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-Discolored Signet (Cunning Dragorn in Sewers of Dranik instances) -Glimmering Signet (Dragorn Tactician in MPG) -Dust-marred Signet (Insidious Dragorn in Catacombs of Dranik) -Tarnished Signet (Dragorn Mastermind in WoS) -Two-Toned Signet (Shrewd Dragorn in Dranik’s Hollows instances) -Weather-worn Signet (Dragorn Prodigy in RCoD) All of the above mobs can be defeated with a single group of players of appropriate level for experience hunting in each zone. The named dragorns tend to have several possible spawn spots within their zone, and at least one of each is nearly always up. Get in touch with a tracker if you are having trouble locating them. Note that for the instanced zones, you’ll only find these named dragorns in the highest level version of the zone, so bring a group with an average level of 68 or higher. Once all seven signets are in your possession, combine them in the Signet Case and give the Full Signet Case to Taromani to receive your character flag. Together with your Seal key, the flag will enable you to enter the toughest raid zone in EverQuest. Congratulations!
8. Tradeskill Spotlight: Improving Augmentations
This is a specific area of OoW tradeskilling that has sparked a lot of interest. As you adventure in OoW zones, you will occasionally see mobs drop augmentations that may seem pretty weak at a glance; one might give +4 to STR, another +4 to Magic Resistance, and so on. These augmentations are mediocre at first, but with the help of a few high-end tradeskillers and a fair supply of platinum, you can turn these diamonds in the rough into powerful augs with superb stat bonuses and focus effects. Nearly all tradeskills have a role at some point in the process, and poison making (for melee-oriented augmentations) and alchemy (for caster- oriented augmentations) play especially key roles. Rather than trying to explain this delicate tradeskill process himself, your author will defer to Ngreth Thergn of the EQ Traders Corner*, who has already phrased the process flawlessly. The following link leads to an article that outlines the entire process of turning a mediocre dropped aug into a piece of loot to make mouths water; keep it open as you work on your augs. Be warned: the process is expensive, and failure rates are high!
http://www.eqtraders.com/articles/article_page.php?article=g261&menustr=04001000000 0 *The author has no affiliation with Ngreth Thergn or the EQ Traders Corner.
9. About this Guide
I hope this guide helped you with your travels through Omens of War. If you are interested in more detailed, class specific information, take a look at the EQLive category on our site at
http://eq.killerguides.com. We would also appreciate in case you take the time to rate this guide and leave a feedback in the member area of our site at
http:///login.php. If you received this guide not from our site, please contact fraud@killerguides.com.
Copyright 2006.
EverQuest is a Registered Trademark of Sony Online Entertainment.

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Turn-in NPC: Kirostall in DS (Loc 1750, -50) Required items: Scrap of Ikaav Skin (3), Ujani’s Amulet Rewards: for melees and hybrids, a +125HP/+105mana/+105 endurance with +4 HP regen and
+2 damage shield; for casters and priests, a +105HP/+125 mana range item with Improved Healing V focus.
“Scrap of Ikaav Skin” drops uncommonly from ikaavs in RCoD. “Ujani’s Amulet” drops commonly from Mistress Ujani, one of the named ikaavs in RCoD; her spawn spot is marked on the updated in-game map.
A word about raising faction:
Nobles’ Causeway is a great zone for raising Dranik Loyalists faction while getting good experience because the evil dragorns there give faction hits and are plentiful (see the grouping section on NC). RCoD is also good for a balance of experience, quest items, and faction. If you only want to raise your Dranik Loyalists faction, try killing in Bloodfields or Dranik’s Scar; area- effect groups are very good for this. In fact, there are mobs you can kill to raise this faction in almost every zone in OoW. Try to seek out such mobs if you want to do these quests, as “warmly” requires many faction hits. Bards in NC who are impatient about factioning for the plate turn-ins to Vorkiev can also use their Cinda’s Charismatic Carillon on Alkron Wyrmsong (Loc 1875, 650) to give their Dranik Loyalists faction a temporary boost.
7.3 Epics 1.5 and 2.0
The “epic” quest is a major part of each class’s lore. Each class’s epic quest is a long, involved series of battles and item collection, ultimately yielding a powerful weapon unique to that class. The original epic quests have been around since the Ruins of Kunark expansion. Those epic weapons are still good and useful, but they have lost some of their luster over time with the release of new content and items in later expansions. Omens of War revives the epic with a new, challenging, two-part quest for each class that yields weapons of extreme power. Here’s a general breakdown of the new epic quests: -The so called “epic 1.5″ and “epic 2.0″ are the weapons each class receives for completing their new epic quest. You receive your class’s epic 1.5 for completing the first half of the quest and receive epic 2.0 for finishing the second half. In most cases, the epic 1.5 is simply upgraded to the 2.0 version as a result of the second half of the quest.
