunnel. Great zone, great music, well designed. A+

Level 44-48

#Level_39-43 Click to go up


#Level_49-50 Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Arch Shielding Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M Cla Abj. Vendor 200
Conjuration: Air Summons an Air Elemental Pet S Cla Con. Research 200
Conjuration: Earth Summons an Earth Elemental Pet M Cla Con. Research 200
Conjuration: Fire Summons a Fire Elemental Pet M Cla Con. Vendor 200
Conjuration: Water Summons a Water Elemental Pet S Cla Con. Research 200
Elemental Armor Self Only Cold Resist (CR) and Fire Resist (FR) Buff M Cla Abj. Vendor 100
Elemental Maelstrom Single Target Magic-based Damage over Time (DoT) (Max: 600) N Vel Evo. NPC Drop 240
Malaisement Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 40) M Cla Alt. Vendor. 100
Modulating Rod Summons 1
Summoned: Modulating Rod
Summoned: Modulating Rod
Item 821.png

MAGIC ITEM LORE ITEM NO RENT
Slot: PRIMARY SECONDARY
EXPENDABLE Charges: 1
Skill: 1H Blunt Atk Delay: 26
DMG: 8
Effect: Modulation (Any Slot, Casting Time: Instant)
Recast Delay: 300 seconds, Recast Type: 19
WT: 1.0 Size: MEDIUM
Class: ALL
Race: ALL

that can convert Hit Points (HP) to Mana (225 HP to 150 Mana) M
Sky Con. Vendor 200
Phantom Plate Self Only Hit Point Regeneration (+3/tick) and Armor Class (AC) Buff (Consumes Cat's Eye Agate x3 when cast) M Cla Abj. Vendor 200
Shock of Swords Single Target Magic-based Direct Damage (DD) (Max: 600/2.4 DPM) M Cla Con. Vendor 250


PET SKILLS: All pets at this level gain innate dual wield without needing to equip weapons

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Conjuration: Air 33-37 960-1125 40-48 21-23 Stun
Conjuration: Earth 1450-1675 21-23 Root
Conjuration: Fire 760-880 N/A 34-38 35-39
Conjuration: Water 1200-1350 21-23 34-38


The final classic shielding buff, armor buff, and resist buff are excellent final additions, along with the final Malaise spell and conjuration nuke for the classic timeline. In Velious the first dot is added, and it's probably skippable. Earth is researched this level so it will take some planning to get the spell right away at 44. Thankfully the final classic rank has Earth as the only vendor spell. During the Sky era mod rods are added but you probably won't use them much early on because everyone is still using Manastones at that point. Once Kunark drops and later on in Veilous you will summon more than you ever want too. Make sure to summon one when you are full mana to use as a battery for later, this is something I always forget to do, but it's a good habit to get in to.


East Freeport Guards

Efpg.jpeg



Level Range: 44-50

Pros and Cons

  • Easy to get to
  • Often open, or partially open
  • Decent Cash
  • Decent ZEM because it's a noobie zone
  • Close to the docks and Tunnel
  • Some dangerous NPC's lurking about
  • Lots of zone lines for safety

Loot

  • Coin
  • Fine Steel
  • Box of Abu-Kar (while they still drop)


This is a chill camp that is much better in classic days when the gate guards aren't super buffed, but even after it's a decent spot with a good range of levels on the guards. There aren't too many two pulls, it's mostly singles if you're careful. Boxes drop like candy here in classic era, it's easy to just make a new character that spawns in EFP and pick them up to sell later. There's some decent loot and there are vendors you can possibly use in poor district or the evil guild in the tunnels below the city. You can also kill Tarn Bearcrusher who doesn't have loot but is a super easy kill.

East Karana Guards



Ekg1.jpeg


Level Range: 44-49

Pros and Cons

  • Slower exp
  • Not much loot
  • Lots of wandering mobs to avoid
  • No one camps these


Loot

  • Coin
  • Research materials
  • Box of Abu-Kar

This isn't the best camp out there, but during classic there just aren't a lot of places to go exp at this level range to solo. There are three different villages with guards, one near the Gorge zone, one at the base on the mountain along the path between the ramp and North Karana, and the barbarian village by the waterfall. All of these guards have longer spawn times, I don't remember exactly but it's something weird like 14 minutes. I was able to keep about 8 or 9 of them down at a time, you do have to travel in between spots here and lose med time, which is the biggest reason it's not more efficient. No one's going to contest you here though, because there are other, better spots around.


Ekg2.jpeg

Dreadlands random critters



Kcdl.jpeg


Level Range: 44-52

Pros and Cons

  • Plenty of mobs
  • Somewhat random what you can find
  • Subject to trains/bard trains sometimes

Loot

  • Random junk
  • Coin


Nothing really special about this camp, people still group here or solo/duo along the walls of Karnors. This range can be really slow because of the lack of mobs at the right levels. Be careful of the spiders since they are all casters and are sometimes SoWed, the cockatrices hit harder than they should for their level. Stick to drovs, giants, brutes as much as you can. Finding a duo partner here is a good idea, but you can certainly solo pretty mindlessly here in lieu of other spots. This would always be a last resort place to camp, or something I'd do while waiting on a group in KC itself, but I'm struggling to come up with places to go for this range that I've actually experienced first hand.

Level 49-50

#Level_44-48 Click to go up


#Level 50-60 Spell Guide Click to go down




S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Banish Summoned Single Target Direct Damage (DD) vs Summoned (Max: 585, 2.6 DPM) S Cla Evo. Vendor 225
Burnout III Pet Only Armor Class (AC), Strength (STR) and Haste Buff M Cla Alt. Vendor 150
Greater Conjuration: Air Summons an Air Elemental Pet M Cla Con. Research 200
Greater Conjuration: Earth Summons an Earth Elemental Pet M Cla Con. Vendor 200
Greater Conjuration: Fire Summons a Fire Elemental Pet M Cla Con. Research 200
Greater Conjuration: Water Summons a Water Elemental Pet M Cla Con. Research 200
Lava Bolt Single Target Fire-based Projectile Direct Damage (DD) (Max: 810, 2.7 DPM) M Cla Evo. Vendor. 300
Rain of Swords Area of Effect (AE) Magic-based Direct Damage (DD) that hits your target(s) with 3 waves (Max: 324 per Wave) N Cla Evo. Vendor. 375
Shield of Lava Single Target Damage Shield (DS) & Fire Resist (FR) Buff (Max: 25) M Cla Abj. Vendor 120


PET SKILLS: All pets except the Fire Pet gain the ability to double kick/bash.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Greater Conjuration: Air 37-41 2200-2400 48-56 23-25 Stun
Greater Conjuration: Earth 2600-2900 23-25 Root
Greater Conjuration: Fire 1550-1750 N/A 38-42 39-43
Greater Conjuration: Water 2350-2600 23-25 38-42


The final classic spell rank is pretty juicy, the final classic burnout and damage shield. These will stayed memorized for a while. There are also a classic final bolt and rain spell that falls short. It has more total possible damage than Lava bolt but it costs a lot more as well. All of the pets are worth picking up at this rank, you can use them all with the Sol Ro focus items, and will serve you well throughout classic and even into Kunark. The 49 Earth pet focused with a shovel is such an amazing pet, it's really hard to overstate this. A water staff focused Water pet is just as good if you don't need root.


Nagafen's Lair Bats n Bugs



Solblsb.jpeg


Level Range: 49-53

Pros and Cons

  • In depth guide on the 50-60 guide
  • Item loot
  • Dangerous
  • Sometimes camped
  • Must camp spot

Loot

  • Item loot off the named
  • Large Soiled Bag!
  • Coin
  • Critter parts
  • Research materials

This a classic camp that everyone should do at least once, there are sorts of different spots you can camp for exp, or you can do the named circuit for drops. At 50 you can solo anything except for the Stone Spider (although maybe if you had enough MR), but by far the spot you want to do is the Guano Harvestor and get yourself a bag. Very easy to sell as well if you're looking for a cash camp. Just watch out for the Lava duct crawlers and the Noxious spider.

Ocean of Tears Seafuries



Ootsf.jpeg


Level Range: 49-57

Pros and Cons

  • Also in the 50-60 guide
  • Good cash loot
  • Good exp
  • Relaxing area
  • Sometimes crowded

Loot

  • Cash drops
  • Coin
  • Gornit can drop any kind of giant toes and fine steel


Can afk level people here at 50, farm cash and test out pets and killing strategies. Great camp in so many ways! The drops were nerfed to be more in line with classic but it's still 300-400 plat per hour if you can kill quickly, possibly more if you're also nabbing Gornit every 6 minutes. During classic I found this to be a quiet easy spot to earn cash and relax with a nice grind sesh. Post 50 it's incredible exp, I got to 55 faster than most people did when Kunark dropped and I did it entirely on Seafury island. It would get really competitive but you can lock down a single spawn point and just rake in the exp. Bring lots of malachite!

Tower of Frozen Shadow Floor 6 Dogs



Tofs6.jpeg


Level Range: 49-54

Pros and Cons

  • Hard to get to
  • Floor 4 is hard to get through at this range, bring a friend
  • No one is going to camp here
  • ToFS is a zone built for mages
  • There are exp opportunities here on floor 6 up to 56 or 57

Loot

  • Coin
  • Random ToFS junk
  • Spells


ToFS is a zone built for mages, the only thing you can't solo at 60 is Tserrina, although I'm convinced it's possible with some trickery. There is so much to farm, even if it's just cash or Velium bricks. Some floors are much harder than others and the reason it doesn't show up before this in the guide is the lack of safe single pulls for certain level ranges. This is a zone you want to outlevel as much as possible, but if you can make it up to floor 6 at 49 you'll power through some levels on super easy single pulls on the undead Drovs. Avoid the Specters unless you're trying to key up since they are all casters.

Level 50-60 Spell Guide

#Level_49-50 Click to go up


#Level 50-60 Leveling Guide Click to go down




Let's go over the new spells, we'll use the same format as before S = Can skip N = Nice to have M = Must buy. Please note that some of the spells are rewards from the Magician Spells (Good) or Magician Spells (Evil) quests. If you're having trouble with getting any of these, just keep at it until you receive the spells you want, the only spell you really need there is Scintillation. I think it's a good idea to complete your spell book, but there are still plenty of skips here.

I have two major gripes with the way the game designers developed this class; the Epic click, and Mage spells level 50 plus. They had such a great opportunity to really rethink how the class works, or add new features. Instead they basically just repeated the 1-50 spell ranks, the only new types of spells we get are the summon companion, pet run speed, a group buff, CoTH, a DoT and monster summoning. One of the level 60 spells is the last rank of monster summoning, why?! It's a cosmetic spell, it's fun! But why?! The new 60 spell in Velious should have been the Epic pet spell (not the orb, just the orb click effect) and the epic should have been more in line with the other int casters, clicks of spells you already have but are potentially very useful to have mana free. It could have summoned a tradable mana stone with a cooldown, it could have a root or snare spell, or it could be a nuke even.

Anyway, there just isn't new mechanics besides Call of the Hero, arguably it's a good mechanic. I shouldn't be that ungrateful, at least Mages have a spell that makes them raid necessary. It just becomes such a one dimensional tool. Necromancers get a whole new resource mechanic with stealing souls, it may be expensive but it's interesting and cool. Magicians should have more spells that cost gems, or summoned items used as reagents for spells, some ice spells or a minor Lure (-resist) spell would have been welcome too. There are some stand out spells here in the 50-60 lines, Scars of Sigil, CoTH, the Greater Vocaration Pets (minus Fire), Sirocco, Gift of Xev, Muzzla of Mardu, Mala (but why is it worse than Malo?!), Aegis of Ro.

First let's dig into the pet ranks. We start with the Vocarate line from 51-54, and each pet is a different class. This at least is an interesting mechanic making each element a bit more unique and more specialized than the 4-49 pets which are all warriors. They also cost 100 mana more than the Greater Conjuration series. The Greater Vocaration line costs 200 more, for 400 total mana. The final pets (minus Fire) are acquired at 57-60 and are excellent, well worth waiting for. Please note that the hit point values are not all confirmed yet, but it's a work in progress.

Earth remains the only warrior, and the only one that bashes/kicks, while gaining proc damage on the root effect. The hit points remain the highest. Each of Earth's ranks hit more +2 more than the others. The Vocarate isn't much of an upgrade over the 49, but the Greater is a massive upgrade and is a huge solo tool.


Water turns into a rogue that can backstab. This is some serious added DPS and turns the Water pet into the premiere group and raid pet for that reason. The cold damage proc was also significantly increased. It remains a solid choice for many situations. It's durability isn't that great but it still has decent hit points.


Air becomes a monk with flying kick. The damage is decent but still about a third of the Water's backstab. The stun proc gains damage just like the Earth's root, and it becomes much more durable because of avoidance. I've found that the air pet tanks better than the warrior pets (Earth, Epic) and is an excellent choice for solo play. He still does well in groups, but just know his damage won't compare to Water.


Fire is a broken dumpster fire sadly. He is a wizard Harry, and not a very good one. Gone is the superb damage shield, replaced with the level 4 O'keil's for 2 damage. Fire casts some wizard nukes, and they do decent damage, but it runs out of mana quickly. That combined with lower melee damage makes Fire unusable, it's a shame really, because it is a great idea.


