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Undercon's Paladin Guide

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Contents

Overview of the Class

Welcome to the Paladin...a heavily armored, underplayed, and penalized class. As one of only four hybrid classes, Paladins have to endure a hefty experience penalty until the release of the Scars of Velious expansion. This penalty was originally intended to serve as a way of balancing out different class-types, because the developers expected hybrids would be overpowered when in fact the opposite turned out to be true in most aspects of gameplay. As was seen in the relatively low turnout of hybrids among the general population, the supposed pros of a multi-classed character did not necessarily outweigh the one painfully obvious con. It also didn't help that hybrid spell books were not fully understood by the average, casual player back then. And so the hybrid experience penalty acted as a deterrent, resulting in less demand for Paladins in a group setting, the one and arguably only area of the game where they stand out from the crowd.

In traditional group settings, the Paladin is considered a tank first and a puller second, transitioning into a relatively capable healer later in levels, but otherwise providing emergency spot heals and crowd control while maintaining aggro.

Though their class description seems inextricable from law and order, the finer details of interpretation of holy and legal texts often place them at odds with other enforcers throughout the land. As with all beings in Norrath, knights are not without their own personal motivations, as seen with corrupt elements taking over the prominent cities of Antonica. Similarly, other knights strive to become more selfless, wanting to alter the course of history for the betterment of the young who will outlive them and those who have yet to take hold in the womb. For these, the ends don't justify the means and the letter of the law is not greater than the spirit in which it was written. They are akin to Doctors Without Borders, risking their own lives breaking international laws in order to smuggle in much-needed medicines for the less fortunate, to provide relief to their pain and suffering.

Of all support classes, the Paladin has the fastest heal potential—Lay Hands—combined with the highest health and armor, all of which grant them unparalleled survivability, second only to classes with Feign Death; this would be all the more true if SoulFires were Paladin-only as was originally intended. Nevertheless, the class holds up over time, both in-game and out. It's hard to beat a class that has the heals and health of a lesser Cleric-Warrior. Layers of plate- and chainmail encased around any mana pool / spell book combination is hard to complain about, and that is what the class is at its core—a long, drawn-out fight where no one wins except those allied with the Paladin who were able to zone or camp out. The class icon even displays a polished silver helmet rotating, magically suspended above your thin hardcover tome of spells, which indicates an emphasis on protecting the head/mind and the spells memorized within from constant reading/meditation. When downshifting into the main healer role, spam a cumulative heal effect from either the Deepwater Helm or Breastplate and use mana for heals in between if lacking mana regen. Using one of two Deepwater clickies, a Paladin can act as the main healer in group, although that group's composition will likely be unconventional and sufficiently geared. With these healing abilities, much is sacrificed in the way of bamf and oomph. As a Paladin never are you going to be considered armed or dangerous. In real world terms, you are the equivalent of a security guard/combat medic/first responder/UN peacekeeper in riot gear. You're able to disperse crowds with pepper spray and tear gas. You're able to neutralize a target with taser milliamps and flashlight watts. You even have the ability to cordon off an area temporarily. But that's the extent of you being an x factor. In EverQuest terms, you are the living embodiment of a SoulFire, with its low damage output made up for by a life-saving effect and attention-grabbing appearance; this alone should tell you everything you need to know about the Paladin class itself.

Shadow Knight / Paladin / Ranger / Bard (40% Experience Penalty)

Note: Class experience penalties are no longer in effect on Project1999 Blue and Red Server as of 9/21/15.

Now that the design of each class is better understood, groups are much more inclined to have a hybrid tanking than in the past. The desirability of this particular class stems from the low mana cost spells that practically guarantee the rest of your group will go untouched by mobs, allowing them to play their role to the fullest extent without hesitation. And while other hybrid classes can achieve a similar effect, what sets Paladins apart from the crowd is their ability to isolate and shut down targets, turning the momentum of a fight in the group's favor by using their mana to BLIND, ROOT, STUN, and HEAL all the while generating AGGRO. This is their true underlying strength and the main reason why they are sought after by groups.

Paladins also receive plethora of HP- and AC-boosting spells to be used in absence of a Cleric or when the Cleric is hard-pressed for mana. No one in group will decline any of your lesser buffs and, in fact, you will find some members making requests for Symbol, Resist Magic, and eventually Divine Glory/Strength. But for all of the raw stats that can be magically increased, there is no substitute for the martial skills and disciplines, of which Knights have enough for group content more so than raid encounters. Remember, you are a derivative of two other classes and what you get out of your skill table as well as your spell book will reflect that. Aside from meeting the 75 agility requirement to avoid a significant AC penalty, your stamina, wisdom, strength, and dexterity are the attributes worth focusing on, and in that order. But if your distribution of points was not 100% optimal, worry not! There are plenty of stat-increasing items and buffs in Norrath that will eventually max out most, if not all, of your main attributes. Below is a chart of each race as their starting stats relate to the class. It's important to note that while there are arguments to be made in favor of a different distribution of starting points, overall a well-rounded build is more ideal for the uninitiated. When in doubt, compensate for whatever attribute(s) your race is lacking most.


Race Str Sta Agi Dex Wis Int Cha Recommended
Dwarf 100 95 70 90 88 60 55 +5 Agility +15 Charisma
Erudite 70 75 70 70 88 107 80 +10 Strength +5 Stamina +5 Agility
Half Elf 80 75 90 85 65 75 85 +5 Stamina +15 Wisdom
High Elf 65 70 85 70 100 92 90 +10 Strength +10 Stamina
Human 85 80 75 75 80 75 85 +5 Strength +10 Stamina +5 Wisdom


At level 60 Knights can expect to receive 5.2hp per Stamina and approximately 12mp per Wisdom, before the 200 point total low-return threshold. [1] [2]

"CHA: Affects amount you will be paid for goods by NPC merchants, and how much they will pay you; affects the saving throw on certain bard and enchanter spells (charms in particular)" —Brad McQuaid

Q: How do I get a merchant to sell me an item at its best price?

For most merchants, you need indifferent faction and 104 charisma. This is to say that 1) at any given charisma, a merchant will give you the same price at indifferent, amiable, kind or warm faction (but worse at apprehensive), and 2) if your faction is at least indifferent, you will stop getting better prices beyond 104 charisma.

Now I said most merchants up there. The first statement is always true, but I've observed two exceptions to the second. First, the merchants in your guild in your hometown only require 93 charisma. Second, there are a handful of merchants who require MUCH higher than 104 charisma. These are usually the merchants near banks and at entrances to cities. Examples are: Tubal at the Qeynos gate, Boomba the Big at the WFP gate, Aimee at the NFP bank, Merchant U-something (the dufrenite merchant) outside the Kelethin bank. Don't buy or sell from them if you can avoid it. At 170+ charisma and indifferent-to-warm faction, I still can't get them to give me best prices.

Q: How can I tell if a merchant is buying or selling an item at its best price?

Check how much the merchant offers you for a peridot (Everyone carries a stack of peridots for their clerics and chanters right?). If you're offered 9.524pp for it, you've succeeded. You won't be able to buy for less or sell for more. If you're offered less than 9.524pp, you can do better with higher charisma. Now it doesn't have to be a peridot. Any item will do as long as you know its best price. I happen to know what the best price is for a peridot.

—Balidil Anla'shok (EQTraders)


Keep in mind that no amount of high-end items or buffs are going to put your DPS anywhere near a Rogue's, even one who is poorly geared. Similarly, you won't be standing shoulder to shoulder with a Warrior during raids, not when Defensive Discipline reduces 35% of physical damage taken. Rogues deal damage and Warriors take damage with as much ease as Hybrids attract damage; those are the most key differences that should be considered beforehand.

Hybrid tanks should to prioritize how much damage they can take before thinking about how much damage they can put out. In addition to being tanks, Paladins are technically pullers and adept ones at that, with a variety of lulls, stuns, and roots at your disposal to isolate targets and stagger adds. Having enough health to survive each pull is crucial to maintaining a constantly flow of experience. You are the group tank of all group tanks. A combination of HP and AC will make Complete Heals more efficient and ease demands off of other classes than can patch heal in between. Clerics will also, on occasion, ask for your hitpoint total so they can be more exact with their complete heals.

One part Cleric and three parts Warrior, the Paladin should not be thought of as a damage dealer but instead as a class that can prevent damage,d heal wounds, and undo bilious effects. Paladins can also solo if no other options exist and in relative safety. However, the process is a slow and methodical one, not to mention repetitive—jousting without a mount or bouche shield, yaulping just to avoid encumbrance. But even for all the damage your lance causes, it will pale in comparison to all other classes, save for the one that's even healier and holier than thou—the Cleric. Patience is indeed a virtue that extends to Norrath, but the time invested won't also be matched by the plat sink, as is the case with Warriors attempting to solo. Of all the hybrids to be concerned with raw and stat-based mana, Paladins should prioritize both during raids, particularly mass raids that are not short on meat shields. At level 60 your heal spells are comparable to the tribal priest classes and, if nothing else, will keep the DPS topped off in between waves of AE damage. Paladins also benefit from mana regen to a greater extent than other hybrid classes and for the same reason.

Even when moderately twinked, Paladins can feel very underwhelming in those first 20 levels, but the same could be said for Shadow Knights and Rangers as well. The class starts coming into its own around level 30 with the inclusion of Stun. Once Deepwater Armor are clickable, soloing becomes more reasonable in those higher levels.

It might sound simple enough but hybrid tanking isn't all about hitting auto-attack and spamming the same spells over and over absentmindedly. You need to know which targets to prioritize and communicate with the group members charged with maintaining crowd control. Positioning of the current target is just as important as taking into account respawn timers and trains. The fact that push no longer interrupts casters heightens the need for a well-timed bash or stun and should make Paladins more sought after overall, not only in groups but raids as well. As for positioning in groups, you'll want other members, particularly the rogues and rogue pets, to have access to the back/side of the mob until it's dead. Rogues have a backstab ability which increases their damage output many-fold. The faster a target dies, the less damage you will have to withstand. Rooting additional targets, whether from a train or botched pull, is another one of your jobs; other party members who are able to root will likely need to cast more important spells then, spells of power too great for a Paladin's book. Make the most of what few spells you do have at your disposal so that others won't even need to have those spells gemmed. If there is a caster target aggroed and no one to mez, simply pull it around a corner and root it there; this is easy enough to accomplish with stairwells and partial statues blocking line of sight, effectively containing the caster until root wears off. Assuming the appropriate class roles are covered, no one will expect you to Crowd Control but it definitely won't go unnoticed. Above all else, keep an eye on health bars and prevent the deaths of those fragile but all-too-important classes, even at the cost of your own life if necessary. If everyone dies, the best you can do is offer to drag their corpses. At higher levels you can provide Resurrection with a 90% experience return.