-Each of the new epics requires a short “pre-quest” before you can start the main quest itself. Players who already have their “epic 1.0″ C the original epic for their class C can skip this prequest. -In spite of what Sony’s press releases may imply, the new epics are very difficult to obtain C about as hard to get as the Kunark epics were when Kunark first came out. Those seeking an epic 1.5 will need at least one or two large raids of players with very good equipment C Elemental Planes gear for example. Casual players may be able to obtain epic 1.5s, especially as the general population gets equipped with OoW gear, but the progress will be very slow, and you’ll need a lot of luck and friends for many fights. -The 2.0 portion of the quest is meant only for the most powerful of players, those in “uber” guilds who have already conquered the game’s most challenging zones C Plane of Time, Tacvi, etc. As it stands, casual players are essentially unable to obtain an epic 2.0. -For the above two reasons, strong friends and individual class forums are the best sources of help for these quests. There are too many difficult encounters across the various classes to cover them all adequately in this guide. For those striving to complete their epics, here are some useful tips about epic 1.5: -Remember that your epic quest was designed with your class in mind. This means your set of abilities will play a key role in almost all of your epic fights. If the strategy you use for a fight doesn’t work, and you and your friends can’t think of any way to win, try going through your own knowledge of your class to see if you’re forgetting something important. Chances are good that the answer to your problem may lie in your spellbook, your discipline list, or your class’s role play. For example, many necromancer fights can be won more easily by kiting than with a traditional melee group, using the necromancer’s potent kiting abilities; likewise, many bard epic fights pit players against powerful dragons and require the bard’s classic resist-buffing capabilities for victory. Rogue fights involve mobs with sneaky traps and odd abilities that require quick thinking and craft. The list could go on. -Learn the area where you’ll be fighting a mob before you lead a raiding party there. These encounters are new, and chances are good that the rest of the raiders will need information
about how to get to the mob. Knowing the area also helps for fights in which mob positioning is important. -Plan your encounters. While it’s extremely fun to login to find your mob up and enough willing friends online to kill him, it probably won’t happen as often as you’d like. -Search class forums or your guild’s website for the latest information on your encounters. Due to the newness of these quests, much of this information remains uncertain, and some encounters are still being changed by patches – keep that in mind as you plan your fights. Try to know the mob’s abilities beforehand, including any AE spells, whether it rampages (and if the rampage is AE or single-target), how much damage it deals, and whether it is slowable. Relay this information to your friends while you’re setting up for the fight. -Use chat channels. This is good for any raid, but it is especially useful for epic fights because they frequently involve people from multiple guilds who have come to support a common friend. While you are gathering forces, make a chat channel and have those who are interested in helping join it. This helps you see how many people you have coming and helps immensely with communication prior to forming the raid. -Try to avoid getting frustrated. Frustration makes people do silly things.
7.4 Anguish Access
Gaining access to the Citadel of Anguish is a two-part quest that requires both camping with experience groups and heavy raiding. The two parts are separate from each other, and more casual players will do well to start with the second half, since its fights can all be won with a single group. Part One: the Seal This first part is based in Muramite Proving Grounds. Together with a full-scale raiding party, you must enter six instanced zones and complete the trials therein. The trials themselves play out similarly to the Plane of Justice trials from Planes of Power, only on a much larger and
deadlier scale. If you’re in a guild capable of winning these trials, then your guildmates are going to be your best source of information about them. The six trials you must complete include: -Trial of Adaptation (get trial from the Projection of Realms) -Trial of Corruption (get trial from the Projection of Power) -Trial of Endurance (get trial from the Projection of Body) -Trial of Foresight (get trial from the Projection of Tactics) -Trial of Hatred (get trial from the Projection of Mind) -Trial of Specialization (get trial from the Projection of Arcana)
Once you complete all six trials, you will receive an item called “Seal: Mastery of All,” the
item that is your official key to Anguish. Unfortunately, if you try to zone in, you’ll still get a message saying that the chaotic forces of the citadel are keeping you from entering. To pass into the citadel, you’ll also need a character flag obtained through the second part of the quest.
Since a December 2004 patch, there have been some changes to raid flagging and so-
called “back flagging” for locked zones. This change applies to Anguish can help even casual players gain Anguish access. First, you can zone into Anguish via raid flagging (by the raid flagging rule, up to 15% of the raid members entering a locked zone can be unflagged for that zone and will still be able to enter). If your raid then kills one of the boss mobs, there’s a high probability that at least one Seal: Mastery of All will drop from it. If you do not already have the seal, you need only to loot this item to make up for not having completed the MPG trials. In order to be considered fully “flagged” for Anguish, however, you’ll still need to complete the second part of the quest. Part Two: the Character Flag This part of the quest is reminiscent of the Vex Thal key quest from the Luclin era. To start this part of the quest, you’ll need to speak to Taromani, a named pyrilen in Riftseekers’ Sanctum. Taromani will tell you to collect seven signets dropped by named dragorns in various OoW zones, and she will give you a Signet Case container. The signets, along with their respective drop mobs, are as follows: -Crystal-Gemmed Signet (Dragorn Battlemaster in RSS)

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(2) Ikaav Braids (NC)
The armor quests outlined in the above tables are not the only gear quests in OoW. The following are some other armor quests that any player with a good group can complete. Like the quests above, they require “warmly” or better faction with Dranik Loyalists. Unless stated otherwise, all items for the following quests are NODROP.
