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  • primagames.com®

    This game has received thefollowing rating from the ESRB

  • Prima’s Official Strategy Guide

    The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.comis a registered trademark of Random House, Inc., registered in the United States. Prima Games is a division of Random House, Inc.

    © 2003 by Sony Computer Entertainment America Inc. All rights reserved. No part of this book may be reproduced or transmitted in anyform or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system withoutwritten permission from Sony Computer Entertainment America Inc.

    Associate Product Manager: Damien WaplesProject Editor: Carrie PonsetiDesign and Layout: Kim TranAdditional Layout: Graphic Applications, Scott Watanabe

    EverQuest is a registered trademark and Online Adventures Frontiers is a trademark of Sony Computer Entertainment America Inc.

    ©2003 Sony Computer Entertainment America Inc. SOE and the SOE logo are registered trademarks of Sony Online Entertainment Inc. All Rights Reserved.

    All products and characters mentioned in this book are trademarks of their respective companies.

    Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and "RP" are copyrighted works and certification marks owned by the Entertainment Software Association and theEntertainment Software Rating Board and may only be used with their permission and authority. Under no circumstances may the rating icons be self-applied or used in connection with any productthat has not been rated by the ESRB. For information regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For informationregarding licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book.

    Important:Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions should be directed to the supportnumbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.

    ISBN: 0-7615-4422-4Library of Congress Catalog Card Number: 2003112665

    ACKNOWLEDGMENTS

    Prima and the authors would like to thank everyone who helped in creating this guide. Thank you to a great Prima team: Damien, Carrie, Jennifer, Libby, Marc, Sherry, Jody, and Scott. And to the exceptional people at Sony, thank you to Bill Coyle, Clint Worley, Clayton Kroh, Alex von Minden, Cprincess, Hdogg,Magekilla, and Soloist, the game designers, artists and QA team for providing your time, information and artwork to us for EverQuest players everywhere.

    Finally, a special thanks to Mike for his patience and understanding.

    Debra LockridgeDavid Cassady

    PRIMA GAMESA Division of Random House, Inc.

    3000 Lava Ridge CourtRoseville, CA 95661

    1-800-733-3000www.primagames.com

    ®

  • GAME BASICS . . . . . . . . . . . . . . . . . . . . . . .4NPC (Non-Player Characters) . . . . . . . .4Weapons and Armor . . . . . . . . . . . . . . . .4Using the Inventory Screen . . . . . . . . . . .5Auctions . . . . . . . . . . . . . . . . . . . . . . . . .5Abilities . . . . . . . . . . . . . . . . . . . . . . . . .6The Toolbelt . . . . . . . . . . . . . . . . . . . . . .6Traveling and Dying in EQOA: Frontiers .7Looting . . . . . . . . . . . . . . . . . . . . . . . . .8Group Up! . . . . . . . . . . . . . . . . . . . . . . .9EQOA: Frontiers Terminology . . . . . . . .10

    RACES AND CLASSES OF FRONTIERS . .11Attributes . . . . . . . . . . . . . . . . . . . . . . .11The Races of Tunaria . . . . . . . . . . . . . . .12The Classes of Tunaria . . . . . . . . . . . . .15Masteries . . . . . . . . . . . . . . . . . . . . . . .23General Masteries . . . . . . . . . . . . . . . . .23Archetype Masteries . . . . . . . . . . . . . . .27Racial Masteries . . . . . . . . . . . . . . . . . .31Class Masteries . . . . . . . . . . . . . . . . . . .36Mastery Descriptions . . . . . . . . . . . . . .59

    WALKTHROUGHQUESTING IN EQOA: FRONTIERS . . . . . .68WORLD MAP . . . . . . . . . . . . . . . . . . . . . . .69BARBARIAN . . . . . . . . . . . . . . . . . . . . . . . .70

    Map of Halas . . . . . . . . . . . . . . . . . . . .70Barbarian Classes . . . . . . . . . . . . . . . . .72

    Rogue . . . . . . . . . . . . . . . . . . . . . . .72Shaman . . . . . . . . . . . . . . . . . . . . . .74Warrior . . . . . . . . . . . . . . . . . . . . . .76

    DARK ELF . . . . . . . . . . . . . . . . . . . . . . . . . .79Map of Neriak . . . . . . . . . . . . . . . . . . .79Dark Elf Classes . . . . . . . . . . . . . . . . . .81

    Alchemist . . . . . . . . . . . . . . . . . . . .81Cleric . . . . . . . . . . . . . . . . . . . . . . .83Enchanter . . . . . . . . . . . . . . . . . . . .87Magician . . . . . . . . . . . . . . . . . . . . .91Necromancer . . . . . . . . . . . . . . . . .94Rogue . . . . . . . . . . . . . . . . . . . . . . .97Shadowknight . . . . . . . . . . . . . . . . .99Warrior . . . . . . . . . . . . . . . . . . . . .102Wizard . . . . . . . . . . . . . . . . . . . . .106

    DWARVES . . . . . . . . . . . . . . . . . . . . . . . . .110Map of Moradhim . . . . . . . . . . . . . . .110Dwarf Classes . . . . . . . . . . . . . . . . . . .112

    Cleric . . . . . . . . . . . . . . . . . . . . . .112Paladin . . . . . . . . . . . . . . . . . . . . .116Rogue . . . . . . . . . . . . . . . . . . . . . .120Warrior . . . . . . . . . . . . . . . . . . . . .124

    ELVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129Map of Tethelin . . . . . . . . . . . . . . . . .129Map of Fayspires . . . . . . . . . . . . . . . . .131Elf Classes . . . . . . . . . . . . . . . . . . . . .133

    Alchemist . . . . . . . . . . . . . . . . . . .133Bard . . . . . . . . . . . . . . . . . . . . . . .136Cleric . . . . . . . . . . . . . . . . . . . . . .139Druid . . . . . . . . . . . . . . . . . . . . . .142Enchanter . . . . . . . . . . . . . . . . . . .146Magician . . . . . . . . . . . . . . . . . . . .150Paladin . . . . . . . . . . . . . . . . . . . . .153Ranger . . . . . . . . . . . . . . . . . . . . . .156Rogue . . . . . . . . . . . . . . . . . . . . . .160Wizard . . . . . . . . . . . . . . . . . . . . .165

    ERUDITES . . . . . . . . . . . . . . . . . . . . . . . . .170Map of Highbourne . . . . . . . . . . . . . .170Erudite Classes . . . . . . . . . . . . . . . . . .172

    Alchemist . . . . . . . . . . . . . . . . . . .172Cleric . . . . . . . . . . . . . . . . . . . . . .176Enchanter . . . . . . . . . . . . . . . . . . .179Magician . . . . . . . . . . . . . . . . . . . .183Necromancer . . . . . . . . . . . . . . . . .186Paladin . . . . . . . . . . . . . . . . . . . . .190Shadowknight . . . . . . . . . . . . . . . .193Wizard . . . . . . . . . . . . . . . . . . . . .197

    GNOMES . . . . . . . . . . . . . . . . . . . . . . . . . .201Map of Klick’Anon . . . . . . . . . . . . . . .201Gnome Classes . . . . . . . . . . . . . . . . . .203

    Alchemist . . . . . . . . . . . . . . . . . . .203Cleric . . . . . . . . . . . . . . . . . . . . . .207Enchanter . . . . . . . . . . . . . . . . . . .211Magician . . . . . . . . . . . . . . . . . . . .216Necromancer . . . . . . . . . . . . . . . . .220Rogue . . . . . . . . . . . . . . . . . . . . . .225Warrior . . . . . . . . . . . . . . . . . . . . .228Wizard . . . . . . . . . . . . . . . . . . . . .232

    Table of Contents

  • HALFLING . . . . . . . . . . . . . . . . . . . . . . . .237Map of Rivervale . . . . . . . . . . . . . . . . .237Halfling Classes . . . . . . . . . . . . . . . . .239

    Cleric . . . . . . . . . . . . . . . . . . . . . .239Druid . . . . . . . . . . . . . . . . . . . . . .243Rogue . . . . . . . . . . . . . . . . . . . . . .248Warrior . . . . . . . . . . . . . . . . . . . . .252

    HUMAN—EASTERN . . . . . . . . . . . . . . . . .257Map of Freeport . . . . . . . . . . . . . . . . .257Human: Eastern Classes . . . . . . . . . . .259

    Alchemist . . . . . . . . . . . . . . . . . . .259Bard . . . . . . . . . . . . . . . . . . . . . . .262Cleric . . . . . . . . . . . . . . . . . . . . . .266Enchanter . . . . . . . . . . . . . . . . . . .269Magician . . . . . . . . . . . . . . . . . . . .273Necromancer . . . . . . . . . . . . . . . . .276Rogue . . . . . . . . . . . . . . . . . . . . . .279Shadowknight . . . . . . . . . . . . . . . .282Warrior . . . . . . . . . . . . . . . . . . . . .286Wizard . . . . . . . . . . . . . . . . . . . . .289

    HUMAN—WESTERN . . . . . . . . . . . . . . . .293Map of Qeynos . . . . . . . . . . . . . . . . . .293Map of Surefall Glade . . . . . . . . . . . .296 Human: Western Classes . . . . . . . . . . .298

    Alchemist . . . . . . . . . . . . . . . . . . .298Bard . . . . . . . . . . . . . . . . . . . . . . .301Cleric . . . . . . . . . . . . . . . . . . . . . .305Druid . . . . . . . . . . . . . . . . . . . . . .307Enchanter . . . . . . . . . . . . . . . . . . .311Magician . . . . . . . . . . . . . . . . . . . .315Monk . . . . . . . . . . . . . . . . . . . . . .317Paladin . . . . . . . . . . . . . . . . . . . . .321Ranger . . . . . . . . . . . . . . . . . . . . . .324Rogue . . . . . . . . . . . . . . . . . . . . . .327Warrior . . . . . . . . . . . . . . . . . . . . .330Wizard . . . . . . . . . . . . . . . . . . . . .334