Thanks to Tritina of Fires of Heaven I was able to collect some data about Pet hit points and confirm that the wiki values are at least close to what we're seeing in the game. Here's a link to the forum post where I collated everything we collected. At a future date we will test Greater V: Earth, Fire, and the Vocarate line to confirm that these tables are correct. For now please use these as a guideline to what the different pets can do.

https://www.project1999.com/forums/showthread.php?t=422085


Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Flying Kick / Damage Shield / Backstab
Vocarate: Air 41-45 1800-2100 48-56 N/A Stun 51-55 63-70
Vocarate: Earth 41-45 2500-2800 50-58 23-25 Root 51-55 N/A
Vocarate: Fire 41-45 1400-1600 28-36 N/A Various wizard nukes 2
Vocarate: Water 41-45 2050-2350 48 -56 N/A Cold 102-110 144-168



Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Flying Kick / Damage Shield / Backstab
Greater Vocaration: Air 44-48 2500-2700 50-58 N/A Stun 54-58 67-73
Greater Vocaration: Earth 44-48 3000-3200 52-60 26-28 Root 54-58 N/A
Greater Vocaration: Fire 44-48 1600-1800 40- 48 N/A Various wizard nukes 2
Greater Vocaration: Water 44-48 2300-2500 50-58 N/A Cold 108-116 180-204

Level 50


Spell NameSpell DescriptionEraClassLocationMana
Monster Summoning II Summons a Monster Pet S Vel Con. NPC Drop 200

No reason to pick this up unless you really enjoy this spell. The focused 49 earth pet is superior in every way.

Level 51


S = Can skip N = Nice to have M = Must buy.



Spell NameSpell DescriptionEraClassLocationMana
Gift of Xev Summons
Glowing Backpack
Glowing Backpack
Item 884.png

TEMPORARY
WT: 0.1 Weight Reduction: 100%
Capacity: 10 Size Capacity: GIANT

,
Summoned: Black Bread
Summoned: Black Bread
Item 832.png

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

,
Summoned: Globe of Water
Summoned: Globe of Water
Item 584.png

TEMPORARY
This is a drink!
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

, and
Summoned: Bandages
Summoned: Bandages
Item 812.png

TEMPORARY
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

M
Kun Con. NPC Drop 60
Malosi Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 60) N Kun Alt. Firiona Vie Overthere 175
Scintillation Area of Effect (AE) Fire-based Point Blank (PB) Direct Damage (DD) M Kun Evo. Quest 361
Vocarate: Earth Summons an Earth Elemental Pet (Warrior Class) N Kun Con. Firiona Vie Overthere 300


Gift of Xev: is an incredible spell, 10 slot 100% WR bags, food and water all in one cast. I stopped buying food or water after 51, I just log out with Gift of Xev loaded. Keep your bag slots low and you can fill them with free bags to farm goods with. Also a turn in quest spell.

Malosi: is a useful tool, but I don't think I ever actually used this rank of the spell, safe to skip if you're mostly solo. If you group and raid a lot this will be useful.

Scintillation: is the final point blank AoE Mage's receive and while you may not use it very often, it's so much fun to haul out during AoE clears on raids or for farming lots of green mobs, think the goblin fort with Grachnist here.

Vocarate: Earth: is generally inferior to the shoveled 49 Earth, it's a vendor spell so pick it up and try it out and see what you think. I almost never used it while leveling but I used the reclaim method mainly on Seafury island with focused water/air pets. If you plan to use an Earth pet in a long term situation then it's obviously better than the 49 Earth because the extra mana cost doesn't matter over time. If you're reclaiming every fight the 49 is much more mana efficient.

Level 52


S = Can skip N = Nice to have M = Must buy.



Spell NameSpell DescriptionEraClassLocationMana
Bristlebane's Bundle Summons
Summoned: Ale
Summoned: Ale
Item 710.png

MAGIC ITEM TEMPORARY
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

,
Summoned: Cake
Summoned: Cake
Item 914.png

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

,
Summoned: Spinning Bottle
Summoned: Spinning Bottle
Item 828.png

MAGIC ITEM TEMPORARY
Charges: 1
Effect: Spin the Bottle (Any Slot, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

, and
Summoned: A Firework
Summoned: A Firework
Item 1025.png

MAGIC ITEM TEMPORARY
EXPENDABLE Charges: 1
Effect: Happy Panda (Any Slot, Casting Time: 1.5)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

S
Kun Con. NPC Drop 50
Char Single Target Fire-based Direct Damage (DD) (max: 702, DPM: 2.7) M Kun Evo. Firiona Vie Overthere 260
Phantom Armor Personal Armor Class (AC) and Hit Point (HP) Regeneration Buff (Consumes Cat's Eye Agate x4 when cast) M Kun Abj. Firiona Vie Overthere 225
Vocarate: Fire Summons a Fire Elemental Pet (Wizard class) S Kun Con. Quest 300


Bristlebanes Bundle: is a fun spell, but you don't need it. Being able to summon booze is fun, and the fireworks will confuse people sometimes.

Char: is the best single target non bolt fire nuke Mages get, it's useful for certain raid encounters where you can't use bolts or magic nukes.

Phantom armor: is the final rank of this spell and comes with a whopping HP regen of +5, this is a great spell, I keep it up as a nice junk buff on raids, pairs well with Manna robe. It's the only good spell in this rank.

Vocarate Fire: pets are pretty bad, you can safely skip them. Try for yourself but you'll see the damage just isn't there, and they use the Wizard damage shield so it's +2. Sadly a junk spell.

Level 53


S = Can skip N = Nice to have M = Must buy.



Spell NameSpell DescriptionEraClassLocationMana
Annul Magic Removes a magical effect from your target M Kun Abj. Firiona Vie Overthere 75
Boon of Immolation Group Damage Shield (DS) & Fire Resist (FR) Buff (Max: 25) N Kun Abj. Quest 360
Quiver of Marr Summons 1 Quiver of Marr with 60 Summoned: Arrow of Marr M Kun Con. NPC Drop 60
Vocarate: Air Summon an Air Elemental Pet (Monk class) N Vel Con. Quest 300


Annul magic: is the final rank of the dispell line. Useful for pulling or for dealing with mobs that have damage shields on them. It's not something you'll use every day but very nice to have.

Boon of Immolation: is the first of two group buffs, you may find it useful if you group a lot, but I found that once I got 56 and Cadeau for the +33 DS I never used it. You can skip it, or not.

Vocarate Air: is the first monk pet Mages get, if you have a Air focus staff this is absolutely worth picking up. If you don't, it's still nice to use in groups for the stun but it's not as great for soloing without the focus. The Air pets are the real tanks 50+ since monk evasion is so overpowered.

Quiver of Marr: is a nice upgrade to summon arrows since it summons 60 at a time, you'll use it sometimes when melee's need 'em. Pick this up for convenience.

Level 54



S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Bandoleer of Luclin Summons 1 Bandoleer of Luclin and 60 Summoned: Knife of Luclin M Kun Con. NPC Drop 60
Scars of Sigil Single Target Fire-based Projectile Direct Damage (DD) (Max: 450, DPM: 2.57) M Kun Evo. NPC Drop 175
Shield of the Magi Self Only Hit Point (HP), Magic Resist (MR), and Armor Class (AC) Buff M Kun Abj. Firiona Vie Overthere 300
Vocarate: Water Summons a Water Elemental Pet (Rogue class) M Vel Con. NPC Drop 300


Bandoleer of Luclin: is useful sometimes, you'll get requests rarely for them. It's cheap, so pick it up!

Scars of Sigil: is one of Magicians best nukes, it's also one of the highest DPS spells in the game. That two second cast time is amazing, it's useful in so many ways. I also prefer it over bigger nukes because you get more chances to land damage compared to the others. You can pull aggro off of tanks with this one, so be careful!

Shield of the Magi: is a last spell in this line, but it's nothing new besides more + HP/AC/MR.

Vocarate Water: it's a great DPS pet as it's a rogue class and can backstab. You'll need to position it to get the most out of it but it's worth the effort! This is the premier group and raid pet.

Level 55



S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Burnout IV Pet Only Armor Class (AC), Strength (STR) and Haste Buff M Vel Alt. NPC Drop 150
Call of the Hero Summons Target Group Member to the Caster and erases aggro on (Consumes 1 Pearl) M Kun Con. NPC Drop 500
Pouch of Quellious Summons Pouch of Quellious and 60 Summoned: Shuriken of Quellious M Kun Con. NPC Drop 60
Rage of Zomm Summon a Suicidal Eye S Kun Con. NPC Drop 200
Sirocco Area of Effect (AE) Fire-based spell that hits your target(s) with 3 waves (max: 1890) 1.57/3.15/4.73 DPM M Kun Evo. Firiona Vie Overthere 399
Wrath of the Elements Short Duration Damage over Time (DoT) (Max: 800) 3.01 DPM N Vel Evo. NPC Drop 265


The final Burnout: isn't a huge improvement over III but it's still worth casting, every little bit counts.

Call of the Hero is immensely powerful, especially when it clears aggro at all ranges, time to start carrying pearls! It can be expensive to buy on your own, this is where a guild can be helpful.

Pouch of Quellious: is a nice spell to have but one of those you'll rarely cast, grab it so you can fulfill the rare request.

Rage of Zomm: is a weird spell, it summons a giant Earth elemental with a max hit of 81, but it can't be hasted or controlled and dies when the mob dies.

Sirocco: is our best nuke once rain spells are fixed in Velious! Check out the damage per mana on it, even if one wave resists it's still more efficient than Seeking Flame at 59. Two waves will go through almost always, make sure to cast it before the mob gets too low as below a certain % it automatically resists. It doesn't lock your casting so cast Sirocco then GCD spam Scars of Sigil in the top spell gem to maximize DPS.

Wrath of the Elements: is a welcome addition and you could also use this during Sirocco and than spam Scars to add DPS, the issue with this spell is that it's magic based and it's DPM and cast time aren't that great.

Level 56



S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Cadeau of Flame Single Target Damage Shield (DS) & Fire Resist (FR) Buff (Max: 33) M Kun Abj. Firiona Vie Overthere 155
Dyzil's Deafening Decoy Summons a Fire Element Pet with a Damage Shield (DS) and AE damage spell. M Kun Con. NPC Drop 350
Exile Summoned Single Target Direct Damage (DD) vs Summoned (Max: 725) 3.0 DPM S Kun Evo. Firiona Vie Overthere 250
Muzzle of Mardu Summons
Summoned: Muzzle of Mardu
Summoned: Muzzle of Mardu
Item 770.png

MAGIC ITEM TEMPORARY
Slot: FACE
Haste: +11%
WT: 0.1 Size: SMALL
Class: WAR PAL RNG SHD MNK ROG
Race: NONE

that gives Haste (11%) M
Kun Con. NPC Drop 100


Cadeau of Flame: is a wonderful spell and a nice upgrade over Lava shield at 49. You'll use this a lot in solo, group, or raid play. Keep it up on the tanks at all times, use /assist to find out who the mobs are hitting, you can be the top DPS easily by using this spell liberally.

Dyzil's: is the real Fire pet of the 50's, and while it's melee damage is pretty low compared to the other pets it's damage shield is incredible. It's a welcome solo tool and helps to power through 56 to get to the final Earth pet next rank. It's not able to be focused sadly but still a nice pet.

Exile Summoned: is the final summon nuke, it has a -50 MR modifier on it, the only problem is that you will never use it except maybe in the Hole....safe to skip it if you want.

Muzzle: was such a great idea by the devs, one of the few stand out spells post 50. It's useful in every encounter and all of your pets should be using one unless your just chain petting. Make sure you muzzle everyone's pets in raids and groups, even shaman pets benefit. You can give them to NPC's as well, like the Dwarves in the ring war.

Level 57



S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Eye of Tallon Summons Eye of Tallon that has Invisibility and See Invisible S Kun Con. NPC Drop 65
Greater Vocaration: Earth Summons an Earth Elemental Pet M Kun Con. Firiona Vie Overthere 400
Shock of Steel Single Target Magic-based Direct Damage (DD) (Max: 825, DPM: 3.0) M Kun Con. Firiona Vie Overthere 275


Eye of Tallon: looks cool, but I've never had a reason to use it. I suppose using it to CoTH wall drop in an area where you're not sure the wall is safe or not might be okay. Can skip this.

The final Earth pet: is beastly and is such a huge upgrade, it makes soloing so much easier post 57. While the focused Air pet is the best all around solo pet post 53, the Earth pet is for solo exping and for situations where you need CC. It's hard to explain how much of an upgrade it is, it really is a step up from the Greater Conjuration and Voracate lines.

Shock of Steel: is the final shock/conjuration based nuke and it's pretty good, if you're conjuration specialized it's DPM is 3.32 which is better then Seeking Flame and a two wave Sirocco, the only downside is the long cast and magic based damage.

Level 58



S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Greater Vocaration: Fire Summons a Fire Elemental Pet S Kun Con. NPC Drop 400
Malosini Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 60) M Kun Alt. Firiona Vie Overthere 200
Velocity Pet Only Movement Speed Buff M Kun Alt. NPC Drop 60


The Fire pet: is junk, so sad!

Malosini: is the final spell in it's line and it's the same as the shaman version, you'll sometimes need to use it for charmed pets or raids, if there isn't a shaman around. It is marginally better than Malosi because of it's cast and recast time. Extremely useful but situational spell.

Velocity: is an awesome spell, it's a pet SoW, use it whenever you're in an outdoor zone to maximize the pets DPS or keep it closer to you when running around. It also makes it's more responsive, sadly it's outdoor only. I wish this spell was usable in doors, it's just that good.

Level 59



S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Greater Vocaration: Air Summons an Air Elemental Pet M Kun Con. NPC Drop 400
Manastorm Area of Effect (AE) Magic-based Rain Damage and Mana Drain Spell that hits your target(s) with 3 waves (Max: 675 HP and 50 Mana per Wave) N Kun Evo. NPC Drop 427
Seeking Flame of Seukor Single Target Fire-based Projectile Direct Damage (DD) (Max: 1024, DPM: 3.1) M Kun Evo. Firiona Vie Overthere 330
Valiant Companion Pet Only Fear Immunity M Vel Alt. E. Com. 200


The final Air pet: This guy is the tankiest Mage pet, especially while focused, if you can get the Focus stave this is the best solo pet besides epic.