Bracelet quest Turn-in NPC: Jurrock in RCoD (Loc 1000, -400) Required items: An Old Book, A Decaying Book, A Heavy Book, and A Dusty Book. Rewards: for melees and hybrids, a +115HP/+105 mana/+105 endurance bracelet with +3 HP
Regen; for casters and priests, a +105HP/+115 mana bracelet with +3 HP Regen.
All required items drop rarely from any mob in RCoD.
Ring quest
Turn-in NPC: Jurrock in RCoD (Loc 1000, -400) Required items: A Filthy Tapestry, A Tattered Tapestry, and A Torn Tapestry. Rewards: for melees and hybrids, a +110HP/+110 mana/+110 endurance ring with 36% haste;
for casters and priests, a +110HP/+110 mana ring with +3 mana Regen.
All required items drop rarely from random mobs in the level 68+ Catacombs of Dranik instances. If you or one of your friends is working on the Anguish key, be on the lookout for these drops when you go into the instances to get the Dust-marred Signet.
Another Ring Quest
Turn-in NPC: Kirostall in DS (Loc 1750, -50) Required items: A Broken Kyv Bow (3), Elaborate Gauntlets
Rewards: for melees and hybrids, a +120 HP/mana/endurance ring with +4 mana regen and
Brass Instruments 18; for casters and priests, a +120 HP/mana ring with +4 HP regen.
The broken bows you’ll need drop uncommonly from kyvs in RCoD. Bowlord Rorn, one of the two named mobs at the Bowlord camp in RCoD, drops “Elaborate Gauntlets” uncommonly. Bringing a group of friends to camping the Bowlord for several hours is usually the easiest way get the items, since that camp has many normal kyvs in addition to the named. The camp has good loyalist faction gains, rune drops, and other quest drops, which you can use as an incentive for friends to help you with the camp.
Necklace quest Turn-in NPC: Bolodakan in DS (Loc 750, -1400) Required items: A Chain Leash (3), A Large Dragorn Crest. Rewards: for melees and hybrids, a +115HP/+115 mana/+115 endurance neck item with +15
attack; for casters and priests, a +115HP/+115 mana neck item with Burning Affliction V focus.
“A Chain Leash” drops uncommonly from ukuns in RCoD; “A Large Dragorn Crest” drops rarely from dragorns in the same zone.
Range Item quest

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armor into four main types: plate (warrior, shadow knight, paladin, cleric, bard), chain (rogue, ranger, shaman, berserker), leather (monk, druid, beastlord), and silk (necromancer, wizard, magician, enchanter). The first tier quest armor always requires a single nodrop item, which drops off named mobs, along with a few copies of a droppable item. The following tables give information about the quest items and turn-in NPC for each armor type, with zones where the
items can drop in parentheses next to the item name. Notice that the nodrop item required for each slot is the same for all four armor types.
PLATE C Vorkiev in Nobles’ Causeway (Loc 1360, 1030) is the quest NPC. Slot Required NODROP item Required droppable items Hands Spire Control Shard (RCoD, WoS) (2) Discordling Message Satchel (MPG, WoS) Wrists Dranik Blood Standard (RCoD, WoS) (2) Ashlock Branch (RCoD) Arms Map of Old Kuua (RCoD, WoS) (2) Ukun Quill (RCoD) Head Duskfall Chronicles (NC, RCoD, WoS) (2) Bristling Ukun Hide (RCoD)
(3) Shorn Murkglider Tentacle (NC, RCoD, WoS)
Chest Dragorn Elder Sceptre (RCoD, WoS)
Legs Dragorn City Ember (WoS) (3) Dranik Incense Burner (WoS)
Feet Kuuan Traitor Stones (NC, RCoD,
(2) Kyv Bowstring (MPG)
WoS)
CHAIN C Shorvock in Dranik’s Scar (Loc -170, -1060) is the quest NPC. Slot No Drop Component
Other Components
Hands Spire Control Shard (RCoD, WoS) (2) Darkshorn Kyv Hood Wrists Dranik Blood Standard (RCoD, WoS) (2) Shed Ikaav Skin (NC) Arms Map of Old Kuua (RCoD, WoS) (2) Kuuan Lodestone (NC, WoS) Head Duskfall Chronicles (NC, RCoD, WoS) (2) Deepshadow Feran Pelt (NC) Chest Dragorn Elder Sceptre (RCoD, WoS) (3) Ragged Discordling Skin (WoS) Legs Dragorn City Ember (WoS) (3) Lock of Hair of Chimera Mane (WoS) Feet Kuuan Traitor Stones (NC, RCoD, WoS) (2) Muramite Dispatch (NC)
LEATHER C Barowsar in Bloodfields (Loc -560, 1150) is the quest NPC. Slot Required NODROP item Required droppable items Hands Spire Control Shard (RCoD, WoS) (2) Glistening Murkglider Pelt (WoS) Wrists Dranik Blood Standard (RCoD, WoS) (2) Dansk Branch (NC) Arms Map of Old Kuua (RCoD, WoS) (2) Dansk Blossom (NC) Head Duskfall Chronicles (NC, RCoD, WoS) (2) Muramite Ritual Scroll Chest Dragorn Elder Sceptre (RCoD, WoS) (3) Tattered Chimera Pelt (WoS)
Legs Dragorn City Ember (WoS) (3) Dragorn Metal Bowl (WoS) Feet Kuuan Traitor Stones (NC, RCoD, WoS) (2) Muramite Dragorn Slaver Whip (NC)
SILK C Korshawn in Wall of Slaughter (Loc -1030, 840) is the quest NPC. Slot Required NODROP item Required droppable items Hands Spire Control Shard (RCoD, WoS) (2) Discordling Finger Bone (WoS) Wrists Dranik Blood Standard (RCoD, WoS) (2) Hooked Chimera Claw (WoS) Arms Map of Old Kuua (RCoD, WoS) (2) Jagged Noc Tusk (RCoD) Head Duskfall Chronicles (NC, RCoD, WoS) (2) Rugged Murkglider Skin (WoS, NC) Chest Dragorn Elder Sceptre (RCoD, WoS) (3) Kuuan Oil Candle (NC)
