Jun 4 2010

EverQuest Wizard Guide-chapter001

Level 16 Spells – Trivial at 26. Level 20 Spells – Trivial at 46. Level 24 Spells – Trivial at 71. Level 29 Spells – Trivial at 96. Level 34 Spells – Trivial at 120. Level 39 Spells – Trivial at 140. Level 44 Spells – Trivial at 166. Level 49 Spells – Trivial at 184.

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12. About this guide
I hope this guide helped you with your travels through the lands of EverQuest. If you are interested in expansion specific information or packages, take a look at the EQLive category on our site at http://eq.killerguides.com. We would also appreciate in case you take the time to rate this guide and leave a feedback in the member area of our site at http:///login.php. If you received this guide not from our site, please contact fraud@killerguides.com.
Copyright 2006.
EverQuest is a Registered Trademark of Sony Online Entertainment.
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Jun 4 2010

EverQuest Wizard Guide-chapter002

Attribute 4:
Protection of the Glades ……. +6 per tick (DRU L60) Blessing of the Nine ????.. +8 per tick (DRU L65)
Attribute 5:
Barrier of Force …………… +3 per tick (WIZ epic right-click effect) Spiritual Dominion ???? +9 per tick (BST L64)
Attribute 6:
Manaskin ………………….. +1 per tick (WIZ L52)
Bardsongs:
Cassindra`s Chant of Clarity … +2 per tick (L20) Cassindra`s Chorus of Clarity .. +5..7 per tick (L32..48) Cantata of Soothing ………… +5 per tick (L34) Cantata of Replenishment ……. +12..13 per tick (L55..60)
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Instantaneous Spells:
Harvest …………………… +171..301 (WIZ L34..60), or ~ +(L/20) per tick Rapacious Subversion ……….. +60 (NEC L60, costs 200) Covetous Subversion ………… +100 (NEC L44, costs 300) Sedulous Subversion ………… +150 (NEC L56, costs 400)
Item Procs:
Modulation (Modulating Rod) …. +150 for 225 hp (MAG L44 summon, costs 200) Mana Converstion (Manna Robe) .. +20 for 60 hp ManaConvert (Manastone) …….. +20 for 60 hp
Equipped-Item Constant Effects:
Flowing Thought I ………….. +1 per tick Flowing Thought II …………. +2 per tick Flowing Thought III ………… +3 per tick These continue up as you would expect. Al`Kabor’s Expansive Mind …… +10 per tick (artifact) Note: While Barrier of Force and the Beastlord Spiritual Dominion won’t stack, the lvl 63 self rune, Force Shield, does.
11.3. Research Trivials
Just a short overview since most often you will find yourself with an overflow of research pages anyway:


Jun 3 2010

EverQuest Wizard Guide-chapter003

1 Barbarian Yes 100 100 1 Combine Yes 100 100 1 Common Tongue No 100 100 1 Dark Speech Yes 100 100 1 Dark Tongue Yes 100 100 1 Dwarven Yes 100 100 1 Elder Dragon Yes 100 100 1 Elder Erudian Yes 100 100 1 Elder Tier’Dal Yes 100 100 1 Elven Yes 100 100 1 Erudian Yes 100 100 1 Faerie Yes 100 100 1 Froglok Yes 100 100 1 Giant Yes 100 100 1 Gnoll Yes 100 100 1 Gnomish Yes 100 100 1 Goblin Yes 100 100 1 Halfling Yes 100 100 1 High Elf Yes 100 100 1 Kobold Yes 100 100 1 Lizardman Yes 100 100 1 Ogre Yes 100 100 1 Orcish Yes 100 100 1 Theives Cant Yes 100 100 1 Tier’Dal Yes 100 100 1 Troll Yes 100 100
Miscellaneous Skills
1 Alcohol Tolerance No 200 200 1 Beg No 200 200 1 Fishing No 200 200 1 Sense Heading No 200 200 1 Swimming No 200 200
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11.2. Mana Regeneration
Standing rate ………………. 1 per tick Sitting rate ……………….. 2 per tick under L35, else same as med rate Meditation rate …………….. (skill * 0.06) + max(level-50, 0) per tick Note: Meditation skill maxes out at 252
Buffs:
Note: Spells within an attribute group do not stack with each other. Furthermore, Barrier of Force and Manaskin do not stack because they share a damage absorption shield component.
Attribute 1:
(none)
Attribute 2:
Breeze ……………………. +2 per tick (ENC L16) Clarity …………………… +4..7 per tick (ENC L29..48) Boon of the Clear Mind (grp) … +7..8 per tick (ENC L52..60) Clarity II ………………… +11 per tick (ENC L54) Gift of Pure Thought (grp) ….. +11 per tick (ENC L59)
Attribute 3:
Gift of Insight ……………. +1 per tick (ENC L55) Gift of brilliance …………. +2 per tick (ENC L60)


Jun 3 2010

EverQuest Wizard Guide-chapter004

Melee Skills
Level Skill Trained Cap Until 50 Cap Above 50
1 1 Hand Blunt No 110 110 1 2 Hand Blunt No 110 110 1 Bind Wound No 100 100 1 Defense No 145 145 1 Hand to Hand No 75 75 1 Offense No 140 140 1 Piercing No 110 110 1 Throwing No 75 75
22 Dodge Yes 75 75

