The EverQuest 2 (EQ2) Fury Spell List
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Fury Spell List
Level
|
Ability
|
Description |
1
|
Nature's Salve
|
Instantly heals some of targets ally's health.
|
1
|
Death Swarm
|
Deals divine damage over time to the target and lowers their defense.
|
2
|
Thornskin
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally.
|
3
|
Tempest
|
Deals cold damage over time to an opponent. Deals extra damage to elementals.
|
3
|
Nature's Elixir
|
Replenishes a large amount of target ally's health.
|
4
|
Lucidity
|
An augmentation that increases the intelligence and power pool of an ally.
|
5
|
Armor of Nature
|
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
|
5
|
Divine Providence
|
Allows a priest to create a heroic opportunity using the spells at his or her disposal.
|
6
|
Summon Food and Water
|
Summons food and drink for the chosen ally.
|
6
|
Cure
|
Cures impairments on the target ally.
|
7
|
Intimidation
|
Impairs the target's agility and wisdom.
|
7 | Karana's Hold | Roots the Fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect. |
7
|
Nature's Salve II
|
Instantly heals some of targets ally's health.
|
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
|
Instantly heals some of targets ally's health.
|
9
|
Death Swarm II
|
Deals divine damage over time to the target and lowers their defense.
|
10
|
Thornskin II
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally.
|
10
|
Nature's Elixir II
|
Replenishes a large amount of target ally's health.
|
10
|
Snare
|
Snares the enemy, slowing their movement speed for a limited duration.
|
11
|
Favor of the Phoenix
|
Summons a Crystallized Phoenix Feather for every group member. The feather can be used to revive a fallen priest.
|
11
|
Tempest II
|
Deals cold damage over time to an opponent. Deals extra damage to elementals.
|
12
|
Regrowth
|
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
|
Brambles
|
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
|
14
|
Untamed Regeneration
|
Heals all allies near the fury.
|
14
|
Autumn's Kiss
|
Replenishes health over time for a short duration to the druid's group.
|
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.
|
15
|
Nature's Salve III
|
Instantly heals some of targets ally's health.
|
16
|
Lucidity II
|
An augmentation that increases the intelligence and power pool of an ally.
|
16
|
Master of the Hunt
|
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold.
|
17
|
Death Swarm III
|
Deals divine damage over time to the target and lowers their defense.
|
18
|
Forest Spirit
|
A group augmentation that increases the intelligence and wisdom of the fury's group.
|
18
|
Nature's Elixir III
|
Replenishes a large amount of target ally's health.
|
19
|
Regrowth II
|
Heals a large amount of target ally's health over time for a short duration.
|
19
|
Armor of Nature II
|
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
|
20
|
Peerless Predator
|
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
|
21 | Karana's Hold II | Roots the Fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect. |
21
|
Intimidation II
|
Impairs the target's agility and wisdom.
|
22
|
Fierce Rousing
|
Resurrects a fallen ally. This spell can be used in combat and cannot be interrupted.
|
22
|
Nature's Salve IV
|
Instantly heals some of target ally's health.
|
23
|
Ferocity of the Eel
|
Augmentation which grants the fury's group the ability to clearly see and breathe under water.
|
23
|
Thunderbolt
|
Instantly deals a significant amount of magic damage to a target.
|
24
|
Thornskin III
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
|
25
|
Tempest III
|
Deals cold damage over time to an opponent.
|
26
|
Regrowth III
|
Heals a large amount of target ally's health over time for a short duration.
|
26
|
Primal Fury
|
An augmentation that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally
|
27
|
Brambles II
|
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
|
28
|
Untamed Regeneration II
|
Heals all allies near the fury.
|
28
|
Autumn's Kiss II
|
Replenishes health over time for a short duration to the druid's group.
|
29
|
Nature's Salve V
|
Instantly heals some of target ally's health.
|
29
|
Feast
|
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
|
30
|
Master of the Hunt II
|
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold.
|
30
|
Lucidity III
|
An augmentation that increases the intelligence and
health of an ally. |
31
|
Death Swarm IV
|
Deals divine damage over time to the target and lowers their defense.