Legs Dragorn City Ember (WoS) (3) Dragorn Muramite Insignia Necklace
(NC)

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Wizard: Evacuate, Abscond, Yonder, a nuke of a different element, a lure-based nuke
7. Quests
7.1 Druid/Wizard Portal Spells
The portal spells for Bloodfields and Wall of Slaughter are quested by talking to a PoD in any zone or the Elder PoD in DS, respectively. The following table should help you keep track of your progress and where you should be hunting to get the items. Note that all of the items involved are droppable, so you may be able to buy all of the quest components in the Bazaar. Teleport Location
Quest Item #1 Quest Item #2 Items drop in?? Give items to??
Bloodfields Discordant
Rolled Parchment (1)
DS or BF Any PoD
Crystal Shard (3)
Wall of Slaughter
Pure Discordant Blood (3)
Dark Enchanted Scroll
NC, WoS, or MPG Elder PoD (in
DS)
7.2 Armor Quests
Omens of War introduces a new set of armor quests. By achieving “warmly” or better faction standing with the Dranik Loyalists (not the Children of Dranik) and collecting certain items, you can receive powerful pieces of equipment for your hands, wrists, arms, head, chest, legs, and feet equipment slots. There are three tiers of the armor quest. The first is covered in this guide and can be accomplished even by casual players; the latter two tiers are for players in “uber” guilds.
Like its forerunners from previous expansions, the OoW armor system divides quest

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Wizard 66: Icebane, Ether Shield, Tears of the Sun, Spark of Fire 67: Circle of Fire, Lightningbane, Phase Walk 68: Spark of Lightning, Firebane, Spark of Thunder, Ether Skin, Thundaka 69: Meteor Storm, Spark of Ice, Gelidin Comet, Solist’s Frozen Sword, Ether Ward 70: Circle of Thunder, Telekara, Gelid Rains, Corona Flare, Bulwark of Calrena, Ancient: Core Fire, Ancient: Spear of Gelaqua
6.3 All About Origin
“Origin” is an AA ability new to the Omens of War expansion. Commonly referred to as the “melee gate” ability, Origin is available to all classes but is particularly useful for those who lack the Gate spell. Caster and priest classes may find its uses limited and will probably want to invest their AAs elsewhere. Here are the facts about Origin:
-It costs 7 AA points. -It has a 15 second cast time and a 72 minute reuse time. -The standard “casting time” bar does not appear while Origin is charging. -Origin teleports you to the place where your character first entered the world after creation, typically inside or near your class’s guild hall in your hometown. -Origin works like a normal spell in that getting hit or stunned can disrupt its casting. Ducking, zoning, or dying will also interrupt it. -For all classes other than bards, Origin will fail if you run while casting it. -Origin has no special failure message. -If Origin fails, you still will not be able to reuse the ability for 72 minutes. Side story from the author: One afternoon after my group in Wall of Slaughter broke for the day, I decided to use Origin to warp out. Being a bard with an interest in illusions, I had already purchased an OoW AA called Master of Disguise, which makes permanent the effects of illusion spells cast on the character, even across zonelines. I was in Iksar illusion at the time, though my character was a wood elf and therefore a native of Kelethin. I forgot to remove this illusion before I used the ability. When I landed in the bard guild in Kelethin, every NPC in the guild began attacking me because of my Iksar illusion. I tried to use Fading Memories to protect myself, but I got disconnected. When I reconnected later, I was still alive at the character select screen but promptly died upon entering the world. I then had to ask a guild cleric to come rez me in Kelethin, of all places. Moral to the story: Masters of Disguise may become masters of dying if they are careless with Origin. If you are KoS in your hometown, always have a plan of escape.
6.4 Mnemonic Retention: which extra spell?
Pure melee fighters can skip this subsection. For everyone else, the Mnemonic Retention AA is a long-awaited addition to the AA abilities. For the small price of 3 AA points, any caster, priest, or hybrid can unlock one additional spell memorization gem, allowing for a total of nine spells memorized at once. Ever since the release of OoW, many players have had trouble deciding what extra spell to memorize in their new spell gem. What follows is a list of some spells for each class that can prove useful or handy in your 9th slot. If you don’t normally
memorize one or more of these spells, consider trying them out. Note that most of these suggestions have a group setting in mind.
