style="font-weight: bold;">Guardian Guide Contents
-
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=137">Chapter
1 - Basics -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=183">Chapter
2 - Guardian Abilities List -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=138">Chapter
3 - Combat Methods -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=139">Chapter
4 - Quests -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">Chapter
5 - Equipment -
href="http://eq2.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&p=5792#5792">Chapter
6 - Where to Hunt (solo)
Guardian Combat Ability List
Level
|
Ability
|
Description |
1
|
Overpower
|
A melee attack that does some extra damage.
|
1
|
Provoke
|
Increases the target's hate towards the fighter.
|
2
|
Shield Bash
|
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
|
3
|
Taunting Blow
|
A melee attack that increases the target's hate towards the guardian if it hits.
|
3
|
Hold the Line
|
Grants a chance to increase hate with any opponent that damages the guardian.
|
4
|
Armored
|
Greatly increases agility, wisdom, defense, parry,
aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
4
|
Forward Charge
|
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. The is the guardian's primary offensive stance.
|
5
|
Gut Kick
|
A kick attack that deals crushing damage to the target.
|
6
|
Intercept
|
Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take.
|
7
|
Assault
|
A melee attack that strikes nearby enemies surrounding the guardian.
|
8
|
Shout
|
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
|
9
|
Call to Arms
|
Increases the offensive combat skills of the guardian's group.
|
9
|
Provoke II
|
Interrupts the target and increases their hate towards the guardian.
|
10
|
Taunting Blow II
|
A melee attack that increases the target's hate towards the guardian if it hits.
|
11
|
Ruin
|
A melee attack that decreases target's offensive melee skills on a successful hit.
|
12
|
Battle Cry
|
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is
improved. |
13 | Shield Bash II | A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield. |
13 | Hunker Down |
Increase the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes in melee. |
14
|
Sever
|
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
|
15 | Hold the Line II | Grants a chance to increase hate with any opponent that damages the guardian. |
15
|
Overpower II
|
A melee attack that does some extra damage.
|
16
|
Armored II
|
Greatly increases agility, wisdom, defense, parry,
aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
17
|
Concussion
|
A melee attack that deals crushing damage and reduces
target's casting skills. |
17
|
Provoke III
|
Interrupts the target and increases their hate towards the warrior.
|
18
|
Never Surrender
|
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check. This also increases the guardian's parry skill.
|
19
|
Gut Kick II
|
A kick attack that deals crushing damage to the target.
|
19
|
Battle Tactics
|
Increases the maximum health of the warrior's group.
|
20 | Intercept II | Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take. |
20
|
Sentinel
|
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take
|
21
|
Moderate
|
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation
|
21
|
Assault II
|
A melee attack that strikes nearby enemies surrounding the guardian.
|
22 | Forward Charge II | Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. The is the guardian's primary offensive stance. |
22
|
Shout II
|
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
|
22
|
Slam
|
A high damage crushing melee attack.
|
23
|
Call to Arms II
|
Increases the offensive combat skills of the guardian's group.
|
24
|
Call of Shielding
|
Increases the defense skill of the guardian's group.
|
24
|
Taunting Blow III
|
A melee attack that increases the target's hate towards the guardian if it hits.
|
25 | Rescue | Greatly increases the target's hate towards the fighter. |
25
|
Ruin II
|
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.
|
26
|
Battle Cry II
|
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
|
26
|
Precise Strike
|
A very accurate melee attack that rarely misses.
|
27
|
Shield Bash III
|
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
|
27
|
Hunker Down II
|
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.
|
28
|
Iron Will
|
Increases the guardian's stamina.
|
28
|
Sever II
|
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
|
29
|
Hold the Line III
|
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.
|
29
|
Overpower III
|
A melee attack that does some extra damage.
|
30
|
Forward Charge III
|
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance
|
30
|
Armored III
|
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
31
|
Concussion II
|
A melee attack that deals crushing damage and
reduces target's casting skills. |
31
|
Provoke IV
|
Interrupts the target and increases their hate towards the guardian.
|
32
|
Plant
|
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.
|
32
|
Never Surrender II
|
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill
|
33
|
Battle Tactics II
|
Increases the maximum health of the guardian's group.
|
33
|
Gut Kick III
|
An extra high damage single enemy attack.
|
34 | Intercept III | Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take. |
34
|
Sentinel II
|
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take
|
35
|
Moderate II
|
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation
|
35 | Unyielding Will | Allows a warrior to be heated and placed at Death's Door for a short time after death. When Death's Door wears off the warrior dies. |
35
|
Assault III
|
A melee attack that strikes nearby enemies surrounding the guardian.
|
36
|
Slam II
|
A high damage crushing melee attack.
|
36
|
Shout III
|
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
|
37
|
Call to Arms III
|
Increases the offensive combat skills of the guardian's group.
|
38
|
Call of Shielding II
|
Increases the defense skill of the guardian's group.
|
38
|
Taunting Blow IV
|
A melee attack that increases the target's hate towards the guardian if it hits.
|
39
|
Ruin III
|
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.