To avoid death and the long corpse recoveries that come with it, don't rely solely on Lay Hands (it is on a 45 minute timer and becomes ungrayed prematurely until you zone). Don't even rely on Divine Aura or Barrier. Instead, make use of what counter/control spells you have at your disposal. Root, Stun, Cancel Magic, Fear Undead, and even Flash of Light which acts as a weak but effective fear, temporarily blinding a target, causing it to flee when not in melee range. Think of these spells as preventative measures, ways in which to delay the inevitable or prevent it from happening altogether.

Overall the Paladin class is a strong group-centric tank and often first choice for random PUGs (pick-up groups) where players are less trusting of each other and quick to disband the moment things go south. In addition to being a capable chain- and single-puller, a Paladin who is sufficiently geared and provided enough mana regen can also fulfill the role of healer. But the effectiveness of the Paladin's other magic relies upon their devotion to Charisma rather than Wisdom. On this front they are gear-dependent, but Charisma gear is very cheap and other equipment specific to the class isn't much more expensive due to the unpopularity of the class. So if you enjoy pulling and tanking simultaneously while assisting with crowd control, getting aggro on demand, and healing other party members. If you want to group but also have the ability to solo both indoors and out. If you like the idea of safeguarding allies and, eventually, resurrecting those who have fallen in battle. If you want to roleplay as a selfless knight or lawful-good soldier of conviction rather than of fortune. Or if you simply like the idea of wielding the ultimate lightsource, a flaming two-handed sword, against your foes. If any of the above fits in with your playstyle, than definitely give the Paladin class a try.

  • Hybrid Casting*

Hybrids that cast spells in combat were taking double penalties at higher levels. The casting times of their spells went up, and the amount of melee damage they do per second went up. This results is having to take longer to cast spells, and losing more damage/second for each second taken in casting. To help offset this, Rangers, Paladins and Shadowknights casting non-beneficial spells that have casting times greater than or equal to 3 seconds, now get a 3 % reduction in casting time for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60. Again, this applies only to non-beneficial spells.

- The EverQuest Team

"What race/class combinations have you played extensively (as a player, not a developer)? Which did you enjoy the most and why? I've always been a ranger and paladin sort of person, ever since my MUDing days. I really enjoy hybrids, and I generally play good aligned races and classes. Humans and half-elfs are probably my favorite as well. I think it's probably versatility that attracts me most I like being in there, fighting it out as a melee class but I also like to cast spells every once in a while too." [3]

Note: Information was compiled from various forums and Allakhazam posts, as well as personal experiences. The bulk of this guide pertains to the PvE (Blue) Server, although a section for PvP (Red) might be included at some point. Edits are welcome, otherwise read on. [4]


Strategies

Early Level Recommendations

Before reaching level 9, make use of bandages/bind wound and, if in the Qeynos area, make donations of bone chips or gold pieces to Lashun Novashine for added heals along with faction adjustments. If and when a fight turns ugly, remember to strafe away and/or jump if lacking a movement speed buff. The majority of NPCs run slower than a player strafes. Upon receiving your first spells, use Courage to heal yourself rather than Minor Healing as it is more mana efficient. Minor Healing shouldn't be excluded from you spell book however, as it's likely a Cleric or higher level Paladin will buff you with a higher version of Courage, preventing you from receiving the cumulative heal effect. In such instances, you will need to use Minor Healing instead.

Root-Jousting

This is the most reliable means for gaining solo experience as a Paladin, repetitive though it is. The tactic is straightforward. Cast root on the desired target, attack, then back out of melee range and sit to meditate briefly until the ability to swing is again available. Do this in sync with sever ticks to gain back the mana spent on Roots. Med-dancing in this way will go a long way towards soloing white and yellow non-casters up until level 35, after which point it's advised to group; soloing becomes worthwhile or at least excusable again once the effects from Deepwater Helm/Breastplate are clickable. Unless the landscape is spare and sparsely populated, targets should be single-pulled to outdoor zone walls or indoor zone lines, areas that are less trafficked by player and non-player characters alike. Most dungeons have nooks and crannies that provide relative safety; if none can be found, search for an isolated spawn, kill it, and keep a timer. Having a pull spot and place to meditate is crucial.

Due to the nature of the spell, a rooted mob can break suddenly and deal additional damage if you are caught unawares, still seated when it swings. However, once you are level 30, the target also opens itself up to ripostes with every attack. For this reason and reasons mentioned further above, choose a slow/hard-hitting two-handed weapon. Be mindful that weapons with DD procs have a chance to break root, as does Divine Might.

Know Your Roots

"Root and Enstill have the same resist mod. The level you get access to the spell is irrelevant, only your current level matters." Originally Posted by Floraline [5]

Q: Is there a different saving throw for Root and Grasping Roots? A: No. Root and Grasping Roots use exactly the same saving throw algorithms. The fact that Gasping Roots does a single hit of damage when it immobilizes the creature does not get figured in to the saving throw math if the creature fails its save versus Grasping Root, damage is applied. If the creature makes the save, no damage is done. Once again, there is no difference between the saving throw for Root and Grasping Root (or any of their higher level version), urban myth not-withstanding.

Q: What is the difference between Root, Enstill, Immobilize and Paralyzing Earth? A: The Root (and Grasping Root) series of spells are a bit confusing because they do not upgrade like most other EverQuest spells. First a bit of information on Root spells. When a Root spell is cast, the Target gets a saving throw. If the saving throw succeeds, then the Target is not Rooted. If the saving throw fails, then the Target's movement is reduced to zero. Every designated time increment after that, the Target gets a reduced percent saving throw to break out of Root. The Target gets an additional reduced percent saving throw every time they are damaged - by melee or by magic. This being said:

Root (and Grasping Roots) are the baseline from which all other Root spells are measured. Enstill (and Ensnaring Roots) have a longer potential duration then Root. You would use this spell if you were trying to keep a creature out of combat. If you plan on damaging the creature, then use Root. If you just want the creature to stay out of the way (say you are fighting two creatures), then you would use Enstill. Immobilize (and Enveloping Roots) have a quicker cast time then Root, and have slightly longer potential durations. This is in all ways an upgrade to Root, with the only downside being the higher mana cost. You would use this spell when you expect the creature to be within melee range of you and casting time is important. Paralyzing Earth (and Engulfling Roots) both have four times the potential duration of Root and twice the potential duration of Enstill. It is in all ways an upgrade to Enstill. You would use this spell in the same circumstances that you would use Enstill.

The Arch-Mage, AKA Geoffrey Z., AKA GZ, is one of the Game Designers at Verant Interactive. [6]


Boot-Jousting

Requires running instead of rooting, ideally with the speed buff of Journeyman's Boots applied, but strafing will work in most cases. In the cases that it won't, the NPC will either be a specific animal that naturally moves faster or a more intelligent creature with the ability to cast Spirit of Wolf; the former don't spawn indoors while the latter can cast movement speed buffs indoors. You must choose, but choose wisely.

Undead Fear-Kiting"

Accomplished either by using an
Anklesmasher
Anklesmasher
Item 903.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 20
DMG: 10 AC: 4
Effect: Snare (Combat, Casting Time: Instant) at Level 49
WT: 5.0 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

or duoing with a class that can snare on demand. Incorporate a bow at early levels and keep your distance, using Spook the Dead or Flash of Light if a living creature is aggroed. Congrats, you are now a weak Ranger/Shadow Knight!

Class-defining Skills

Though Paladins receive a variety of disciplines and defensive reactions, the skills mentioned below are ultimately what define the class.

Bash

Use in place of or in tandem with stuns to interrupt spells and briefly halt fleeing targets. When faced with a mob that casts, make an effort to identify specific spells by their color/pattern and then bash interrupt at the last second so the mob has even less time to recast. A well-timed bash can save your healer's mana since resist buffs aren't the most reliable against mobs within your group's level range. Bash is especially important against heal and gate spells because a casting mob will cast and recast one of the two spells when its hitpoints are low. If you can interrupt it, even a few additional seconds can be enough for the DPS to finish the mob off. In instances where you will encounter more than a few casters, always opt for a one-handed weapon and shield instead of a two-handed weapon unless you already have your epic, the only Paladin two-handed weapon (other than the Fiery Avenger) that grants wielders the ability to bash without a shield equipped. It cannot be stressed enough just how valuable the ability is, even for a class with multiple versions of stun and weapons that proc some variation of stun. Unlike their goth classmates, Paladins do not have racial options that include Slam, relying on the Fiery Avenger/Defender to enable safer shieldless tanking against casters. Since the damage output of knights already leaves something to be desired, it's important to get the most out of the slot your weapon occupies, be that through procs, stats, and an actual skill, or all three as is the case with the epic, with Bash being the additional skill. Other two-handed weapons are better than the epic in terms of DPS, but always there is the risk of not having Bash on demand and the inconvenience of having to swap between 1h/shield and 2h. Even so, it's worth going through all of that trouble if need be, because there is nothing more demoralizing than to have a mob complete heal itself at low health or to have a mob gate back to its spawn point and bring adds along with it for a second round.

Bash sparingly throughout the start of fights versus casters and then not at all until it is absolutely necessary. The damage that bash contributes is too negligible for constant use in fights except when attacking melee-only mobs, and even then it helps to be ready and bash right as the mob turns to flee, halting its movement for a second or two and allowing the DPS time to readjust. All too often bash goes ignored when it should be thought of as the cornerstone of Paladins and Shadow Knights alike, the skill and slot themselves being good indicators of the design behind both classes—low damage dealing, highly armored, and all about the timing required in order to prevent potential incoming damage. Knights can train in the skill as early as level 6 and should expect to start encountering mobs that cast right around that level. Though its impact may at first seem negligible, the usefulness of Bash will become apparent as the incoming spells take on more complex and bilious qualities. Preventing a double digit direct damage spell might not seem amazing, but it's good practice for harder content when you will be able to instantly interrupt a 1,000 damage Ice Comet. Paladins can eventually reach a skill level of 200 at maximum, 40 less than Warriors.

Meditate

A skill that requires you to be hydrated and seated. Paladins can reach a skill level of 235 at maximum, 17 less than Clerics. Player characters regenerate 1 mana point for every 12 skill points raised in meditation. This means that a Paladin can expect to regain 19 mana per tick when meditating at max level. Clerics will regain 21 mana per tick at max level when meditating. Currently being seated is the only requirement for this skill to be active, but it is safe to assume that, if/when possible, a spell book visual will be superimposed during the first 30 levels of gameplay in what was classically known as "book in the face". Just be glad you don't have to continuously /say "OM" in unison with other casters to keep from going OOM.