Manastorm: is marginally better than Sirocco but it's MR based so it'll resist more on more mob types, I typically stick to Sirocco. The mana drain portion could use some testing to see if the drain goes through even if the damage is resisted.

Seeking Flame: is the final bolt spell and it's a decent nuke, I find that it's very situational but in the times where you can cleanly use a bolt spell that won't resist fire it's easily the best fire nuke for efficiency.

Valiant Companion: is a great spell on dragons that fear or any necro or cleric type mobs that cast fear. It's definitely a very situational spell but still useful.

Level 60



S = Can skip N = Nice to have M = Must buy



Spell NameSpell DescriptionEraClassLocationMana
Aegis of Ro Group Damage Shield (DS) & Fire Resist (FR) Buff (Max: 33) M Kun Abj. NPC Drop 450
Banishment Direct Damage vs Summoned (Destroys target & consumes 1 Star Ruby) S Kun Evo. NPC Drop 500
Greater Vocaration: Water Summons a Water Elemental Pet M Kun Con. NPC Drop 400
Mala Single Target Fire Resist (FR), Cold Resist (CR), Magic Resist (MR), and Poison Resist (PR) Debuff (Max: 35, unresistable) M Kun Alt. NPC Drop 350
Monster Summoning III Summons a Monster Pet N Vel Con. NPC Drop 400


Aegis of Ro: is a powerful spell that is amazing in groups and useful in raids for the fire resist that stacks with other spells. I use it more often now that mass group buff is working and I don't need to join groups to use it.

Banishment: is such a cool spell, that you will never use, you can skip it. It's super cheap so it's worth the complete.

The final Water Pet: is a beast! Such a great spell, and worth waiting for. A max level focused water pet has the highest potential DPS if you can land the cold proc and position it correctly for backstabs.

Mala: is a great spell but it's inferior to the shaman version, pick it up you will use it, but shamans will generally handle this using their own version of the spell.

MSIII: is a fun cosmetic spell, I suppose there could be reasons to use a warrior pet that doesn't root sometimes.


Level 50-60 Leveling Guide

#Level 50-60 Spell Guide Click to go up


#Raiding on a Magician Click to go down




This is a guide for leveling Magicians in the expansion levels; level 50-60. We will cover locations, pros and cons, loot, and other tips and tricks. Many people only level their mage to level 55 to be a Call of the Hero (CoTH) bot, but for those who enjoy the class and don't have time to find groups for leveling post 55 I hope this guide will help you on your journey. I will make several assumptions about your character and your knowledge of the game for this guide to work.


  • You are at least level 49
  • You have some basic +mana or intelligence gear
  • You have a Torch of Alna
  • You have a Shovel of Ponz
  • You are current on Fire and Earth Pet spells
  • You are current on Burnout and Damage Shield spells
  • You understand basic magician leveling mechanics
  • You will be acquiring your new spells as you level through the 50's


Bloodgill Goblins (Lake of Ill Omen)


Npc a bloodgill goblin.png


Level Range:49-52

Pros and Cons

  • Underwater, which is fun and/or annoying
  • Often camped
  • Come in two pulls


Loot

  • Sometimes get a junky Harpoon
  • Words and Runes
  • Nothing here really, this is an experience camp


This is a fun easy camp, the a bloodgill goblin are all under water around the temple of Veksar. Bring an Enduring Breath item if you have one, otherwise don't forget to buy your Summon Waterstone spell. This is often a contested camp, and it greens out at 52. The upper Bloodgills come in two pulls, you can use root nets to split one out, and nuke one down. You can also pull them to land with SoW and kite one with the pet kills one by itself, or have the pet facetank both and nuke one down quickly. The Bloodgills around the entrance to Veksar come single but are more often camped.


Bloodg1.jpg


City Guards (Various)


Level Range: 49-57

Pros and Cons

  • Fine steel weapons
  • Close to merchants
  • Usually zonelines nearby
  • Often NPC guildmasters or high level KOS npcs
  • Often overcamped depending on location and class
  • Ruins factions
  • Experience slows way down at 55


Loot

  • Cash flow is good with guards, can range from 150-500 plat an hour depending on location
  • Use your summoned Bags Gift of Xev is huge for guards
  • Some decent coin loot
  • Words and Runes etc


City Guards are always a good option. No matter your racial choice, there is a place for you to hunt guards.

  • Kelethin is the best place for guards (if you don't care about faction) but with pathing issues and merchants assisting I would be careful here. You can use Cancel Magic to pull mobs down from below the platforms, just type /target Guard_<name> and cast it. Watch out for strange pathing and the gate guards. This is a high plat per hour spot, similar to Grobb.
  • Oggok is a popular location, sometimes hard to get singles, and there is a neutral merchant anyone can sell too. I believe this greens out early and probably tops out around level 50.
  • Steamfont has several single pulls you can do AFK style. They are generally found on the path and one is at the windmills.
  • Kaladim has tons of guards inside you can kill, as well as many outside in Butcherblock. You can sell at the druid ring.
  • Freeport is a great zone,but it's a bit lower level and will green out quickly for you. Great place to run tight cycles, near the docks in East Freeport are excellent. There are three higher level guards in North Ro near the Inn.
  • Grobb is another popular location, and I believe you can sell outside at the hand merchant. This tops out in low 50's but excellent plat per hour, often camped by enchanters. Watch out for the various guild trainers.
  • Neriak Foreign quarter greens out early, Commons guards all duel wield and have high damage and are higher level. Third gate guards are clerics, and best avoided because they complete heal.
  • Halas I've never done, but I know there are some guards in Everfrost on 6min40sec timers are an excellent laid back camp. They are the Mcmarrins, look for them at the passes between the snow maze and the tundra.
  • Rivervale is another place I've never done, but it's definitely popular, it's lower level than other cities. This would be more of a plat farm.
  • Felwithe these guys are paladins, this place is for necromancers, not mages!


Bats n' Bugs (Solusek B)


Gaunocamp.jpg

Level Range: 49-53

Pros and Cons

  • Easy to get to
  • Nearby neutral merchants
  • Trains happen here, luckily you should be fighting at the zone line to SolA
  • Somewhat dangerous when Noxious spider spawns
  • Exp ZEM mod isn't great, camp really slows down at 52


Loot


Camp Details There are two ways to break into the Bats n' Bugs (BnB) area in SolB. You can clear in from the Nagafen's Lair Lavastorm entrance, or you can clear in through the Solusek's Eye back entrance to Guano harvester. I recommend learning the way through Guano. This is the camp you will want anyways.

SolB Route
LDCroute.jpg


SolA Route

Guanoroute.jpg

On the SolA route you drop down into the corridor at the lava river and follow it around. Once you zone into Guano, the first pull will likely be two bats. I recommend nuking one down quickly, then zoning or chain summoning a second pet. After that it's all simple single pulls. The only real danger here at this camp is that the Noxious spider paths all the way up to camp. You need to be ready to handle a Lava duct crawler or Nox. You should be able handle all the bats plus the beetles and sometimes Nox. Grab yourself a bag while you're here. Experience tops out at 52, but you could stretch it to 53.

Guanocamp.jpg


Key

Seafuries (Ocean of Tears)


Seafuryfight.jpg


Level Range: 49-57

Pros and Cons

  • Great loot
  • Often Overcrowded
  • Great experience
  • Quag
  • Corrupted Cyclops
  • Takes time to travel
  • Surrounded by water


Loot


This is some of the best experience 50-55 you're going to get solo. The Cyclops on Seafury island respawn in just a couple of minutes. If it's not heavily camped I recommend finding a nice spot on the beach to camp at and pull the mobs in. If there are a lot of people, the best thing to do is find a single spawn point and camp it.

Seafuryspawn.jpg

This map has most of the spawn points (roughly) I'll leave the rest up to you to find, most points have at least one pather that walks through. The only truly safe spot and in my opinion the best, is the tree spawn north of the pirates along the water. I spent maaaany hours here and other than the occasional runner I had zero issues with pathers.

Cyndreela (the Feerrott)


Cyndreelapet.jpg


Level Range 49-55

Pros and Cons

  • Not often camped
  • Surrounded by annoying low level mobs
  • Raids often show up


Loot

  • Gems
  • Words
  • Bronze


Cyndreela is a necromancer who summmons a pet and has approximently two thousand hit points. She will buff herself, so the first thing to do when breaking in is to dispel her twice. Just nuke her down and let your pet clean up her pet. Each spawn after will be way easier. This is a decent AFK camp.

Nallar Q`Tentu (Neriak - 3rd Gate)


Nallarlib.jpg


Level Range: 49-57

Pros and Cons

  • Easy to get too
  • Mind numbingly boring
  • Good city ZEM
  • Easy single pull
  • No faction


Loot

  • Absolutely nothing
  • Zilch
  • Nada


This is a quest giver in the Neriak Third Gate library. He isn't on any faction and respawns in 400 seconds (6m 40s). He's a necromancer that buffs and casts but doesn't summon a pet. This is super straight forward AFK style camp. He will green out once you hit 58. This is slower then Dyrna, but a good back up plan if she is camped. If you root him at his spawn, you can LOS his spells.

Dyrna Nlith (High Keep)


Drynadun.jpg


Level Range:49-57

Pros and Cons

  • Easy exp
  • Hard to get camp sometimes
  • Slows down 55-57

Loot

Dyrna Nlith in High Keep is a low 40's necromancer. She doesn't summon a pet and has around 2000 hp. There's a green named Flayer Hopkins that will aggro with her, but he's nothing to worry about. This camp is super easy, just summon a pet, buff it, nuke her down. Rinse and repeat every 6 minutes and 40 seconds. If you're evil there is a wizard guy in the jail behind that will aggro you as well, watch out for him. The biggest struggle at this camp is remembering to tab back over to kill her.

Nyzil Bloodforge (Butcherblock Mountains)


Nyzilcamp.jpg


Level Range:49-60

Pros and Cons

  • Easy exp
  • Hard to get camp sometimes
  • Slows down 56+

Loot

Easy single spawn in a high ZEM zone, he spawns by the anvil, just pull him back to where he is the picture, super tiny on the left! Great easy afk camp, easiest way to kill him is nuke for 50% damage.

Durkis Battlemore (Butcherblock Mountains)


Durkis1.jpg


Level Range:56-60

Pros and Cons

  • Solid blue to 60
  • Difficult solo kill, not the most efficiant
  • Always open


Loot

  • Nothing


This guy is a much harder Nyzil, and a good spot to go if you can't get the Nyzil camp. His guardhouse is the first you encounter on the road to the docks from Kaladim. There are two guards in the front, ignore them and set up camp on the back end shown here.


Durkis2.jpg

This is a two pet fight so if you're using Dyzil's you'll need a long run way to resummon and then kite him around. If you're using 57 earth, let the root snap the aggro, don't forget to apply that DS right away. He runs when he is low so pull a ways back from the guardhouse. To pull him, type /target durkis to grab him through the wall and cast cancel magic, he will pop out without aggroing the two guards in the front.


Frost Giant Elites (Great Divide)


GDGelite.jpg



Level Range: 56-60

Pros and Cons

  • Outdoors: easy to kite
  • Good faction/heads/toes
  • Near Thurgadin
  • Laid back easy camp

Loot

  • Thurg quest items
  • Various velium
  • Random vendor weapons


There is a plateau behind the giant fort that random giants will path through, the scouts are easy faction kills (kill them to spawn more elites) the berzerkers are light blue and will yield a small amount of experience. The elites are tough, have at least 6000 hit points, but a fully buffed 57 earth pet will take them down most of the time with no trouble. Just be ready to nuke or tank for a bit in case you get a low pet summon. I also did this spot at 56 with Dyzil's decoy, you'll need two per elite - this doesn't work as well now with pet aggro dumping onto the caster.

Frostelitecamp.jpg

The red lines are the paths that most of the elites will walk on, this isn't exact, and they like to wander around the canyons below the plateau to the south and west. The red X's are the safer spots to sit and fight. The screenshots show the viewpoints from the two red X's, make sure you clear those two entrance mobs at the fort in case of a runner. Most of the mobs will wander on a north/south line.


GDGfort.jpg

Suits (Wakening Lands)


EQ000802.jpg



Level Range: 57-60

Pros and Cons

  • Easy experience
  • Often camped
  • Some nasty pathers
  • No singles, have to break two pulls


Loot


a suit of sentient armor in Wakening Lands are a popular spot for quad kiting wizards and druids, and sometimes bards using charm. There are two camps, one has four suits in one house, this is known as 4s. The other has six suits, four inside a house, and two outside in a ruin, this is known as 6s. They most always come in pulls of two, the four might all aggro at lower levels. I don't come here until 57+ anyways, if someone wants to confirm that would be great.

So you start with a two pull, and these mobs have over 6000 HP. Start with your strongest pet, fully buffed and guard him back towards the wall. Run down to your suit house and pull using Scars of Sigil, and drag the two up towards your pet. It helps to swap targets right after you attack, you want the pet to attack the one you didn't nuke. Send the pet and kite the second around in tight circles, keep an eye on your pet's health versus the suit. You may need to nuke some if you summoned a low level pet. A method to mitigate this issue is to test your pet on low level mobs before you start this part.

Once that first suit goes down send your pet in, it will be below 50% health. Run a distance away and watch the health spam. When your pet gets to 15% or so start summoning a Greater Vocaration Earth, cast a Cadeau and send it in. It's important for the second pet to be Earth so it can root and snap that aggro immediately. Burn it out and reap the rewards. Repeat this method for second set of two suits and congratulations you have broken 4s or 6s!