|
32
|
Starnova
|
Deals instant heat damage to the target and all other nearby encounter members.
|
32
|
Forest Spirit II
|
A group augmentation that increases the intelligence and wisdom of the fury's group.
|
32
|
Nature's Elixir IV
|
Replenishes a large amount of target ally's health.
|
33
|
Armor of Nature III
|
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
|
34
|
Peerless Predator II
|
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures.
|
35
|
Intimidation III
|
Impairs the target's agility and wisdom.
|
35 | Karana's Hold III | Roots the Fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect. |
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
|
Fae Fire
|
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks per ally.
|
36
|
Call of the Hunt
|
Resurrects all nearby fallen allies. This spell can be used in combat and cannot be interrupted.
|
37
|
Thunderbolt II
|
Instantly deals a significant amount of magic damage to a target.
|
38
|
Thornskin IV
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
|
39
|
Pact of the Cheetah
|
An emergency group augmentation that increases the in-combat movement speed of the fury's group for a short duration.
|
39
|
Tempest IV
|
Deals cold damage over time to an opponent.
|
40
|
Primal Fury II
|
An augmentation that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally
|
40
|
Regrowth IV
|
Heals a large amount of target ally's health over time for a short duration.
|
41
|
Feral Tenacity
|
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
41
|
Brambles III
|
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
|
42
|
Untamed Regeneration III
|
Heals all allies near the fury.
|
42
|
Autumn's Kiss III
|
Replenishes health over time for a short duration to the druid's group.
|
42
|
Abolishment
|
Cures impairments on the fury's group.
|
43
|
Nature's Salve VI
|
Instantly heals some of target ally's health.
|
43
|
Feast II
|
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
|
44
|
Master of the Hunt III
|
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold.
|
44
|
Lucidity IV
|
An augmentation that increases the intelligence
health of an ally. |
45
|
Death Swarm V
|
Deals divine damage over time to the target and lowers their defense.
|
45
|
Untamed Shroud
|
Grants invisibility to the fury's group
|
46
|
Nature's Elixir V
|
Replenishes a large amount of target ally's health.
|
46
|
Forest Spirit III
|
A group augmentation that increases the intelligence and wisdom of the fury's group.
|
46
|
Starnova II
|
Deals instant heat damage to the target and all other nearby encounter members.
|
47
|
Armor of Nature IV
|
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
|
47
|
Maddening Swarm
|
Interrupts the target and impairs their focus skill and casting techniques. For the duration of this impairment, power is drained over time from the target and they are interrupted again when the spell expires
|
48
|
Feral Pulse
|
Replenishes health over time for a short duration to the fury's group. This spell does not require any power and does not have a casting time.
|
48
|
Peerless Predator III
|
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
|
49
|
Intimidation IV
|
Impairs the target's agility and wisdom.
|
49 | Karana's Hold | Roots the Fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect. |
49
|
Fae Fire II
|
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks per ally.
|
50
|
Porcupine
|
An augmentation
cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell and the fury is stunned, but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers 50 times |
50
|
Primeval Awakening
|
Resurrects a fallen ally and shapechanges them into a treant, granting increased offensive casting techniques, intelligence, focus, and power over time replenishment. After the shapechange effect expires, the ally will get resurrection sickness. This spell can be used in combat
|
51
|
Thunderbolt III
|
Instantly deals a significant amount of magic damage to a target.
|
52
|
Back into the Fray
|
Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. This spell cannot be cast on the fury
|
52
|
Thornskin V
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
|
53
|
Tempest V
|
Deals cold damage over time to an opponent.
|
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
|
Primal Fury III
|
An augmentation
that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally |
54
|
Regrowth V
|
Heals a large amount of target ally's health over time for a short duration.
|
55
|
Feral Tenacity II
|
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
55
|
Ring of Fire
|
Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring.
|
55
|
Brambles IV
|
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
|
56
|
Untamed Regeneration IV
|
Heals all allies near the fury.
|
56
|
Abolishment II
|
Cures impairments on the fury's group.