Taunt

Unless working on increasing this skill, hold back on taunting until absolutely necessary, when spells are not enough. Taunt cannot be used to hold aggro, but rather to regain it once lost. More often than not, the ability will fail but it's still worth attempting and can save lives. Warriors reserve a hotkey for Taunt, but even Knights should despite having an overabundance of snap aggro. Aggro can still be lost, especially with AE mez, memory wipe, and other songs/spells firing off all around you and party members who might not be using /assist. In these trying situations, it's crucial to have a fallback option that works instantly; just like Lay Hands, Taunt is immediate and requires you to be in close proximity for it to work, but when it does work, everyone notices. Make use of Taunt against mezzed targets, before casting on them. The more intelligent mobs of Norrath will hurl insults at you when Taunt, which isn't smart tactically because it confirms that you were successful in your attempt. If a charmed pet breaks, rush over to it and Taunt, then follow up by casting Stun.

Taunt is similar to Bash in terms of timing but to a greater extent, for while Bash can be used continuously throughout fights against melee targets, Taunt must always be reserved for emergencies. Rather than being used defensively to prevent damage, as is the case with Bash, Taunt is instead used offensively to take back aggro. Paladins can attain a Taunt skill level of 180 at maximum, 50 less than Warriors.

Lay Hands: No Res Effects

With a lengthy 72 minute timer it's important to reserve Lay Hands until other life-saving options have been exhausted. Just like Harm Touch, Lay Hands does have a range limit. The distance is slightly farther that what is required to open a trade window or emote at a target. There are numerous instances where using Lay Hands will not only save a player's life but, indirectly, prevent a group from wiping or having to zone. Lay Hands can inadvertently be used on NPCs, so pay close attention to that target window; the healing effect will not be applied, but the ability will have been expended, rendering it inaccessible for the 72 minute cooldown. It's also important to remember that Lay Hands does not act as a true Complete Heal; for that full heal effect you will need to make use of a SoulFire charge. However, the awesomeness of Lay Hands still cannot be overstated. I have saved numerous Enchanters/Necromancers from dying and more than a few raid tanks from falling in battle, not to mention my own self while soloing more times than can be recounted. It's the perfect add-on feature for a tank class, having to be killed twice, having a plan b in case the group's healer is late casting or has aggro. At level 60 a Paladin will Lay Hands for a maximum of 1500 HP. With this special ability you're still vulnerable to trains, but you have a better chance of zoning or camping out than your extended family, the Warrior and Cleric.

Q: How many HP does the Paladin ability Lay On Hands heal? A: Lay on Hands (Paladin ability, useable once every game day) heals 25 HP per level of the Paladin. Q: Did you ever consider giving the Paladin a Full Heal with Lay on Hands? A: No. It was decided very early on (pre Alpha) that giving the Paladin a Full Heal would be too easy to abuse. We didn't want people making "throwaway" Paladin's to pop full Heals on their primaries, nor did we want people bringing hordes baby Paladins on Dragon Raids to keep other characters alive. Giving the Paladin a Full Heal would also have taken away from the primary healing class of EverQuest - the Cleric. From an RP standpoint, we decided that it made sense to have the Paladin's healing abilities increase as her power and faith grew.

The Arch-Mage, AKA Geoffrey Z., AKA GZ, is one of the Game Designers at Verant Interactive.


Class-defining Spells

Though Paladins receive a variety of buffs, dispels, and anti-undead nukes, the spells mentioned below are ultimately what define the class.

Flash of Light and Stun: Holding Aggro

Flash of Light

It flashes. It lightens. But what of it? More details to come!

Stun

The convenience of Stun should not be overlooked. While it may have a higher mana cost than Flash of Light, it's actually the superior spell, providing you with a completely safe means of generating aggro and, if not resisted, preventing damage to you or another player. Whether a mob is mezzed or bouncing between group members, one cast of Stun will likely put you at the top of the hate list. As a precaution, if a mob has been mezzed, it is best to use Taunt first then cast Stun, and then follow up with Flash of Light before making an attack. If the taunted target can and does utter a threat towards you, than no further action is needed other than breaking mez with auto-attack. A mob threatening you in say means you have successfully taunted it, placing you at the top of the hate list, likely one point above the Enchanter/Necromancer/Bard, depending on which class is present and crowd controlling. Again, since Stun does not break mez, you can cycle through whatever mobs are mesmerized in camp after you've established aggro with the current target. Stun will make you all the more synergistic with Enchanters, who have their own stuns but less health and armor, meaning their reaction times must be quick.

If mana regen is not an issue, use Holy Might against your current target because of the damage component; every point of damage counts and it's important to reserve your damage-free stun for charm break and mezzed targets. Force has a significant knock-back component which can cause annoyances for the DPS and even push the target off a ledge or bridge, causing social aggro and a train of death; be mindful of its use and of your positioning in dungeons that have such features (Chardok, City of Mist, Velks).

Using stun is ideal when pulling mobs that cast, for obvious reasons. If you are above level 46, make use of the Deepwater Bracer as its right-click effect takes only 6 seconds. While giants, dragons, and mobs that are 54+ are immune to stun, each cast still generates hate, meaning you can hold aggro with it but won't receive the damage mitigation benefits.

Stun-locking is the Paladin's specialty, with three variations to choose from at higher levels, all of which are on different cool-downs. Stun, Holy Might, and Force. Rare are the situations that require a Paladin have all three stuns loaded, but there are casters that will make repeated attempts to Gate or Complete Heal at low health. Without enough burst DPS, stun-locking is a necessity in Chardok 2.0 where Cryptmasters and Gravebinders rapid-fire Gate at low health. NPCs level 56+ are immune to stuns, as are giants and dragons of all levels. Aggro is still generated and damage components, if any, will be applied but the actual interruption will not occur. So again, make use of bash. When stun is resisted or interrupts a DoT too late, have cure/counteract poison/disease ready to remove it before that damage has time to jeopardize your health.


Pull Techniques: Root, Dispel, and Lull

Unlike most other spells, Line of Sight is not required when casting Lull on a target, so make use of walls, stairwells, waterways, anything in the environment while working the camera angles. Lull spells do not notify the caster when they have worn off. Unlike undead lull spells, the effectiveness of regular lull is contingent on one's Charisma score. The lower your CHA, the higher rate in which critical resists will occur. In groups that have plenty of Crowd Control and DPS, less Charisma can be used to your benefit when chain-pulling. Pulling whole groups of mobs is commonly done by Bards, but Paladins can accomplish the same goal, albeit at a slower pace. A critical resist translates into hate, at which point all other NPCs on the same faction as that target will social aggro. All variations of lull give you a head start and a means of avoiding spell damage.

Calm has long been considered the best version of lull available to Paladins due to its aggro radius reduction and duration. However, it was discovered that Pacify did not have classic values on Project1999. Since then the radius and duration have been improved to match its values in classic. Use with +Charisma to pull singles and -Charisma to pull multiples. Cast the highest version of lull on trains if attempting to single out a named from the regulars and stand off to the side if at all possible; if your desired target paths over the conga line, it will cause a domino effect of aggro.

If there are one too many adds and the pull turns into a train, spam root and camp out or get to the nearest zone line. If there are no adds, but you have a 2-3 pull, you can then use Root to position those adds at different areas in and around camp. Have your back to a wall while doing this if too many interruptions occur; casting through damage is dependent on your channeling skill and whether/how far you've moved from the position where you began casting that spell. If the exact location is known, and you return to it before within the spell's duration, you should successfully channel it.

Root can be the perfect spell for two-pulls when the path back to camp is clear. By rooting one target, the other will rush to its aid and give chase; often it is the case that the first target will die right around the time its ally becomes unrooted, give or take a few server ticks. If wanting to "uproot" a target, simply dispel it or have a party member blast it with a nuke; Root has a chance of breaking every time a direct damage spell hits the target. In groups without nukers you can use Root for proximity aggro, but do not rely on it entirely. If using Root in this manner, you will still want to apply a few casts of Stun or Flash to prevent aggro from bouncing around if and when Root breaks.

All variations of Cancel Magic make fine pulling spells against casters and non-casters that are within range of being buffed by surrounding allies. The initial Aggro generated on any target is always the same base value, a negligible amount [7]. Therefore, in most cases, it's best not to expend mana on a target until it gives chase. Dispels are one of the exceptions as it's difficult to strip buffs from a target once in camp without also potentially removing dots/debuffs other members of your group cast. which includes that all-important slow. In theory you could set up a call to assist, but the majority of players are aware of how good snap aggro is, meaning all bets are off once you cast Flash of Light.

Dispels are also helpful when pulling, as you can target yourself and dispel root/ghoul root if ever either of the two land, thereby preventing whatever damage would be dealt while immobilized and separated from your group. Alternatively, if wanting to conserve spell slots, you can always keep
Crystallized Pumice
Crystallized Pumice
Item 507.png

MAGIC ITEM
Charges: 5
Effect: Nullify Magic (Any Slot, Casting Time: 3.0)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

s or
Deepwater Gauntlets
Deepwater Gauntlets
Item 531.png

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 16
Effect: Cancel Magic (Must Equip, Casting Time: 7.0) at Level 45
WT: 5.0 Size: SMALL
Class: PAL
Race: ALL except IKS

bagged for such moments, but be prepared to lose some buffs in the process. [8]


Lull Variations: Calm vs. Pacify

Lull reduces aggro/assist radius to 15 for a 20 tick, 2 minute duration. Soothe reduces aggro/assist radius to 10 for a 25 tick, 2 minute 30 second duration. Calm reduces aggro/assist radius to 5 for a 30 tick, 3 minute duration. Pacify reduces aggro/assist radius to 1 for a 70 tick, 7 minute duration. (previously only 7 ticks)

Lull when chain-pulling to conserve mana, wearing the least amount of Charisma for more critical resists.

Soothe with
Deepwater Vambraces
Deepwater Vambraces
Item 622.png

MAGIC ITEM LORE ITEM
Slot: ARMS
AC: 21
Effect: Soothe (Must Equip, Casting Time: 7.0) at Level 45
WT: 6.5 Size: SMALL
Class: PAL
Race: ALL except IKS

when mana regen is lacking.

Calm when splitting smaller camps that are closer to your group. Pacify when attempting to split larger, crowded camps farther away from your group.

Shamans and Enchanters have long-duration spells that can increase your Charisma and rarely hesitate to give you that extreme makeover when asked. As always, use discretion when navigating any dungeon; the more narrow and congested its passageways, the greater likelihood you will need to use a stronger version of lull.

Testing by A1551

  • 95 Cha, 200 tests -- 71 critical resists (ie 35.5% crit rate)
  • 200 Cha, 200 tests -- 15 critical resists (ie 7% crit rate)
  • 255 Cha, 200 tests -- 12 critical resists (ie 6% rate)
  • 95 cha (35.5%) -- Crit every 11.3 casts
  • 200 cha (7%) -- Crit every 57.1 casts
  • 255 cha (6%) -- Crit every 66.7 casts

"While the sample size *really* isn't big enough to go to this level of analysis, basically +105 CHA saved me 56 crit resists over 200 attempts(!) That would be roughly 0.26% absolute crit reduction per point of cha assuming a linear progression up to 200 CHA." —A1551 06-07-2019 [9]


Healing Power

While your other heals should see regular use, below are the few versions unique to Paladins...

