The EverQuest 2 (EQ2) Warden Spell List
Contents:
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& Credits
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Basics
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List
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Discussion: Breakdowns & Upgrades
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(Weapons, Armor, and Accessories)
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Quests
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to Solo
Warden Spell List
Level
|
Ability
|
Description |
1
|
Dawnstrike
|
Deals instant heat damage to an enemy
|
1
|
Sylvan Bloom
|
Instantly heals some of target ally's health, and replenishes their health over time for a short duration.
|
2
|
Thorncoat
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
|
3
|
Icefall
|
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
|
3
|
Nature's Embrace
|
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
|
4
|
Aspect of the Forest
|
An augmentation that increase the wisdom and health of an ally
|
5
|
Armor of Seasons
|
A group augmentation that increases the physical and magical damage resistance of the warden's group.
|
6
|
Cure
|
Cures impairments on the target ally. This includes poison and disease effects.
|
6
|
Summon Food and Water
|
Summons food and drink for the chosen ally.
|
7
|
Sylvan Bloom II
|
Instantly heals some of target ally's health, and replenishes their health over time for a short duration.
|
7
|
Root
|
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
|
8
|
Revive
|
Resurrects a fallen ally. That ally has resurrection sickness for a while. This spell cannot be used in combat, but can be used on allies that are not part of your group.
|
9
|
Enduring Breath
|
An augmentation which grants an ally the ability to breath under water.
|
9
|
Dawnstrike II
|
Deals instant heat damage to an enemy
|
10
|
Nature's Embrace II
|
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
|
10
|
Thorncoat II
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
|
10
|
Snare
|
Snares the enemy, slowing their movement speed for a limited duration.
|
11
|
Icefall II
|
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
|
11
|
Favor of the Phoenix
|
Summons a Crystallized Phoenix Feather for every group member. The feather can be used to revive a fallen priest.
|
12
|
Photosynthesis
|
Heals a large amount of target ally's health over time for a short duration.
|
13
|
Spirit of the Wolf
|
Increases the movement speed of an ally while out of combat.
|
13
|
Willow Wisp
|
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.
|
14
|
Winds of Healing
|
Heals all allies near the warden
|
14
|
Healstorm
|
Replenishes health over time for a short duration to the druid's group.
|
15
|
Sylvan Bloom III
|
Instantly heals some of target ally's health
|
15
|
Sylvan Touch
|
Heals a large amount of target ally's health over time for a short duration. This spell does not require any power and does not have a casting time.
|
16
|
Essence of the Great Bear
|
A group augmentation that increases the resistances
and health pool of the warden's group. |
16
|
Aspect of the Forest II
|
An augmentation that increase the
wisdom and health of an ally |
17
|
Dawnstrike III
|
Deals instant heat damage to an enemy
|
18
|
Nature's Embrace III
|
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
|
18
|
Favor of the Wild
|
A group augmentation that increases the agility and wisdom of the warden's group
|
19
|
Photosynthesis II
|
Heals a large amount of target ally's health over time for a short duration
|
19
|
Armor of the Seasons II
|
A group augmentation that increases the physical and magical damage resistance of the warden's group
|
20
|
Warden of the Forest
|
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures
|
21
|
Root II
|
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
|
22
|
Sylvan Bloom IV
|
Instantly heals some of target ally's health
|
22
|
Nature's Touch
|
Resurrects a fallen ally and replenishes their health over time. This spell can be used in combat.
|
23
|
Frostbite
|
Deals cold damage over time and decreases the elemental resistance of the target.
|
23
|
Nereid's Boon
|
Augmentation which grants the warden's group the ability to clearly see and breathe under water.
|
24
|
Thorncoat III
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
|
25
|
Icefall III
|
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
|
26
|
Photosynthesis III
|
Heals a large amount of target ally's health over time for a short duration.
|
26
|
Instinct
|
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally
|
27
|
Willow Wisp II
|
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.
|
28
|
Healstorm II
|
Replenishes health over time for a short duration to the warden's group.
|
28
|
Winds of Healing II
|
Heals all allies near the warden, and replenishes their health over time for a short duration
|
29
|
Ward of the Untamed
|
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration
|
29
|
Sylvan Bloom V
|
Instantly heals some of target
ally's health |
30
|
Aspect of the Forest
|
An augmentation that increases the wisdom and health pool of an ally.
|
30
|
Essence of the Great Bear II
|
A group augmentation that increases the resistances and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.
|
31
|
Dawnstrike IV
|
Deals instant heat damage to an enemy.