    OGRES . . . . . . . . . . . . . . . . . . . . . . . . . . . .337Map of Oggok . . . . . . . . . . . . . . . . . .337Ogre Classes . . . . . . . . . . . . . . . . . . . .339

    Necromancer . . . . . . . . . . . . . . . . .339Shadowknight . . . . . . . . . . . . . . . .343Shaman . . . . . . . . . . . . . . . . . . . . .346Warrior . . . . . . . . . . . . . . . . . . . . .349

    TROLLS . . . . . . . . . . . . . . . . . . . . . . . . . . .353Map of Grobb . . . . . . . . . . . . . . . . . .353Troll Classes . . . . . . . . . . . . . . . . . . . .355

    Shadowknight . . . . . . . . . . . . . . . .355Shaman . . . . . . . . . . . . . . . . . . . . .359Warrior . . . . . . . . . . . . . . . . . . . . .363

    EPIC QUESTS . . . . . . . . . . . . . . . . . . . . . .368Epic Path Quest for Good Races (Group 1) . . .368Epic Path Quest for Good Races (Group 2) . . .371Epic Path Quest for Good Races (Group 3) . . .373Epic Path Quest for Evil Races (Group 4) . . . .374Epic Path Quest for Evil Races (Group 5) . . . .377Eric Path Quest for Evil Races (Group 6) . . . .380

    FACTION . . . . . . . . . . . . . . . . . . . . . . . . . .383ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . .393

    Abilities Listings (Song, Spell, Ability) . . .393TRADESKILLS . . . . . . . . . . . . . . . . . . . . . .440

    Armorcrafting . . . . . . . . . . . . . . . . . . .440Jewel Crafting . . . . . . . . . . . . . . . . . .442Tailoring . . . . . . . . . . . . . . . . . . . . . . .444Weaponcrafting . . . . . . . . . . . . . . . . . .446

    ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . .448Arctic Loot . . . . . . . . . . . . . . . . . . . . .448Desert Loot . . . . . . . . . . . . . . . . . . . .465Forest Loot . . . . . . . . . . . . . . . . . . . . .477Generic Loot . . . . . . . . . . . . . . . . . . .491Marine Loot . . . . . . . . . . . . . . . . . . . .539Mountain Loot . . . . . . . . . . . . . . . . . .552Plains Loot . . . . . . . . . . . . . . . . . . . . .570Swamp Loot . . . . . . . . . . . . . . . . . . . .584Deep Jungle Loot (Frontiers) . . . . . . .598Rathe Mountains Loot (Frontiers) . . . .604Red Desert Loot (Frontiers) . . . . . . . .625Wastelands Loot (Frontiers) . . . . . . . .634Wetlands Loot (Frontiers) . . . . . . . . . .642

    BESTIARY . . . . . . . . . . . . . . . . . . . . . . . . .653Tunaria . . . . . . . . . . . . . . . . . . . . . . . .653Frontiers . . . . . . . . . . . . . . . . . . . . . . .668

    Table of Contents

  • 4

    ®

    Even the most seasoned players will benefit from reviewingthe basics of EverQuest Online Adventures: Frontiers.EQOA: Frontiers is a constantly changing game, and playersneed to stay abreast of the updated information. Sowhether you’re a brand new player or a Level 60, everyoneshould check out the information in this chapter.

    NPCs (Non-Player Characters)NPC stands for Non-Player Characters. In EQOA:Frontiers, these are the people you can buy items from, sellitems to, and sometimes, provide quests. The deity youselect when you create your character will have a directimpact on how NPCs react to you. If you choose an evilrace, good NPCs will kill you on sight (KOS) until you haveraised your faction with them by performing deeds orslaying their enemies. If you choose to play a good race, evilNPCs will attack you. Check out the in-depth faction infor-mation in chapter 4 to find out where it might be dangerousfor you to travel in the early stages of your character’s life.

    Talking to NPCsSelect a nearby NPC by pressing R, and then press P tostrike up a conversation. If the NPC has something to sellyou, his or her wares will be displayed. If the NPC youspeak to has a quest for you, follow along with the conver-sation to learn what you must do.

    Some quests may not be available to you until you reach acertain level or have raised your faction with a group to acertain level. Check back with NPCs often to see if theirconversation options have changed.

    Conning an NPCTo “con” an NPC means to consider it. Considering an NPCprovides tactical information relevant to that character. Ifyou are “conning” a “mob” (a creature or monster), youreceive information relevant to that mob, such as thenumber of hit points the creature has. The focus circlesurrounding the mob gives you a visual representation ofthat creature. The “mask” in the screen’s bottom left alsoprovides information about the NPC you are conning.

    Blue Happy Mask: Friendly

    White Mask: Neutral or Indifferent

    Red Mask: Aggressive

    If you’re entering a new area and you’re not certain if youare KOS here, con an NPC guard from a distance. If yousee a Red Mask in the bottom left-hand corner, seek refugeelsewhere.

    Refer to chapter 9 for in-depth information on the creaturesroaming Norrath.

    Attacking NPCsUntil you reach a relatively high level, attacking an NPC(unless it’s a mob) is suicide. Guards, shopkeepers, andvillagers are typically high in level and most will con red toplayers until the player reaches at least Level 40. Unlessyou must slay a guard or villager as part of a quest, attackingan NPC isn’t typically a good idea. If slaying an NPC iscalled for as part of a quest, rest assured it won’t be arequirement until your character is high enough to be ableto hold his or her own in battle.

    Attacking NPCs will also have an effect on your faction.If you have a shaky or borderline faction with a certaingroup and you kill one of their resident NPCs, don’t besurprised if your faction drops enough to have the otherNPCs in town kill you on sight. This is vital information ifyou want to make it out of town alive.

    NPCs are also very protective of each other. Attack aguard, and any nearby guards will come to their defense. Ifyou really want to kill an NPC, try to draw him or her awayfrom others, or you may just get more of a battle than youbargained for.

    There’s something else you may want to consider beforedeciding to kill guards for fun and profit. Starting cities forall races have guards in and around the newbie areas. If anewbie has problems with a mob, he or she can run to anearby guard and have the guard finish off the mob, therebysaving the newbie’s life. There’s also the possibility theNPC you’ve decided to kill is part of someone else’s quest.The inability to talk to an NPC during a quest could meanthe difference between success and failure. If you reallycan’t resist the urge to whack on NPCs, give a shout to thepeople in the area to see if there are any objections.

    Weapons and ArmorFrom the moment you start a new game, one of yourprimary goals will be acquiring cool stuff. Whether it’s anice set of chainmail armor or a wicked sword or axe,getting stuff is pretty much what it’s all about.

    Your character will start off with the basic necessities ofsurvival. Completing the beginning quests outlined inchapter 5 will help equip your character with a few itemsand scrolls to get it off to a good start.

    The more mobs you kill, the more experience you get andthe more loot you collect from the slain mobs. Selling the lootwill net you tunar, (the money in EQOA: Frontiers) so you canpurchase better armor and weapons. The higher your levelsbecome, the tougher mobs you can slay, which typically results

    Game Basics

  • primagames.com 5

    in better loot drops. Armor and weapons can also be droppedby mobs, so be certain to loot every corpse. You never knowwhen an earring may net you a couple thousand tunar.

    Armor and weapons are level specific. That means thatyour level 60 buddy can’t share his old armor or weaponswith you unless it fits your character’s class and level. Visitthe local tailor in the cities you start in and travel to and seewhat can be purchased. Don’t waste money on items yourcharacter can’t wear for several levels.

    Equipping Your CharacterPress s to open your menu. Scroll across the top tabsto the Equipment tab and press U. You should see theitems you have purchased or obtained through quests.Arrow through your list. At each item, you have the optionof equipping it. Arrow to the Equip command and press U.Your character will wear the item you selected.

    As you upgrade your armor and weapons, there’s no needto unequip your old items. Follow the same procedure foryour new equipment, and your old equipment is automati-cally replaced.

    Repairing Your EquipmentEvery piece of armor and every weapon will occasionallyneed to be repaired. Each item has a durability factor. TheDUR number represented by each item indicates thatitem’s resistance to damage. The higher the number, theless frequently the item takes damage when hit. Armor andweapons are expensive. Instead of buying new gear everytime your equipment starts to show some wear and tear,take it to the local blacksmith for repair. For a nominal fee(depending upon how badly the item is damaged), theblacksmith will repair your item to its original luster anddurability. The more damage your weapon and armorendure, the less resistant to damage your armor is, and theless effective your weapon is.

    BankingIn the beginning of the game, you usually sell everythingyou find on the mobs you’ve slain. However, you may find apiece of equipment you want to save for later or give to afriend. There’s no need to haul it around; stick it in thebank until you need it! The bank is a must for banking yourhard-earned tunar. Each time you die, you lose a smallamount of the money you carry. Keeping your money in thebank prevents the loss from being staggering. Regardless ofwhat town you are in, if there’s a friendly bank in the city,you can access your account.

    Using ItemsIn EQOA: Frontiers, you can use items such as food andwater to help restore your HP (health points, red bar) andpower (blue bar). There is no need to sit and recover losthealth and power. Between battles, use food and water torestore your stats. Your health and power will recoverquickly. However, if you engage in battle, the restorative

    powers of the food and water stop immediately. It is notrequired to eat or drink to restore your HP and power, butby doing so, you recover these powers faster. Each characterbegins with a stack of food. You must initiate the action toeat or drink your food and water items. They are not usedautomatically.

    The ToolbeltLook for grocers in your starting city. These vendors sellfood items that you can place on your Toolbelt for quickaccess. Select the item from the inventory screen. Preparethe food by selecting Prepare from the side menu. TheToolbelt appears on the right side. Select one of the greenpotion boxes to secure the item into your Toolbelt. Thatitem now appears on your Toolbelt when you return to themain screen.

    Using the Inventory ScreenTo use a food or drink item from your inventory, pressS to bring up the sub-menu. Arrow over to theInventory tab and press U. Scroll down the list of items inyour inventory. Highlight a food or drink item, then pressU for your character to eat or drink, depending upon whichitem was selected.