Divine Purpose

Self-only. Converts 3mp into 8hp for the duration of 150 ticks, which stacks with all other forms of health regen in game. That means for it's full duration you will receive a total of 1200hp and lose 450mp. To get a better sense of its efficiency, Superior Healing restores 583hp and costs 250mp. By combining both Flowing Thought I and II (the only two versions of FT available to Knights) you counter 100% of the mana cost, allowing for HP regen through grind sessions where you may already have Enchanter/Bard for mana regen but are lacking a Cleric. As with other forms of incremental healing, it can be removed with a single click. Consider the plight of Shadow Knights who, with their best lifetap, steal 280hp at the cost 315mp, assuming it isn't partially/fully resisted; now reconsider this spell and appreciate the fact that the original devs made a tank class that could reliably heal itself in more ways than one.

Celestial Cleansing

Heals 175hp every 6 seconds for 24 seconds (4 ticks). This equates to 700hp for 225mp, the most mana-efficient spell for Paladins. Its only shortcomings are the recast timer and level-restriction, as it is deemed too powerful to restore the health of low level players.

Wave of Healing

Distributes a fast heal to every member in group, or should with its generous AE range, restoring 220hp while expending 450mp. Often there won't be time to direct everyone towards you for the heal to land, so position yourself accordingly and cast. In a full group where all players have taken damage, this AE spell has the potential to heal for 1320hp making it more mana-efficient than Divine Purpose. Though relatively situational, Wave of Healing can be worth dedicating a spell slot to, particularly when the other healer in group has a slow reaction time, lag, or internet connection issues. The AE range is large enough to reach all corners from the center of Hands Room in Karnor's Castle. Even with its mana cost, if a party member is about to die and Lay Hands is not available, Wave of Healing can be a life saver and keep the Cleric's mana closer to full from not having to resurrect anyone. Use sparingly in groups, to undo low HP aggro and/or when multiple targets are taking damage. Use more consistently on raids, forming a group comprised of melee DPS classes and casting to combat DS/AE damage in such areas as Halls of Testing, ToV.

Heal spells can also be used to establish/reestablish aggro...

We've redressed the amount of hate generated by heal spells. Previously, and *partly* due to a bug, the high level heal spells such as superior heal or complete heal would generate no more hate than greater heal. In fact, so little hate was generated by these spells that it made controlling NPC aggression trivial. Heal spells will now generate an amount of hate more in line with the number of hitpoints actually healed. Due to our desire to leave the lower level game more or less untouched, two separate caps have been placed for targets level 50 or below, and 51 or above. Heal spells will generate significantly less hate for targets below level 51 than those at or above that level. —The EverQuest Team [10]

...and the quickest way to redirect aggro towards you from multiple targets is simply to heal the puller on incoming.


Self-Preservation

Divine Favor

Provides a rune that absorbs 150 damage. Useful when pulling for the first time in dungeons that are confusing and/or have multiple doors. In contrast, at level 56 Shadow Knights receive Steelskin, a 230hp rune that consumes one Jasper per cast. Rune III Absorbs Damage from 168 (L34) to 230 (L41) for a maximum of 275hp.

Divine Aura

Grants invulnerability for an 18 seconds, 3 server tick duration, causing all aggro to redirect/disperse elsewhere towards those who were previously lower on the hate list. However, Taunt can still be used through Divine Aura's protection, allowing you the opportunity to regain aggro with at least one target in that time. DA can be used in Plane of Sky, where fall damage from one island to another will prove fatal. DA does not last through the loading screen regardless of how fast you zone and it cannot be cast while falling, a lesson the earliest adventures must have learned when taking that first leap of faith into the Hole. Divine Aura will however prevent all damage and effects from taking hold, physical and magical, positive and negative. The spell is self-only and has a lengthy 900 second / 15 minute recast time, so only use it in the most dire of circumstances. This will mean less dying, hurrah! Add a rather dull-looking
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

to your inventory and never die again, except when eating Death Touches...

Endgame Reality

Duoing

Almost exclusively done with Enchanters. Keep the charmed pet's health topped off with your Deepwater Helm/Breastplate while it tanks and reserve your mana and/or Lay Hands to prevent its owner from dying when charm wears off. Use your stuns as needed and stay self-buffed to better withstand the onslaught of that hasted pet when it turns on you and the Enchanter tries to regain control.

Raiding

During mass raids, the Paladin serves as either tertiary healer or impromptu off-tank, often acting as both when adds develop into a train and the Clerics are told to camp out. Even in cases where a Defensive Disc is not 100% necessary, preference is still generally given to Warriors out of habit if nothing else. Occasionally you will be assigned to a specific tanking niche, either as the designated "ramp" tank or as the "speed bump" standing in between the death of one Warrior and the established aggro of another. If you are asked to be the ramp tank, set up a hotkey to inform your guild when you are taking damage so that priests out of group know when to direct their heals to your body. When acting as a tertiary healer, request all manner of mind buffs before you sit, med, and swap in Wis/Mana equipment to maximize your pool. Keep the DPS alive against DS/AE damage and reserve Lay Hands for the Main Assist, if there's an inadvertent skip in the Complete Heal rotation. You should also guard the Enchanters, standing between them and their charmed pets and/or mesmerized targets. Prioritize their health bars over other classes, using your heals and healing abilities/clickies as needed. If an Enchanter dies, it can lead to a wipe very quickly. Die in their place and find yourself compensated later when the knight gear drops and you, being the only Sir or Lady/Dame present, receive it by default.

The unofficial raid role for Paladins involves protecting any and all Enchanters/Necromancers/Druids from untimely charm/mesmerized breaks. Don't hesitate to ask for mana regen from any one of the Enchanters present. More often than not you will have already been given mind buffs well before the thought to ask enters your head; credit this to the exceptional heal and stun spells committed down in that dusty old book of yours. You may also be expected to train away trash adds, such as bees on island 6 in Plane of Sky. Dispel should be used against targets with damage shields, but other classes should have that covered, classes with higher, more effective versions of dispel in their books. As for actual tanking, more often than not you will be assigned a Torpor Shaman or a lower level Cleric and need to be prepared to off-tank adds while everyone else focuses down the named target. On rare occasions you may even act as the main assist, but generally speaking Warriors will be doing most of the heavy lifting.

Paladins can stand in as the Main Assist throughout the following epic/raid encounters...

Black Reavers/Nameds (CoM), Faydedar (TD), Phinigel (Kedge) Master Yael (Hole) Black Dire (Mistmoore) Tangrin (FoB) Vessel Drozlin (Cab) Verina Tomb (Neriak) Dark Elf Reavers (EK) General V`ghera (Kith) Sir Lucan (WFP) Tranala/Kozzalym/6-Necks (WW) Golems/Draco (PoF), Minis/Maestro/Second Floor (PoH), Trunt (Nurga) Xenovorash (LoIO), Venril Sathir (KC), Islands 1-5 (PoS), Halls of Testing (ToV), Plate House/Arena Equivalent (KD), Ring War (GD), and Dragons in Kunark/Antonica.

...harder targets are technically possible at level 60, but more Clerics would be required along with best in slot gear. AoW, Tunare, and the like are out of the question.


Getting Geared

Armor

After reaching the soft cap Paladins can expect a 33% return from AC which is a far cry from the robust 45% Warrors receive. However, from parses and discussions, the consensus about AC on Project1999 is that after the 800 threshold there will be very little return. That may be subject to change (for the better) in future patches, especially with Velious, but so far that remains to be seen. Aim for 1100 AC by level 60. Starting off you'll want to incorporate banded armor into your equipment slots. Check the area merchants, especially near forges, as lazy blacksmiths will often unload multiples to the merchants while skilling up. If you're lucky you can get a full set of visible banded for a small sum of platinum. Once you've gotten yourself armored up with a few levels under your
Banded Belt
Banded Belt
Item 562.png

Slot: WAIST
AC: 6
WT: 2.5 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL except DWF TRL OGR HFL GNM

, you'll want to start auctioning for gear that adds HP without sacrificing AC. A pair of
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

s aren't too expensive and early on those raw hitpoints will go a long way towards increasing your survivability, giving the healer more time to cast.

Shields

Arguably the most important piece of equipment for a Paladin, the AC received from shields is not subject to hard/soft caps, bestowing its bearer with all of the AC displayed rather than a lower calculated amount. Shield with resists are especially good for pulling in areas with a high number of casters, and even Monks will equip a
Shield of Rainbow Hues
Shield of Rainbow Hues
Item 606.png

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

under such circumstances. That said, it's important not to overstate their worth. Classic trilogy shields are not everything they could have been and more. For instance, shields do not allow the bearer to block, charge into battle, or deflect projectiles. There are no Disciplines associated with shields. There isn't even a single shield in all of Norrath that has the ability to proc; a select few are imbued with worn or clickable effects, but that is the extent of their magic. Having a shield placed in your backslot offers no definitive benefit such as Rearward Stun Immunity. Despite all of these inadequacies, shields are still highly valued and often worth the WTS price in /auction. If expected to tank yellow and red cons, definitely equip a shield. If attempting to train out and temporarily tank while others flee to the zone line, definitely equip a shield. If you are the designated ramp tank, a shield will help lessen the damage spikes. Be mindful that orbs are not technically in the same category as shields. Though certain orbs do have shield-like AC numbers, those numbers are not calculated the same; this also holds true for weapons with AC.
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

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

Silent Watch Shield
Silent Watch Shield
Item 542.png

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

Aegis of Life
Aegis of Life
Item 805.png

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

Shield of the Immaculate
Shield of the Immaculate
Item 805.png

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

Lodizal Shell Shield
Lodizal Shell Shield
Item 1244.png

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

Shield of the Clawed Guardian
Shield of the Clawed Guardian
Item 805.png

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

Crystal Chitin Shield
Crystal Chitin Shield
Item 972.png

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

Imbued Shield of Paineel
Imbued Shield of Paineel
Item 974.png

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

Clay Guardian Shield
Clay Guardian Shield
Item 606.png

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

Shield of the Seneschal
Shield of the Seneschal
Item 1244.png

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

Sarnak Battle Shield
Sarnak Battle Shield
Item 676.png

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

Shield of the Stalwart Seas
Shield of the Stalwart Seas
Item 974.png

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

Shield of the Water Dragon
Shield of the Water Dragon
Item 1244.png

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

Shield of Elders
Shield of Elders
Item 1244.png

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

Life's Guard
Life's Guard
Item 805.png

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

Shield of the Freezing Winds
Shield of the Freezing Winds
Item 805.png

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

Aegis of Ice
Aegis of Ice
Item 972.png

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

Whitestone Shield
Whitestone Shield
Item 606.png

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

Ayill's Aged Stone Shield
Ayill's Aged Stone Shield
Item 1244.png

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

Fearsome Shield
Fearsome Shield
Item 976.png

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

Shield of the Protector
Shield of the Protector
Item 758.png

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

Shield of the Dawn
Shield of the Dawn
Item 606.png

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

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

The Qeynos Shield


Charisma Swaps ...a stat synonymous with Paladins in Baldur's Gate, Pathfinder Kingmaker, and several editions of Dungeons & Dragons including AD&D.