|
32
|
Favor of Wild II
|
A group augmentation that increases the agility and wisdom of the warden's group.
|
32
|
Nature's Embrace IV
|
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
|
32
|
Winds of Permafrost
|
Deals instant cold damage to an enemy and nearby encounter members.
|
33
|
Armor of the Seasons III
|
A group augmentation that increases the physical and magical damage resistance of the warden's group.
|
34
|
Warden of the Forest II
|
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures
|
35
|
Root III
|
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
|
35 | Spirit of the Bat | Grants an ally increased power regeneration, increased power pool, and agility. This spell does not require any concentration, but can only be maintained on a single ally. |
35
|
Regenerating Spores
|
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. This spell does not require any concentration, but can only be maintained on a single ally
|
36
|
Equinox
|
Resurrects nearby fallen allies and replenishes their health over time. This spell can be used in combat.
|
37
|
Frostbite II
|
Deals cold damage over time and decreases the elemental resistance of the target.
|
38
|
Thorncoat IV
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
|
39
|
Icefall IV
|
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
|
39
|
Verdurous Journey
|
Teleports the warden and all nearby group members to the nearest designated safe spot in the current adventuring area.
|
40
|
Photosynthesis IV
|
Heals a large amount of target ally's health over time for a short duration.
|
40
|
Instinct II
|
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally
|
41
|
Nature's Renewal
|
If target ally receives damage that would be fatal, that ally is healed instead over time and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
41
|
Willow Wisp III
|
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.
|
42
|
Healstorm III
|
Replenishes health over time for a short duration to the warden's group.
|
42
|
Winds of Healing III
|
Heals all allies near the warden, and replenishes their health over time for a short duration
|
42
|
Verdant Whisper
|
Cures impairments on the warden's group.
|
43
|
Ward of the Untamed II
|
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration
|
43
|
Sylvan Bloom VI
|
Instantly heals some of target
ally's health |
44
|
Aspect of the Forest IV
|
An augmentation that increases the wisdom and power pool of an ally.
|
44
|
Essence of the Great Bear III
|
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.
|
45
|
Sandstorm
|
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place
|
45
|
Dawnstrike V
|
Deals instant heat damage to an enemy.
|
46
|
Favor of the Wild III
|
A group augmentation that increases the agility and wisdom of the warden's group.
|
46
|
Nature's Embrace V
|
Replenishes a large amount of
target ally's health |
46
|
Winds of Permafrost II
|
Deals instant cold damage to an enemy and nearby encounter members.
|
47
|
Armor of the Seasons IV
|
A group augmentation that increases the physical and magical damage resistance of the warden's group.
|
47
|
Undergrowth
|
Roots the target and the surrounding encounter members and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect
|
48
|
Warden of the Forest III
|
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures
|
48
|
Sylvan Embrace
|
Replenishes health over time for a short duration to the warden's group. This spell does not require any power and does not have a casting time.
|
49
|
Root IV
|
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
|
49
|
Regenerating Spores II
|
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. This spell does not require any concentration, but can only be maintained on a single ally
|
50
|
Hierophantic Genesis
|
Replenishes a large amount of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired
|
50
|
Reincarnate
|
Resurrects a fallen ally and shapechanges them into a wolf, granting increased attributes, attack speed, combat attack damage, offensive melee skills, and health regeneration. After the shapechange effect expires, the ally will get resurrection sickness. This spell can be used in combat
|
51
|
Frostbite III
|
Deals cold damage over time and decreases the elemental resistance of the target.
|
52
|
Thorncoat V
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
|
52
|
Tunare's Watch
|
If any group member receives damage that would be fatal, that ally is healed instead and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
53
|
Icefall V
|
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
|
53 | Spirit of the Bat II | Grants an ally increased power regeneration, increased power pool, and agility. This spell does not require any concentration, but can only be maintained on a single ally. |
54
|
Instinct III
|
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally
|
54
|
Photosynthesis V
|
Heals a large amount of target ally's health over time for a short duration.
|
55
|
Nature's Pack
|
Summons a pack of wolves on the warden's target.
|
55
|
Nature's Renewal II
|
If target ally receives damage that would be fatal, that ally is healed instead over time and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
55
|
Willow Wisp IV
|
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.
|
56
|
Verdant Whisper II
|
Cures elemental and trauma impairments on the warden's group.
|
56
|
Healstorm IV
|
Replenishes health over time for a short duration to the warden's group.