Bard: Kazumi’s Note of Preservation, Brusco’s Bombastic Bellow, Druzzil’s Disillusionment, Shauri’s Sonorous Clouding, an AE slow
Beastlord: a nuke, a DoT, a heal that works on player characters, your current pet proc buff
Cleric: Divine Aura, Divine Barrier, any hammer pet spell
Druid: Succor, a knockback stun, a fire resistance debuff, a slow heal
Enchanter: your current spell in the Berserker Strength line, a DoT, an extra mez/stun
Magician: a pet heal spell, Call of the Hero, a Burnout spell
Necromancer: Harmshield, Zevfeer’s Theft of Vitae, a mez, an empathy-based heal
Paladin: Divine Aura, your current spell in the Brell’s line, your stun proc buff, a root
Ranger: Jolt, a nuke, your direct damage proc buff
Shadow Knight: Zevfeer’s Bite, any stat tap, your lifetap proc buff
Shaman: a heal-over-time spell, an AE slow, a root

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66: Luvwen’s Aria of Serenity, Vulka’s Chant of Disease, Bellow of Chaos 67: Zuriki’s Song of Shenanigans, Vulka’s Chant of Frost, Luvwen’s Lullaby, Cantata of Life 68: Vulka’s Chant of Poison, War March of Muram, Yelhun’s Mystic Call, Dirge of Metala 69: Verse of Vesagran, Chorus of Life, Eriki’s Psalm of Power 70: Vulka’s Chant of Flame, Vulka’s Lullaby, Voice of the Vampire, Ancient: Call of Power
Beastlord 66: Healing of Mikkily, Chimera Blood 67: Muada’s Mending, Focus of Alladnu, Spiritual Vitality 68: Growl of the Beast, Spirit of Alladnu, Spirit of Irionu 69: Spiritual Ascendance, Feral Vigor, Glacier Spear, Feral Guard 70: Festering Malady, Ancient: Savage Ice
Berserker 66: Axe of the Destroyer, Unpredictable Rage Discipline 67: Crippling Strike 68: Mind Strike, Unflinching Will Discipline 69: Baffling Strike 70: Vengeful Flurry Discipline
Cleric 66: Pious Remedy, Confidence, Ward of Valiance, Shock of Wonder, Sun Cloak, Symbol of Balikor 67: Reproach, Panoply of Vie, Sermon of Reproach, Pious Elixir, Blessing of Devotion, Conviction 68: Sound of Divinity, Hammer of Reproach, Pious Light, Desolate Undead, Unswerving Hammer of Retribution 69: Yaulp VII, Mark of the Blameless, Word of Vivification, Aura of Devotion, Calamity 70: Placate, Balikor’s Mark, Armor of the Pious, Silent Dictation, Hand of Conviction, Ancient: Hallowed Light, Ancient: Pious Conscience
Druid 66: Earth Shiver, Tempest Wind, Oaken Vigor, Stormwatch.
67: Nettle Shield, Nature’s Serentiy, Glacier Breath, Lion’s Strength, Sun’s Corona, Immolation of the Sun. 68: Steeloak Skin, Chlorotrope, Cloak of Nature, Desolate Summoned, Nettlecoat, Wasp Swarm. 69: Blessing of Oak, Oaken Guard, Solstice Strike, Vengence of the Sun. 70: Circle of Nettles, Glitterfrost, Blessing of Steeloak, Mask of the Wild, Hungry Vines, Nature’s Beckon, Ancient: Chlorobon, Ancient: Glacier Frost
Enchanter 66: Ethereal Rune, Salik’s Animation, Mystic Shield, Cloud of Indifference, Synapsis Spasm 67: Speed of Salik, Felicity, Placate, Rune of Salik 68: Clairvoyance, Wall of Alendar, Compel, Psychosis 69: Mayhem, Arcane Noose, Euphoria, Color Snap, Wake of Felicity 70: Circle of Alendar, Hastening of Salik, Voice of Clairvoyance, True Name, Ancient: Voice of Muram, Ancient: Neurosis
Magician 66: Six focus-item-summoning spells (from a single rune), Child of Wind, Fire Skin, Bolt of Jerikor, Summon Fireblade, Elemental Aura 67: Summon Dagger of the Deep, Rain of Jerikor, Child of Water, Summon Crystal Belt 68: Phantom Shield, Blade Strike, Summon Pouch of Jerikor, Child of Fire, Pyrilen Skin 69: Elemental Fury, Desolate Summoned, Burning Earth, Renewal of Jerikor, Bulwark of Calliav 70: Circle of Fireskin, Child of Earth, Star Scream, Star Strike, Elemental Simulcram, Ancient: Nova Strike, Ancient: Elemental Spike
Monk 66: Dreamwalk Discipline 67: None 68: Counterforce Discipline 69: Phantom Cry 70: Rapid Kick Discipline
Necromancer 66: Shadow Guard, Acikin, Chaos Plague
67: Soulspike, Lost Soul, Dark Nightmare, Glyph of Darkness, Grip of Mori 68: Desecrating Darkness, Shadow of the Death, Fang of Death, Scent of Midnight 69: Pyre of Mori, Bulwark of Calliav, Dark Salve 70: Desolate Undead, Dark Assassin, Chaos Venom, Dark Possession, Word of Chaos, Ancient: Touch of Orshilak, Ancient: Curse of Mori