    As you earn tunar, you can purchase food and water fromvarious vendors around the world. The more expensive thefood and water, the quicker your health and power arerestored. To avoid downtime, invest in finer food and drink.

    Game BasicsGame Basics

    NoteS

    S

    SS

    F F

    These items are for use between battles. If youengage in combat immediately after initiatingconsumption, the restorative effects stop and theitem is wasted.

    AuctionsSelling in an Auction

    Have an extra weapon or piece of armor that’s coveredwith cobwebs and sitting in the bank? Earn some extratunar and sell it in an auction! In EQOA: Frontiers, sellingitems in an auction has never been easier.

    Go to the bank and speak to one of the bankers on duty.Your banking choices are:

  • ®

    6

    • Bank Money

    • Bank Items

    • Auction

    • Exit

    Select Auction and choose an item to auction. The itemmust be in the bank before you can place it up for auction.You cannot place No Trade items in an auction.

    Once you have the item selected, set the minimum price youwant for the item, and the maximum price you desire. Set howlong you want the auction to last. It will only cost you onepercent of the item’s minimum listing price. You must have thetunar in the bank to cover the auction’s expense.

    When someone wins an auction, the item you areauctioning is automatically transferred to their account atthe end of the auction, and the tunar is automatically trans-ferred into your account.

    You can check on the status of any items you have up forauction at any time by accessing the main menu andselecting Auctions, then My Auctions. If at the end of theauction, your item was not sold, you can represent it byplacing it up for auction again, but you will have to pay theposting fee each time you place the item up for auction.The auction fee is non-refundable.

    Buying in an AuctionSelect Auction from the main menu. From this point, youcan search for items by every type of parameter you desire.Once you find an item you wish to bid on, highlight it andplace a bid. You can either bid the minimum amountrequired at that time, or you can purchase it outright forthe seller’s maximum price. You must have the tunar in thebank for either of these options.

    Once you win an auction, either by winning bid or outrightpurchase, the item will be transferred into your bankaccount, and the tunar will betransferred out.

    There’s no searching forsellers or waiting forsomeone to talk to you.Bid on thousands of itemsand make some great deals.Enjoy the auction system andgood luck!

    AbilitiesWhether you’re a hard-hitting warrior or a spell-castingmagician, every character has special abilities he or she canuse to either help defeat an enemy or assist a groupmember or another player in need. These abilities can be inthe form of a spell that certain classes receive or abilitiesthat others may acquire.

    If you complete the beginning quests for your character’sclass, you will receive ability rewards. When you acquirethese abilities, memorize them so they are available for youruse. Before you can memorize an ability, you need to “use”the scroll from your inventory/magic menu. This is basicallywriting the ability to your book of learned abilities.

    To memorize an ability, press S to bring up the sub-menu. In your inventory, arrow down until you see a scroll.Press U to bring up the next menu for that item. One ofthe choices is Memorize. Memorizing an ability isimmediate. You have ten available slots for memorizingabilities. You may have to switch between abilitiesdepending upon your current situation.

    After you memorize an ability, press R to see the selectedabilities. To use an ability, arrow to the desired ability andpress O. You must have an enemy targeted prior to using anegative ability, or another player targeted prior to using abeneficial ability. Abilities that work only on yourself can beused at any time without switching targets. If you areengaged in combat, using an ability interrupts battle whileyou cast the requested ability.

    Ability scrolls can be purchased from NPCs in most cities.We provide a complete listing of ability scrolls in chapter 6.Purchase as many of these scrolls as you can afford andmemorize them. Honing your abilities increases your chanceof succeeding in battle.

    Some abilities are not magical. These include taunt, kick,and sneak, as well as many others shared by the melee andbard types of characters. Though represented by a scroll,these abilities are not magical, yet they do require power toexecute. Be aware of the amount of power required toexecute an ability. Use food and water to restore HP andpower as often as necessary.

    The ToolbeltThe Toolbelt stores not only prepared food and water, butalso a secondary weapon and a magic item for quick access.Pressing R twice or L once brings up your Toolbelt. PressS, then scroll down to the Inventory option. Select anitem by pressing U. If you choose the Prepare option, you’reprompted to place the selected item on your Toolbelt. Fiveslots comprise your Toolbelt. Use them wisely.

    To use an item in your Toolbelt, use the D-pad to select theitem, then press O to use it.

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    Traveling and Dying in EQOA: FrontiersEveryone wants to go somewhere else when they start acharacter, and more often than not, they end up dyingbecause they tried to get from point A to point B beforethey were ready to go. The mobs that roam the countrysideof EQOA: Frontiers can be hostile and deadly.

    At the start of the game, one of the beginning quests is tovisit the nearby Spiritmaster that will bind your spirit toyour hometown. Every starting city and some out-of-the-way locations have a Spiritmaster. If you bind your spiritwith the Spiritmaster and you die, your body will reappearat the Spiritmaster who most recently bound your spirit.Keep this in mind if you’re in an area you don’t wish toreappear in alone. For example, you’re with a large group offriends or guild members and you all decide to raid a partic-ularly nasty camp of Cyclops. These creatures are impos-sible for you to slay alone, but with your buddies, you farevery well. It’s a good idea to bind yourself near the raidingsite in case you die in the heat of battle. That way, youwon’t have far to travel to return to your group. Justremember, after the group disbands and goes off in theirseparate directions, revisit a Spiritmaster in a friendly area.The last thing you want to do is die and find yourself alonenear a group of hostile Cyclops.

    When you travel to a new area and decide you want to staythere for awhile, visit one of the resident Spiritmasters tobind your spirit. Spiritmasters require no fee for theirservice, and several are in each city.

    When traveling to another area, sometimes the fastest waythere is to go over the mountains instead of around them.Once you become familiar with travel to and from thevarious points, try looking for shortcuts that could save youa lot of shoe leather.

    One of the most important things you should do whiletraveling is repeatedly pressing R. This action scans nearbyenemies, providing you information on their generallocation, strength, and hostility level. Travel with a friend ortravel informed by asking more experienced adventurersabout any new areas that you’re considering.

    The CoachmanWhen you travel to new areas, be certain to pay a visit tothe local Coachman to have your name recorded in the log.That way, whenever you want to return to an area, you canjust speak to the Coachman and be transported thereautomatically! This can save you a lot of time and trouble inreaching out-of-the-way areas that could take a lot of traveltime. The best thing about traveling by Coachman is thatit’s free!

    Below is a listing of the towns where the Coachmen resideand where they can take you if you’ve signed the ledgers.

    Game BasicsGame Basics

    Good PathTown TransportsQeynos Highbourne, Wyndhaven, Forkwatch, Surefall GladeWyndhaven Qeynos, Murnf, Surefall GladeSurefall Darvar Manor, Qeynos, WyndhavenForkwatch Darvar Manor, Qeynos, Highbourne, BlackwaterDarvar Manor Forkwatch, Highpass, Surefall Glade, MoradhimBobble-by-water Freeport, Rivervale, Klick`AnonMoradhim Fayspires, Halas, Darvar Manor, RivervaleHighpass Darvar Manor, Freeport, RivervaleRivervale Fayspires, Highpass, MoradhimTethelin FayspiresFayspires Moradhim, Klick`Anon, Rivervale, TethelinKlick`Anon Bobble-by-water, FayspiresBobble-by-water Freeport, Klick`AnonFreeport Bobble-by-water, Highpass, Muniel’s Tea GardenHalas Moradhim, Castle LightwolfMurnf Castle Lightwolf, WyndhavenHighbourne Qeynos, Forkwatch.Muniel’s Tea Garden Freeport, Oasis Camp, Tunarian ExcavationOasis Camp Muniel’s Tea Garden, Tunarian Excavation, BlackwaterTunarian Excavation Muniel’s Tea Garden, Oasis CampBlackwater Forkwatch, Gerntar’s Mine, Oasis CampGerntar’s Mine Blackwater

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    WaysendersAnother way to transport is provided by a Waysender.Waysenders can’t be hired whenever you want a ridesomewhere. These NPCs are specifically for quest-relatedtransports and will only be triggered once you have thequest of which they’re required to be a part. Sometimes theWaysenders are paid by the NPC sending you to anotherarea, but sometimes you’ll have to pay the fare yourself.Waysenders can get pretty expensive, so be prepared to partwith some hard-earned tunar before asking one for a ride.

    The Death DebtIf you die, in addition to being transferred to your recentbind point, you also have to pay back experience you havelost due to your death. Luckily, your experience bar is notreduced. However, for each subsequent kill, a portion ofexperience you would normally receive gets repaid for theamount of experience you lost due to your death. The gamecalculates a percentage of experience to place toward payingoff your “Death Debt,” while still providing you withexperience for each kill. Once your Death Debt has beensatisfied, all of the experience for killing a mob will beapplied to your experience bar.

    Battling the Bad GuysRaising your character’s level is done by completing questsfor NPCs and by slaying mobs. The tougher the enemy, themore experience you earn for your character. Slayingenemies in the game of EQOA: Frontiers will be the onething you do most. Killing nearby mobs will not only gainexperience for your character, but more often than not, netyou the loot they drop, which you in turn will sell for tunar.The more tunar you have, the better weapons and itemsyou can purchase for yourself.

    Because killing mobs is such an integral part of the game,it would be wise for you to understand the battle basicsbefore swinging your club or staff for the first time.

    First, know the strength of your enemy before engaging inbattle. Always con the mob before you get within strikingdistance. There are lots of hostile mobs out there that willinitiate the attack if you get close enough. Refer to the“Conning an NPC” section that appears earlier in thischapter to familiarize yourself with the many faces of yourenemy.

    After conning your mob and deciding this is a battle youcan win, target the mob by pressing R. To begin theattack, press U. Use your abilities to help defeat theenemy. If battling alone, know when to use your restorativeitems or abilities to keep you in the battle.

    If you choose to run, know that the enemy will chase andattack you for as long as it can. The mobs in EQOA:Frontiers will not chase you to the ends of the earth, buttheir leash is long, and the likelihood of you surviving theirattack by running from the battle is remote. Know yourenemy before engaging in combat and try to join otherplayers in groups as often as you can.