|
56
|
Winds of Healing IV
|
Heals all allies near the warden, and replenishes their health over time for a short duration
|
57
|
Ward of the Untamed III
|
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration
|
57
|
Sylvan Bloom VII
|
Instantly heals some of target ally's health, and replenishes their health over time for a short duration
|
58
|
Aspect of the Forest V
|
An augmentation that increases the wisdom and power pool of an ally.
|
58
|
Essence of the Great Bear IV
|
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.
|
58
|
Healing Grove
|
Summons a protective grove around the warden. Any allies within the grove gain health replenishment over time. This spell has a small recurrent power cost.
|
59
|
Sandstorm II
|
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place
|
59
|
Dawnstrike VI
|
Deals instant heat damage to an enemy.
|
60
|
Favor of the Wild IV
|
A group augmentation that increases the agility and wisdom of the warden's group.
|
60
|
Nature's Embrace VI
|
Replenishes a large amount of
target ally's health |
60
|
Winds of Permafrost III
|
Deals instant cold damage to an enemy and nearby encounter members.
|
61
|
Armor of the Seasons V
|
A group augmentation that increases the physical and magical damage resistance of the warden's group
|
61
|
Undergrowth II
|
Roots the target and the surrounding encounter members and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect
|
62
|
Warden of the Forest IV
|
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures
|
63
|
Regenerative Spores III
|
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. This spell does not require any concentration, but can only be maintained on a single ally
|
64
|
Root V
|
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
|
65
|
Frostbite IV
|
Deals cold damage over time and decreases the elemental
resistance of the target. |
65
|
Tranquility
|
Removes all hostile effects from an ally. That ally is healed for each hostile effect that was removed.
|
66
|
Thorncoat VI
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally.
|
67
|
Icefall VI
|
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies
|
68
|
Photosynthesis VI
|
Heals a large amount of target ally's health over time for a short duration
|
68
|
Instinct IV
|
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally.
|
69
|
Willow Wisp V
|
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect
|
69
|
Nature's Renewal III
|
If any group member receives damage that would be fatal, that ally is healed instead and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
70
|
Winds of Healing V
|
Heals all allies near the warden
|
70
|
Healstorm V
|
Replenishes health over time for a short duration to the warden's group
|
70
|
Verdant Whisper III
|
Cures impairments on the warden's group
|
70
|
Hierophantic Genesis II
|
Replenishes a large amount of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired.
|
71
|
Spirit of the Bat III
|
Grants an ally increased power regeneration, increased power pool, and agility. This spell does not require any concentration, but can only be maintained on a single ally
|
71
|
Sylvan Bloom VIII
|
Instantly heals some of target ally's health, and replenishes their health over time for a short duration
|
71
|
Ward of the Untamed IV
|
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration
|
72
|
Aspect of the Forest VI
|
An augmentation that increases the wisdom and power pool of an ally
|
72
|
Dawnstrike VII
|
Deals instant heat damage to an enemy
|
72
|
Essence of the Great Bear V
|
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat
|
73
|
Sandstorm III
|
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place
|
73
|
Nature's Embrace VII
|
Replenishes a large amount of
target ally's health |
73
|
Favor of the Wild V
|
A group augmentation that increases the agility and wisdom of the warden's group
|
74
|
Armor of Seasons VI
|
A group augmentation that increases the physical and magical damage resistance of the warden's group
|
74
|
Nature's Pack II
|
Summons a pack of wolves on the warden's target
|
74
|
Winds of Permafrost IV
|
Deals instant cold damage to an enemy and nearby encounter members
|
75
|
Regenerating Spores IV
|
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. If that ally is below 50%, the amount healed is doubled. This spell does not require any concentration, but can only be maintained on a single ally
|
75
|
Undergrowth III
|
Roots the target and the surrounding encounter members and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell of damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect
|
76
|
Warden of the Forest V
|
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures
|
76
|
Healing Grove II
|
Summons a protective grove around the warden. Any allies within the grove gain health replenishment over time. This spell has a small recurrent power cost
|
76
|
Root VI
|
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
|
77
|
Thorncoat VII
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
|
77
|
Frostbite V
|
Deals cold damage over time and decreases the elemental resistance of the target
|
78
|
Icefall VII
|
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies
|
78
|
Photosynthesis VII
|
Heals a large amount of target ally's health over time for a short duration