This experience is about as good as it gets 57-60, it's mostly relaxing. Although if you are KOS to the Thanes and Dixies and Giants there are mobs that will go after you sometimes that path nearby. Keep your eyes open and watch the paths to find the safe places to sit. A corrupted Faun paths through 6s and that guy will wreck your day so fast you don't even know what hit you. Most people time the mobs and sit way up on the hill zone line to avoid issues like this. The red lines on the map are good places to sit and kite.

Suitsinfo.jpg




Suitsfire.jpg

Brownies (Lesser Faydark)

Browniesscreen.jpg



Level Range: 57-60

Pros and Cons

  • No loot
  • Safe zone
  • Modest experience
  • Hard to break the two pull
  • Not often camped
  • 1.7% exp per hour or so at 59, kind of slow


Loot

  • Brownie Parts
  • Random words


Brownies are a great afk style, laid back camp. You will need to break a two pull, so get your MR gear on and read on. Either use a Crystalline Silk Net or summon a max level Earth pet. There is a pixie camp nearby you can test the pet on first. The red 'circles' in the picture are where they spawn.

A. Net
Buff the pet and pull one of the brownies with root net, pull the other brownie far enough way to avoid cast range. Annul magic it twice, then spam Scars of Sigil until it dies. Your pet will be at 30-50% health, you can resummon or use the last bit of health on the second brownie, who will be coming right about when you finish the first. Sometimes things will go south on this fight, don't be afraid to gate after killing the first one and come back. The spawn time is fourteen minutes, so this tactic works really well.

B. Two at once
Pull a brownie with Annul magic, pull them both back a ways so you don't aggro stuff inside with the pet. Use a clicky to refresh your gems, annul the brownie again and start spamming Scars of Sigil. Make sure you keep your pet focused on the kill target. The first brownie should die when the pet is around 15-30% health. Be ready to summon a new (earth) pet and get it on the second brownie, don't forget to annul magic it twice.


Lava Duct Crawlers (Solusek B)

Check out this guide for this interesting spot, this is a more advanced camp. It's the first guide I wrote and I'm putting it here unedited for posterity. It's also a really fantastic place to camp if you can manage it, it's complicated and rewarding!


Hail and well met adventurers! This is a guide intended to explain how to break into, and solo as the Magician class, in the Lava Duct Crawler caves in the Nagafen's Lair zone. Magician leveling 55 plus can be difficult and frustrating, as there are not many locations to solo (espiecially pre-Velious.) The Lava Duct Crawler's (LDC or LDC's) stay dark blue through 59 at which point some of them drop off to light blue (green but give experience.) This is a great location to gain solo experience in your late 50's. The experience per hour rate is about the same as anywhere else you will solo, sometimes better since there is rarely someone camping the LDC's

I will make several assumptions about your character and your knowledge of the game for this guide to work.

  • You are level 57.
  • You are up to date on your spells.
  • You can acheive 150 MR with buffs / potion.
  • You can achieve 150 FR with buffs.
  • You understand Magician leveling mechanics.
  • You are somewhat familiar with the Nagafen's Lair (SolB) zone.

Background Information

Approach

The best way to approach is through the bat caves (Map location 9), once you arrive at the bat caves the only bats you need to worry about are two pathers (one of them is the Guano harvester) and one static bat in the cubby in the Noxious spider(Nox)room, Map location 12. There are two LDC's that path outside of the LDC caves, the Nox spider PH as well as Pather A who spawns in the Stone spider (SS) room.

LDCroute.jpg


Lava Duct Crawlers

To understand this camp you must first understand how the spawns work, thanks to this picture (credit to Baler), we can get a clear picture of the LDC spawns.

LDC Spawns.png
  • There is a room of three static LDC's.
  • There is one static on the Lava Ledge that leads to the Fire Giant area (across the lava).
  • There is a room of two static spawns, this is the Stone Spider room (map location 13). Pather's A, B, and C all spawn here as well. Pather A (PatA) will path all the way to the three way hallway between SS, Guano and Nox. It's possible to aggro both PatA and the Nox PH at the same time in the hallways in between.
  • Pather B (PatB) spawns in the tunnel that connects the two static LDC's rooms and paths in between. It's possible to wall look to see his location on either side of that tunnel.
  • Pather C (PatC) spawns at the bottom of the ramp that leads up to the Fire giant area and paths up the ramp to the two Fire Giant guards at the end of that tunnel.
  • There is always a point in time where all three pathers (A,B, and C) are all out of the SS room at the same time, allowing one to pull the two statics (one being the SS PH) out of the room to the lava ledge where the single static LDC spawns.
  • To clarify A,B, and C they are the orange spawns from left to right.

The Mobs

Lava duct crawler

These are warrior mobs with with approximently 4900 HP according to the wiki. Very straightforward except for the fact that can cast Boil Blood on you. This is where you need Fire resist, at least 150. Idealy you want 180, because at that point you will resist most of the Boil Bloods that come your way. It's best to wear your Fire resist suit at all times.

Npc lava duct crawler.png
Noxious spider

This is a warrior mob with more hit points than a regular LDC. The wiki says 5266, but I believe that to be lower than it actually is. This guy can cast Deadly Poison on you, and it's initial damage is 100 each time so watch out. A low level pet may die from Nox, so you may have to nuke. Don't let it touch you, but the easy counter is 10 Dose Ethira's Poison Antidote. One click removes the poison.

Npc noxious spider.png
Stone spider

This guy is the ballbuster, the reason this camp stays open, the one thing that can and will definitely murder you if you are not prepared. He is a warrior with approximately 6000 hit points according the wiki, this does seem about right. He is completely MR and FR immune, so you can't nuke, root or cast any mage spells on him. He casts a 20 Stone Spider Stun and can easily kill you during this stun period if he catches you. This is why you need/want 150 MR, at that point you will resist almost every stun.

Npc stone spider.png

The Break

Clear in from the first bat cave, if you find the Nox PH pathing, kill it and move on. Watch out for PatA also coming from the SS room. Move up to the hallway to the Lava ledge and wait for PatA to come out. It's important to kill that mob first before the Lava ledge (LL) static so you don't get jumped. After you kill PatA, kill the LL static and med up. You'll want to be close to full mana for when you do the two pull inside the SS room.


At around 90-95% mana, buff your Earth pet (Cadeau and Burnout) and go halfway through the tunnel to SS room, you can wall look and peak around corners to find out where PatB and PatC are currently. If the SS is up, hang up your hat you will need help to break that room. If the two statics are both LDC's, you are in business. Wait for PatB and PatC to leave the room, then pull the two statics out to LL.


It's important to remember which one is NOT the PH, the one farthest away is the PH and you will want to kill that one second. There are two ways to do this part; you can pull them both out and have your pet tank them both while you nuke one down. This works fine, but is harder after the pet damage nerf, I recommend using a instant-click item to rest your global cooldown on your nuke. The best nuke for this is Scars of Sigil, speed is crucial here you need to drop that first LDC immediately.


The other way is use to one of the two root nets Crystalline Silk Net,Wooly Spider Silk Net to root the PH spider and easily solo kill the non PH spider down. This is easier, and barring any early breaks will trivialize this fight for you. Once you have killed both spiders, set a timer for 5 minutes and start medding. This is to ensure that you have time to kill the SS before the next spawn. Please note that rooting the PH in the SS room will aggro PatB and C on you. Pull them both out to LL before rooting.


After 5 minutes are up, peak through the wall or corner and pull PatB or PatC. This order doesn't matter, pull it to the LL and kill it. Then pull and kill the other. Congratulations! You have cleared the SS room. You can kill all three pathers, the two LDC's in SS room and the LL LDC every round. On the second clear, make sure you leave time in between the first SS room LDC and the SS PH. You definitely don't want to be fighting the SS with another mob. Make sure you reclaim pet and nuke for full experience on each kill.

The Stone Spider

So you've broken the camp, life is good, until the Stone Spider shows up and wrecks your day. Hope your pet is higher level, this will help, if not prepare to summon at least two more pets. Have your pet ready to kill the SS as soon as it spawns, and after your pet engages run up the ramp and down the hallway. Not too far or you will aggro the giants. Now spam your pet health hotkey and when your pet is at 8-15% health start casting a new one. It will take a moment for the SS to path up to you so you should be done casting by the time he arrives. Make sure you aren't touching the walls or looking through them when you cast. As soon as the SS makes it up to you, run by him and jump off the ramp and go sit at LL.


Most of the time the pet will have gained aggro at this point, cast Cadeau as soon as it does. If your pet has not gained aggro repeat the process in reverse and run back up your spot where you summoned a new pet. The pet will definitely have aggro by then. Often two pets are enough to kill him, but not always, if you need to summon a third pet, pick the most distant spot you won't aggro anything and resummon, then run past SS (you will resist the stun if you have good MR) and run back up/down the ramp. This will disrupt your spawn timers on the rest of the cycle, so make sure you wait 30 seconds or so before killing each following mob for the next two or three cycles to reset times and keep yourself from having two LDC's at once.

Breaking the Three Spawn Room

If the stone SS is up or the room is already camped, you can also break the 3 spawn (3S) room and solo it. This one is much trickier and I haven't tried it since the pet damage nerf so I recomend using root nets to break it open.


Clear into the bat caves and wait the Nox PH to path down to it's spawn point. Kill it then move up and kill all the beetles above the 3S room, then clear all of the mobs up the ramp to Guano so you can run out of the zone without being stunned. if you get a max or close to max level pet, baby it and keep it alive. I usually chain summon here to get a max level pet. Once you cleared the zoneout, head down to 3S and sit above where the beetles spawn, you can wall look and watch PatB as it roams back and forth between SS and 3S. Get full mana and when PatB goes back to SS, go down and pull the 3 LDC's up. Root one and back up, root another and back up.


Chain nuke this mob down with Scars of Sigil and an instant click, then head for the zone out to clear aggro. Once you zone back in, resummon, rebuff. Check for PatB and pull the remaining two, you can chain nuke one down and zone out, or just kill them together with another charge of root. You can then kill PatB when he returns. Congratulations! You have broken 3S and can kill the 3 that spawn there, PatA, PatB, and Nox PH fairly safely each round. Be aware that because PatB spawns and waits 30 seconds before pathing that your timers will have to shift every round. This camp is inferior in many ways but still doable.

Tips and Equipment



Undertow's Temple (Kedge Keep)


UTtemple.png


Level Range: 57-60

Pros and Cons

  • Underwater - this can be annoying!
  • Hard to get a rez if you screw up
  • Interesting loot
  • High ZEM zone
  • The experience here is good still at level 60
  • Difficult camp to pull off

Loot



This camp is a bit dangerous, but rewarding and almost always open, since few people exp down in Kedge. The first thing to do is learn the path to the mermaid temple and Seahorse caves. It's actually pretty easy and only one mob see's invisibility the whole way down. Estrella of Gloomwater spawns at number 8 on the map and will see through invis, at level 60 she will not aggro if you hug the wall and swim by on the far side on the room. Beware!

The red lines on the map are more or less where you are going straight on the same plane in the room / tunnel. The green circles are where you descend or ascend. The hallway at number 7 is a safe hall if you're out of LOS. The purple X is the best place to camp after you've set up and start breaking in. When going down Tube 'D' there is a small hallway half way down, you don't want to go all the down that tube into the shark room.



Kurkmap.jpg



So once you reach number 7, summon a pet, buff yourself and med up to full. This is the hard part, you need to break a two pull, and it definitely requires root nets. There are two ways to do this, both risky, both work fine. You can break the pull in two 100% and not worry about the second, or keep the second one rooted. I'll break each way down below.


Kill both at once:

Swim up the small tube to the grate and go in and to the left where the purple X is. Have the pet attack the tiny fish to find out what level you've summoned, you need to get a max level or second to max level pet (58/60 hits if focused, 56/58 hits if not for the G.Voc pets.) Once you've summoned the right pet, buff him and start clearing the weird recessed ceiling tiles, there are little piranhas in there. You can also test pet level on those guys, be careful not to get too close to Undertow's room and aggro his guards. Once you've cleared all the piranhas (minus the two closest to Undertow's room, those are too close!!) med up to full and then rebuff the pet.

Swim close enough to see his guards, they are either a druid or a ranger class and have a good amount of hit points. Cast root on one, and swim back to the purple X. Control your pet and make sure he doesn't go into the room after the rooted one. The second guard will be here by then, put the pet on him and cast Annul Magic twice. Then use a GCD item such as Star of Eyes to spam cast Scars of Sigil, if all goes well the mob will die when your pet is around 30-50% health. You'll have a little time left before the root breaks and the second mob comes. Sometimes you can just nuke this second one down before your pet dies, but often you will need to summon a second pet. Pop that earth pet and send it on the mob, make sure to dispel it twice just like the first. Congrats! The camp is easy peasy from here on out.


Use COTH to single one out

Swim up the small tube to the grate and guard the pet near it, clear the small fish that swim around it so you can sit in the X spot. Stay close to the ground so you don't aggro the piranhas, you can clear some if you want but it usually isn't necessary to do this. Root one of the guards and pull the other in to your pet, then root him as well. Swim back down to the hallway safe spot in 7 and cast COTH on yourself, make sure you use your /pet get lost social macro right before COTH finishes casting so your pet doesn't screw up the aggro drop. Immediately summon a new pet buff, cast DS and swim back up to the rooted guard. Kill it at your leisure, no need to nuke it down. Make sure to Annul Magic it twice and haste pet as well afterwords. Med up and then pull the second guard to the X, be aware that you can get piranhas sometimes doing this, you can also fight in Undertows room, which is where you want to fight them in the future. Congrats! You've broken the two pull and can move on to the next spawns.