Paladin 66: Force of Piety, Touch of Piety, Discretion 67: Spurn Undead, Symbol of Jeron, Crusader’s Purity, Silvered Fury 68: Pious Fury, Jeron’s Mark, Serene Command, Light of Piety 69: Bulwark of Piety, Armor of the Champion, Hand of Direction, Pious Cleansing 70: Brell’s Brawny Bulwark, Affirmation, Wave of Piety, Ancient: Force of Jeron
Ranger 66: Displace Summoned, Shield of Briar, Nature Veil. 67: Locust Swarm, Guard of the Earth, Sylvan Water, Strength of the Hunter 68: Hunter’s Vigor, Briarcoat, Frost Wind 69: Hearth Embers, Howl of the Predator, Nature’s Denial, Nature’s Balance 70: Onyx Skin, Ward of the Hunter, Call of Lightning, Ancient: North Wind
Rogue 66: Imperceptible Discipline 67: None 68: Deadly Aim Discipline 69: Daggerfall 70: Frenzied Stabbing Discipline
Shadow Knight 66: Dark Constriction, Bond of Inruku, Blood of Discord 67: Shroud of Discord, Terror of Discord, Touch of Inruku, Inruku’s Bite 68: Son of Decay, Blood of Inruku, Scythe of Terror, Theft of Pain 69: Rune of Decay, Spear of Muram, Pact of Decay, Dread Gaze 70: Theft of Hate, Cloak of Discord, Touch of the Devourer, Ancient: Bite of Muram
Shaman 66: Spirit of Sense, Yoppa’s Spear of Venom, Spirit of Perseverance, Putrid Decay, Crippling Spasm 67: Farrel’s Companion, Breath of Wunshi, Spirit of Might, Ancestral Bulwark, Spirit Veil 68: Talisman of Sense, Yoppa’s Rain of Venom, Pained Memory, Spirit of Fortitude, Yoppa’s Mending, Wunshi’s Focusing 69: Talisman of Fortitude, Pure Spirit, Talisman of Perseverance, Curse of Sisslak, Ice Age 70: Blood of Yoppa, Spiritual Serenity, Talisman of Wunshi, Champion, Vindictive Spirit, Talisman of Might, Ancient: Wislik’s Mending, Ancient: Ancestral Calling
Warrior 66: Aura of Runes Discipline 67: None 68: Savage Onslaught Discipline 69: Bazu Bellow 70: Shocking Defense Discipline

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pulling a named, you probably shouldn’t bring it to your group without consulting the other members first. Losing such a mob actually isn’t too hard to do since the FD effect on the mob’s ability will deter it from melee attacking you, allowing you to stand at an opportune time and flee. Shadowhunter in WoS is widely known for this “Flux FD” ability, as is Cipheron, one of the named bazus guarding the gates along the zone’s castle wall.
4) How hard does it hit? Usually you won’t even need to ask this question, nor will you want to if you have a Flux FDing mob on your hands (since they tend to hit like freight trains). Still, if you’re curious, you can try tanking the mob for a round or two. Be sure to consent your group mates in the event that you die.
If the mob looks pretty tame (for an Omens of War named mob, anyway), a solid group
appropriate for the zone can probably handle it. Just make sure your buffs aren’t down and that no one’s AFK. If your assessment shows that the mob you’re pulling is bad news, you probably won’t want to engage it without the help of other groups.
5.2 Mini-raiding Tough Named
So you’ve decided that a mob isn’t quite one-groupable, but you might be able to take it with some extra help. What next? The first step is to scope out the other groups in the zone. If you have friends in other groups, ask them if their groups would be interested in a joint attack on the mob that’s too difficult for your group to take down by itself. Shadowhunter in Wall of Slaughter and some mobs for epic fights are commonly killed this way. But before going further, here are some pros and cons of forming a mini-raid with other groups in the zone in order to take down a powerful named mob: Pros: improves DPS against the mob, allows for better healing, forces the mob to chew through more characters, and increases overall victory rate. Cons: is time-consuming, communication can be a problem, many mobs have powerful AEs (which means more healing is required the more people are present), loot must be split with the other groups (thereby reducing your chances at winning each item in a /random).