    Should you die, you are returned to the last place you werebound by the Spiritmaster. If you were bound in a city,stock up on supplies before heading back out to the battle.

    LootingThe items you may find on a slain enemy are referred to inthe game as “loot.” It may be something as simple as asnake scale, or as valuable as a rare earring. Some items youfind are referred to as “lore.” These items are generallyassociated with a quest. You can have no more than one of

    Evil PathTown TransportsNeriak Seriak, Freeport, Klick`AnonSeriak Neriak, Last Inn, Klick`Anon, HighpassHighpass Darvar Manor, Dark Solace, SeriakHonjour Village Wyndhaven, Last InnWyndhaven Honjour Village, Zentar’s KeepHighbourne Dark Solace, QeynosQeynos Highbourne, WyndhavenDark Solace Highbourne, Oasis Camp, Highpass, Kerplunk, Honjour Village, OggokKerplunk Grobb, Dark Solace, OggokOggok Theleb’s KeepHazinak Grobb, Theleb’s KeepGrobb Hazinak, KerplunkFreeport Muniel’s Tea Garden, Neriak, HighpassDarvar Manor HighpassLast Inn Honjour Village, SeriakZentar’s Keep WyndhavenOggok Kerplunk, Dark Solace

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    each lore item in the game. If you try to loot a lore itemthat you already have, the game will prohibit you fromlooting another one. If you find a lore item on a mob, keepit in the bank and sometime in your travels you may obtainthe quest the item is for. Another type of loot is referred toas “no drop.” No drop means the item can be picked up,but it cannot be traded or sold. It’s even more imperative toask other group members if they want the no drop itembefore collecting it from a downed mob. When looting anitem and a lore or no drop item is found, and you’re thelooter, ask other group members if the item is needed.Since no drop items cannot be traded, don’t grab up theitem if it’s useless for you. Someone in your group mayneed it.

    Once an enemy has been slain, inspect it for loot. Toinspect an enemy, press U to open it. There you will seethe item or items the mob was carrying. If you’re battlingalone, all the loot is yours. If you’re in a group, decide inadvance who should collect the loot and how it should bedistributed.

    Forming a GroupYou can have only four players in the group; pets do notcount as group members. Highlight another player bypressing L. Press S to open the main menu. SelectCommunity, Group, then Invite to invite the selectedplayer into your group. The invited player now has theoption to accept or decline your invitation. When accepted,the added player’s name appears on the screen’s left side.To select a group member, press L to scroll through themembers of your group.

    To leave a group or disband your group, press S toaccess the main menu. Select Community, then Group toaccess the different group options.

    RollingWhen playing with a group of other players, drops fromslain mobs are often rolled for. Rolling is a means of deter-mining who will receive the dropped item. Your group mustdetermine whether you want to roll for drops or if theleader of the group will determine who receives thedropped item. If your group decides to roll for droppedloot, select Roll from the Group menu to tell the game toroll a random number. The player with the highest rollednumber wins the item.

    Ding!Whether battling alone or within a group, every kill andsuccessful quest completion rewards you with experience,as long as the mob you slay doesn’t con green to you. Theamount of experience you receive is related to how muchhigher the mob’s level is than yours (or to the highest-levelplayer in your group).

    When a mob is killed, a small segment of a bubble is filledin the bottom row. Each time this bottom row is filled, abubble in the yellow bar above it fills. When these yellowbubbles are full, you have gained another level! Themaximum level in EQOA: Frontiers at the time of thiswriting is 60. The higher your level, the tougherit is to get experience. You need to battletougher and tougher mobs to get experience.

    Training PointsAfter you earn a certain number ofexperience points, you start gaining trainingpoints. To access the Character screen,press S, then choose the Characteroption from the main menu. Here, you canassign the training points you have earned toincrease a wide variety of stats. Spend yourtraining points wisely. After you assign them to astat and Save Changes, you cannot reverse them.

    Game BasicsGame Basics

    NoteS

    S

    SS

    F F

    In the beginning, save everything you collect offof the mobs you slay. Many items are needed forcompleting the beginning quests. Don’t sellanything until you check the quest listing and aresure you won’t sell something you need.

    Group Up!Completing the beginning quests alone shouldn’t pose anyproblem for your character. However, by the time you’reready to complete the fifth quest, you’ll need the assis-tance of other players near your character’s level.

    You can have up to four people in a group. Groupmembers must be within six levels of the highest groupmember or three-quarters of the highest group member’slevel, whichever is greater for all group members to getexperience from slaying a mob. Know the levels of thepeople around you before inviting them into a group.

    Conning PlayersBefore inviting another player into your group, con him orher just as you would a mob. You can learn a lot aboutanother player by conning him or her. Press L to target theplayer, then press P to see some basic information (name,level, class, etc.). Knowing this information beforehand savesyou from wasting time inviting players into your group whoare too low or high for your current level.

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    EQOA: Frontiers TerminologyUnless you have a keyboard accessory and can type fairlyfast, communicating in EQOA: Frontiers can be a littlecumbersome unless you know some of the shortcuts.Knowing these shortcuts in communication can save a greatdeal of time and is an effective way of communicating withother players. Knowing when to shout “Train!” not onlycommunicates incoming enemies, but can save lives of otherplayers in the area. Get to know these well-worn phrases soyou’ll know what others are talking about.

    Common EQOA: Frontiers PhrasesAFK Away from keyboard

    Alt Alternate character/Not your main character

    AoE Area of Effect. Spell types that affect allmobs within a certain area

    Bind Binding one’s soul to a particular location

    Buffs Spells that increase a player’s stats

    Camp A stakeout by players of a particular mob or area

    Charm A spell that causes the mob to become yourpet for a certain amount of time

    Ding! Character just gained a level

    DoT Damage over Time. Does a specific amountof damage over a specified time period

    Fear An ability used to cause the mob to run from you

    Group Four persons grouped together to kill stronger mobs

    Heal Spell that restores HP

    Invis Invisibility spell

    Kite A technique used primarily by casters to runfrom an enemy and cast on them from afar;then run again before the enemy reachesthem, thus dragging them along like a kite.

    KOS Kill on sight

    KS Kill stealing. To purposely kill a mob thatanother player has worn down in order tosteal the experience

    LD Link Dead. When you have lost connection andyour character still seems to be in the game

    LFG Looking for Group. Commonly seen as Level(Number), (Class) LFG.

    Loot/Drops The items found on fallen mobs

    Lore An item that you can have only one of

    Main Main character/Your primary persona

    Meat Shield A tank-type player

    Mez A spell causing the target to be stunned for acertain amount of time

    Ninja Looting Taking an item off of a slain mob thenleaving the group or logging off, or lootingwhen a mob is slain without regard to otherparty members

    No Drop An item that cannot be traded or sold

    No Rent An item that disappears after you log off

    NPC Non-Player Character

    Nuke A powerful attack spell cast by a member ofthe casting classes

    Power Level To have a much higher player provide heals or support so a lower-level player maylevel quickly

    PST Please send tell

    Rez Resuscitation (resurrection) of a fallen playerfrom the dead

    RL Real life

    Root A spell to bind an enemy to the ground

    Snare Spell used to slow the walk/run of a mob

    SOW Spirit of Wolf

    Tank A melee class that does most of the hand-to-hand fighting

    Train! Warning nearby players of a large group ofenemies heading toward an area

    Uber Superior; refers to people in higher levelswith the best equipment

    WOOT An excited utterance

    WTB Want to buy

    WTS Want to sell

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    What class and race you choose in EQOA: Frontiers is dependentupon what type of character you’d like to play. If you’re a hands-onplayer who likes to stand toe-to-toe with the mobs, bashing andslashing your way to glory, then melee class characters such as thewarriors, paladins, shadowknights, monks, or rogues will satisfy eventhe most ferocious blood lust. If you like to inflict damage, butyou’re not thrilled with the prospect of a monster bashing on you,the casting classes such as wizards, necromancers, or magicians maybe more appealing.

    There are also classes that serve a support role, such as bards, clerics,druids, rangers, shamans, enchanters and the new alchemists. Theirrole as a support class should not be minimized. Without the abilities of these classes, the fighting and casting classes would findtheir travels through the perilous world of EQOA: Frontiersdifficult, if not impossible.

    All of the above classes can be further broken down into four arche-types: Tanks, Melee, Casters and Priests. This is a good way to thinkof the classes as when you group with others, you can have up tofour people in a group. If you have one from each archetype, yourpossibilities for a successful group are pretty good.

    Tanks are the plate-wearing classes and when in a group are generallythere to soak up the damage and keep the monster focused on them.These are the warriors, paladins and shadowknights. All tanks haveaccess to a series of abilities that “taunt” the enemy to keep itattacking the tank and not the others in the party.

    Melee are more nimble fighters, skilled in combat but generallyfavor lighter armor than the more hulking tank classes. This allowsmelee classes to focus more on offensive moves and can deal outsome serious damage. Melee classes include the ranger, monk, rogueand bard.

    Casters are variants of the traditional worker-of-magic. They all haveaccess to a wide variety of spells, some for support and others thatunleash terrible, destructive magics. The Casters include: wizards,mages, necromancers, enchanters and alchemists.

    The Priest archetypes offer a variety of classes that have access tohealing spells. They also generally have ways to augment theircompanion’s abilities and defenses. The priest’s are clerics, shamansand druids.

    We encourage you to dabble in every class. All are fun to play andare as varied in their abilities as in looks and armor. Trying a widevariety of classes will also help you understand what to expect ofothers in a group situation and perhaps make you more sympatheticto their needs.

    AttributesEvery class has a standard set of attributes you can increase by bonuspoints as you gain experience. Some attributes, such as strength,stamina, dexterity, and agility are of more benefit to melee-typeclasses such as warriors, paladins, and rogues, while casting typesbenefit more from wisdom, intelligence, and charisma. An explanationof each type of attribute is outlined here. Know what your characterrelies upon before deciding which attributes to increase with yourbonus points.