For a lower rate of critical lull resists, in order to single-pull... Armor Sets: Imbued Koada`Dal Mithril / Blazing Fennin Ro

Luminary Sword bestows its wielder with Glamour. Though its name of the sword and its proc both suggest a Bard/Enchanter effect, the buff is actually derived from Shamanistic teachings, offering 32 charisma for a 54 minute duration, which should mean dedicating less bagspace to random charisma memorabilia for all races except perhaps Dwarves.

A Crude Stein
A Crude Stein
Item 708.png

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

Froststone Stein
Froststone Stein
Item 709.png

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


Stein of Bitter Cold
Stein of Bitter Cold
Item 708.png

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

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

Siryn Hair Hood
Siryn Hair Hood
Item 664.png

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

Crown of King Tranix
Crown of King Tranix
Item 523.png

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

Kobold Jester's Crown
Kobold Jester's Crown
Item 511.png

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

White Gold Necklace
White Gold Necklace
Item 752.png

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

{{::A Gypsy Medallion}}
Opalline Earring
Opalline Earring
Item 544.png

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

Sleeves of the Ancients
Sleeves of the Ancients
Item 543.png

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

Guardian Girdle
Guardian Girdle
Item 549.png

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

Heavy Dragonhorn Bracers
Heavy Dragonhorn Bracers
Item 505.png

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

Seahorse Spine Bracelet
Seahorse Spine Bracelet
Item 1071.png

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

Barbed Ringmail Gloves
Barbed Ringmail Gloves
Item 526.png

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

For a higher rate of critical lull resists, in order to chain-pull... Armor Set: Crustacean Shell Armor

Iron Shackles
Iron Shackles
Item 620.png

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

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

Grotesque Mask
Grotesque Mask
Item 506.png

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

Forsaken Pariah Mask
Forsaken Pariah Mask
Item 771.png

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

Maggot Ridden Flesh
Maggot Ridden Flesh
Item 797.png

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

Minotaur Ribcage
Minotaur Ribcage
Item 974.png

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

Goblin Bracer
Goblin Bracer
Item 620.png

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

Giant Laceless Sandal
Giant Laceless Sandal
Item 761.png

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

Krup Warrior Guard
Krup Warrior Guard
Item 542.png

NO DROP
Slot: SECONDARY
AC: 5
CHA: -15
WT: 5.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL except DWF TRL OGR HFL GNM

Or, if you're cheap and in the area, simply aggro a skunk in Butcherblock Mountains... https://wiki.project1999.com/Skunkspray

For an artificial faction boost, either to ensure safe passage or quest/multi-quest turn-in successes...

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

Alliance: Increase Faction by 100 Cloaks you in an amiable aura, causing creatures of your target's faction to view you more favorably.


Bows

Archery is capped at a skillfulness of 75 for Paladins, but hitting or missing a target is not important when on pull duty; the very attempt is enough, as releasing an arrow will alert the intended target of your presence and aggravate it. The most basic 9cp arrows can be purchased at certain vendors and occasionally even player-crafted arrows. Even an ordinary bow coupled with cheap arrows can accelerate pulls significantly and help towards preserving mana when Clarity is not available. Why not take after Rangers who don't have much HP to spare, as opposed to body-pulling which puts you closer in melee range and susceptible to damage? Save the healer's mana instead and swap out to a defensive ranged item between pulls if the red text numbers are too concerning. When out of ammo, simply ask the Magician in group to summon more. Magicians receive "Summon Arrows" at level 20 which summons a stack of arrows and "Quiver of Marr" at level 53 which summons a quiver with 3 stacks of arrows. Few mages ever purchase the first spell, but most will have memorized the second, and it never hurts to ask while being physically assaulted body-pulling.

Runed Oak Bow
Runed Oak Bow
Item 597.png

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

Sarnak War Bow
Sarnak War Bow
Item 597.png

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

Bow of the Underfoot
Bow of the Underfoot
Item 1104.png

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

Talisen, Bow of the Trailblazer
Talisen, Bow of the Trailblazer
Item 1104.png

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

Wrapped Velium Bow
Wrapped Velium Bow
Item 1104.png

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

However limited in performance for knights, archery does have its uses, particularly in overpopulated zones where competition is fierce and camps are not so clearly defined. Even a fraction of a second can mean the difference between the rare named incoming or going out towards that other group. This is why it's important to prioritize range with bow and arrow purchases, rather than damage. With enough range you can secure FTE before other players come within aggro radius; that is to say, you can be "first to engage" the target. With a single arrow you can instantly lay claim to that named and, with the right bow/arrow combination, do so from distances greater than any one player's cast range. Your arrow will even zip by that tone deaf Bard who's been prancing about Karnor's Castle, regaling every spawn in sight. Do note that the hate caused by arrows is very minimal, meaning that most anyone can steal the mob you've aggroed and run it to their group. In such cases it helps to have a bow that incorporates one form of proc or another, as a resisted DD could potentially save you the hassle of having to stop and cast while trying to close the distance between you, the offending player, and the target. For Paladins, the selection is fairly limited however, and even the more ordinary bows were not fashioned with knights in mind.
Skydarkener
Skydarkener
Item 1104.png

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

and the
Primal Velium Reinforced Bow
Primal Velium Reinforced Bow
Item 1104.png

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

are the only procing bows available to Knights. While the benefits from other ranged slot items are often much more obvious, having the ability to engage a target instantly, from great distances, can prove to be more valuable than an entire session of flawless tanking. For a class that is often expected to pull or tag off of the puller, making use of an additional tool further separates the advanced Paladin from the amateur. The benefits of archery are situational at best, especially with such a low skill cap, but then the same has been said about Paladins...

Rechargeables & Expendables

10 Dose Kilva's Skin of Flame
10 Dose Kilva's Skin of Flame
Item 702.png

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

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

Serpent's Blood
Potion of Insight
Potion of Insight
Item 585.png

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Clarity (Any Slot, Casting Time: Instant)
WT: 1.0 Size: SMALL
Class: NONE
Race: NONE

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

Vial of Velium Vapors
Vial of Velium Vapors
Item 1160.png

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

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

Oil of Fennin Ro
Oil of Fennin Ro
Item 697.png

MAGIC ITEM
Charges: 4
Effect: Flame Arc (Any Slot, Casting Time: Instant) at level 1
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

Powder of Unanimation
Powder of Unanimation
Item 582.png

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

Gnomish Vanishing Device
Gnomish Vanishing Device
Item 684.png

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

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

Nightmare Hide
Nightmare Hide
Item 556.png

MAGIC ITEM
Slot: BACK
Charges: 5
AC: 5
Effect: Restore Sight (Any Slot, Casting Time: Instant)
WT: 2.0 Size: MEDIUM
Class: ALL
Race: ALL except DWF HFL GNM

The one cure spell that Paladins do not receive in their books directly correlates the one adverse effect caused by their magic, that of course being blindness from Flash of Light. Nightmare Hides are not uncommon in Plane of Fear, in fact it's reasonable to expect multiples per raid clear. Having a Nightmare Hide bagged for raid purposes would be wise, in the event that no tertiary priest classes are assigned the task of curing blindness. Make a hotkey for its use before engaging whatever specific target is known to blind. Very few common targets blind; for those that do, such as mudmen, the rate is too frequent and the duration too short, making cures irrelevant or unnecessary, depending on RNG. Keep a spare NM Hide banked, as the vendor recharge is inexpensive. Most, if not all, Shaman NPCs cast blindness as it is one of the first spells the class receives with a very low mana cost. Different variations of blindness will also be cast by such notable high-end targets as Overking Bathezid, Korocust, Chancellor of Di`Zok, not to mention Nightmares themselves.

Religion & Roleplay

Roleplaying, or some semblance of it, involves self-imposed restrictions that might seem illogical out of game/character, but make sense from the perspective of the race/class of your character, along with their religious worldview. Though initially disadvantageous, this approach adds another layer to gameplay. Consider self-imposed restrictions in terms of gear and faction, then the path to 60 will become uniquely linear. Also consider choosing specific slots that will be restricted to direct upgrades—via kills or quests only—rather than from auctions.


Brell Serelis: The Duke of Below

Followers of Brell Serilis believe that the surface world is a waste of space. They find true happiness in the caves, caverns and tunnels that perforate the belly of Norrath. But this is one of the few points that all followers of Brell can agree upon. There are many different factions that worship Brell. The Dwarves of Kaladim know that they are the true children of Serilis. But the vicious gnolls of Splitpaw Lair disagree entirely. For was it not Brell that sculpted them out of the sacred Clay of Cosgrove? Followers of Brell Serilis in one form or another can be found nearly anywhere you enter the Underfoot of Norrath.

As the Paladin class is not available to Barbarians, Dwarves are the race for anyone wanting to go down the hardier, less conventional path of knighthood, wielding ugly blunt weapons rather than elegant swords. As a race, they have the best melee stats of all options. Eat rabbit stew or clam chowder and emote that there are leftover bits in your beard. Chug down 2x Brewed 2x Stout Dwarven Ale, Coldain Ice Beer, Brell's Blessed Stout, Dain`s Choice Porter, and/or Underfoot Triple Boc. Becoming intoxicated allows you to get in touch with the ancestors beyond your world, apparitions often only seen in Unrest and the Tower of Frozen Shadow—Garanel Rucksif Lucid Spirit of Abrams. Carry around stacks of ale and beer for group/guild members and the random passerby, but nothing so fancy as champagne or wine. Spilling your beer whilst fishing is a sin. Hangovers are a form of self-flagellation. Take up thy Aegis of Ice and run around asking Kunark natives, "What killed the Iksars? The Ice Aegis!" Serve one of two kings—Kazon Stormhammer or Dain Frostreaver IV. Get bound in Kaladim or Thurgadin and hunt/demolish geonids in Crystal Caverns, if only to make use of the Coldain town serving as an outpost/foothold for your kind. Blindly kill your way through the mudslide of Beholder's Maze, gathering smithy mats and figuring out the spawn locations of SpinFlint. Back in Butcherblock, ask the fair Glorin Binfurr to marry you, but be not dismayed when she also responds favorably to the advances of other waiting travelers. Excavations are hard work, explosive at times, each requiring a skillfully placed shaft in order to make headway. However, this skill cannot be acquired in any guild house of the holy, it must instead be learned through what crevices you pick. Mining should be the first melee skill Dwarves use in preparation for actual combat. With this in mind, keep handy a Piercing weapon to gouge into flesh in the same manner that you have the very depths of Norrath! Obtain equipment with the passive effect "Aura of Battle" and spam Yaulp. You have no mantra other than to /burp. Rock not only beats scissors, but it beats paper as well. Giants of all varieties are your mortal foe; tenderize them with your mighty hammer, then cook their meat for personal consumption so you grow big and strong. Only enter the Hole to slay undead; leave its other inhabitants untouched as they too are followers of Brell.