If Undertow is up, med up to full or almost full mana, then burn him down. He's a wizard with a ton of hit points, make sure you dispell him as well. If his PH is up, it's usually a easy green con, just kill it and mark the time, respawn is 8 hours. After you've cleared Undertow's room you can kill the mermaid at number 10 on the map. Coralyn Kelpmaiden spawns here and has a couple neat drops. If you're looking for mobs to kill swim back down to 7, there are two mermaid two pulls right outside that hallway. Use the same techniques you used to kill Undertow's guards to split these pulls. The spawn time is 22 minutes you can pretty easily kill 5 mobs every cycle and get some great experience.




Undertow.png

Trolls n' Ogres (Neriak Foreign Quarter)


Nerjack.jpeg


Level Range: 57-60

Pros and Cons

  • Easy to get to
  • Vendors anyone can use
  • Hard to get the camp sometimes
  • High ZEM
  • Even evil people can camp it without real penalty

Loot

  • Research Materials
  • Coin
  • One guard drops fine steel

This is a more difficult camp that opens up at 57 with the final Earth pet, although even fully buffed sometimes he can't finish the the harder guards. This is where Burnt Wood Staff is really useful, or you can also chain pets to finish the job. There are two mobs outside the arena, Jacker and Oosa, start with them and work your way up the mobs inside. There's two harder warriors just inside the arena, make sure you con everything because some are merchants and some won't be KOS. Really solid camp, can easily be afked on 1 or 2 of the spawns.

Raiding on a Magician

#Level 50-60 Leveling Guide Click to go up


#Money Making Strategies Click to go down




FoHVulak.jpeg



Not everyone enjoys raiding, but if you do or are you are curious where to begin this is a good place to start. We'll go over some basic stuff, then more advanced techniques, some of the kit that you could use/want, and finally some raid strategy for the different encounters. If your reluctant to try because of the reputation of the raid scene that's understandable, but I encourage you to start small and try some of the more casual raiding guilds to get your feet wet. Raiding and raid gear is part of the journey if you want it to be, and this game is all about that.


Raid Basics

Etiquette

One of the most important things to do is be able to listen, don't show up without loading up comms so you can listen to instructions. People sometimes forget the communal nature of this game and how we play it. Show up on time if it's scheduled, turn on comms, and don't train people with anything! Always be willing to ask questions if you're not sure about something, or be open to instruction or direction from raid leaders. This is the most basic requirement in my opinion and is truly raiding 101, I'm adding this here for folks that may be new to raiding or reluctant to get their feet wet since it can be daunting or intimidating scene to jump into on these servers. Everquest is an old game and a lot of the encounters are pretty easy for most classes, it's a game about knowledge, so you really have to play it to learn it. Don't be afraid to try it!

Pet Management

First things first, always ask before summoning a pet! Until you learn which zones/situations pets are safe to use in you should always be careful about this. You can also wait until you see others using them as well, but it's safest to ask first. Once you do have a pet out you have a responsibility to watch it, and make sure you know where it is. I have seen people lose their pets so many times, especially when caster mobs are around. Here's some easy tips:


  • Guard your pet so that he backs up faster, there's a glitch where backing a guarded pet makes it warp back to it's guard spot, rather than walking to you when not guarded.
  • Memorize the name of your pet so if someone mentions it on comms you know right away it's yours that is doing something wrong.
  • Cast Velocity on your pet or get a sow from a ranger/druid so your pet reacts faster (confirm)
  • If there is more than one mob in camp always get your target from the main assist on the raid.
  • Turn pet taunt off to lower chances of getting aggro
  • Don't drag your pet around when moving locations unless your absolutely sure it's okay. Guard and summon it or dismiss it.
  • Don't use earth pets unless instructed to do so, water or air are the raid pets of choice.

Nuking

In the classic and Kunark era you will probably have some opportunities to nuke while raiding. Be aware of your aggro, and the fact that many of our spells are bolts which can hit any mob on the path between you and the mob you cast it on. I can't tell you how many times I've screwed that part up, thinking that the path is clear and pulling aggro on the wrong thing or breaking mez... oops! Sometimes it's better to use a regular nuke instead just to be sure. If you picked conjuration specialization then Shock of Swords is close to the same ratio as Lava Bolt so you can use that instead if the mobs aren't magic resistant.

Once we get Kunark spells you can use Char or Shock of Steel for safety, I almost never use Seeking Flame of Seukor, it's just too slow to be worth the mana ratio in my opinion. The star of the show here is Scars of Sigil, it's our highest DPS nuke because of the cast time. It's also very useful for burning down mobs fast or just popping up to cast a nuke in between ticks. There isn't a better nuke to use if you can safely use bolts. It bears testing but it seems like I have better results from using Scars over Seeking Flame on resisty mobs that long cast times are okay on. It's breaking up the resist checks so I feel like more damage gets through.

In Velious there really isn't much that Mage's can nuke. The mob levels and resistances are sky high, there's some trash that you can nuke in PoG, Kael, Fear, or ToV but that's about it. Scintillation and Sirocco are the nukes you'll want to be using as well as Scars. Rain spells get fixed in Velious, so they become excellent choices, just be wary of using AoE spells. Make sure you are safe to do so. It's best to ask or watch others before nuking or AoEing on a raid.

Mod Rods

Mod Rods come around in the Sky era and aren't that useful right away since a lot of people have Manastones and can still use them in the planes. They start to shine in Kunark and finally break out in Velious where the fights become much longer and mana really becomes a problem. Here's some tips on using them effectively:

  • Summon one when you're full mana or first log on as a battery for later when you're running low
  • Hand them out to your groups for people to hold or use
  • If you're full mana on raid, drop some down on the ground, someone might find it useful
  • Keep the rods close to the healers
  • Keep them bunched up tight
  • Pick them up and drop them every few minutes, you can cycle them for a while, there are ways to cycle many which is in the advanced section. It's pretty easy to cycle a few even in a group for emergencies if you have the extra mana.

One of the things I often see people do with rods is drop them randomly all over the raid. This does no one any good, always keep them in a tight bunch near where the healers are sitting in a place where they can see them. I really can't stress this enough, think about and be deliberate how you place them.

Rip Sticks

Staff of Runes is a useful summoned item that gives you charge of cancel magic on an instant click. It has a small amount of aggro so you can use it to pull, beyond the fact that it can dispell the mob. Pullers may not want one in every situation, but they are often used on raids with lots of trash. Think Hate, Fear, Kael, or Halls of Testing. Keep it handy in your spellbook in case someone asks for one. It's easy to keep 2-3 on the ground and cycle them until people pick them up.

Pet Items

There's a period of time where the Sword of Runes can proc on any type of creature, the actual timeframe isn't 100% established as of yet, we will see on Green 2.0. During this era, people will ask you for swords for their pets for the extra DPS. There's no need to wait for people to ask, just summon and equip every pet on the raid with two. It's a small thing that's easy to do and helps the raid be more efficient. You can also drop them near the raid for people to pick up. I often would keep 4 or so summoned in my bags for whenever someone would ask or summon/charm a new pet. They are also useful on charmed pets.

At level 56 we get Muzzle of Mardu and this little guy is awesome. There's nothing else like this in the game, and while we can't use pets on every encounter we can certainly equip every pet when we can with these. This is a decent little DPS boost for little cost. Keep them in your bags, give every pet you see one, even shaman pets or charmed pets. During Ring wars people will give them to the dwarves defending the city, along with torches to make them duel wield.


Call of the Hero (COTHing)

Magician's signature spell, both a blessing and a curse. It's in an incredible resource, but also the main reason people will want a Magician on a raid. Call of the Hero is a 12 second cast spell for 500 mana and a pearl. It can be reset while using it in the top spell gem slot by using a clickie item, but still has three seconds recharge. You can count in your head or use a clickie item that has a three second cast time, this is where Manna Robe stands out. It has a three second cast, so it's perfect for reseting CoTH and it gives you mana back in the process. It is also supposed to clear aggro on the person being CoTHed but it breaks sometimes on P99 and the devs can be slow in fixing it, don't count on this working for you.


  • Carry around at least 60 pearls with you.
  • Always carry a clickie item to reset GCD on top gem slot
  • Memorize the spell in the top gem slot
  • Make and use a macro so that people can see who you're moving around. For example: "/gu Cothing -- %T --" is a good place to start.
  • Carry shrink pots if needed to be shrunk for dropping Eyeballs.
  • Learn which walls are safe for dropping eyes through.
  • Often people will anchor for you so that you don't need to drop eyes or watch who's zoning in. You can create this link by dropping on eye, or by keeping that person targeted while you're being CoTHed and invite them to your group after you land and drop the other CoTH group.

Eye of Zomm wall drop

This is where the Gnome racial ability of wall vision really shines, if you're short or shrunken you can see through walls in first person mode. When your looking through a wall like that cast Eye of Zomm or use your Clay Bracelet and the eye will fall through the world and appear in the safe spot. The safe spot is generally the zone in for most zones. This allows you to target and invite folks for your group or raid, and then you can CoTH them up. It's really slick and easy, and if you're in a place where everyone needs a CoTH up to the raid, it's nice to watch the entrance and catch people as they come in. A dedicated player can handle CoTH's without having someone anchor them a lot of the time. One thing to watch out here for is having the Eye pop out above you or to the side and aggroing something since it is level one. Make sure your wall doesn't share any space o n the other side and that is is solid above you, rocks and other outcroppings may not work.

Advanced Techniques

Large Rod piles

Making a few rods is not a huge deal, or even dumping all your mana on the ground during an engage. There are some encounters where you will be called upon to make large piles of rods that you can spread out once the the fight is engaged. It's pretty simple but most people don't know how to do it. Below there is a great video by Linksfather that explains how to do it. Generally the only fights you'll need to do this are Avatar of War, Tunare, and Vyemm. There may be some other random circumstances where the call might go out to start hoarding rods but those are the big ones.

https://www.youtube.com/watch?v=mJVR1hX0XPc

The first thing to do is enable fast drop with no confirmation in the options. You do need to be careful because you could also drop something actually important with this on. You can always just enable it when raiding. Fill your open inventory slots with summoned bandages, food, or malachite and then start summoning rods and dropping them on your paper doll picture so they fall to the ground. The rods last about 5 mins so every so often you will need to scoot over slightly and spam click your pile. Each time you click it will pick one up and drop it since it's lore, this is how you can easily manage huge stacks of rods. Given enough time you can easily be at 60 plus! Sometimes guilds will focus on this and group all the mages with bards and have necros pump mana so you're constantly dropping rods. Most times you'll be on your own and if your industrious you can get to 30-40 pretty easily and still have mana left for the fight itself. This is another place where a Manna robe is very useful since it will increase how many rods you can make during the prep phase.

Train Aways

There a few different ways you can use a Mage to do train aways, these strategies are mostly used in Temple of Veeshan (ToV). We'll cover picture room train outs and DA train aways for trash in North ToV (NToV).

The most common thing you may need to do is train out the picture room, it's not too hard just takes a little timing, and you don't need to be bound at ToV to do it. Although if anything goes wrong it is helpful to bind there. Linksfather has a great video explaining how to do it as a Mage here:

https://www.youtube.com/watch?v=J0maYi2QA04

Get a SoW outside, zone in and summon a pet. Guard your pet by the first set of mobs in the picture room hallway, and then run around to to Telk's room so you can see through the wall. Once the call is made to start, send your pet and wait for the mobs to come out into the hub, that's when you need to leave. Strafe run all the way down to west exit, most times you'll have just enough space to out run them, sometimes you may have to DA to make it the last leg to the pad.

Other times you may be called to use DA to train away trash in NToV, this could be around Aary pit, or from Trips to Aary, or from doubles ramp to exit pad. No matter which way you're going or what trash to you're pulling with you, you will need a charged
Duennan Shielding Ring
Duennan Shielding Ring
Item 1052.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
Charges: 1
AC: 4
WIS: +5 INT: +5 MANA: +30
Effect: Harmshield (Must Equip, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: MAG
Race: ALL

and a box ready to recharge. You will also need an
Earring of the Frozen Skull
Earring of the Frozen Skull
Item 619.png

MAGIC ITEM LORE ITEM
Slot: EAR
Charges: 4
AC: 4
MANA: +40
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
Effect: Divine Aura (Any Slot/Can Equip, Casting Time: 1.0)
WT: 0.1 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

, having a
Shiny Brass Idol
Shiny Brass Idol
Item 895.png

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

is also useful. Make sure you have a fresh SoW and get CoTHed to the raid. When the call is made to train, click your earring first since it has a one second cast time. Next use your first ring charge, be spamming the hotkey for it once the timer gets low. After the second DA you can recharge the ring in the box while you're running DA'd and then be ready to spam it again for a third DA. A good DAer can run from Trips all the way to Aary's stairs and hop out towards Eashens peak. It is advisable to get a translocate first so you can dip out if possible. Using these strats is pretty dependant on being bound there at ToV. Some guilds have bots ready for just this purpose so anyone can do this neat trick.

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DA engage

This is in the advanced section but it's super basic. Mage's have access to a lot of different ways to DA, and some encounters require someone to DA and then run in and keep the boss busy or position it while the rest of the raid runs in and sets up. Once someone makes the call, click your DA earring or ring and run to where you are supposed to be. The tank will relieve you once DA wears off, sometimes you will die but that's okay. Paladins and Necros often do this role as well, but it doesn't mean you can't step up and help out. Only one DA is allowed at the start of a fight so be careful not to use a second DA if the tank is late as this is considered a stall.