Arcane Skills
1 Abjuration No 235 235 1 Alteration No 235 235 1 Channelling No 200 220 1 Conjuration No 235 235 1 Divination No 235 235 1 Evocation No 235 235 4 Meditate Yes 235 252
16 Research Yes 200 200 20 Specialisation Yes 235 235
Trade Skills
(only one can be trained past 200 without AA points spent.)
1 Blacksmithing No 250 250 1 Brewing No 250 250 1 Cooking No 250 250 1 Fletching Yes 250 250 1 Jewellery No 250 250
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1 Pottery No 250 250 1 Tailoring No 250 250 1 Tinkering No 250 250
Language Skills


Jun 3 2010

EverQuest Wizard Guide-chapter005

AA: Allegiant Familiar – 30sv all
- +300 mana – reduced fizzle rate – +8 mana regen – see invisble
10.3.2. Familiar Buffs
Level 52: Firetree’s Familar Augment
Effects (on your familiar): – +100 HP – +8 AC (erm familiars are immune to melee, but guess it doesn’t hurt either) – +20% Movementspeed
Level 60: Firetree’s Familar Enchantment
Effects (on your familiar):
- +200HP – +15 AC (they are still immune against melee damage, guess Verant wanted to be on
the safe side *shrug*)
- +55% Movementspeed
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11. Skills and Limits
Although at higher levels you will have your skills maxed automatically, unless you got powerleveled or only sat around while the rest of your group has been working ;-) , it still is interesting to know where you are able to improve, not only regarding some long forgotten melee skill, but maybe even a new language in your guild chat.
11.1. Miscellaneous Skills


Jun 3 2010

EverQuest Wizard Guide-chapter006

Level 29: Minor Familar
The first Wizard pet”. Effects:
- 10sv all – reduced fizzle rate
Level 49: Lesser Familar
- 15sv all – reduced fizzle rate – +1 to mana regen
Level 54: Familar
Luclin mob dropped spell. The best place to get one is in Fungus Groove. This one is a serious improvement towards the previous familiars. Effects:
- 20sv all – +75 mana – reduced fizzle rate – +2 to mana regen
Level 60: Greater Familar
Drops only of Luclin Boss mobs!
- 25sv all – +150 Mana – reduced fizzle rate – +4 to mana regen
AA: Improved Familiar.
- 25sv all – +200 Mana – reduced fizzle rate – +6 to mana regen – see invisible
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Jun 2 2010

EverQuest Wizard Guide-chapter007

Not really useful for raids, but still better than having to recast your resistant buff all the time because of the short duration.
Lure of Ro / Thunder
A big step forward from the previous lures if it comes to mana/damage ratio. Especially with cast time enhancing tools (cleric buff, focus..) these spells can become quite valuable in certain environments.
Elemental Barrier
Not as good as the druid spell, but still well worth it, especially since it stacks with O’keils Levity.
Draught of E’ci / Thunder / Ro
Very easy to land those spells, due to the -50 resist. Fast casting, low aggro nukes that will enable you to chainblast pretty much everything with a few occasional concussions.
Iceflame of E’ci
Very nice buff for Lure of Ice, Ice Spear, Ancient Destruction of ice, and Winds of Gelid. Destruction of Ice becomes unbeatable regarding the mana/damage ratio!
Greater Decession
A simply upgrade to Decession, costing less mana and having no recast time.
Agnarr’s Thunder / Strike of Solusek
On the paper those two got truly excellent mana damage ratios. However, the high aggro, as well as the +10 / +20 resist for Agnarr’s and the barely reduced C10 for Soluseks (equals other pre PoP spells) make these hardly used spells. Rather than getting yourself killed I recommend to stick to your draughts.
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10.3. Familiars
Familiars hardly got anything to do with pets of other classes. They neither deal melee damage nor are they able to take damage from any non-magical attack. Their only weakness is that AE spells can kill them rather quickly. The real benefit comes from their “buff effect”, which is why they use an additional buff slot. Improved resists, more mana, less fizzles and a higher mana regen rate make these fellows a very valuable addition to every Wizard’s spellbook. The higher the level of the pet, the better the benefits. In case your familiar dies you lose 50% of your HP and Mana, so it’s a good idea not to have them around during fights against any mobs casting area spells. All familiar exploits have been fixed, except for /pet get lost, which let’s your familiar disappear, but the buff effect stays up.
10.3.1. Familiar List


Jun 2 2010

EverQuest Wizard Guide-chapter008

850
Damage (4070)
Ancient
Ancient: Spear of Gelaqua
Single Target Ice Based Direct Damage (1785)
292
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10.2. Planar Spells
Below you will find a short rating of the most important Planes of Power spells:
Greater Fetter
Te -30 Resist make this an excellent root spell. It is not only much easier to land but also has got a longer average duration as it is more likely to pass the mob’s constant resist checks.
Resistant Armor


Jun 2 2010

EverQuest Wizard Guide-chapter009

Telekara Single Target Magic Basid Direct
390
Damage an Stun (1100 damage, 8.0 second stun)
Gelid Rains Fire Based Rain Damage (1168 per
529
Corona Flare Single Target Fire Based Direct
800
Damage (3770)
Bulwark of Calrena Buff to Mitigate Spell Damage Abjuration OoW
Ancient: Core Fire Single Target Fire Based Direct


Jun 2 2010

EverQuest Wizard Guide-chapter010

637
Damage (2889)
Solist’s Frozen Sword Summons a Sword pet to attack
Conjuration OoW
enemies
Ether Ward Spell Damage Absorbtion Abjuration OoW
Level 70
Circle of Thunder Point Blank AE Magic Based Direct
990
Damage (1450)
Glowing