Dwarven Ringmail Tunic
Dwarven Ringmail Tunic
Item 538.png

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

{{:Dwarven Breastplate (Enchanted Imbued)}
Brewer's Mesh Cloak
Brewer's Mesh Cloak
Item 657.png

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

Dwarven Work Boots
Dwarven Work Boots
Item 779.png

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

Holy Partisan of Underfoot
Holy Partisan of Underfoot
Item 736.png

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

Kromrif Laborer Pick
Kromrif Laborer Pick
Item 768.png

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

Brell's Keg Popper
Brell's Keg Popper
Item 1194.png

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

Tri-Plated Golden Hackle Hammer
Tri-Plated Golden Hackle Hammer
Item 567.png

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

Tantor's Tusk
Tantor's Tusk
Item 1219.png

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

Frostreaver
Frostreaver
Item 1166.png

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

Sledge of Smashing
Sledge of Smashing
Item 581.png

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

The Butcherblock Hammer
The Butcherblock Hammer
Item 567.png

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

Velium Round Shield
Velium Round Shield
Item 972.png

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

Aegis of Ice
Aegis of Ice
Item 972.png

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

Hammerheim Dwarven Soldier Fall of the Hammer Purphoros, God of the Forge Sacred Ground Reforge the Soul Cryptic Caves Colossus Hammer Hammer of Ruin Forge of Heroes Fairgrounds Warden


Erollisi Marr: The Queen of Love

Sister to Mithaniel and daughter of Tarew, Erollisi is known more formally as the Queen of Love, reigning over the Plane of that shares the same four letter word. Believing that love conquers all, her followers are passionately devoted to the people, places, and ideas they love, being more than willing to fight and die for them. In fact, the dream of every follower of Erollisi is to die in the selfless defense of something or someone they love. Many Paladins hear the true calling of their hearts and follow Erollisi Marr. [11]

It should be pointed out that while love is a generally peaceful concept, Erollisi followers are not pacifists. They would like to live in a world in which everyone loves everyone else and violence does not exist but they are not naive enough to think that Norrath is that world. They have known great love and are more than willing to fight and die to keep alive what roused love within them, for what greater act of devotion could their be? Indeed, the dream of every follower of Erollisi is to die in selfless defense of someone or something they love. Many Paladins hear the true calling of their hearts and follow Erollisi Marr.

Part Aphrodite, part Xena Warrior Princess, Lady Marr wields her femininity with the skill of a muse, capable of disarming men of war and peace alike. As if in recognition of this, cultural blacksmiths lovingly apply sea tempers and
Imbued Rose Quartz
Imbued Rose Quartz
Item 950.png

WT: 0.1 Size: TINY
Class: ALL
Race: ALL

to suits of platemail in her honor, raising the charisma of those who armor themselves with the knowledge that all is fair in love and war. Her name being an anagram for Lili-Rose, Erollisi revealed herself to Norrath's populace as anything but, taking on the form of a giant Barbarian alongside her brother during GM events of old. And yet, at the top of the Temple of Marr there hang but a few banners not seen elsewhere, each displaying a wild rose. One can only assume a loose connection exists between the anagram and imagery. As an adherent to matters of the heart, it is evident to you that passion has its origins in suffering, and only through suffering can it mature into dedication, a bond greater than any official allegiance. You are Ser Jorah Mormont from Game of Thrones. Tomás the conquistador from The Fountain, pledging himself to his Queen and valiantly opposing those who would stand in the way of her wishes.

"We are her salvation and through her command we shall live forever!" —Tomás Verde, The Fountain

Comparisons could even be drawn between Erollisi and Scion (Path of Exile) regarding matters of the heart and justifications for violence.

The Scion is a daughter of a noble family living in Theopolis (Theopolis confirmed by what she says upon entering the mud flats). She has a talent for learning that extends to all forms of study. Because of this her overbearing parents kept her cloistered with strict and near constant training regimen (character select dialogue, library entry, entering depths with crab side mission, etc). Throughout her life she experienced constant nightmares showing her terrible things (numerous references). Eventually her parents married her off with a significant payment due to her being well educated. It can be deduced that the custom in Theopolis is for the prospective husband to pay the family of the daughter on marriage. (There is a quote where she says her parents trained her to be sold off). On the wedding night the Scion's husband does something that offends her so greatly she feels justified in slaying him. This leads to her exile (character select dialogue, letters of exile comment). Posted by HecatesLover [12] [13]

Messenger of the Queen
Messenger of the Queen
Item 736.png

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

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

Trueheart Shield
Trueheart Shield
Item 805.png

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

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

Heart of Light Heartwarming Redemption Take Heart Beloved Princess True Love's KissElixir of Immortality Blessed Wine Battle Hymn Knight's Pledge Divine Favor Reya Dawnbringer Beloved Princess


Karana: The Rainkeeper

Followers of Karana believe in the absolute power of storms. They worship the life-giving power of the rain and respect the destructive force of a sandstorm or hurricane. Typical followers of Karana are rural humanoids, farmers, ranchers, hunters and the like. They will often offer shelter from the elements to strangers. Many Karana followers live a nomadic lifestyle, traveling where the winds take them. They are humble, generous people who value strength and honesty and brook no disrespect for Karana and his work, for they know it is only through his wisdom and kindness that all Norrath is not consumed in an eternal tempest. More down to earth and of humble beginnings, followers of Karana differ from those of Tunare as the land is worked more than it is preserved. A horse is not left to graze in the wilderness, but put to work plowing the soil which also must be cultivated with tools. For those who give alms to Karana, war and peace are seasons of the mind. Gathering storm clouds and the distant battle cries both portend natural occurrences; one brings rainfall and the other bloodshed.

Keranos, God of Storms Eye of the Storm Honor's Reward Bastion Protector Storm Seeker Sudden Storm Thousand-Year Storm Weather the Storm Soratami Rainshaper Farmstead Windstorm Luminescent Rain Rain of Revelation Farmstead Gleaner Shu Soldier-Farmer Rain of Blades Storm Cauldron Storm Front Field Marshal Reap What is Sown Plow Under


Mithaniel Marr: The Lightbringer

The Eight Virtues of Marr: Charity; Compassion; Devotion; Honor; Love; Sacrifice; Truth; and Valor.

Brother to Erollisi and son of Tarew, Mithaniel is known as the Truthbringer, and governs the Plane of Valor. His followers believe in truth, valor, and righteousness, and will fight to the death to protect the innocent and defend these values.

Followers of Mithaniel Marr believe that valor is what separates civilized beings from beasts. His followers live by a strict moral code that prizes truth, honor and charity. They are champions of the downtrodden and the most noble of warriors. His followers strive to rid Norrath of all things dark and evil, often sacrificing themselves in this never ending quest. They will not rest until the day when all of Norrath is cleansed in Mithaniel's light. They take themselves and their duty very seriously, and have little patience for mischief of mayhem. Many Paladins are devout servants of Mithaniel Marr.

Mithaniel Marr is the son of Tarew Marr, the god of water, and the twin brother of Erollisi Marr, the goddess of love. Mithaniel Marr is the creator of the frogloks and, along with his sister, is jointly responsible for the creation of the barbarians, and by extension humans and Erudites as well. [14]

"I spoke some time ago to Sir Bayden Cauldthorn, prophet of Mithaniel Marr. He told me the frogloks and Northmen were not the Marr twins’ first creations, as commonly believed. There was a time when Mithaniel and Erollisi walked upon Norrath, unnoticed by the other, more elder gods. In the naivety of their youth, they thought they could be like the other gods and sought to create mortals of their own. And so Mithaniel Marr created the minotaur race, intended to personify honor and courage." –Journal of a Disciple of Marr

You are the classic hero of legend. The knight in shining armor, a full suit of which can actually be acquired by those whose faction aligns with the giants of Velious. You are Beric Dondarrion from Game of Thrones, serving the Lord of Light, fulfilling the prophecy of The Prince Who Was Promised by wielding the Lightbringer. You are a Paladin in the most classic sense. Muffins and milk are for those contented to be soft around the middle and heavy with copper; consume military rations and flavorless water instead. Collect and turn in damaged militia helms. You are a standard soldier mono-white MTG deck, with vigilance, outlast, and bolster. Having a tactical, no-nonsense approach to all matters, followers of Marr view the spare landscape, both environmental and political, as a challenge to overcome for goodness' sake. You are the whitest of white knights. It's a wonder you can even jump, much less /dance. Whether starting your journey in Freeport or Qeynos, you are born amid conflict and must therefor choose a side, though in many ways that side has already been chosen for you by your god. There are no retreats that are not tactical, no helmets that are not bucket-shaped. Remain bound in Freeport, using the tunnel systems until you are seasoned enough to take on the corruption and fight your way through the city streets. North of the slums, at the Temple of Marr, you try to imagine the glory days of Aradathium, a city that served as tribute to the Lightbringer and now remains lost in darkness, below the dunes of South Ro.