Coth Racing

There are certain encounters where the race rules allow CoTHing to the boss from the zoneline. Typically you will have two mage bots face tracking the boss while being ready to CoTH the people in their group. With how sweaty the raid scene is you will have an entire team of people ready to engage (RTE) on spawn. Your role will depend on whether you are facetracking, part of the RTE crew, or just parked out there for engage. As an example you will often see this with Zlandicar since he is a five day spawn. It's normal for his timers to be outside of the seven day sockfest so you will see full RTE crews.

As the facetracker your job is keep your eyes glued to the ledge above Zlandi with your first CoTH target already selected. Some very sweaty folks will duck cast CoTH to get an extra edge, this is pretty crazy but that's P99 for ya! Once he spawns pull your first target down, this is typically the tank, make sure he has a damage shield, although this should already be on him. After that it's usually a cleric or a shaman to start debuffs for slow. A common strategy used is to pull the tank down and engage instantly, and hope you CoTH enough folks down to stabilize, YMMV. After that you need to pull another Mage down to help summon.

As a RTE Mage at zoneline your job is to keep Cadeau of Flame on the engage tank(s) and be ready to summon your first target. In the group there will be a priority set up for who you're CoTHing. Just make sure you know the list and are paying attention. Other CoTH race encounters include Trakanon, Yelinak, Dozekar, Vulak and Statue. I used Zlandi here as an example, your guild will have its own systems and procedures for each fight.

Raid Kit

Potions

Once you can afford them potions are an essential part of your kit. They will help you overcome some of the deficiencies of the class, and add some much needed utility. Go through the Alchemy page to see what's available or piques your interest. I'll go over what I consider must haves here.

The entry level and most obvious is
10 Dose Blood of the Wolf
10 Dose Blood of the Wolf
Item 699.png

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

, SoW pots are useful even after you acquire Jboots. If you're running a long way, or need to do some raid shenanigans these are essential. You can recharge all potions, and these are worth it if you recharge enough at a time, 5-6 or so.


10 Dose Ant's Potion
10 Dose Ant's Potion
Item 698.png

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

Absolutely necessary if you aren't a gnome. Useful for wall hacking even if you aren't using it to CoTH folks.

10 Dose Kithar's Disease Treatment
10 Dose Kithar's Disease Treatment
Item 706.png

EXPENDABLE Charges: 10
Effect: Counteract Disease (Any Slot, Casting Time: 2.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

Disease cure is useful on a few fights, and against shaman/necro mobs.

10 Dose Potion of Unlife Awareness
10 Dose Potion of Unlife Awareness
Item 698.png

EXPENDABLE Charges: 10
Effect: Invisibility versus Undead (Any Slot, Casting Time: 3.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

Invis to undead is useful on occasion, especially in certain dungeons.

10 Dose Ethira's Poison Antidote
10 Dose Ethira's Poison Antidote
Item 705.png

EXPENDABLE Charges: 10
Effect: Counteract Poison (Any Slot, Casting Time: 2.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

Poison cure is nice for a few raid fights, or anytime a mob poisons you.

10 Dose Null Potion
10 Dose Null Potion
Item 692.png

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

+25 MR is nothing to sneeze at.

10 Dose Potion of Stinging Wort
10 Dose Potion of Stinging Wort
Item 705.png

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

Healing potions, it's a shame they are expensive, don't click the last charge. They are always worth recharging.

Travel Kit

There are some essentials pieces of kit you need for traveling, if you're starting in classic there is a lot of time to camp these on your own. You can also buy MQ/loot rights if you so choose. Once you get
Journeyman's Boots
Journeyman's Boots
Item 764.png

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

you will be safe in outdoor zones as you can always run away, considering a Magician's lack of defense, this is an ideal item for safety as well.
Pegasus Feather Cloak
Pegasus Feather Cloak
Item 659.png

MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 6
DEX: +7
Effect: Levitate (Any Slot, Casting Time: 6.0)
WT: 5.0 Size: MEDIUM
Class: ALL
Race: ALL

is needed for the epic but it's also a massive quality of life item. Having a mana free levitate saves mana and spell gem swapping, it's a handy buff to have on for many other reasons but it also trivializes travel. The camp can be difficult but people have figured out the new (or old) spawn mechanics.


While you're in South Karana try and nab Groi Gutblade, he drops the
Ring of Shadows
Ring of Shadows
Item 880.png

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

as well as a nice WR bag. You need at least two of these so you can recharge! I know some of you might be thinking; "But Kurrat, Mage's can cast invisibility!" There are times when you need invis to NOT drop or you will die, I'm thinking Sky island 5 or Kael Drakkel as prime examples. In those situations you absolutely need an instant invisibility click to avoid death. You can also use a vendor bought
Cloudy Potion
Cloudy Potion
Item 585.png

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Invisibility (Any Slot, Casting Time: Instant) at level 1
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

.


In Kunark we gain access to See invis items that are affordable, yes there is Tobrin's in classic, but 99% of players won't have one of those.
Bracer of the Hidden
Bracer of the Hidden
Item 671.png

MAGIC ITEM LORE ITEM
Slot: WRIST
AC: 6
Effect: See Invisible (Must Equip, Casting Time: Instant) at Level 10
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL

is a long an arduous camp for most people, and ruins your Sarnak faction, but it's the cheaper option. You could also buy or form a group to camp for
Fingerbone Hoop
Fingerbone Hoop
Item 501.png

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

, this is an excellent earring and worth using for it's other stats as well. You will want one of these items for sure so you don't have to mem See invis anymore.

Resist Gear

At a certain point you'll need to start working on resist gear, with magic resist being the top priority. Fire and Cold are also useful. Disease is only used on a few fights and you don't need to focus on that. Poison is used on more than Disease but not that much. I'll list some easy items to acquire that will help you get those numbers up.

Consumables

Shiny Brass Idol
Shiny Brass Idol
Item 895.png

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

An easy camp, and an important raid kit tool. Keep one on you at all times when raiding, you never know when you or the puller might need ones.


Reaper of the Dead
Reaper of the Dead
Item 579.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 1
Skill: 2H Slashing Atk Delay: 40
DMG: 12
STR: +4
Effect: Complete Heal (Any Slot, Casting Time: Instant)
WT: 13.0 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

An easy camp, and a great way to help out your raid. Carrying one at all times for raiding is a good idea.


Midnight Mallet
Midnight Mallet
Item 903.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 5
Skill: 2H Blunt Atk Delay: 44
DMG: 14
Effect: Walking Sleep (Any Slot, Casting Time: 2.0)
WT: 11.0 Size: GIANT
Class: CLR SHM
Race: BAR DWF TRL OGR IKS

This one can be expensive if you get unlucky, it's best to have an enchanter help you out by buying the gems to reduce the cost. Have them charm Lynuga and drag her to a vendor so you can recoup more of your cost from the other junk you get for turning in rubies.

Spell Clickies

Boots of Bladecalling
Boots of Bladecalling
Item 764.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 10
STA: +9 INT: +12 MANA: +55
SV MAGIC: +10
Effect: Shock of Swords (Must Equip, Casting Time: 17.0) at Level 40
WT: 2.5 Size: MEDIUM
Class: MAG
Race: ALL

These should a top priority once Velious comes out, they are semi rare of of Velketor the Sorcerer. The cast time is pretty long so it isn't the most useful item but it's the highest free DPS you're gonna get, there are some limited raid uses for it, and it's really useful in group situations. The stats aren't bad either, hard to not wear these all the time. Great piece of kit A+.


Shissar Guardian Staff
Shissar Guardian Staff
Item 602.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 20
DMG: 8
Effect: Phantom Plate (Must Equip, Casting Time: 10.0) at Level 50
WT: 8.2 Size: LARGE
Class: MAG
Race: ALL

This item is generally overlooked because Phantom plate is level 44 and is only +3 HP regen compared to +5 on Phantom armor. It also consumes Cats eyes on cast (not sure why?!), but still we're talking about a 200 mana spell you can cast for free. I use it constantly, if I'm grouping yes I want free armor, if I'm soloing yes I want free armor. I haven't done the math but I'm pretty sure the mana savings helps offsets the loss of HP regen, assuming you're using a Manna robe to eat yourself up. It's also amazing to use right after a rez to jumpstart your healing. Casual raiding this buff is just fine. A+ item that no one ever uses or bothers looting usually.


Clay Bracelet
Clay Bracelet
Item 505.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 4
SV MAGIC: +5
Effect: Eye of Zomm (Any Slot/Can Equip, Casting Time: Instant) at Level 20
WT: 1.0 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM

This one comes out in the Temple of Sol ro update, and it's the only quest from there that you will use at 60. It's a priceless item that saves a spell slot, mana, and it also is a GCD item. You can use it with a pet out for that purpose as well. Use it for CoTHing, and OT hammering. A+ for raiding.


Bracer of the Hidden
Bracer of the Hidden
Item 671.png

MAGIC ITEM LORE ITEM
Slot: WRIST
AC: 6
Effect: See Invisible (Must Equip, Casting Time: Instant) at Level 10
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL

One of the best junk buff items you can get, and it's useful while traveling. Not to expensive to buy, and somewhat difficult to farm.


Black Flower of Functionality
Black Flower of Functionality
Item 721.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Black Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

All of these flowers are extremely useful. The poison and disease ones are rediculously easy to farm for yourself. Bring a friend and camp some of the others, a mage/cleric, mage/necro, or mage/shaman duo is extremely effective in PoM.


Velious Armor Sets

These all have four clickies I highly recommend you pick up at some point if you can.

Prestidigitator's Robe
Prestidigitator's Robe
Item 930.png

MAGIC ITEM NO DROP
Slot: CHEST
AC: 12
STA: +15 INT: +15 HP: +60 MANA: +90
SV FIRE: +7 SV DISEASE: +7 SV COLD: +10 SV MAGIC: +7 SV POISON: +7
Effect: Shield of Lava (Must Equip, Casting Time: 16.0)
WT: 0.5 Size: MEDIUM
Class: MAG
Race: HUM ERU HIE DEF GNM

While the cast time is egregiously long, it's a great junk buff for yourself, or to pop on newbies, or to put on the tank if you're low on mana. Not the most useful, but good, pick which robe graphic you like best for this one, they are all very similar stats. C for raiding


Prestidigitator's Wristband
Prestidigitator's Wristband
Item 516.png

MAGIC ITEM NO DROP
Slot: WRIST
AC: 4
STA: +3 INT: +6 AGI: +5 HP: +25 MANA: +20
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +2 SV POISON: +2
Effect: Reclaim Energy (Must Equip, Casting Time: 1.0)
WT: 0.3 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM

I like this item because at a certain point you aren't wearing or using the focus items that much anymore, and having this on gives you access to reclaim. You won't use it that often, but when you need it, it's there. B+ for raiding.


Prestidigitator's Trousers
Prestidigitator's Trousers
Item 635.png

MAGIC ITEM NO DROP
Slot: LEGS
AC: 7
STA: +5 INT: +3 HP: +45 MANA: +50
SV FIRE: +3 SV DISEASE: +2 SV COLD: +3 SV MAGIC: +4 SV POISON: +2
Effect: Burnout III (Must Equip, Casting Time: 15.0)
WT: 0.5 Size: MEDIUM
Class: MAG
Race: HUM ERU HIE DEF GNM

Mana free Burnout is amazing, even if it's a lower rank. You can use this if you're low on mana, or want to save mana for rods instead. This is good if you have resummon a pet mid fight and don't have much mana. It's also useful in group and solo situations. If you have the robe and trousers you can fully buff your pet for free, it's pretty darn sweet. A+ kit.

Prestidigitator's Boots
Prestidigitator's Boots
Item 633.png

MAGIC ITEM NO DROP
Slot: FEET
AC: 5
STA: +3 HP: +15 MANA: +40
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Summon Bandages (Must Equip, Casting Time: 10.0)
WT: 0.4 Size: SMALL
Class: MAG
Race: HUM ERU HIE DEF GNM

These may be the least useful of the clickies but they are still decent, and have resist all. Dropping free bandages is nice in Halls of Testing, or after a difficult fight where the healers are all oom. Probably most useful in group situations. D for raiding.


Ornate Velium Pendant
Ornate Velium Pendant
Item 1043.png

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

This item is incredible because it lets you run across Sirens Grotto if you haven't killed there. It makes getting to ToV much much easier. It also lets you become non kos to the rats in Dragon Necropolis if you haven't killed there as well. Super useful A+ kit.

Money Making Strategies

#Raiding on a Magician Click to go up


#Miscellanea Click to go down


We will break this into two sections: active farms where you are constantly moving and killing/looting mobs and are paying attention most of the time, and passive farms where you killing just a few spawns and going afk during respawn times. There are great camps for both, however Mages are at their best when you're using your pets full DPS potential. Active farms are the best raw cash you'll find, and the best camps have both named and cash trash combined.


Active Farming

Seafury Island

Nightclops.jpeg


I talk about Seafuries alot in this guide so there is plenty of info on them in other spots. This is about 300p an hour, sometimes a little more, it's about on par with doing city guards. At level 50 this isn't that bad, and I found it to be a super relaxing spot to grind out some cash, test pets, and just enjoy the game. It's kind of like farming Hill Giants, except there are Clops all over the place. During classic I bound in Butcherblock mountains because the boat ride was the shortest from there, it was also convenient for running to Phinny, who should be a huge target for you at that time.


Mistmoore Gargoyles

Mmgarg.jpeg



Gargoyles in Mistmoore drop a lot of Gargoyle Eyes, if you can kill all the spawns every cycle you can net up to a stack sometimes. There is also some fine steel from the dark elves, I've found this camp to top out around 400-500p an hour. Droga is probably twice as much, and obviously superior, but this is fun and old world. On the map below I marked all the Garg spawns in red and all the bosses in blue. With an epic pet I can clear most of the castle (including the dark elves) every spawn so there's a decent drop rate of boss loot and lots of eyes. Keep your eye out for Essence of Moonlight that drops off the vampires, it's a real easy 25p to a player.