|
40
|
Battle Cry III
|
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
|
40
|
Retaliate
|
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
|
40
|
Precise Strike II
|
A very accurate melee attack that rarely misses.
|
41
|
Shield Bash IV
|
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
|
41
|
Hunker Down III
|
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.
|
42
|
Sever III
|
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
|
42
|
Iron Will II
|
Increases the guardian's stamina.
|
43
|
Hold the Line IV
|
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.
|
43
|
Overpower IV
|
A melee attack that does some extra damage.
|
44
|
Forward Charge IV
|
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance
|
44
|
Armored IV
|
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
44
|
Taunting Assault
|
An area of effect melee attack that increases the target encounter's hate towards the guardian.
|
45
|
Provoke V
|
Interrupts the target and increases their hate towards the guardian.
|
45
|
Concussion III
|
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.
|
46
|
Plant II
|
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.
|
46
|
Never Surrender III
|
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill
|
47
|
Battle Tactics III
|
Increases the maximum health of the guardian's group.
|
47
|
Gut Kick IV
|
An extra high damage single enemy attack.
|
48
|
Sentinel III
|
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take
|
49
|
Moderate III
|
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation
|
49
|
Assault IV
|
A melee attack that strikes nearby enemies surrounding the guardian.
|
50
|
Slam III
|
A high damage crushing melee attack.
|
50
|
Guardian Sphere
|
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take
|
50
|
Shout IV
|
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
|
51
|
Call to Arms IV
|
Increases the offensive combat skills of the guardian's group.
|
52
|
Call of Shielding III
|
Increases the defense skill of the guardian's group.
|
52
|
Reinforcement
|
Increases the hate position of the guardian for every enemy the guardian successfully attacks.
|
52
|
Taunting Blow V
|
A melee attack that increases the target's hate towards the guardian if it hits.
|
53
|
Ruin IV
|
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.
|
54
|
Battle Cry IV
|
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
|
54
|
Precise Strike III
|
A very accurate melee attack that rarely misses.
|
54
|
Retaliate II
|
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
|
55
|
Sentry Watch
|
Allows the guardian to intervene and take the damage that would have otherwise killed an ally in the group for a short duration. This also increases the enemy's hate towards the guardian when this effect triggers.
|
55
|
Shield Bash V
|
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
|
55
|
Hunker Down IV
|
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.
|
56
|
Sever IV
|
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
|
56
|
Iron Will III
|
Increases the guardian's stamina.
|
57
|
Hold the Line V
|
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.
|
57
|
Overpower V
|
A melee attack that does some extra damage.
|
58
|
Taunting Assault II
|
An area of effect melee attack that increases the target encounter's hate towards the guardian.
|
58
|
Forward Charge V
|
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance
|
58
|
Armored V
|
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
58
|
Tower of Stone
|
Allows the guardian to use a tower shield to absorb all damage they would have otherwise received if the damage was greater than 10% of their total health for up to 3 hits. Each time this effect is triggered, the shield suffers damage. Upgrades to this ability decrease the amount of damage received by the shield
|
59
|
Concussion IV
|
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.
|
59
|
Provoke VI
|
Interrupts the target and increases their hate towards the guardian.
|
60
|
Plant III
|
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.
|
60
|
Never Surrender IV
|
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill
|
61
|
Gut Kick V
|
An extra high damage single enemy attack.
|
61
|
Battle Tactics IV
|
Increases the maximum health of the guardian's group.
|
62
|
Sentinel IV
|
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take.
|
63
|
Assault V
|
A melee attack that strikes nearby enemies surrounding the guardian.
|
63
|
Moderate IV
|
Grants the guardian a chance to shield an ally from melee attacks. By allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation.
|
64
|
Slam IV
|
A high damage crushing melee attack.
|
64
|
Shout V
|
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
|
65
|
Call to Arms V
|
Increases the offensive combat skills of the guardian's group.
|
65
|
Decimate
|
A powerful melee attack that rarely misses, and cannot
be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces a target's parry, defense, and deflection skills for a short duration. |
66 | Call of Shielding IV |
Increases the defense skill of the guardian's group.
|
66
|
Taunting Blow VI
|
A melee attack that increases the target's hate towards the guardian if it hits.
|
67
|
Ruin V
|
A melee attack that decreases target's offensive melee skills and deals additional slashing damage over time on a successful hit.
|
68
|
Retaliate III
|
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration.
|
68
|
Precise Strike IV
|
A very accurate melee attack that rarely misses.
|
68
|
Battle Cry V
|
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved.
|
69
|
Shield Bash VI
|
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
|
69
|
Hunker Down V
|
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes and misses.
|
70
|
Sever V
|
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
|
70
|
Guardian Sphere II
|
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to six sources of damage.
|
70
|
Iron Will IV
|
Increases the guardian's stamina.