"Dedicated solely to the crusades of The Truthbringer in the name of valor, honor, and truth, Ardathium was one of Norrath’s most beautiful, though tragically short-lived treasures ... Constructed of pure alabaster stone and crowned in statues and tower caps of solid gold, Ardathium was a sight to behold ... Ardathium – that is the name of the place I shall detail as best I can in these pages. A glorious citadel constructed by the first followers of Mithaniel Marr in what is now known as the Southern Desert of Ro. I know for certain that this place exists, or existed, though in unfortunate, irreparable ruin beneath the unforgiving sands of the desert. I have been there, and I have seen it." [15]

Imbued Platinum Diamond Ring
Imbued Platinum Diamond Ring
Item 1064.png

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

Marr's Promise
Marr's Promise
Item 805.png

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

Symbol of Marr
Symbol of Marr
Item 1058.png

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

Fiery Defender
Fiery Defender
Item 2864.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 35 AC: 15
STR: +20 STA: +10 WIS: +15 HP: +70 MANA: +30
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Holy Shock (Combat, Casting Time: Instant) at Level 50
WT: 0.1 Size: LARGE
Class: PAL
Race: ALL

Odric, Master Tactician Azorius Arrester Arrester's ZealBattalion Foot SoldierSoul ParryShielded By Faith Approach of the Second Sun Glimpse of the Sun God Tournament Grounds Sergeant-at-ArmsAngelfire CrusaderArchetype of CourageArdent RecruitCoalition Honor GuardGuardians' PledgeAegis of HonorHonor of the PureBattlefield PromotionBlazing TorchRest in PeaceDispatchReprisal Sungrace Pegasus Akroan HorseQuest for the Holy RelicVanguard's ShieldHoly StrengthHeroic DefianceBarbed Field Sunblade Angel Weapons TrainerSkyrider TraineeKnight of Glory Mandate of Peace High Ground Staff of the Sun Magus Morningtide Sunbond Crested Sunmare Heliod, God of the Sun


Prexus: The Oceanlord

Prexus' followers believe in the raw power of the world's oceans. They do not worship the element of water specifically, but it is their belief that life originated in the sea and it will consume those who do not respect it. The Oceanlord's devotees almost always live in cities or towns on the coasts of the world. Prexus is not a commonly worshiped god, but he has many faithful sailors and fishermen. The Erudites have erected a church in Erudin to his worship, and young Clerics and Paladins train there. And Bards sometimes devote themselves to singing paeans to the sea.

'In the name of Prexus, we are sworn to protect all ocean creatures.' —Weligon Steelherder, Paladin guildmaster of the Deepwater Knights in Erudin

Followers of Prexus believe true power lies in the vast depths of Norrath's oceans. They believe that eons ago, life first formed in the murky deep and that one day the oceans shall rise again to consume those that are unworthy and embrace the faithful. The Oceanlord's servants tend to live and work near, on, or beneath large bodies of water. They seek to spread the word of Prexus to all who will hear and defend the oceans and seas of Norrath against any who would cause harm to them. Many sailors and fishermen are followers of Prexus.

However, while some fisherman may worship him, Prexus and his followers are actually against the practice of fishing, as evidenced in the text of the Fisherman Convert quest: Dleria Mausrel says 'As I suspected. I shall assist you with your training and you shall assist the temple with your service. A young priest can help out by asking to [convert fishermen in Qeynos] or maybe even something truly great such as requesting to [protect the depths].' ... Marlin Bizmite says 'Oh no!! Not another Prexus freak!! Listen up aqua man, if you think a man named Marlin has any chance of giving up fishing, you have got another think coming. Go night diving in the north pond, you might find some bait for your Prexus blessing.' ... Bait Masterson says 'Prexus!!? Aye!! I once followed the ways of the Ocean Lord. I remember those days. So clear and peaceful were they. I shall make a deal with you, my friend. I shall give up fishing if you give me your guild tunic. With such a tunic I shall once again be compelled to follow the peaceful ways of the Ocean Lord.' ... Bait Masterson says 'Nice material!! I feel the ways of Prexus enlightening my soul. Unngh!! Enough of this fishing. Here take my broken fishing pole an toss it to the sea. All hail Prexus!!'

"But it is not only to us that Prexus gives blessings. There are other creatures that he showers with his grace. From the mots humble of fish in the sea, to the largest of sea beasts, Prexus watches them all. There are times when he will choose such a creature to act as his Chosen in Norrath. This creature is granted power, and is whispered to directly from Prexus himself. As we do the will of Prexus, so does the creature, although only it knows what tasks it is commanded to do. The word of Prexus is everywhere in Norrath. The sea touches all lands, and thus so does the domain of Prexus. As in the case of Velious, where the Deepwater Knights have no temples, yet Prexus has power there." —Writings of the Deepwater Knights [16]

You are a water protector. A lifeguard at the beach. Among the few, the proud, the marines. Kedge Keep is your Mecca. Flying sharks are good omens. Fishing grubs are to be picked up from the ground and destroyed, lest a passerby make use of them. Max out Swimming ASAP. Eat sea salt. Drink brackish water. Get bound in a port city, at the docks. Kill all Pescatarians and let Prexus sort them out. If potential suitors ask, you are a Pisces Sun, Moon, and Rising.

"Prexus loved us more than any of his other creations because of our demeanor and loyalty. So when Prexus caught wind of the danger of the Rending on Norrath, he took measures to try and save us. He chose Lodizal because he was the biggest and mightiest of the turtles. He was proud that one of his creations became so mighty, and so he blessed Lodizal with mystical powers, including an extremely long life." [17]

Imbued Steelsilk Breastplate
Barnacle Breastplate
Barnacle Breastplate
Item 624.png

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

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

Helm of the Deep Sea
Helm of the Deep Sea
Item 746.png

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

Greaves of the Deep Sea
Greaves of the Deep Sea
Item 540.png

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

Driftwood Treasure Chest
Driftwood Treasure Chest
Item 836.png

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

Fish Food Vial
Fish Food Vial
Item 1006.png

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

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

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

Othmir Prexus Totem
Othmir Prexus Totem
Item 895.png

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

Deep Six Cutlass
Deep Six Cutlass
Item 604.png

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

Aldryn, Blade of the Ocean
Aldryn, Blade of the Ocean
Item 890.png

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

Shield of the Stalwart Seas
Shield of the Stalwart Seas
Item 974.png

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

Shield of Prexus
Shield of Prexus
Item 974.png

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

Shield of the Tsunami
Shield of the Tsunami
Item 1244.png

LORE ITEM
Slot: SECONDARY
AC: 26
MANA: +65
WT: 8.0 Size: MEDIUM
Class: PAL SHD
Race: ALL

Shield of the Water Dragon
Shield of the Water Dragon
Item 1244.png

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

There are numerous examples of the ocean being depicted as wrathful and sacred elsewhere in other games. Below are examples from Magic: the Gathering...

Arrester's Admonition Metathran Soldier Words of Wisdom Coastal Tower Floodwaters River of Tears Rain of Tears Cold-Water Snapper Stormtide Leviathan Sword of Plowshares Call to Mind Wall of Kelp Sejiri Merfolk Vodalian Knights Numbing Jellyfish Staff of the Mind Magus Merfolk of the Pearl Trident Turn the Tide Aethertide Whale Wishful Merfolk Clearwater Goblet Part Water Devastation Tide Alluring Siren Dulcet Sirens Mantile of Tides Coastal Breach


Quellious: The Tranquil

This peaceful child-goddess is allied with Rodcet Nife and Erollisi Marr, and an enemy to Rallos Zek and Innoruuk. Followers of Quellious seek peace. They are not strict pacifists, though, and will fight to defend themselves and those they care about. The peace they seek is an inner one. They wish to know all there is to know about themselves and the world around them. They thirst for knowledge of their true selves and strive to help others attain enlightenment. It is through the sharing of this knowledge that they believe universal peace can be obtained. If every creature fully understood itself and its neighbors there would be no need for conflict and war. Followers of Quellious often follow a nomadic lifestyle, constantly seeking what there is to know and hoping to find themselves along the way.

During the Age of Turmoil, Quellious, the Goddess of Tranquility, imparted a portion of the Plane of Tranquility to create the demi-plane of Serenity. [18]

A combination of Dora the Explorer and Spoon Boy from The Matrix, Quellious is the Aesop's Fables version of Little Girls Wiser Than Men. Made youthful again each day through prayer, your recollections of childhood inform the adult you have become. The teachings of a quiet, unassuming girl have helped you remain unbothered by the politics of guild alliances and the greed of EC Tunnel. It is because of them, the unbelieving, that you were able to leave all naivety in the past, venturing forth into the back alleyways and sewer systems of the "civilized" world, to ground transfer what few precious belongings you had. And through this childlike distrust, you were purposefully exposed to the hardships of those so marginalized as to be considered "non-player characters". Beggars. Madmen. Prisoners. Poachers. Neckbeards. If peace could be found within yourself among such Rude Individuals, by Quellious it could be found anywhere. Naturally, this assertion sends you to all corners of Norrath, between its enduring portals and haunted battlefields. And with each passing day you began to recognize patterns of behavior, a timed order to the cities, the harsh environments, and the comings and goings of their people. You still remember the day you set one of your weapons on the ground, then another and another; oh how baffled you were that each pointed due North. Was it the curiosity of a toddler that caused you to lay down your arms, or the weariness of a war veteran? Perhaps both. But now, from these indicators, you are beginning to understand that the work of grown men is child's play. That the world in which you live is but an illusion. That there is no
Spoon
Spoon
Item 618.png

MAGIC ITEM LORE ITEM
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

and even the
Testimony of Truth
Testimony of Truth
Item 504.png

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

is a form of deception. Being of the same mind and faith as Monks, you equip yourself similarly, without much regard for the illusion before you. Such is the Decree of Quellious.
Stave of Shielding
Stave of Shielding
Item 601.png

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

Guardians Mace
Guardians Mace
Item 578.png

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

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

Robe of the Azure Sky
Robe of the Azure Sky
Item 838.png

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

Honor Guard Presence of the Wise Flowering Field Peacekeeper Teferi's Honor Guard Battlefield Medic Hallowed Ground Field SurgeonAngelheart Vial Peacekeeper Peace and QuietVenerable Knight Peace and Quiet Kjeldoran Outpost


Rodcet Nife: The Prime Healer

Rodcet Nife is allied with Karana, Quellious, Erollisi Marr and Prexus, and his only enemy is Bertoxxulous. Followers of the Prime Healer take a solemn oath to fight disease and death until one or the other finally claims them. They are very generous and humble, asking little more from their beneficiaries than that they pass on the kindness to others. They are not content to deal with the effects of disease and death after they occur and vigorously seek to destroy the sources of these evils. Healers and mystics are typical followers, but many noble Rangers and Paladins also have taken the Nife Oath. They believe that through faith in the Prime Healer, the wounded heart of the universe shall one day be mended, and death's dark shadow will never be seen again.

Nife rules over the Plane of Health and appears as a tall, slender, sexless humanoid with a bald head, large black eyes and thin lips. He wears white robes with silver accents. The plane itself is a large complex of white stone and iron. The plane is inhabited by odd iron and flesh golems.

The god, Rodcet Nife sometimes makes an appearance as himself at the Temple of Life in Qeynos, taking on the form of a Koalindl fish in the sacred pool. Koalindl_(Rodcet_Nife) [19]

a Koalindl says, 'Foolish mortal! You have disturbed the Prime Healer as he swims in the guise of his creatures. For this... you shall perish!