MMgarg.jpg

Droga

Droga is hands down the best plat per hour you're going to get doing active green trash farming. There is really nothing that comes close. There are almost infinite mobs, but there are certain spots that are better than others. I'll cover that on the map below. The gobbos here have insane drop rates on gems (10-20p range), fine steel, and a set of banded armor that sells for 13-34p depending on the piece. The cash alone can easily be 500p an hour if you're quick, but the real icing on the cake is the Green Goblin Skin and Mt. Death Mineral Salts. People pay well for these items because they are used for Chardok factioning, which you also gain from killing the gobs. There are some named camps you can do as well for more passive farming while here.


The red lines are the fastest way to each area you'll want to be camping, and the green areas have the most lucrative mobs. They are the highest level and have the best drop rates. You'll notice that Soothsayer and the Chief/BG camp are all in the sweet spot in the temple area.



Kurdrogfarm1.jpg




Kurdrogfarm2.jpg

SolA

This is an easy one, zone into Sol A and murder every goblin you see. Rinse repeat for great justice and wealth. They drop ore which vendors well, along with fine steel and minor gems. There are some named you can do as well while you're there, just be aware that if you're killing too much if there are other people there it can be considered zone disruption. On the map I'll mark in green the better areas to farm, but all the goblins work.



Kursolafarm.jpg

Permafrost



Permafrost is a lot like SolA, run around murder every goblin you see. There are some higher level areas which have a few nice drops as well. I'll mark the areas on the map that are good for farming, they drop fine steel, ore and other tidbits. You can also farm the Ice giants outside for plat and toes if you get tired of active farming. There are three Ice giants outside, no one can camp all three if you want one, just ask so you can get one. The areas in green are the better spots, with the blue being the worst spot. Rampage through for murder and profit.


Zone permafrost kur.jpg

Passive Farming

Large Soiled Bag

Solblsb.jpeg



I describe this camp in detail in the leveling guide for Bats n' Bugs. The Guano harvester is a really easy camp to hold down, and his common drop is the
Large Soiled Bag
Large Soiled Bag
Item 689.png

LORE ITEM
WT: 1.0 Weight Reduction: 100%
Capacity: 10 Size Capacity: SMALL

. Everyone wants this bag even if it's only small items, it's a super easy item to sell. The only issue is that it's lore. You can bind at the Sol A zone line, run out and transfer the bag. You can just make a level 1 dark elf and run them out to Nektulos to ground drop it, then gate back to the camp quickly. This is a easy afk camp to hold down and rack up some easy to sell items. The rare drop also sells well in classic. The Noxious spider PH also wanders into the camp for some extra drops.


Brazier of Elemental Summoning

Rathinaguksumm.jpeg


Brazier of Elemental Summoning
Brazier of Elemental Summoning
Item 600.png

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

This is a pretty easy, boring camp once you get to the level you can safely clear the area, probably around level 39. The spawn time is 16 minutes so you get almost four chances per hour, the brazier is the rare drop and is a pretty easy sale for around 500 plat. It's mostly inflation proof because of the lack of supply and large demand for power leveling. Do this one while working from home or bingeing netflix.

Hooded Black Cloak

Kurdhamp.jpeg


Hooded Black Cloak
Hooded Black Cloak
Item 842.png

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 10
STR: +5 HP: +45
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL

This is a fairly straightforward afk style camp, clear your way into the fountain area, clear the mobs and wait on the respawn. At 8pm/6am the PH will repop as the castle swaps over to night mobs or day mobs, The Dhampyre can spawn at any time of day though. You'll see him more often than other named. Another way I camp this guy is make him part of my gargoyle/named rotation. This is a really solid camp pre kunark.

Pained Soul/Rotting Skeleton

Ttsebent.jpeg

These are easy MQ's to sell, so if you're bored, working, or otherwise exping on the mobs in the area these can be excellent afk style camps to make some money. The list mechanic can be annoying, and so is the RNG of the spawns, be aware before you go! They drop pieces of the medallions you need for the Veeshan's Peak key quest. There are safe spots to sit for each camp.

Reaper of the Dead

Kreaper.jpeg


Reaper of the Dead
Reaper of the Dead
Item 579.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Charges: 1
Skill: 2H Slashing Atk Delay: 40
DMG: 12
STR: +4
Effect: Complete Heal (Any Slot, Casting Time: Instant)
WT: 13.0 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

Another lower level camp that's easy for anyone to farm. It's much easier as an evil character since you can work on The Dead faction to complete it yourself, but for most people you will have to make a level 1 Dark Elf Necro to intiate the quest and another one to do the turn in as well. Read up on the quest because it can be complicated to spawn Commander Windstream if you're not factioned. Once you start camping the Elf skeleton it's really basic, another 7 minute spawn. If you start with a mallet stem, you can complete two Thex mallet's before you go, just don't combine the second one. Reapers are an easy sale in EC, a good side hustle!

Shiny Brass Idol

Kidol.jpeg


Shiny Brass Idol
Shiny Brass Idol
Item 895.png

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

This is an easy camp you can do at lower levels, just park your pet on the spawn point shown in the screenshot and check back every 7 minutes. Generally takes an hour or two to get one usually and they sell quickly in EC. It's not a bad idea to keep one on you for those oh crap moments either.

Shralok Pack

Kshralokpack.jpeg


Shralok Pack
Shralok Pack
Item 884.png

PENDING LORE
WT: 0.4 Weight Reduction: 25%
Capacity: 8 Size Capacity: GIANT

These packs never become lore so feel free to load up on them for yourself or to sell. It's a great hustle for a lower level character as Recfek Shralok is only level 11. Park yourself on the wall and pull the spider PH or Recfek back to avoid the undead at night.

Miscellanea

#Money Making Strategies Click to go up


#Magi P`Tasa Click to go down


Kurcheer.jpeg


Air Pet Tanking

The idea for this section is to collate information about the Mage class that isn't necessarily obvious or available on the wiki itself. When I was progressing through the first Green timeline I was fortunate enough to get an Air staff early in the timeline so I got to play with focused Air pets while leveling up 50-60. I thought I'd never be able to actually get an Earth staff because of my limited playtime so I focused (kek) intently on getting what I began to call the mini epic, the Air staff. I knew what Water pets could do from using them on the blue server and seeing other Mages use them on raids/groups etc, but I began to wonder if the Air pets were worth using.

At level 50, using the Greater Conjuration: Air with the focus staff, the Air pet isn't statistically different from the other pets since they are all warriors. However I used it a lot on raids (think Hate/Fear and Sky obviously) and realized the stun was pretty sweet for clearing trash, so he became a go to in that respect. My testing ground for pets basic capabilities was Seafury island, I spent many hours there killing for cash and tried out focused Water/Air/Fire 49 pets with the different staves. Air did fine but there was no reason to use them as the stun wasn't worth losing the Water's extra damage DD. Fire was a lot of fun actually and I still miss having the Fire staff, it was the most mana efficient of the four on the island.

The first night I logged on after Kunark dropped, I killed one guard in Freeport to ding 51 (Elementalist yay!) and then ran to take the boat to Timorous to bind at the Firepots. Once I finished getting all my toons binds settled I potted back to Freeport and took the boat to Ocean of Tears to start leveling. It is such an amazing place to level 50-55, even if it's crowded because the Clops respawn is 2 or 3 minutes. It was so crowded the first couple months of Kunark that people would camp individual spawn points all over the island. I got to test the pets out as I went, I started with focused 49 Water and then swapped to Vocarate: Air at 54 (spell levels were wonky at that time). He was an immediate upgrade over using the 49 Water, even with the added 100 mana cost. Next level I started using the focused Vocarate: Water pet and was surprised that he was a lot squishier then the Air pet, I tried each and found that the Air was definitely a better tank and was more efficient while fighting the Seafuries even though his stun was useless on them.

Later at 59/60 I started using the GV: Air pet a lot in groups, some raids, and solo farming things. It was obviously a better tank the Water pet and handled clearing greens better. Unfortunately all I had was my personal experience to go on, because no one ever talks about the Air pet, there really isn't information out there on him. When I got my epic pet and took him to Droga to see how he did farming cash there I was shocked at how much faster he died compared to the Air pet. It's felt significant and again it was just a personal experience/hunch that I had to go on.

Thanks to Snaggles from the P99 forums for letting me add this info here to the guide.

https://www.project1999.com/forums/showthread.php?t=421311

He tested the different pets tanking abilities by having them fight Shady in the EC tunnel and found some compelling evidence to prove that Air is indeed a better tank than the other pets. My theory is that as a monk, the Air pet has more AC and avoidance (dodge/block/parry etc) than the other pets including the warrior.



Mage Pet: Tanking Analysis By Snaggles

I just got my air staff and decided to test how durable the pets are on a consistent target. Shady Swashbuckler spawns every 6 mins 40 seconds, is level 45, and has about 5300hps. He actually has pretty high AC. My pets will hit for max damage on Vindi but the highest I recall is 50 on him.

It’s not the best data, only 5 fights each and he runs. One nuke at 20% will almost kill him though so I did my best to keep his fleeing from impacting the logs.


60 hitting air pet, focused. 59dd stun, up to 75dmg kick 882 seconds parsed Frontal Tank Test, Shady Swashbuckler: Pet did 31 dps burnout4 + Muzzle Damage to Shady: 28,206 (no damage shield)

Average hit by NPC - 70 Total hits by NPC (and per second) - 3.7215 seconds per hit Total Damage Taken by NPC: 14,791 DPS/taken per second: 16.76 dps Hit to Miss ratio: .5761 (210 hit / 121 miss)


60 hitting water pet, focused. up to 118dd cold DD, up to 180dmg backstab. 687 seconds parsed Frontal Tank Test, Shady Swashbuckler: Pet did 29 dps burnout4 + Muzzle (no backstabs) Damage to Shady: 20,094 (no backstabs, no damage shield)

Average hit by NPC - 73 Total hits by NPC (and per second) - 2.898 seconds per hit Total Damage Taken by NPC: 17,302 DPS/taken per second: 25.18 dps Hit to Miss ratio: .7088 (237 hit / 168 miss)


60 hitting earth, un-focused. 59dd root, Bashes and occasionally kicks (1/3rd as frequently as bash). 788 seconds parsed Frontal Tank Test, Shady Swashbuckler: Pet did 29 dps burnout4 + Muzzle Damage to Shady: 22,925 (no damage shield)

Average hit by NPC - 73 Total hits by NPC (and per second) - 2.9513 seconds per hit Total Damage Taken by NPC: 20,301 DPS/taken per second: 25.76 dps Hit to Miss ratio: .6916 (267 hit / 182 miss)

It’s a bit tough to calculate pet hps in this way. They regen 30/tick and most the fights are a couple minutes. One 198hp heal gives a focused air or water 6-7%, the earth 5-6%. I expect he’s around 3300 hps at max level and they are closer in that 2800-2900 range.

A focused earth would be different. An epic would be a landslide difference. However for casual players/raiders the air and water is attainable. The stun happened 7-9 times a fight or so. Each one seemed to last 4-6 seconds.

The dps spread is greater than it appears. Spells can land full damage and the water’s 118dd hits above its weight class on an oddly high AC blue. The air would outshine the earth or water (unless it’s backstabbing).

In short:

  • I forgot the earth bashes (physical interupt and occasionally kicks.
  • They all take a hit pretty well. Most were only slightly falling behind the fight and no dmg shield or assist besides a few heals
  • Air is a solid monk archetype and thus tanks well. Unless you need the root for control this would be my pick for that purpose. The stun is brilliant if it will land
  • Water positioned well is a psycho. The test doesn’t show this but I’ve parsed it enough to know it will keep up or exceed more players than you would expect.
  • Any of these will take two deadwoods but frankly I’m thinking stun whips would be better for stunnable stuff. Deadwoods for dps mainly.


Stanos Farm DPS

Kstanosdps.jpeg


One night when the guild was doing a Stanos farm I wrote down some DPS figures because I was curious how the epic pet would perform on a high AC melee mob, and it's rare to have a chance to get so many parses all at once. As you can see there was some variance, probably based on how many people were afk for each pull. But the average (minus that 17, what was that?!) was 47 dps. This tracks with the numbers I've seen on other raids like Vindi or Statue of Rallos Zek, where the epic pet can pull out 40-50 dps on average. I've seen focused Water pets do more, but if you don't get a max level summons I feel like the epic pet is pretty competitive with the numbers the Water puts out. This is good for both sides of that equation, Mages without epic can do similar or even more with just the water staff from Phinny, and Mages with epic can stay on par with the Water without the effort of resummoning.