    StrengthStrength is the character’s physical strength. It affects the maximumdamage your character inflicts with melee weapons (swords and the like).

    StaminaThis represents the character’s physical stamina. Stamina is used tocalculate a character’s hit points.

    AgilityAgility is the character’s quickness and footwork. It affects yourcharacter’s defense in combat.

    DexterityDexterity is your character’s hand-eye coordination. It affects yourcharacter’s ability to land blows consistently in combat and factorsinto determining the maximum your character can hit for withranged weapons.

    WisdomWisdom is the measure of your character’s willpower and faith. Forevery seven points of wisdom, one point is added to your resistances.Wisdom also contributes to how consistently you can strike yourenemies when wielding a ranged weapon.

    IntelligenceThis represents your character’s intellect and problem-solving ability.

    CharismaThis is your character’s physical beauty and charm. Charismaenhances certain abilities, such as healing spell effectiveness or theability to charm creatures to force them to fight for you.

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Races and Classes of Frontiers

    NoteS

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    SS

    F F

    In the tables that follow, each class’s most importantstats are shown in bold.

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    The Races of TunariaBarbarian

    A hearty race of warriors, Barbarians hail from the frozen wastelands of Halas. Though formidable fighters,many Barbarians follow the mystical ways of the shaman class.

    Barbarian Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartRogue 75 70 70 80 50 55 55 HalasShaman 65 80 60 60 75 55 60 HalasWarrior 85 85 60 65 55 55 50 Halas

    Dark ElfThe mirror opposite of the Elf, the Dark Elves hate other races as much as other races hate them. Dark Elves believe other races are beneath themand that one day they will rule Norrath. Because other races hate Dark Elves, travel cautiously if you choose to follow the shadowy path of the DarkElf. Dark Elves begin their adventures in the darkened halls of Neriak.

    Dark Elf Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartAlchemist 50 65 55 70 75 90 50 NeriakCleric 60 65 55 60 80 65 70 NeriakEnchanter 50 55 60 70 60 90 70 NeriakMagician 50 65 70 65 65 90 50 NeriakNecromancer 60 75 50 70 60 90 50 NeriakRogue 60 65 70 85 55 65 55 NeriakShadowknight 70 80 60 70 55 70 50 NeriakWarrior 70 85 60 70 60 65 50 NeriakWizard 60 60 60 80 55 90 50 Neriak

    DwarfSmall but strong, the versatile Dwarves are as capable of swinging a sword or club as they are of casting a spell to heal an injured comrade. Dwarvescall the underground caverns of Moradhim home.

    Dwarf Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartCleric 70 70 55 55 85 50 70 MoradhimPaladin 80 85 60 65 65 50 50 MoradhimRogue 70 70 70 80 60 50 55 MoradhimWarrior 80 85 60 65 65 50 50 Moradhim

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    ElfElves fight for the ways of good and righteousness. They are intelligent creatures capable of following a widevariety of classes. The class you choose determines what your beginning city will be: the high treetop villageof Tethelin or the pristine city of Fayspires.

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Elf Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartAlchemist 50 60 55 70 80 80 60 FayspiresBard 55 70 75 70 60 55 70 TethelinCleric 60 60 55 60 85 55 80 FayspiresDruid 60 50 50 80 85 60 70 TethelinEnchanter 50 50 60 70 65 80 80 FayspiresMagician 50 60 70 65 70 80 60 FayspiresPaladin 70 75 60 70 65 55 60 FayspiresRanger 60 60 70 85 65 55 60 TethelinRogue 60 60 70 85 60 55 65 TethelinWizard 60 55 60 80 60 80 60 Fayspires

    EruditeAn intelligent race, Erudites are skillful magic users, leaving manual battle to the lesser races and the occasional paladin or shadowknight. Eruditescall the city of Highbourne home.

    Erudite Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartAlchemist 50 60 55 65 80 95 50 HighbourneCleric 60 60 55 55 85 70 70 HighbourneEnchanter 50 50 60 65 65 95 70 HighbourneMagician 50 60 70 60 70 95 50 HighbourneNecromancer 60 70 50 65 65 95 50 HighbournePaladin 70 75 60 65 65 70 60 HighbourneShadowknight 70 75 60 65 60 85 50 HighbourneWizard 60 55 60 75 60 95 50 Highbourne

    GnomeWithin the underground caverns of Klick’Anon, Gnomes roam the burrows and go about their daily business. An easy-going race, Gnomes createmachines, honing their tinkering abilities on one new invention after another. For those with an inventor’s heart, follow the ways of the Gnomes.

    Gnome Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartAlchemist 50 60 65 70 70 90 50 Klick’AnonCleric 60 60 65 60 75 65 70 Klick’AnonEnchanter 50 50 70 70 55 90 70 Klick’AnonMagician 50 60 80 65 60 90 50 Klick’AnonNecromancer 60 70 60 70 55 90 50 Klick’AnonRogue 60 60 80 85 50 65 55 Klick’AnonWarrior 70 75 70 70 55 65 50 Klick’AnonWizard 60 55 70 80 50 90 50 Klick’Anon

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    HalflingA small and agile race, the Halflings call Rivervale their home. Though Halflings are small in size, theirdexterity makes them excellent fighters.

    Halfling Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartCleric 60 70 65 65 75 50 70 RivervaleDruid 60 60 60 85 75 55 60 RivervaleRogue 60 70 80 90 50 50 55 RivervaleWarrior 70 75 70 75 55 50 50 Rivervale

    HumanChoosing the race of Human allows you the largest selection of classes. Humans begin their adventure inQeynos, Freeport, or Surefall Glade, depending upon the class you choose. The beginning stats for each classare listed below.

    Human Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartAlchemist 55 65 60 65 75 80 55 Qeynos/FreeportBard 60 75 80 65 55 55 65 Qeynos/FreeportCleric 65 65 60 55 80 55 75 Qeynos/FreeportDruid 65 55 55 75 80 60 65 Surefall GladeEnchanter 55 55 65 65 60 80 75 Qeynos/FreeportMagician 55 65 75 60 65 80 55 Qeynos/FreeportMonk 65 75 65 65 60 55 55 QeynosNecromancer 65 75 55 65 60 80 55 FreeportPaladin 75 80 65 65 60 55 55 QeynosRanger 65 65 75 80 60 55 55 Surefall GladeRogue 65 65 75 80 55 55 60 Qeynos/FreeportShadowknight 75 80 65 65 55 60 55 FreeportWarrior 75 80 65 65 60 55 55 Qeynos/FreeportWizard 65 60 65 75 55 80 55 Qeynos/Freeport

    OgreOgres are a race bred for war. Their massive frames provide them with strength and stamina greater than other races. They’re most comfortable onthe frontline of an assault, decked out in the heaviest of armor and holding a huge weapon. An ancient curse dulled their minds, which has limitedtheir ability to wield magic.

    Ogre Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartWarrior 95 85 60 60 50 55 50 OggokShadow Knight 95 85 60 60 55 50 50 OggokShaman 70 85 55 60 50 75 60 OggokNecromancer 80 85 60 50 75 55 50 Oggok

    TrollVoracious fighters, Trolls are mean. They hate every other race on Norrath and would like nothing morethan to dine on their flesh. In addition to being exceptional warriors, many Trolls have followed theways of the shadowknight or the shaman. Trolls make their home in Grobb.

    Troll Starting StatsClass Strength Stamina Agility Dexterity Wisdom Intelligence Charisma StartShadowknight 90 90 60 60 50 55 50 GrobbShaman 70 85 60 55 75 50 60 GrobbWarrior 90 90 60 60 55 50 50 Grobb

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    The Classes of TunariaChoose from 15 classes when you create your character. Each race has a variety of classes available, but no one race can be every class. Humans arethe most versatile race, able to take on 13 of the 15 classes. Barbarians and Trolls are the least versatile—they choose from three classes each.Which class you choose is important; it determines the role you’ll play throughout your character’s life.

    Some races are more adept at particular classes. Trolls are stronger than most races and thus make excellent warriors. Though Gnomes can becomewarriors, they begin with less strength and stamina, in the beginning are not as powerful as their larger brethren. However, later in their careers,smaller races can blossom into powerful fighters through acquisition of powerful equipment and armors. If you are certain you want to play aparticular class, choose a race that best fits that role, unless you’re purely interested in the novelty of your character.

    Before you choose your class, learn about the role you’ll play, so you know what’s expected of you when you join a group. Keep in mind the 4different categories: Tanks, Melee, Casters and Priests. Tank classes focus on direct combat with swords and other short-range weaponry. They arerelied upon to protect the weaker members of their groups. Casters rely upon spells to cause damage to enemies and are placed in supporting roleswhen grouping. They cannot wear heavy armor, and thus can’t go toe-to-toe with most creatures. Melee classes fall between tanks and casters. Theyhave some of the abilities of the other types and, depending on the situation, can take on either role, though they’re never as effective as a truetank or caster. Their versatility makes them valuable group members. Priest classes (cleric, shaman, druid) can inflict damage, but are more suitedto healing and preparing the group for battle, i.e. buffs.

    AlchemistThe alchemist is best thought of as a sort of mad scientist employing potions, elixirs, crazy contraptions, and more. As such, they are consideredcasters along with wizards, mages, necromancers and enchanters. Given the need to protect themselves from the occasional splash of acid or othernoxious brew, alchemists have access to leather armors—unlike the other caster classes who at best wear cloth armor. Likewise, they have extendedtheir frequent use of a mortar and pestle to include the use of hammers and maces in combat. They also have potions they can give to theircomrades to increase their effectiveness (or “buff ” them) as well as to speed travel. Of course, they also have a variety of explosive and noxiouspotions to assault foes with. Basically, they should be considered a heavy damage support class.