|
56
|
Autumn's Kiss IV
|
Replenishes health over time for a short duration to the druid's group.
|
57
|
Feast III
|
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
|
57
|
Nature's Salve VII
|
Instantly heals some of target ally's health.
|
58
|
Lucidity V
|
An augmentation that increases the intelligence and
health of an ally. |
58
|
Hibernation
|
Replenishes the group's health after a short period of time has passed.
|
58
|
Master of the Hunt IV
|
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold.
|
59
|
Death Swarm VI
|
Deals divine damage over time to the target and lowers their defense.
|
60
|
Nature's Elixir VI
|
Replenishes a large amount of target ally's health.
|
60
|
Forest Spirit IV
|
A group augmentation that increases the intelligence and wisdom of the fury's group.
|
60
|
Starnova III
|
Deals instant heat damage to the target and all other nearby encounter members.
|
61
|
Armor of Nature V
|
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
|
61
|
Maddening Swarm II
|
Interrupts the target and impairs their focus skill and casting techniques. For the duration of this impairment, power is drained over time from the target and they are interrupted again when the spell expires.
|
62
|
Peerless Predator IV
|
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures.
|
63
|
Fae Fire III
|
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks per ally.
|
64
|
Intimidation V
|
Impairs the target's agility and wisdom.
|
64 | Karana's Hold V | Roots the Fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect. |
65
|
Thunderbolt IV
|
Instantly deals a significant amount of magic damage to a target.
|
65
|
Call of Storms
|
Calls upon the
power of thunderstorms to inflict damage to enemies within the area of effect |
66
|
Thornskin VI
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally.
|
67
|
Tempest VI
|
Deals cold damage over time to an opponent. Deals extra damage to elementals.
|
68
|
Regrowth VI
|
Heals a large amount of target ally's health over time for a short duration. |
68
|
Primal Fury IV
|
An augmentation that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally.
|
69
|
Feral Tenacity III
|
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time.
|
69
|
Brambles V
|
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
|
70
|
Untamed Regeneration V
|
Heals all allies near the fury.
|
70
|
Autumn's Kiss V
|
Replenishes health over time for a short duration to the druid's group.
|
70
|
Porcupine II
|
An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell and the fury is stunned, but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers
50 times. |
70
|
Abolishment III
|
Cures elemental and noxious impairments on the fury's group. Deals instant heat damage to the target and all other nearby encounter members.
|
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
|
Nature's Salve VIII
|
Instantly heals some of target ally's health
|
71
|
Feast IV
|
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
|
72
|
Death Swarm VII
|
Deals divine damage over time to the target and lowers their defense
|
72
|
Lucidity VI
|
An augmentation that increases the intelligence and power pool of an ally
|
72
|
Master of the Hunt V
|
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold
|
72
|
Back into the Fray II
|
Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. This spell cannot be cast on the fury
|
73
|
Forest Spirit V
|
A group augmentation that increases the intelligence and wisdom of the fury's group
|
73
|
Nature's Elixir VII
|
Replenishes a large amount of target ally's health
|
74
|
Armor of Nature VI
|
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group
|
74
|
Starnova IV
|
Deals instant heat damage to the target and all other nearby encounter members
|
74
|
Ring of Fire II
|
Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring
|
75
|
Maddening Swarm III
|
Interrupts target encounter and reduces their casting and aggression skills
|
75
|
Fae Fire IV
|
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks
|
76
|
Hibernation II
|
Replenishes the group's health after a short period of time has passed
|
76
|
Intimidation VI
|
Impairs the target's agility and wisdom
|
76
|
Karana's Hold VI
|
Roots the fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect
|
76
|
Peerless Predator V
|
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
|
77
|
Thunderbolt V
|
Instantly deals a significant amount of magic damage to target
|
77
|
Thornskin VII
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
|
78
|
Call of Storms II
|
Calls upon the
power of thunderstorms to inflict damage to enemies within the area of effect |
78
|
Regrowth VII
|
Heals a large amount of target ally's health over time for a short duration
|
78
|
Tempest VII
|
Deals cold damage over time to an opponent. Deals extra damage to elementals
|
79
|
Autumn's Kiss VI
|