Hammered Golden Loops, Hit points, and the existential questions of the universe

Hammered Golden Loop
Hammered Golden Loop
Item 757.png

MAGIC ITEM NO DROP
Slot: EAR
AC: -15
STA: +8 HP: +75
SV MAGIC: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

(HGL) is an item that comes with the Chardok revamp and quickly becomes best in slot for tank classes. Most Velious raid mobs are overtuned so armor class (AC) doesn't seem to affect most of the max hits so people go for these high hit points (HP) earrings. Using a Manna Robe constantly has had me thinking about HP vs mana points (MP): how to weigh the points against each other, how much HP do I need to safely replace mana? I was wearing
Earring of the Frozen Skull
Earring of the Frozen Skull
Item 619.png

MAGIC ITEM LORE ITEM
Slot: EAR
Charges: 4
AC: 4
MANA: +40
SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4
Effect: Divine Aura (Any Slot/Can Equip, Casting Time: 1.0)
WT: 0.1 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL

for raids and oh crap moments, and an
Earring of Everfount
Earring of Everfount
Item 1042.png

MAGIC ITEM LORE ITEM
Slot: EAR
AC: 2
HP: +35 MANA: +35
Effect: Everfount (Must Equip, Casting Time: 4.0) at Level 44
WT: 0.3 Size: TINY
Class: MAG
Race: HUM ERU HIE DEF GNM

. After getting super lucky (back to back HGL drops from Kennel master, thanks Cuzii!) I replaced both earrings at once, let's compare stats:


  • HGL x2 =
  • 150 hit points
  • 16 stamina
  • 10 magic resist
  • -30 armor class


  • Frozen/Everfount =
  • 35 hit points
  • 75 mana points
  • 4 to all resists
  • 6 ac


The resists are a bit of a wash, since I still carry the Frozen skull and can use it for resists if I want. The 36 armor class swing is pretty huge, it's like three robes of AC loss. The 75 mana is nothing to sneeze at, but losing that at the expense of 150 HP + 16 sta = 198 (-35 from Everfount) for 163 total HP. If you consider that the Manna robe is 60 HP for 20 MP, to get the 75 mana back you would need almost four clicks, or 240 HP total. Is that worth it? I'm beginning to lean towards the conclusion that max mana plateau's at a certain point and HP becomes more valuable long term.

My current theory as of (09/07/23) is that 3500 mana should be a priority and a baseline (one could also argue that 3350 would be the minimum since GoB gives 150 on a raid.) and after that focus purely on hit points. This is all assuming you have a Manna robe for full efficiency. I maxed out at 4k mana buffed with GoB, so that's one extra CoTH worth of mana. I would need to click the robe 25 times to get that mana back, or 1500 damage. There's no way dropping that 500 mana I'll get 1500 HP on gear. But it begs the question of when does gearing for HP become preferable?

When raiding, having the ability to eat my health is a huge advantage. I notice that I am able to do more than other Mages who either don't have a Manna robe or don't stack the HP regen items/buffs and HP buffs. Surely there is a way to calculate the best spread on gear on HP vs MP but I'm not that smart to figure out how. My gut feeling is that since you are rarely full mana on a raid, especially in dicey or fast paced earthquake situations, stacking HP gives you a larger mana pool than stacking MP. Let's take a look at the different buffs you should have on while raiding:


Symbol of Naltron 525 HP

Protection of the Glades 470 HP

Divine Strength 200 HP

Riotous Health 120 HP


This gives us a total of 1315 hit points from buffs or around 22 Manna robe clicks which is roughly 440 mana. Add in the the various hit point regeneration buffs you may have as well.


Regrowth of the Grove 15 HP per tick

Phantom Armor 5 HP per tick

Zlandicar's Heart 5 HP per tick

Aura of Battle 2-6 HP per tick

Frostreaver's Blessing 10 HP per tick

Fiery Might 5 HP per tick

Standing regen at 60 is 4 HP per tick


The min regeneration available is 24, and the max regeneration available is 35. The last two effects from items do not stack with each other or with Regrowth. Most experienced raiders should be able to have 29 on raids (that's where I sit with just a Z-heart from that list), so we'll use that a baseline. Every two server ticks you regenerate enough to click the robe, so every minute a fight goes on you have enough for 5 clicks, or 100 mana. You always want to use the robe in sets of two or you lose it's advantage of doubling your regeneration rate while using it every full tick, so you would want to cast it 6 times every minute. That takes 18 seconds to cast, thus giving you roughly one third of your playtime almost double sitting mana regeneration. Those three ticks you regenerate approximately 120 mana vs. 63 mana sitting, or 57 extra mana per minute. Obviously this isn't a huge amount, summoning a mod rod would cost 180 or approximately 3 minutes of regeneration time. However this is just the bonus that your passively gaining. Having a higher hit point pool allows you extend your double mana regeneration rate even longer. Currently I have around 3660 raid buffed hit points, if I was to Manna robe down to 20% health which would be 732, I could click the robe 48.8 times for approximately 970 mana.

The longer the fight goes on, the more efficient a Mage becomes, until you run out of hit point pool to draw on and have to wait for passive regeneration. Everquest is a game about aggregate and min/maxing every statistic, adding in this bonus is an undeniable edge. There is just no other way to increase your mana efficiency as a Magician, so maximizing hit point regeneration and using the Manna robe is top tier gameplay for this class. The question remains; how to weigh hit points vs. mana?

Magi P`Tasa

#Miscellanea Click to go up


#Magi P`Tasa Click to go down


Kurmagi.jpeg


Kurrat's Guide

Below is the guide I wrote for tracking Magi based on my personal experiences tracking and running Hate raids during 2021 and 2022 post Velious Revamp in the first Green server timeline.


Magi, like all Plane of Hate (PoH) mini bosses, is a semi-rare spawn with a placeholder on a 72 hour timer + or - 12 hours (60-84 hour spawn). This is a guide to tracking and killing Magi pulled from another guide on the wiki, while not perfect, it is an attempt to demystify and illuminate how the hate mini's work so that more people can acquire this rare epic piece.

There are 10 minibosses and 12 (confirmed) spawn points in Hate. Each spawn point can be a regular mob or any of the minis, there can be multiple minis with the same name up at the same time. The spawn timer is 72 hours with 12 hour variance, I have confirmed this 24 hour window multiple times and have caught minis spawning when others have given up. There are 3 spawn points in Inny's old room, on the concrete pads and one to the south. There are two in the organ hall, 4 in different parts of the church, and 2 north of port in in the 4rd and 5th building. (counting port in room as the first.) Make sure you are tracking on a ranger for two reasons: A. you can find the direction of the mini from your tracking spot, this will help your puller find it faster, B. You can bind sight and physically see many of the different spawn points to verify if there is a PH up or if it's still in window. These maps are from the wiki but updated by Mikhal in Force of Will who was able to use some guild knowledge and a whole lot of time spent bind sighting to confirm these locations. The mini spawn points are all marked with A and a number, please note that some are second floor of first floor buildings, while A10,11,12 are in all Innoruuk's old room on the actual second floor.

First Floor Hate
1st Floor Hate Minis.png


Second Floor Hate
2nd Floor Hate Minis.png


So in order to catch a Magi pop you need to be tracking, if your guild kills minis then you will have the spawn windows, you can also watch for others killing them to find the window. The best time for this is after an Earthquake, usually 5 or 6 minis will pop and someone will go up and kill them all. Once you have a window you can start tracking. Because of the frequency of earthquakes you will see the most spawn windows on the weekends, and centered on Wednesdays. If you want to have the most possible mini spawns, clear the PH's/minis every weekend and every Wednesday. Count three days from the first kill, then subtract 12 hours for the start and add 12 hours for the finish. Don't sit there spamming the track hotkey for the whole 24 hours, that's insane and a one way ticket to burnout town. Check track every 30-60 minutes and eventually you will catch some spawns. Yes, you might miss some pops or be late by not checking track constantly, but the people who do will burnout and not be up there for long. Just be patient and keep at it and you will start to get Magi kills. He sometimes crushes when he has the staff, and the drop rate seems to be about 1 in 5 or so. Like any rare drop, the RNG can make this extremely rare so don't get discouraged if you don't get the staff right away. Your guild needs to be able to pull and kill Magi within 15-20 minutes from when you spot him up and send out a batphone in order to be competitive.


For the more hardcore players who couldn't acquire a Staff during the classic era, you can one group Magi if you know what you're doing. He is even soloable by enchanters, much to the dismay of most players. This route is problematic, and I'm not going to go into detail on this, because I feel that farm crews ruin this awful grind and make it worse than it should be. If you're serious, and you have friends who are skilled, you can definitely kill mini's with small crews. Be aware of the server rules, and your reputation if you decide to go this route.

Mikhal's Hate Tracking Guide

Verbiage: I will be using “level” to refer to the two floors of the zone itself. I will be using “floor” to refer to individual buildings like the organ hall, the church, or others.

Safe Track Locations:

As far as I know, there are two locations that you can track “safely”: Behind the SW corner of the port up house on the outside wall (not too far up or you’ll agro the second level). This is where Exx is currently located. At the pillar where the ramp up to the 2nd level is, next to the fountain. Each position has pros and cons Both locations are perfectly safe when no one else is in Hate (or only other trackers). The port up house location can become unsafe when someone ports up to grab the book or relocate to the fountain, as it displaces entrance mobs that can then agro you. This can also happen on a failed break in from a guild. The fountain location is unsafe anytime anyone is doing anything other than tracking in zone. Most low-mans stage at the fountain and if they have any trouble, you will die. If a guild is clearing, they will pull past you and you will die. The port up house is good because you can track ToDs while a guild/low-man operation is clearing. It is also easy to rescue, as you can be res’d without moving your corpse from the port up house. It is also easier to bind sight to the second floor of the church from there (more on that below). Lastly, you can help with a break-in group by harmonying entrance mobs. The fountain is good because it’s much easier to tell which spawn popped in the short amount of time you have to call the shot.

Mini Info:

Maestro is on his own single spawn point and his own timer. He is not considered a “mini” for the purposes of this document. There are a total of 12 verified spawn locations (marked Ax on the maps). 8 of them are on the first level of the zone. Only 1 spawn is not static. EACH SPAWN can pop any of the 10 minis or a placeholder, and they are each on their own 3-day +/-12 hr spawn timer. Multiples of the same mini can be up at once. The 3 spawns on the second level are all in Inny’s old room. We’ve seen Emeralds (for Ranger Epic) drop from nearly all of the minis. Ashenbone Broodmaster is an excellent mob to go for, since it can drop an emerald, the necro epic piece, and/or the necro focus book. Magi is the only mob that drops the Earth Staff for the Mage Epic. It seems to be somewhere around a 10-20% drop rate. Even if there are no mages present, that could be a 500+k infusion into the guild bank…


Bind Sight Shenanigans:

This is what I do to see if phs are up or where the low-tier minis have spawned (reducing the amount of guesswork if Magi spawns). This is also how I track ph ToDs since I can watch the mob come into a camp. If you are tracking from the port up house, on a full pop you should be able to bind sight to every single spawn point except A3. Start at “Part 1”. If you are tracking from the ramp up, even on a full pop you might not be able to check the 2nd floor church spawns unless there is an ashenbone in the church where the ramp up to the second floor is. Skip to “Part 2”.


Part 1 (Church from port up house): I start by checking A7 or A8 (depending on what I can target). Note that if the Broodmaster is up at either of those spawns, you will see him poking through the walls from where you are. A8 is flanked by 2 static clerics that you should be able to target from the track location. Chests, ghasts, and abhorrents are not good targets because they usually spawn in the building right next to you and are closer so they will always get targeted first (note, I have not done this since the cycle NPC function was added to the game, so this may be a lot easier now). If the clerics aren’t up, you can try scorn banshees and kiraikues as I’ve never seen them spawn in the closer building. Once you are in the church on the second floor, it’s fairly trivial to check all 3 of those spawns by bouncing around the different roamers. A couple go N-S along the hallway that you can use to check A5. There are also a couple that go E-W along the hallway connecting to the west side of the church that you can use to check A9. If you can’t get a BS on anything on the first floor, you will have to go to part 2.


Part 2 (Church from ramp or continuing from part 1): There are about 6 or so mobs (liches, rats, and ghasts) that path around the church. Regardless of where you’re parked, you should be able to target one of them and bind sight it. As it is walking around the church, change your camera to one that is in 3rd person and can swivel. If you were unable to check the 1st floor church spawns at this point… The mob you have BS’d will pause briefly in front of the west entrance of the church. You should be able to see mobs pathing in there and click on one. If not, just BS another mob on the same path going the opposite direction and try again. Like upstairs, there are mobs pathing E-W along the hallway connecting the two halves of the church. BS one of those to get to A7. If you were unable to check the 2nd floor church spawns at this point… If you are lucky, one of the mobs walking around that entrance is an ashenbone. Because they are bigger, your camera is set up higher and you should be able to see the 2nd floor mobs when it paths close to the ramp up just north of that entrance. Once you are upstairs, proceed as in part 1. Just north of the west entrance to the church, there is a building with a chest in the doorway. BS the chest and angle your camera so that it looks east but is outside the room. It should look like there’s a hallway just to the south of that building. A6 (which is the only pathing spawn) will walk in this corridor and stop such that you can see it this way. Note that you can also tell if this pather is up if it’s a named by tracking it and facing mostly west (with a little north). The track message will change from “to the right” and “straight ahead and to the right” as it moves. Continue watching (or rebind sight to) the pather going all the way around the church. It will walk in front of the doorway to A4 and you should see it in there if it’s up. Eventually, the pathing mob will reach the NW corner of the church and you should be able to see 2 clerics in front of the organ hall entrance. However, the pather doesn’t stop here, so you will have to be quick. If someone is low-man clearing, there is a high likelihood that these clerics are either dead or charmed pets.


Part 3 (Organ hall): Once you have one of those clerics BS’d, you should be able to check both organ hall spawns. A2 is on the 1st floor and should only be 2 hops away. It is static in front of the throne. Several roamers path towards the Maestro area. Use one of these to BS the north-most static spawn surrounding Maestro. Angle your camera looking south and up and you should see A1 looking down on the organ at the edge of the 2nd floor.


Part 4 (2nd level): Get back to the cleric at the entrance to the organ hall and switch your camera to one that can look upwards to the SE. There is an ashenbone that paths back and forth at the top of the ramp, but you can only see it when it is at its closest point to you. This requires a little patience. Once up on the second level, just north of the ashenbone there is the entrance to Inny’s old room. There are a couple static mobs behind the entryway. With some fancy camera work, you can click them. Mobs path E-W that you can click on from those at the entrance. You can check A10 from one of these mobs. Once inside the large chamber, you will see mobs pathing N-S that you can use to get to more E-W pathers that are further south. Use these pathers to check A11 and A12.