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Alchemist Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaDark Elf 50 65 70 55 90 75 50Elf 50 60 70 55 80 80 60Erudite 50 60 65 55 95 80 50Gnome 50 60 70 65 90 70 50Human 55 65 65 60 80 75 55

    Alchemist Specialist AbilitiesLevel 20: Student’s Knack or Klick’Anon Cocktail

    Level 30: Teacher’s Knack or Moradhim Cocktail

    Level 40: Professor’s Knack or Neriak Cocktail

    Level 49 Non-Specialized: Dean’s Knack or Qeynos Cocktail

    Level 49 Specialized: Inventor’s Knack or Freeport Cocktail

    Advantages• Able to wear heavier armor than most of the caster classes

    • High power regeneration allows alchemists to stay in battlelonger

    Disadvantage• Often need to keep both hands free in order to use their

    potions, which are their weapons of choice

    BardThough trained as entertainers, bards are more powerful than they appear. They’re one of the most versatile classes, as they can take on manydifferent roles. When necessary, they can join in hand-to-hand combat, buff party members to strengthen them, or assist with healing and powerrecovery. Skilled bards are assets to any party.

    Both Humans and Elves can train as bards. The most important stats for a bard are stamina and agility. This makes Human the best choice for would-be bards, but Elves are only slightly less adept and nicely fill this role.

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    ClericCombat is a messy business, but someone has to be there to pick up the pieces when things go wrong. This is the cleric’s role. They are the healersand one the most valued classes in group settings. Clerics have the strongest healing spells and some of the most powerful hit point and armor classbuffs in the game. Though they rarely get involved in direct combat, they’re often the key to defeating some of the game’s toughest creatures. Theyenable groups to fight faster, longer, and safer in some of the nastiest areas.

    A cleric’s role is straightforward. You heal the party when the need arises and strengthen the melee classes with your powerful hit point and armorclass buffs. When things go wrong, you can revive defeated players, making it easier for a decimated party to recover from a difficult battle. Clericsaren’t well suited for solo combat, but they’ll never have problems finding a group. They are the most sought-after class to support any outing.

    Many races can become clerics: Humans, Dark Elves, Elves, Erudites, Dwarves, Halflings, and Gnomes. The most important stats for clerics arewisdom and charisma. Thus Elves tend to make the best clerics, but Erudites and Dwarves are also excellent choices. Erudites are gifted casters andDwarves have a high stamina, which benefits them during attacks. Gnomes and Halflings are the least adept, but they still can become skilledclerics. Should you choose one of these two races, focus on boosting your charisma to increase your spell’s healing effectiveness.

    Bard Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaElf 55 60 65 80 60 55 80Human 60 65 70 75 55 55 75

    Bard Specialty Ability ChoicesLevel 20: Power Dance or Sweeping Combat

    Level 30: Power Twist or Flowing Combat

    Level 40: Power Jig or Fluid Combat

    Level 49 Non-Specialized: Power Vibe or Decisive Combat

    Level 49 Specialized: Power Groove or Elegant Combat

    Advantages• Able to take on many roles

    • Share the abilities of many classes

    DisadvantagesAs a “Jack of All Trades” they somewhat fall under thecategory as “Master of None”

    Cleric Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaDark Elf 60 65 55 60 80 65 70Dwarf 70 70 55 55 85 50 70Elf 60 60 55 60 85 55 80Erudite 60 60 55 55 85 70 70Gnome 60 60 65 60 85 65 70Halfling 60 70 65 65 75 50 70Human 65 65 60 55 80 55 70

    Cleric Specialty Ability ChoicesLevel 20: Disease Ward or Field Dress

    Level 30: Poison Ward or Bind Wounds

    Level 40: Flame Ward or Quick Stitching

    Level 49 Non-Specialized: Ice Ward or First Aid

    Level 49 Specialized: Lightning Ward or Remedy

    Advantages• Easy to find a group

    • Able to earn money by reviving defeated characters

    • Powerful anti-undead spells

    Disadvantages• Relies on groups for experience at higher levels

    • Sometimes shorted on loot unless a division system isestablished

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    DruidsNo class is as in touch with nature and their surroundings as druids. They’re nature’s ally and have learned to gather the world’s forces to createpowerful spells. Druids can act as backup healers, but are primarily skilled at buffing other party members and casting negative spells on creatures.Beyond their healing abilities, druids offer powerful damage shields, which damage creatures each time they attack, along with damage over timespells (DoTs) and direct damage spells. Druids are effective solo fighters, though they don’t excel in hand-to-hand combat. By using their spells,they can chip away at an enemy’s health while keeping a safe distance.

    Humans, Elves, and Halflings can become druids. The most important stats for a druid are dexterity and wisdom. Elves are the best race for thedruid class, but Halflings rate a close second. Humans are the least adept.

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Druid Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaElf 60 50 50 80 85 60 70Halfling 60 60 60 85 75 55 60Human 65 55 55 75 80 60 65

    Druid Specialty Ability ChoicesLevel 20: Enkindle or Creeping Health

    Level 30: Emberspark or Crawling Health

    Level 40: Inflame or Verdant Health

    Level 49: Non-Specialized: Emblaze or Blooming Health

    Level 49: Specialized: Calefaction or Flowering Health

    Advantages• Capable solo class

    • Healing abilities make it easy to find a group

    Disadvantages• Must be willing and able to handle a variety of roles in

    a group

    EnchantersNo class is as tricky and deceptive as the Enchanter. Able to disguise themselves with magic spells, they can slip into areas where they would normallybe killed on sight and interact freely with their enemies. They also can toy with the mind, such as strengthening the resolve of those around them orforcing their enemies to switch sides and fight for the enchanter. Enchanters are poor fighters and die easily in combat, but they are a valuable supportclasses. Having an enchanter in your party increases the speed at which you can operate, because the enchanter’s spells help keep your casters’ powerfull and they diffuse serious situations by controlling your enemies.

    Humans, Dark Elves, Elves, Erudites, and Gnomes can train to become enchanters. The most important stats for an enchanter are intelligence andcharisma. Intelligence determines the enchanter’s power pool and spell effectiveness. Charisma is necessary when attempting to charm creatures andcontrol their minds. Erudites tend to make the best enchanters, though Elves, Dark Elves, and Gnomes are also well suited to this class.

    Enchanter Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaDark Elf 50 55 60 70 60 90 70Elf 50 50 60 70 65 80 80Erudite 50 50 60 65 65 95 70Gnome 50 50 70 70 55 90 70Human 55 55 65 65 60 80 75

    Enchanter Specialty Ability ChoicesLevel 20: Spacious Mind or Power Boon

    Level 30: Expansive Mind or Power Jet

    Level 40: Limitless Mind or Power Surge

    Level 49 Non-Specialized: Boundless Mind or Power Stream

    Level 49 Specialized: Infinite Mind or Power Flux

    Advantages• A fun class to play, as illusion spells allow you to enter

    otherwise dangerous areas

    Disadvantages• Tend to draw a lot of aggression from enemies

    • Incapable of fighting solo

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    MagicianMagicians are the summoners of the world. Their focus is on the creation of items and powerful pets to aid them in battle. Though their spells maynot cause as much damage as a wizard’s, their pets close the gap and provide protection for the caster. Unlike most other classes, one could form agroup of four magicians and still fight effectively.

    Magician pets are quite a useful tool for the skilled magician. Unlike a player character, pets are disposable. Other players often shun magicians andother pet classes because pets are tricky to control. If you choose this class, learn how to control your pet in a variety of circumstances to avoidcausing problems in group situations.

    Humans, Dark Elves, Elves, Erudites, and Gnomes can train to become magicians. Both agility and intelligence are a magician’s primary stats. DarkElves, Erudites, and Gnomes all make excellent magicians. Gnomes are the best class with a focus on intelligence, but Dark Elves and Erudites arenearly as effective. Elves and Humans are the least adept, but can still make good magicians with the right equipment and stat boosts.

    Magician Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaDark Elf 50 65 70 65 65 90 50Elf 50 60 70 65 70 80 60Erudite 50 60 70 60 70 95 50Gnome 50 60 80 65 60 90 50Human 55 65 75 60 65 80 55

    Magician Specialty Ability ChoicesLevel 20: Frozen Mark or Lava Stone

    Level 30: Burning Mark or Ice Shard

    Level 40: Earthen Mark or Fiery Pebble

    Level 49 Non-Specialized: Shocking Mark or Frost Orb

    Level 49 Specialized: Elemental Mark or Scoria Stone

    Advantages• Powerful pets

    • Ability to create various magical items

    Disadvantages• Slightly weaker direct damage spells than wizards

    • Pets can bring unwanted attention if not controlled

    MonkA monk is a fighter dedicated to spirituality and the use of the body as a primary tool in combat, rather than relying on heavy weaponry and encum-bering armor. They can be as effective with their hands as most fighters are when equipped with a large sword. Rather than absorbing hits, they evadethem. Monks can also heal themselves when hurt, though this ability is not a replacement for a good healer. The mend ability makes monks effectivesolo fighters, though they can’t challenge strong creatures on their own.

    Humans are the only race able to train as monks. Stamina and dexterity are a monk’s primary stats, but agility shouldn’t be overlooked. Monks arelimited to light armor, so they never have a high armor class.

    Monk Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaHuman 65 65 80 75 55 60 55

    Monk Specialty Ability ChoicesLevel 20: Stone Stance or Stasis Strike

    Level 30: Adamant Stance or Deft Strike

    Level 40: Iron Stance or Balanced Strike

    Level 49 Non-Specialized: Steel Stance or Facile Strike

    Level 49 Specialized: Diamond Stance or Masterful Strike

    Advantage• Powerful attacks with or without weapons

    Disadvantages• Lightweight armor makes for a lesser defense than other

    melee types

    • Some abilities only function when fighting without a weapon

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    NecromancerThey’re creepy and mysterious. Necromancers represent the dark underbelly of Tunaria. Their unholy spells specialize in robbing enemies of theirphysical abilities and health in order to bolster the caster and party. They also can command undead pets equal in strength to those of a magician. Askilled necromancer can fight alone or in a group, though many necromancers either choose or are forced to walk alone. In a group, they can aid theattack by sending their pets into battle and assist with health and power restoration by transferring their own health and power to those in need. Asexpected, most races shun necromancers due to their practice of the dark arts, making this a difficult class to pursue.