The tricks to beating some of the “cons” are good communication skills and having many friends. Groups that contain several people who know you (and don’t dislike you) will be more willing to join your mini-raid than complete strangers. Such raids are most successful when they are formed just prior to the “prime time” hours for the zone you’re in. During prime time, tension among players in an experience zone often runs too high for good teamwork, but attentiveness will begin to flag as the evening progresses, and some players may begin to logout. The solution is to catch the regular players of the zone just as they are logging in, the time when they are freshest and most open to ideas. Of course, named mobs spawn when probability says so. In most cases you’ll have to take whatever classes you can get when you can get them. For any OoW mini-raid to be successful, you’ll need at least one sturdy and well played tank. You’ll also need several healers C some to conduct a healing rotation on the tank and others to heal everyone else during mob AEs. A few good slowers and buffers are helpful as well, and the rest of the classes should be DPS-oriented. Speaking of mob AEs, there are a few recurring themes among the mini-raid mob AEs that deserve attention here. The first is the “FD flux” ability mentioned previously. This ability tends to have a wide area of effect and can be disastrous for an unprepared raiding party because it throws the hate list into chaos while dealing some AE damage. The only solution is for everyone involved to be ready to use self-preservation techniques like Divine Aura and avoidance disciplines. Healers with the Mass Group Buff (MGB) AA ability may need to use their group heal-over-time spells in conjunction with this ability to keep the raiders alive. Meanwhile, the tank must also be kept alive and in control of aggro. Warriors should use hate- making skills and weapon procs; paladins should chain-cast stun spells; and shadow knights should use a combination of their latest Voice buff and Terror spell. Everyone else should focus on killing the mob as quickly as possible without drawing aggro from the tank. The second recurring theme is the “powerful nuke” AE, which consists of any nearly unresistable mob AE that deals damage quickly, either in the form of a direct damage spell or a DoT. These tend to have much shorter ranges than the “FD flux,” a fact that raiders can use to their advantage. Most OoW mobs with highly damaging AEs are best fought as ranged fights, with only the main tank standing beside the mob. Everyone else stands outside of AE range. Healers keep the tank alive while everyone else shoots, throws at, or nukes the mob into submission. These fights are typically much tamer than fights against “FD Flux” mobs since the hate list isn’t such an issue.
The third theme is a physical assault: AE rampage. Normally, when a mob “goes on a RAMPAGE!” it hits a single character different from the one it is currently targeting. This is easily countered by a few alert healers and good communication. AE rampage is much deadlier, and its effects are exactly what they sound like: when the mob rampages, it hits everyone in a small area around it. This is a disaster waiting to happen for melee fighters, and it also forces healers to heal the main tank more often (since he/she will be suffering rampage damage as well). The best countermeasures to AE rampage include fighting at the maximum melee range (i.e. standing as far from the mob as possible while still being able to swing), ranged fighting, and MGB heals. The fourth theme, and the one that is least common, is the AE stun. Such AEs were common in previous expansions, and a few remain in OoW. Stun AEs can spell doom for raiding parties because they can keep healers from healing the tank effectively. The best defense against such an AE is usually magic resistance, since these AEs are seldom hard to resist with the right setup. Having bards in the raid force is recommended for their AE resist songs and for Psalm of Veeshan, a group buff song that increases all resists tremendously.
6. Spells and Abilities

6.1 OoW Spells/Disciplines: The System
The system for acquiring Omens of War spells strongly resembles the Planes of Power system, with a few pleasant differences. As you adventure in the Omens zones and defeat named mobs, you will begin to acquire special runes used by the Muramite army. Karsor the Mad, a dragorn in Dranik’s Scar (Loc -1660, -30), can translate these runes into powerful spells or disciplines for you. There are six different types of runes, one for each level from 66-70, and a sixth type for the special “Ancient” level 70 spells and disciplines. The rune names and corresponding level types are as follows: Minor Muramite Rune C Level 66 Lesser Muramite Rune C Level 67 Muramite Rune C Level 68 Greater Muramite Rune C Level 69 Glowing Muramite Rune C Level 70 non-Ancient Ancient Muramite Rune C Level 70 Ancient The spells/disciplines you receive from turning in these runes will be given to you in a preset order based on the level of the rune. Subsection 6.2 lists the OoW spells for each class in the order that they are received. Warning: before turning in your second, third, etc., runes of a given level, make sure that you either already have scribed the preceding scroll(s) of that level or have the scroll(s) in your character’s inventory (not in the bank). The game checks your spellbook and inventory to see which spell it needs to give you next, so you will get a duplicate if that scroll you got a few days ago is currently in the bank. The spells are all nodrop, so duplicates aren’t useful.
6.2 Order of Spells/Disciplines by Class
Bard

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These spiny-backed, doglike fighters debuted in GoD. As the war hounds of the Legion of Mata Muram, ukuns are best known for their Ukun Chains ability – a powerful, fast-casting snare effect with a long range. The duration of the snare is random, about two ticks on average, but that’s often enough time for the ukun to kill a puller or a passerby whose invis dropped at a bad time. Some ukuns can proc Chaos Claws as well, and their melee damage is also high. Their shortcoming is their relatively low HP, so try to kill them quickly. In WoS, all ukuns see through invis, though the ones in RCoD and MPG generally do not. Fun bestiary fact: the only undead mobs in all of OoW are a small fraction of the murkgliders found in the instanced dungeons. Necromancers, clerics, and paladins may justifiably be angry about this.