Replenishes health over time for a short duration to the druid's group
|
79
|
Primal Fury V
|
An augmentation that increases
damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally |
79
|
Brambles VI
|
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect
|
80 | Cure Curse | Cures curse impairments on the target ally. |
80
|
Ball Lightning
|
Launches a ball of lightning from your hands that travels forward, pulsating lightning in an area around itself as it travels. Ball Lightning inflicts damage to all nearby enemies in its destructive path. It can be cancelled early if needed
|
80
|
Feral Tenacity IV
|
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
80
|
Porcupine III
|
An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell and the fury is stunned, but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers
50 times |
80
|
Untamed Regeneration VI
|
Heals all allies near the fury
|
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
|
Nature's Salve IX
|
Instantly heals some of target ally's health
|
81
|
Feast V
|
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
|
82
|
Death Swarm VIII
|
Deals divine damage over time to the target and lowers their defense
|
82
|
Lucidity VII
|
An augmentation that increases the intelligence and power pool of an ally
|
82
|
Master of the Hunt VI
|
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold
|
82
|
Back into the Fray III
|
Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. This spell cannot be cast on the fury
|
83
|
Forest Spirit VI
|
A group augmentation that increases the intelligence and wisdom of the fury's group
|
83
|
Nature's Elixir VIII
|
Replenishes a large amount of target ally's health
|
84
|
Armor of Nature VII
|
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group
|
84
|
Starnova V
|
Deals instant heat damage to the target and all other nearby encounter members
|
84
|
Ring of Fire III
|
Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring
|
85
|
Maddening Swarm IV
|
Interrupts target encounter and reduces their casting and aggression skills
|
85
|
Fae Fire V
|
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks
|
86
|
Hibernation III
|
Replenishes the group's health after a short period of time has passed
|
86
|
Intimidation VII
|
Impairs the target's agility and wisdom
|
86
|
Karana's Hold VII
|
Roots the fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect
|
86
|
Peerless Predator VI
|
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
|
87
|
Thunderbolt VI
|
Instantly deals a significant amount of magic damage to target
|
87
|
Thornskin VIII
|
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
|
88
|
Call of Storms III
|
Calls upon the
power of thunderstorms to inflict damage to enemies within the area of effect |
88
|
Regrowth VIII
|
Heals a large amount of target ally's health over time for a short duration
|
88
|
Tempest VIII
|
Deals cold damage over time to an opponent. Deals extra damage to elementals
|
89
|
Autumn's Kiss VII
|
Replenishes health over time for a short duration to the druid's group
|
89
|
Primal Fury VI
|
An augmentation that increases
damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally |
89
|
Brambles VII
|
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect
|
90
|
Ball Lightning II
|
Launches a ball of lightning from your hands that travels forward, pulsating lightning in an area around itself as it travels. Ball Lightning inflicts damage to all nearby enemies in its destructive path. It can be cancelled early if needed
|
90
|
Feral Tenacity V
|
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
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90
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Porcupine IV
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An augmentation cast on the fury's
ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell and the fury is stunned, but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers 50 times |
90
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Untamed Regeneration VII
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Heals all allies near the fury
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Training Spells
Grandmaster Options
Level 14
- Thornskin II
- Tempest II
- Regrowth
- Autumn's Kiss
Level 24
- Regrowth II
- Peerless Predator
- Thornskin III
- Thunderbolt
Level 34
- Starnova
- Nature's Elixir IV
- Armor of Nature III
- Peerless Predator II
Level 44
- Tempest IV
- Regrowth IV
- Autumn's Kiss III
- Nature's Salve VI
Level 54
- Peerless Predator III
- Thunderbolt III
- Thornskin V
- Regrowth V
Level 64
- Nature's Elixir VI
- Starnova III
- Intimidation V
- Fae Fire III
Level 75
- Starnova IV
- Master of the Hunt V
- Death Swarm VII
- Feast IV
Level 85
- Starnova V
- Nature's Elixir VIII
- Armor of Nature VII
- Death Swarm VIII
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