    Humans, Dark Elves, Erudites, Gnomes and Ogres can train as necromancers. The primary stats for a necromancer are stamina and intelligence.Thus, Dark Elves and Erudites are the best choices for a necromancer, and Humans tend to be the worst. Erudites have an edge over Dark Elvesdue to their high intelligence, which affects the power of the necromancer’s spells.

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Necromancer Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaHuman 65 75 55 65 60 80 55Dark Elf 60 75 50 70 60 90 50Erudite 60 70 50 65 65 95 50Gnome 60 70 60 70 55 90 50Ogre 80 85 60 50 75 55 50

    Necromancer Specialty Ability ChoicesLevel 20: Power Gale or Blood Gale

    Level 30: Power Squall or Blood Squall

    Level 40: Power Storm or Blood Storm

    Level 49 Non-Specialized: Power Tempest or Blood Tempest

    Level 49 Specialized: Power Vortex or Blood Vortex

    Advantages• Strong pets

    • Able to restore hit points and power by stealing it from enemies

    Disadvantages• Feared by most races

    • Harder to find a group because other classes offer moregroup benefits

    PaladinPaladins are the defenders of peace, the protectors of those who cannot protect themselves. They stand for all that is holy in the world and shun thedark. Many are viewed as champions of the people. Paladins are tank class with access to heavy plate armor and taunt abilities to keep the monsterfocused on them and away from their party members. They choose balance over power, and can take on more than one role in a group setting. Thepaladin’s spells, though weak, allow paladins to solo and make them lethal against undead creatures. In a party, they can contribute healing to shortendown time or save others in an emergency. A paladin is better than no healer at all, but one shouldn’t be relied upon in dire situations.

    Humans, Elves, Erudites, and Dwarfs can train as paladins. The primary stats for a paladin are strength and stamina, but charisma should also beconsidered, because this factors into the total amount a paladin can heal.

    Paladin Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaDwarf 80 75 50 60 80 50 60Elf 70 65 50 65 80 55 70Erudite 70 65 50 60 80 70 60Human 75 70 55 60 75 55 65

    Paladin Specialty Ability ChoicesLevel 20: Fortify or Shining Bastion

    Level 30: Secure or Gleaming Bastion

    Level 40: Bolster or Hallowed Bastion

    Level 49 Non-Specialized: Reinforce or Sacred Bastion

    Level 49 Specialized: Bulwark or Blessed Bastion

    Advantages• Healing spells and stat buffs

    • Able to equip most types of armor and weapons

    Disadvantages• Spells not as powerful as true casters

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    RangerStalking their prey like a jungle cat, rangers are the best hunters in the game. A ranger is a cross between a warrior and a druid. While they excel atneither hand-to-hand combat nor spell casting, they’re far from defenseless, and a valuable asset in battle. Their spells focus on damage shields, statbuffs, and spells that reduce their target’s combat effectiveness. Rangers have an ability to forage up food that can heal themselves. This can helptremendously when trying to solo in reducing downtime or used after every fight for a quick, small heal.

    Only Humans and Elves can train as rangers. The primary stats for a ranger are dexterity and agility. The differences between a Human ranger andan Elven ranger are nominal. Both races are capable and their starting stats are only slightly different.

    Ranger Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaElf 60 55 70 80 75 55 60Human 65 60 75 75 70 55 55

    Ranger Specialty Ability ChoicesLevel 20: Strikeblade or Sparrow Eye

    Level 30: Windblade or Raven Eye

    Level 40: Shockblade or Hawk Eye

    Level 49 Non-Specialized: Stormblade or Falcon Eye

    Level 49 Specialized: Natureblade or Eagle Eye

    Advantages• Skilled with bows

    • Can forage healing foods

    Disadvantages• Good damage, but they are still slightly behind monks or

    rogues in damage output

    RogueThere are thieves and backstabbers in every world, but none as skilled as those found in Tunaria. Rogues practice stealth and thievery, and deal inpoisons and the art of assassination. Though they have difficulty going at it alone, a skilled rogue is lethal in group situations. A rogue relies on theability to get behind a target. There they can backstab to score powerful critical hits, which are sometimes more lethal than the damage caused byother fighters. Rogues must be careful not to draw the target’s attention, because they can’t absorb as much damage as say a tank class.

    Rogues are found in nearly all areas of the world. Humans, Dark Elves, Elves, Barbarians, Dwarves, Halflings, and Gnomes can all train to becomerogues. The primary stats for a rogue are agility and dexterity. The smaller races, Halflings and Gnomes, make the best rogues, and Dwarves andBarbarians have the worst starting stats for this profession.

    Rogue Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaBarbarian 75 70 70 80 50 55 55Dark Elf 60 65 70 85 55 65 55Dwarf 70 70 70 80 60 50 55Elf 60 60 70 85 60 55 65Gnome 60 60 80 85 50 65 55Halfling 60 70 80 90 50 50 55Human 65 65 75 80 55 55 60

    Rogue Specialty Ability ChoicesLevel 20: Avoidance or Minor Wound

    Level 30: Evasion or Lesser Wound

    Level 40: Evade or Wound

    Level 49 Non-Specialized: Elude or Grievous Wound

    Level 49 Specialized: Escape or Mortal Wound

    Advantages• Able to sneak through dangerous areas (great explorers)

    • Can steal from enemies, though doing so is looked downupon in a group

    • Very powerful critical hits

    Disadvantages• Relies heavily on groups

    • Critical hits often draw monster aggression away from the tank

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    ShadowknightShadowknights are a force to be reckoned with, as they make considerable solo characters if configured for such. As all tanks are, they are skilled athand-to-hand combat, and have a mix of spells to aid them in battle. Use of their life tap spells can sustain a shadowknight through torturous battles.

    Dark Elves, Erudites, Humans, and Trolls can train as shadowknights. The primary stats for a shadowknight are Strength and Stamina.

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Shadowknight Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaDark Elf 70 75 50 65 55 80 60Erudite 70 70 50 60 60 85 60Human 75 75 55 60 55 70 65Ogre 95 85 60 60 55 50 50Troll 90 85 50 55 50 65 60

    Shadowknight Specialty Ability ChoicesLevel 20: Bloodwasp or Shadow Tower

    Level 30: Bloodraven or Umbral Tower

    Level 40: Bloodleech or Grim Tower

    Level 49 Non-Specialized: Bloodghoul or Doom Tower

    Level 49 Specialized: Bloodwraith or Cursed Tower

    Advantages• While often good soloers, configuring for such can leave

    them as slightly less than a defensively configured paladinor warrior, when considering tanks

    Disadvantages• Not as powerful as a pure warrior

    ShamanA shaman can best be compared to a witch doctor. They specialize in healing and stat buffs to bolster party members and have powerful damage overtime spells such as poison and disease. Though not very skilled at combat, skilled shamans can solo by chipping away at enemies while keepingthemselves healed. In group situations, Shamans act as a support class, keeping their comrades healed and buffed up to take on their foes.

    Only Barbarians, Ogres, and Trolls can train as shaman. The primary stats for a shaman are wisdom and stamina, so either race is an excellent choice.The main thing to consider in choosing your race is if you wish to be good (Barbarians) or evil (Trolls).

    Shaman Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaBarbarian 70 80 60 65 75 55 50Ogre 70 85 55 60 50 75 60Troll 75 85 60 60 75 50 50

    Shaman Specialty Ability ChoicesLevel 20: Spiritual Guide or Decaying Wind

    Level 30: Spiritual Guard or Sickening Wind

    Level 40: Spiritual Hunter or Wilting Wind

    Level 49 Non-Specialized: Spiritual Warrior or Withering Wind

    Level 49 Specialized: Spiritual Slayer or Atrophic Wind

    Advantages• Great buffs make it easier to find groups

    • Good healing spells and the ability to SoW

    • Powerful DoTs and disease/poison resistance reduction spells

    Disadvantages• Direct damage spells aren’t as powerful as other caster’s

    • Able to tank and solo at low levels, but soloing becomesdifficult at higher levels

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    WarriorWarriors must face the most powerful enemies without fear. They are the frontline defense, the protectors, and the meat shields. A warrior’s job,like that of all the tank archetypes, is to stay between the enemy and the rest of the party, and to control the enemy’s focus. Skilled warriors causegood amounts of damage and keep the casters alive. When things go wrong, they sacrifice themselves so others can live. As a warrior, you must havefaith in those with you, and likewise they must trust you. As with any class, communication with your party is key, so having a keyboard helps.Warriors can solo, but not as well as some might think.

    Many races can train as warriors, including Barbarians, Dark Elves, Humans, Trolls, Dwarves, Halflings, and Gnomes. The primary stats for awarrior are strength and stamina. All races can make good warriors. While some of the smaller races will have a lower starting power pool, theyoften times have good agility and dexterity, making them well balanced warriors.

    Warrior Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaBarbarian 90 80 60 65 55 55 50Dark Elf 75 75 60 70 60 65 50Dwarf 85 80 60 65 65 50 50Gnome 75 70 70 70 55 65 50Halfling 75 80 70 75 55 50 50Human 80 75 65 65 60 55 55Ogre 95 85 60 60 50 55 50Troll 95 85 60 60 55 50 50

    Warrior Specialty Ability ChoicesLevel 20: Bellow or Pillar of Might

    Level 30: Roar or Pillar of Strength

    Level 40: Howl or Pillar of Force

    Level 49 Non-Specialized: Battlecry or Pillar of Deeds

    Level 49 Specialized: War Cry or Pillar of Heroics

    Advantages• The only tank class that can duel wield two weapons

    Disadvantages• Always on the frontline; often the first to die

    • Equipment tends to be the most expensive

    WizardCommonly known as “Glass Cannons,” wizards are the most powerful spell casters in Tunaria. They inflict massive damage with a single cast, buttheir strength is also their bane. Wizards cannot go toe-to-toe with high-level creatures. They can only wear light armor and have few hit points, and ifnot used with control and skill, their powerful blasts draw the attention of monsters they attack.