|
78
|
Tranquility II
|
Removes hostile effects from an ally and provides a heal. That ally is additionally healed for each hostile effect that was removed
|
79
|
Healstorm VI
|
Replenishes health over time for a short duration to the warden's group
|
79
|
Instinct V
|
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally
|
79
|
Willow Wisp VI
|
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect
|
80
|
Faerie Ally
|
Summons a Faerie Ally that works quickly to heal your most wounded allies. If the Faerie dies before the duration expires, all allies near the Faerie are healed
|
80
|
Hierophantic Genesis III
|
Replenishes a large amount of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired
|
80
|
Nature's Renewal IV
|
If target ally receives damage that would be fatal, instead that ally is healed over time and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
80
|
Winds of Healing VI
|
Heals all allies near the warden, and replenishes their health over time for a short duration
|
81
|
Spirit of the Bat IV
|
Grants an ally increased power regeneration, increased power pool, and agility. This spell does not require any concentration, but can only be maintained on a single ally
|
81
|
Sylvan Bloom IX
|
Instantly heals some of target ally's health, and replenishes their health over time for a short duration
|
81
|
Ward of the Untamed V
|
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration
|
82
|
Aspect of the Forest VII
|
An augmentation that increases the wisdom and power pool of an ally
|
82
|
Dawnstrike VIII
|
Deals instant heat damage to an enemy
|
82
|
Essence of the Great Bear VI
|
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat
|
83
|
Sandstorm IV
|
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place
|
83
|
Nature's Embrace VIII
|
Replenishes a large amount of
target ally's health |
83
|
Favor of the Wild VI
|
A group augmentation that increases the agility and wisdom of the warden's group
|
84
|
Armor of Seasons VII
|
A group augmentation that increases the physical and magical damage resistance of the warden's group
|
84
|
Nature's Pack III
|
Summons a pack of wolves on the warden's target
|
84
|
Winds of Permafrost V
|
Deals instant cold damage to an enemy and nearby encounter members
|
85
|
Regenerating Spores V
|
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. If that ally is below 50%, the amount healed is doubled. This spell does not require any concentration, but can only be maintained on a single ally
|
85
|
Undergrowth IV
|
Roots the target and the surrounding encounter members and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell of damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect
|
86
|
Warden of the Forest VI
|
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures
|
86
|
Healing Grove III
|
Summons a protective grove around the warden. Any allies within the grove gain health replenishment over time. This spell has a small recurrent power cost
|
86
|
Root VII
|
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration
|
87
|
Thorncoat VIII
|
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally
|
87
|
Frostbite VI
|
Deals cold damage over time and decreases the elemental resistance of the target
|
88
|
Icefall VIII
|
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies
|
88
|
Photosynthesis VIII
|
Heals a large amount of target ally's health over time for a short duration
|
88
|
Tranquility III
|
Removes hostile effects from an ally and provides a heal. That ally is additionally healed for each hostile effect that was removed
|
89
|
Healstorm VII
|
Replenishes health over time for a short duration to the warden's group
|
89
|
Instinct VI
|
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally
|
89
|
Willow Wisp VII
|
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect
|
90
|
Faerie Ally II
|
Summons a Faerie Ally that works quickly to heal your most wounded allies. If the Faerie dies before the duration expires, all allies near the Faerie are healed
|
90
|
Hierophantic Genesis IV
|
Replenishes a large amount of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired
|
90
|
Nature's Renewal V
|
If target ally receives damage that would be fatal, instead that ally is healed over time and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
90
|
Winds of Healing VII
|
Heals all allies near the warden, and replenishes their health over time for a short duration
|
Training Spells
Grandmaster Choices
- Level 14:
- Thorncoat II
- Icefall II
- Photosynthesis
- Healstorm
- Level 24:
- Warden of the Forest
- Thorncoat III
- Frostbite
- Photosynthesis II
- Level 34:
- Dawnstrike IV
- Nature's Embrace IV
- Armor of Seasons III
- Warden of the Forest II
- Level 44:
- Icefall IV
- Photosynthesis IV
- Healstorm III
- Sylvan Bloom VI
- Level 54:
- Warden of the Forest III
- Thorncoat V
- Icefall V
- Photosynthesis V
- Level 64:
- Nature's Embrace VI
- Winds of Permafrost III
- Undergrowth II
- Regenerative Spores III
- Level 75:
- Ward of the Untamed IV
- Dawnstrike VII
- Essence of the Great Bear V
- Winds of Permafrost IV
- Level 85:
- Nature's Embrace VIII
- Dawnstrike VIII
- Winds of Permafrost V
- Armor of Seasons VII
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