|
71
|
Hold the Line VI
|
Grants a chance to increase hate with any opponent that damages the guardian
|
71
|
Overpower VI
|
A melee attack that does some extra damage
|
71
|
Taunting Assault III
|
An area of effect melee attack that increases the target encounter's hate towards the guardian
|
72
|
Provoke VII
|
Interrupts the target and increases their hate towards the guardian
|
72
|
Armored VI
|
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
72
|
Forward Charge VI
|
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardians primary offensive stance
|
73
|
Concussion V
|
A melee attack that deals crushing damage and reduces target's casting skills
|
73
|
Plant IV
|
Roots the guardian in place and slows the guardians attack speed and combat attack damage. All enemies near the guardian are also rooted with attack penalties. Any affected enemies that are attacked have a chance to break this effect
|
73
|
Battle Tactics V
|
Increases the maximum health of the guardian's group
|
74
|
Gut Kick VI
|
An extra high damage single enemy attack
|
75
|
Assault VI
|
A melee attack that strikes nearby enemies surrounding the guardian
|
76
|
Call to Arms VI
|
Increases the offensive combat skills of the guardian's group
|
76
|
Shout VI
|
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned
|
76
|
Slam V
|
A high damage crushing melee attack
|
77
|
Call of Shielding V
|
Increases the defense skill of all the Guardian's allies
|
77
|
Taunting Blow VII
|
A melee attack that increases the target's hate towards the guardian if it hits
|
77
|
Ruin VI
|
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit
|
78
|
Decimate II
|
A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration
|
78
|
Precise Strike V
|
A very accurate melee attack that rarely misses
|
78
|
Retaliate IV
|
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
|
79
|
Battle Cry VI
|
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
|
79
|
Shield Bash VII
|
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield
|
79
|
Hunker Down VI
|
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes in melee
|
80
|
Iron Will V
|
Increases the guardian's stamina
|
80
|
Recapture
|
Recapture increases the hate position of all your fighter allies against your enemies
|
80
|
Guardian Sphere III
|
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to 5 sources of damage
|
80
|
Sever VI
|
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit
|
81
|
Hold the Line VII
|
Grants a chance to increase hate with any opponent that damages the guardian
|
81
|
Overpower VII
|
A melee attack that does some extra damage
|
81
|
Taunting Assault IV
|
An area of effect melee attack that increases the target encounter's hate towards the guardian
|
82
|
Provoke VIII
|
Interrupts the target and increases their hate towards the guardian
|
82
|
Armored VII
|
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance. |
82
|
Forward Charge VII
|
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardians primary offensive stance
|
83
|
Concussion VI
|
A melee attack that deals crushing damage and reduces target's casting skills
|
83
|
Plant V
|
Roots the guardian in place and slows the guardians attack speed and combat attack damage. All enemies near the guardian are also rooted with attack penalties. Any affected enemies that are attacked have a chance to break this effect
|
83
|
Battle Tactics VI
|
Increases the maximum health of the guardian's group
|
84
|
Gut Kick VII
|
An extra high damage single enemy attack
|
85
|
Assault VII
|
A melee attack that strikes nearby enemies surrounding the guardian
|
86
|
Call to Arms VII
|
Increases the offensive combat skills of the guardian's group
|
86
|
Shout VII
|
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned
|
86
|
Slam VI
|
A high damage crushing melee attack
|
87
|
Call of Shielding VI
|
Increases the defense skill of all the Guardian's allies
|
87
|
Taunting Blow VIII
|
A melee attack that increases the target's hate towards the guardian if it hits
|
87
|
Ruin VII
|
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit
|
88
|
Decimate III
|
A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration
|
88
|
Precise Strike VI
|
A very accurate melee attack that rarely misses
|
88
|
Retaliate V
|
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
|
89
|
Battle Cry VII
|
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
|
89
|
Shield Bash VIII
|
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield
|
89
|
Hunker Down VII
|
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes in melee
|
90
|
Iron Will VI
|
Increases the guardian's stamina
|
90
|
Sever VII
|
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit
|
Training Skills
Grandmaster Choices
Level 14
- Provoke II
- Shout
- Shield Bash II
- Sever
Level 24
- Shout II
- Slam
- Call to Arms II
- Taunting Blow III
Level 34
- Sentinel II
- Never Surrender II
- Provoke IV
- Battle Tactics II
Level 44
- Hold the Line IV
- Retaliate
- Iron Will II
- Taunting Assault
Level 54
- Assault IV
- Shout IV
- Call of Shielding III
- Retaliate II
Level 64
- Sentinel IV
- Assault V
- Slam IV
- Shout V
Level 75
- Provoke VII
- Concussion V
- Battle Tactics V
- Assault VI
Level 85
- Hold the Line VII
- Provoke VIII
- Battle Tactics VI
- Assault VII
style="font-weight: bold;">
style="font-weight: bold;">Guardian Guide Contents
-
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=137">Chapter
1 - Credits and the Basics -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=183">Chapter
2 - Guardian Abilities List -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=138">Chapter
3 - Combat Methods -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=139">Chapter
4 - Quests -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">Chapter
5 - Equipment -
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=141">Chapter
6 - Where to Hunt
style="font-style: italic;">Have any suggestions??? I'm always
looking for new ideas for this guide, and if I include yours, you (of
course) get the credit. Email
your thoughts to me or
href="http://forums.tentonhammer.com/forumdisplay.php?f=196">post
them in the TTH Class forum, and thanks in advance!
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