    A skilled wizard learns when to attack at full force and when to hold back. Those who fail to learn this will die often and have a difficult time findinggroups, as healers and tanks consider them to be burdens. Wizards also can teleport themselves and party members to various locations around theworld, making getting from place to place a breeze. Dark Elves, Elves, Erudites, Gnomes, and Humans can train as wizards. The primary stats for awizard are intelligence and dexterity. Erudites, Dark Elves, and Gnomes are excellent choices for this profession.

    Wizard Starting StatsRace Strength Stamina Agility Dexterity Wisdom Intelligence CharismaDark Elf 60 60 60 80 55 90 50Elf 60 55 60 80 60 80 60Erudite 60 55 60 75 60 95 50Gnome 60 55 70 80 50 90 50Human 65 60 65 75 55 80 55

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    MasteriesMasteries can be earned at level 6. To earn masteries one must first earn mastery points, which are then used to buy masteries. Within the classmastery menu a percentage of experience is set toward earning mastery points. A mastery can be purchased once a character has enough points andmeets the minimum requirements. The first mastery point costs 250,000 experience points and scales up from there. Players can obtain up to 1500mastery points, but the final mastery points cost literally millions and millions of experience. While you can start to divert experience towardobtaining mastery points at level 6, it may take considerable time for you to obtain your first point at that level. You might consider waiting until 10or so, before starting in on masteries, as the first points will be more easily obtained then.

    LegendMastery Effects: Permanent passive changes to a character. They are always active

    New Spell: Name of a new spell given by mastery, there may be several

    New Effect: What the new spell does

    Mastery Points: The mastery points required to buy a mastery

    Level Required: The level required to buy a mastery

    Required Masteries: Masteries that must be purchased before the selected mastery becomes available

    Misc. Requirements: Minimum attributes, spells learned, quest tokens, and factions are miscellaneous attributes.

    General MasteriesThe following masteries are available to all characters despite race and class.

    Attribute-Related Masteries

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Wizard Specialty Ability ChoicesLevel 20: Blazing Clash or Mental Focus

    Level 30: Static Clash or Mental Surge

    Level 40: Freezing Clash or Mental Boost

    Level 49 Non-Specialized: Burning Clash or Heightened Mind

    Level 49 Specialized: Shocking Clash or Towering Mind

    Advantages• Extremely powerful spells

    • Ability to travel quickly around the world

    Disadvantages• Caster often draws monster aggression due to large hits

    • Power is drained quickly making solo efforts difficult

    StrengthMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredBrawn 1 1 15 100 10 10Brawn 2 2 20 125 15 20Brawn 3 3 25 160 20 30Brawn 4 4 30 200 25 45Brawn 5 5 35 250 30 60

    StaminaMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredVigor 1 1 15 100 10 10Vigor 2 2 20 125 15 20Vigor 3 3 25 160 20 30Vigor 4 4 30 200 25 45Vigor 5 5 35 250 30 60

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    DexterityMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredBalance 1 1 15 100 10 10Balance 2 2 20 125 15 20Balance 3 3 25 160 20 30Balance 4 4 30 200 25 45Balance 5 5 35 250 30 60

    IntelligenceMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredWit 1 1 15 100 10 10Wit 2 2 20 125 15 20Wit 3 3 25 160 20 30Wit 4 4 30 200 25 45Wit 5 5 35 250 30 60

    WisdomMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredInsight 1 1 15 100 10 10Insight 2 2 20 125 15 20Insight 3 3 25 160 20 30Insight 4 4 30 200 25 45Insight 5 5 35 250 30 60

    CharismaMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredBeauty 1 1 15 100 10 10Beauty 2 2 20 125 15 20Beauty 3 3 25 160 20 30Beauty 4 4 30 200 25 45Beauty 5 5 35 250 30 60

    AgilityMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredNimble 1 1 15 100 10 10Nimble 2 2 20 125 15 20Nimble 3 3 25 160 20 30Nimble 4 4 30 200 25 45Nimble 5 5 35 250 30 60

    All AttributesMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredGodborn 5 25 500 100 50

    Resist-Related MasteriesFire Resist

    Mastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredRo’s Blessing 1 5 0 0 5 10Ro’s Blessing 2 10 0 0 10 20Ro’s Blessing 3 15 0 0 15 30Ro’s Blessing 4 20 0 0 20 40Ro’s Blessing 5 25 0 0 25 50

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    Races and Classes of FrontiersRaces and Classes of Frontiers

    Ice ResistMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredEci’s Blessing 1 5 0 0 5 10Eci’s Blessing 2 10 0 0 10 20Eci’s Blessing 3 15 0 0 15 30Eci’s Blessing 4 20 0 0 20 40Eci’s Blessing 5 25 0 0 25 50

    Disease ResistMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredBertoxxulous’ Blessing 15 0 0 5 10Bertoxxulous’ Blessing 210 0 0 10 20Bertoxxulous’ Blessing 315 0 0 15 30Bertoxxulous’ Blessing 420 0 0 20 40Bertoxxulous’ Blessing 525 0 0 25 50

    Poison ResistMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredCazic’s Blessing 1 5 0 0 5 10Cazic’s Blessing 2 10 0 0 10 20Cazic’s Blessing 3 15 0 0 15 30Cazic’s Blessing 4 20 0 0 20 40Cazic’s Blessing 5 25 0 0 25 50

    Lightning ResistMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredKarana’s Blessing 1 5 0 0 5 10Karana’s Blessing 2 10 0 0 10 20Karana’s Blessing 3 15 0 0 15 30Karana’s Blessing 4 20 0 0 20 40Karana’s Blessing 5 25 0 0 25 50

    Arcane ResistMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredMarr’s Blessing 1 5 0 0 5 10Marr’s Blessing 2 10 0 0 10 20Marr’s Blessing 3 15 0 0 15 30Marr’s Blessing 4 20 0 0 20 40Marr’s Blessing 5 25 0 0 25 50

    All ResistsMastery Stat Increase Stat Max Increase Stat Requirement Mastery Pts Level RequiredGod Touched 25 0 500 75 50

    RegenerationMastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsRegeneration 1 4HoT None — 5 10 None 100staRegeneration 2 4HoT None — 10 20 None 100staRegeneration 3 4HoT None — 15 30 None 100staRegeneration 4 4HoT None — 20 40 None 100staRegeneration 5 4HoT None — 25 50 None 100sta

    Miscellaneous Masteries

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    Focus (Caster/Melee)Mastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsFocus 1 4PoT None — 5 10 None 100intFocus 2 4PoT None — 10 20 None 100intFocus 3 4PoT None — 15 30 None 100intFocus 4 4PoT None — 20 40 None 100intFocus 5 4PoT None — 25 50 None 100int

    Focus (Priest/Tank)Mastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsFocus 1 4PoT None — 5 10 None 100wisFocus 2 4PoT None — 10 20 None 100wisFocus 3 4PoT None — 15 30 None 100wisFocus 4 4PoT None — 20 40 None 100wisFocus 5 4PoT None — 25 50 None 100wis

    Powerful MindMastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsPowerful Mind 1 50pow None — 5 10 None NonePowerful Mind 2 75pow None — 10 20 None NonePowerful Mind 3 100pow None — 15 30 None NonePowerful Mind 4 125pow None — 20 40 None NonePowerful Mind 5 150pow None — 25 50 None None

    Vital BodyMastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsVital Body 1 50hp None — 5 10 None 100staVital Body 2 75hp None — 10 20 None 100staVital Body 3 100hp None — 15 30 None 100staVital Body 4 125hp None — 20 40 None 100staVital Body 5 150hp None — 25 50 None 100sta

    HeartyMastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsHearty 1 1HP Factor None — 25 20 None 100sta

    (1hp per lvl)Hearty 2 2HP Factor None — 30 40 None 140staHearty 3 3HP Factor None — 35 60 None 180sta

    First AidMastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsFirst Aid 1 None First Aid Small heal 1 6 None 60wis/cha

    (Lv4) requires bandage

    First Aid 2 None First Aid Small heal 3 12 None 70wis/cha,(Lv12) requires First Aid(Lv4)

    bandageFirst Aid 3 None First Aid Small heal 5 24 None 80wis/cha,

    (Lv24) requires First Aid(Lv12)bandage

    First Aid 4 None First Aid Small heal 7 39 None 90wis/cha, (Lv39) requires First Aid(Lv24)

    bandageFirst Aid 5 None First Aid Small heal 9 55 None 100wis/cha,

    (Lv55) requires First Aid(Lv55)bandage

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    Archetype MasteriesThe following masteries are available only to certain archetypes. There are four archetypes within the game: melee, mage, priest, and tank. Theclasses fall into the four archetypes as follows:

    Mage: Alchemist, Enchanter, Magician, Necromancer, Wizard

    Melee: Bard, Monk, Ranger, Rogue

    Priest: Cleric, Druid, Shaman

    Tank: Paladin, Shadowknight, Warrior

    Mage Masteries

    Races and Classes of FrontiersRaces and Classes of Frontiers

    Hold BreathMastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsHold Breath 1 None Hold Breath 30s 1 6 None 60wis/cha

    (Lv4) breathe underwater

    Hold Breath 2 None Hold Breath 60s 5 12 None 70wis/cha, Hold (Lv12) breathe Breath(Lv4)

    underwaterHold Breath 3 None Hold Breath 120s 9 24 None 80wis/cha, Hold

    (Lv24) breathe Breath(Lv12)underwater

    Hold Breath 4 None Hold Breath 210s 13 39 None 90wis/cha, Hold (Lv39) breathe Breath(Lv24)

    underwaterHold Breath 5 None Hold Breath 330s 17 55 None 100wis/cha, Hold

    (Lv55) breathe Breath(Lv55)underwater

    Loping StrideMastery Mastery Effect New Spell Effect Points Level Mastery Required Misc. RequirementsLoping Stride 1 5mov speed None — 5 14 None 100agiLoping Stride 2 5mov speed None — 10 25 None 100agiLoping Stride 3 5mov speed