ABILITIES

Abilities are basically innate talents.

These "talents" are not necessarily unique to Paladin's. Other player classes also have such “talents.”

These particular talents do not fall under trade skills, offense, defense or magic, per se.

One could argue that Taunt is a battle skill, I suppose, but I had a hard time listing it as an Offensive or Defensive battle skill, so I listed it here instead (after all, it does not inflict damage, nor does it prevent damage).

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Alcohol Tolerance    Begging     Bind Wound     Foraging     Fishing     Sense Heading     Swimming     Taunt

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ALCOHOL TOLERANCE

MAXIMUM LEVEL: 450

You can learn or train this at Level 1.

This was originally capped at about 200, but has been increased to its current maximum with subsequent expansions (TSS, SoF, SoD…).

You can generally increase this by 5-per-level, with some limitations.

This is your ability to imbibe alcoholic spirits and tolerate their influence.

Alcohol can and will make you drunk.

When you get drunk, you will have a hard time seeing things clearly (graphics will become stretched and blurry).  You will also have a hard time making your way around, as you will not be able to walk in a straight line. In fact, even if you sit down, you will slide back and forth on the floor.

Your speech, no matter the language, will become slurred, mumbled and unintelligible to others (literally... you may type "Hello," but others might see something like "shxlu.").

Your charisma and other attributes will be affected to the negative. The more you drink, the more negative your stats will go. As you sober up, they slowly return to normal.

However… alcohol is also known to increase boldness and bravery.

You can benefit from some alcohol consumption because of its temporary strength and stamina enhancement. For example, it can also help you run faster (because the strength increase lightens your load, combined with the "strafing" effect of running drunk). This is especially useful if you are encumbered and wish to move faster, to run faster or to better flee a MOB on your tail... or simply as a temporary boost your stamina.

You will also find it useful when battling certain MOB's, as they have a spell effects that can render you "drunk," unless you have a certain level of Alcohol Tolerance.

Alcohol will wear off very slowly. Tolerance is what allows you to fend off the negative affects, to work them off faster and to basically tolerate them better.

If you want the effects to go away faster, the only way to do that is to die and get rezzed.

To max out this skill, you simply have to drink and drink and drink. There is a limit as to how drunk you can get, so once you are completely sloshed, you will have to wait to drink more!

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BEGGING

MAXIMUM LEVEL: 425

You can learn or train this at Level 1.

This was originally capped at about 200, but has been increased to its current maximum with subsequent expansion (TSS, SoF, SoD…).

You can generally increase this by 5-per-level, with some limitations.

Begging seems useless on the surface, but it can be used to some advantage, to include its necessity in one or two quests.

First off, if you succeed in begging from an NPC, you might get something. Unfortunately, I have never gotten anything more than a stern comment, a single copper coin or a sword up side my head! That is right, if you beg too much from  most NPC’s, you can actually enrage the NPC and the NPC will actually attack you… especially if your faction is all ready low with them.

However, it is here that a measure of advantage exists! You cannot Beg while fighting, but you can use Beg to Taunt! This is especially useful if Taunt fails, or in conjunction with Taunt… such as before you break a mezz (taunt, beg, then break mezz)!

In fact, I sometimes use it during fights to maintain aggro, when I am tanking or trying to pull a MOB off a caster. While you cannot Beg while you are attacking, you can use a hot key to turn off attack, beg and then re-attack!

The easiest (and perhaps the safest) MOB to get up this skill with is in Barindu, the Hanging Gardens. Beg from the golem (A Stoneshifter) right there at the Vxed/Tipt zone line. He is non-KoS and will never aggro.

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BIND WOUND

MAXIMUM LEVEL: 450

You can learn or train this at Level 1.

This was originally capped at about 200, but has been increased to its current maximum with subsequent expansions (TSS, SoF, SoD…).

You can generally increase this by 5-per-level, with some limitations.

Bind Wound (aka Bandage) is a first aid skill.

You can render first aid to yourself or someone else. You simply have to carry around (or make; or have summoned) your own bandages (any kind).

When you bind a wound, you heal the targeted player for a few hit points. When doing this, you will kneel down (automatic) and stay down until the process is complete... or until you are interrupted (like a MOB attacking you… or the other player moves…).

And yes, the targeted player must also stay still or it will fail.

Annoyingly enough, Bind Wound does not seem to take any less time as you go up in the skill, but it does heal for more points as you get better and better.

The type of bandages you use also seem to have some influence on the number of points healed... but it seems pretty negligible.

A Paladin cannot heal another player with this skill (or him/herself), for more than 50% of total hit points. At Level 51, this goes up to 70%. AA’s can then modify/improve this on up further.

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FORAGING

MAXIMUM SKILL: 50

This is your ability to "live off the land" (you can find stuff... and not always just food and drink type items).

You must be Level 51 in order to purchase this AA.

Once you have the AA, you need to create a hot key to use this skill.

You will max out a skill of 50 (just forage repeatedly).

If you succeed with a forage attempt, the item you find will appear on your cursor.

You can set up a Hot Key to automatically forage and then auto-inventory, if you want to (just tie the hot key to a movement key or a key you use often while playing EQ).

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FISHING

Moved to Skills page.

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SENSE HEADING

MAXIMUM LEVEL: 200

Sense Heading is your ability to tell direction... north, south, east, west and the points in between (southwest, etc).

In the old days, you had to advance this skill by intentionally by using it (via a hot key, and yes, I did it the hard way).

Now EQ gives you an automatic 200 skill as well as an on-screen compass.

So in reality, it is no longer an actual skill or ability… it just is.

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SWIMMING

MAXIMUM LEVEL: 400

You can learn or train this at Level 1.

This was originally capped at about 200, but has been increased to its current maximum with subsequent expansions (TSS, SoF…).

You can generally increase this by 5-per-level, with some limitations.

Swimming is simply a necessary skill. There is water everywhere (lava or any other liquid environment, for that matter).

There is one zone that is completely underwater (Kedge Keep). There are other zones that have very little land and you may have to swim to such locations in that zone (Timorous Deep, Lake Rathe...).

Swimming is faster and easier than using the canoes you see about the shorelines…. but it is not faster than levitating and simply running above the water (in zones that allow levitation or are in areas that are not fully underwater).

To increase this skill you simply need to swim!

A good way to do this is with an enduring breath item (a buff can wear off), jump in some water and then swim into a dead end and go AFK!

This skill not only makes it a bit easier to control your movement in water, but it helps you swim faster, fight better in water and hold your breath longer.

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TAUNT

MAXIMUM LEVEL: 230

You can learn or train this at Level 1.

This was originally capped at about 200, but has been increased to its current maximum with subsequent expansions,

You can generally increase this by 5-per-level, with some limitations.

Taunt is your ability to anger MOB's so that they aggro you (slang for “aggressive”).

You might be said to be insulting their mother (or whatever). If it works, they will turn and focus their attack you, rather than someone else.

This skill is useful in getting a MOB to aggro on you to start with, or to turn its attack away from another member of your party.

For instance, the MOB could be assaulting your healer and interrupting them from casting heals, so you want to taunt them off the healer so that they will live and/or be able to cast those heals!

However, Sony, as usual, has nerfed this skill for Paladins. While we may have a Taunt skill of 230, it is not as good as a Warriors Taunt of the same level.

We are forced to primarily rely on stuns to maintain aggro.

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This Page Last updated July 3, 2010