...at level 60 you are the equivalent of an Aasimar in D&D, levitating with grace and poise and otherworldly thoughts. You are a blue/white legendary MtG creature with flying, exalted, and scry. Constantly refresh your Pegasus Feather Cloak. Always keep a pair of Deepwater Gauntlets handy to strip buff counters off an opponent and a Silvery Mask to Identify the lore properties of an object. Drink purified water. Eat summoned black bread. You are ethereal, an enigma that is more pure and supernatural than right or just in the dogmatic sense of the words. Observe March 16th (EverQuest's release date) as the day the universe came into being. Being more cerebral than physically strong, equip items with Flowing Thought rather than Aura of Battle. Obtain the Coldain Prayer Shawl #7 as a rite of passage, along with a Crown of Narandi, favoring your spell book and shield over any sword, and only resorting to violence out of necessity, to defend yourself and others against the encroaching darkness of Bertoxxulous. More contemplative than pious, you wield a Sword of Blessings for its clickable purging effect or Jeldorin for its self-healing proc.

Fill those chat window boxes with talk of an endless conflict that must cease or a ceaseless conflict that must end, even as you yourself are actively engaged in combat. Cure the diseased. Heal the wounded. Pray for the tilted. Pacify would-be attackers. Give over what gold pieces and bone chips you have amassed to Lashun Novashine during your visits to Qeynos. Buff those less fortunate than you. Cleanse the Plains of Karana, both North and West, slaying Lord Grimrot in the South and the undead gnolls to the East. Earn for yourself a Qeynos Badge of Honor. Value INT/WIS over STR. Resurrect the dead at no charge, for coin has no worth in the Plane of Health. You may be in the (Verant's) world, but you are not of it.

Anashti Sul, the Forgotten Goddess

Anashti Sul has no allies. She has expressed animosity toward Bertoxxulous as the god of Disease, and seems to have thrust herself into a rivalry with the current god of Life and Health, Rodcet Nife. During the Creation Age, the deities of Norrath banished Anashti Sul to non-existence for crimes against god and mortal alike, including introducing Undeath to the world. However, she was not destroyed, and spent ages floating on the edge of the Void, seeking some way to return to Norrath and avoid tumbling into oblivion forever. Whispers of her existence spread among the mortals of Norrath, and she came to be known as the "Forgotten Goddess". The followers of Anashti Sul regard undeath as a "gift" from her, giving them an everlasting existence. Anashti Sul still considers herself the deity of Life and Health, and unquestioningly believes that her actions have always been to the benefit of mortals on Norrath. [20]

Shield of Nife
Shield of Nife
Item 805.png

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

Idol of Rodcet Nife
Idol of Rodcet Nife
Item 1007.png

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

Blessed Ring of Nife
Blessed Ring of Nife
Item 512.png

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

The Prime Healer's Bulwark
The Prime Healer's Bulwark
Item 624.png

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

Auto-Key Ardenvale Paladin Quarantine Field Purify Force of Will Wrath of God Armageddon Counterspell Consecrated Sphinx Aysen Crusader Godsend Guardian of the Gateless Dispeller's Capsule Luminous Angel Forsake the Worldly Devout Invocation Invincible Hymn Serra's Hymn Chancellor of the Annex Delaying Shield Serra Advocate Serra Paladin Platinum Angel Sustainer of the Realm Knight of Sursi Avenging Angel Breath of Life Lifeline Radiant, Archangel Lightkeeper of Emeria Linvala, Keeper of Silence Restoration Angel Ethereal Champion


Tunare: The Mother of All

An anagram of nature itself, Tunare has come to represent forested areas and the elves who occupy them, whom the goddess of harmony is mother to, along with many other woodland creatures across Norrath. Widely considered one of the most difficult raid encounters in classic, Tunare is arguably the most difficult encounter regularly attempted on Project1999.

Tunare appears as a very attractive older humanoid female wearing flowing robes and a crown of vines and leaves. Tunare is very protective of what she considers to be one of Her finest achievements, the good elf races of Norrath. As part of an agreement with Brell Serilis and Prexus and in response to the arrogance of Veeshan in claiming Norrath for her own, Tunare created the High Elves and the wood elves of Norrath.

Followers of Tunare believe that we are all Tunare's children. The children of Tunare seek to help Norrath, which they believe to be a living and breathing being, to blossom and grow. Followers believe that the world of Norrath gave birth to Tunare and from her all life has sprung forth. Thus, by worshiping and protecting the land, followers are paying homage and respect to the Mother of their Mother, who in turn protects and provides for them. Followers of Tunare will fight to the death to protect nature in all its forms. Many Druids, Rangers, and a great many of elves follow the ways of Tunare.

Perhaps her most ardent and vocal follower, Firiona Vie left the comforts of elven nobility to further its cause in the name of her god and theirs. Perhaps for this and for being kidnapped more than once, the princess quickly became the face and figurehead of the war effort, with an outpost in Kunark bearing her name and a foraged rose as well.

"All of life is connected, and their spirits pulse as one, from the tiniest insect to the great dragons, though some are more selfish than others." –Firiona Vie, Chosen of Tunare

Relying on finesse rather than force, the High Elves boast exceptional intelligence, wisdom, agility, and charisma scores, giving them a slight magical edge to compensate for physical deficiencies. Half Elves are significantly stronger and more dexterous, though at the expense of wisdom. In fact, Elves of the Half variety are as unwise as their High Elf counterparts are physically weak. Despite these and other differences, both races are unified by their devotion to the Mother of All and a truly unique sword to signify as much.

Natures Defender
Nature's Defender
Item 1178.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 46
DMG: 38 AC: 45
STR: +10 DEX: +10 WIS: +10 HP: +25 MANA: +25
SV DISEASE: +15 SV POISON: +15
Effect: Nature's Holy Wrath (Combat, Casting Time: Instant) at Level 46
WT: 0.5 Size: LARGE
Class: PAL
Race: HIE HEF
Deity: Tunare

"It is the last weapon any true Tunarian paladin will wield. Doesn't matter if the epic is statistically better; with this sword a knight always has Tunare in their heart and at their side." –Faerie 03-11-2014 [www.project1999.com/forums/showthread.php?t=142491]

Imbued Koada`Dal Mithril Cuirass
Imbued Koada`Dal Mithril Cuirass
Item 624.png

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

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

Falchion of the Koada'Vie
Falchion of the Koada'Vie
Item 580.png

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

Petrified Heartwood Flamberge
Petrified Heartwood Flamberge
Item 1193.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 39
DMG: 50 AC: 40
STR: +25 STA: +25 WIS: +25 INT: +25 HP: +100 MANA: +100
SV FIRE: +15 SV COLD: +15 SV MAGIC: +15
Required level of 51.
Effect: Engulfing Roots (Combat, Casting Time: Instant)
WT: 10.0 Size: LARGE
Class: PAL SHD
Race: ALL

Some have argued that, in terms of roleplay, the Mother of All is not compatible with holy knights as nature itself is unforgiving and at times even merciless in its selection. However, there are aspects of nature which, in providing nourishment and respite, could be considered divinely-inspired or at the very least scientifically elegant. In the immortal words of Poison, "Every rose has its thorn." Paladins are no different, having restorative spells, cures, and bandages, but also weapons specifically designed to eradicate unnatural beings. These seemingly disparate aspects of the class would not come into question if heal spells were detrimental to undead targets, as they are in Baldur's Gate. Then performing an AE heal would not only replenish party members but also damage surrounding white walkers, and the resulting aggro would be even greater than it already is. This, however, would have transformed Lay Hands into an undead-only Harm Touch, on top of already acting as a burst counter.

"Paladins are always of the 'Lawful Good' alignment in D&D 1st–3rd editions. The 4th edition allows the Paladin to match their deity's alignment. Paladin characters are expected to demonstrate and embody goodness and law – they are not supposed to lie or use poison, and some interpretations say they should only use stealth, missile weapons, and other forms of impersonal warfare as a last resort. Switching to any alignment other than Lawful Good or breaching part of the Paladin's code of conduct results in a loss of all class abilities." [21]

"The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things--leaves, antlers, or flowers--to reflect their commitment to preserving life and light in the world" –Oath of the Ancients Paladin (D&D 5e) {https://rpg.stackexchange.com/questions/99267/is-oath-of-the-ancients-all-about-nature]

"Paladins can worship any god, as they don't have the Cleric's "one step away" alignment restriction. Worshiping a neutral god like Gozreh (pure nature deity) will cause no issues. Alternatively, Cavalier (Order of Green or Order of Land). Archetype: Luring Cavalier (Ranged Attacks). –Pathfinder

The members of this fine guild dedicated to the Mother of All, Tunare, support The Elven King Tearis Thex and a mysterious faction called Anti-Mage. The Paladin Lord Jyleel is in charge of a secret elven order called the Koada'Vie and not all of their tasks would normally be associated with Paladins. [everquest.allakhazam.com/db/faction.html?faction=24]

"In war, the ability to take a life is as important as the power to give it." –Firiona Vie, Paladin and Chosen of Tunare

At level 60 you are the equivalent of an Arcane Warrior Spirit Healer from Dragon Age: Origins. You are the unseen treeline sentinel, holding a higher, more secure position than any watchtower guard. The Plane of Growth is hallowed ground, Norrath's Garden of Eden, and the Holy of Holies for all elves but knights especially as the accessibility of the zone includes a magnificent sword comparable to the epic, one devoid of bottlenecks. The plagues in Wakening Lands and the Karana Plains exist as a test of faith in the Mother of All. Put corrupted and rabid wildlife out of their misery. The Petrified Heartwood Flamberge is the epic of elven knights and Natures Defender the Fiery Avenger, with Earthshaker being the training sword, until either of the two can be obtained.

There are numerous examples of nature being portrayed as holy elsewhere in other games. Below are examples from Magic: the Gathering...

Dryad's Caress Knight of the Skyward Eye Rosethorn Halberd Asmira, Holy Avenger Nature's Blessing Reborn Hope Raven's Run Dragoon Pollenbright Wings Tranquil Garden Wheel of Sun and Moon Vitalizing Cascade Sylvan Reclamation Conclave Equenaut Temple Garden Sundering Growth Knight of the Reliquary Ledev Champion Shield of the Oversoul Dawn of Hope Conclave Guildmage Sigarda, Host of Herons Shalai, Voice of Plenty Trostani, Selesnya's Voice Tower Defense Overgrown Battlement Hymn of Rebirth Wellwisher Call of the Conclave Knight of Autumn Storm Herd Privileged Position Selesnya Locket Camaraderie Alive/Well Prepare/Fight Empyrial Archangel Leyline of Vitality Collective Blessing Citadel Castellan Seeds of Strength Fruition Gladehart Calvary Gift of Paradise Taste of Paradise Blossoming Wreath Natural Spring Wall of Blossoms Juniper Order Advocate Holistic Wisdom Lull Heroes' Reunion Gaea's Blessing Good-Fortune Unicorn Growing Ranks Hymn of Rebirth Mercy Killing Mirari's Wake Moment's Peace TranquilityTranquil Thicket Familiar Ground Tranquil Expanse Syr Faren, the Hengehammer Fertile Ground Daughter of Autumn Staff of the Wild Magus Ground Seal True Love's Kiss Serene Sunset


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