4.3 Mob Procs and Abilities
What follows is a list of descriptions of mob procs and other abilities that you may
encounter in OoW. Many of these were already described above, but they have been catalogued here for quick reference. “Ability” refers to any fast-casting spell unique to a particular group of mobs. Melee combat processes, “procs”: -Chaos Claws (heavy direct damage and moderate 90-second DoT. Used by nearly all nocs and many ukuns and kyvs. Damage dealt by the DD component increases with mob’s level.) -Infected Bite (Minor direct damage and 5-minute DoT. Used by some chimeras.) DD abilities: -Deep Gouge (Moderate direct damage, used by some dragorns.) DoT abilities: -Feranic Grasp (Heavy damage, used commonly by ferans, short duration.) -Gloom Toxin (Moderate damage, used frequently by murkgliders, short duration.) -Chimeran Laceration (Heavy damage, used sometimes by chimeras, short duration.) -Discordling Leap (Heavy damage, short range, used rarely by discordlings, short duration.) -Pyrilen Fury (Very Heavy damage, used commonly by pyrilens, one minute duration.)
Snare abilities: -Aneuk Grasp (Used often by aneuks. Almost irresistible, short but random duration.) -Bazu Grip (Very potent, used sometimes by bazus. Almost irresistible, short duration.) -Clinging Apathy (Used rarely by dragorns. Almost irresistible, up to 60 sec duration.) -Shade Mantle (Used rarely by murkgliders. Almost irresistible, short duration.) -Ukun Chains (Used by ukuns. Hard to resist, short but random duration.) Stun abilities: -Body Slam (Used commonly by girplans. Hard to resist, lasts 3-4 seconds.) -Wing Strike (Used commonly by dragorns, primarily those in BF and RCoD. Hard to resist, lasts 2-3 seconds.)
5. Named Mobs and Raiding
In this section you will learn how to tell the difference between mobs meant for a single experience group and those meant for raids. You will also get useful tactics that can be applied to down any “mini-raid” mob in the expansion along with some principles and targets for larger raids.
5.1 One-groupable or Not?
One of the biggest questions in OoW experience groups is, “Hey, guys??can we take this named mob?” This can be very difficult to answer without knowing some important information and how to interpret it. Some named that appear in the higher level OoW zones (NC, WoS, MPG, etc.) were designed to be killed by small raids of three or four groups of players rather than by a typical experience group. Even so, groups whose members have sufficiently powerful gear and AAs can sometimes one-group them.
Pullers, before you bring any named mob to your group, do a little detective work on it.
Here are some good questions to ask and tests to perform:
1) Does it have an actual name, or is it just a Capitalized Form of a generic mob name with a more forceful adjective? Usually, mobs with actual names tend to be much stronger than “generic named” mobs. For example, Bazu Bonesmasher in WoS is easily one-groupable; the bazu named Velitorkin isn’t.
2) Does it look like a “ring event”? In other words, is the named mob you’re considering pulling surrounded by several (usually 5-8) other suspiciously named mobs? In such cases, killing the central mob will start a massive series of battles that was designed with a full-scale raid of powerful players in mind.
3) When you aggro the mob, does it use any extremely powerful abilities? A notorious example is the “Flux FD” that many OoW mini-raid mobs have. Every so often during combat, they use a PBAE ability that launches nearby players into the air (like a Gravity Flux spell) and leaves them in Feign Death position. If you suddenly find yourself hurtling through the air while

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Ikaav
These snakelike creatures are the definitive spellcasters of the Muramite army. Most of the enchanter pets you see running through zones like Nobles’ Causeway will belong to one of these, and indeed most of the traditional spells you see cast in OoW will probably come from an them as well. They very frequently are enchanters, though they can be a variety of other casters and priests as well. Beware their spellcasting abilities, but more importantly, beware the mobs in their immediate area, as the ikaavs will buff them. If you’ve spent a long time fighting in other zones where there are no buffing mobs around, a hasted ukun or kyv will really come as a surprise C and might kill your group. Ikaavs also may summon an ukun pet to help them. These pets will automatically despawn after about 45 seconds, so kill them quickly if you want a
little extra experience, or just root/mez them. The ikaavs in MPG nearly always have an Ikaav Rune buff that causes them to take half damage from all sources, so dispelling them at the beginning of fights is highly recommended.
Kyv
These archers of the Legion of Mata Muram are an odd bunch. Like the kyvs from Gates of Discord, they wield bows but are actually melee fighters and fight at point-blank range. Kyvs have a very high attack speed and deal tremendous damage, but their HP is comparatively lacking. Don’t underestimate them; their DPS is quite high, and some can proc Chaos Claws. Because of their damage output, kyvs should be high-priority root or mez targets during multipulls. Some kyvs see through invis.
Lightning Warrior
These shocking suits of armor reside mainly in the Muramite Proving Grounds. They usually are warriors and are one of the more annoying mob types in the zone because they tend to resist magic very well. Lighting warriors’ magic resistance can make it hard for some classes to land slowing spells on them (bards in particular may have this problem), which means these mobs frequently end up being fought unslowed for a good portion of each fight. If your group has strong damage shield capabilities, you can punish these mobs for attacking so swiftly and refusing to be slowed. In spite of their appearance, lightning warriors never count as “summoned” creatures.
Murkglider
The murkgliders are curious-looking, hovering creatures that have relatively high HP. They deal average melee damage and rely on their movement speed and powerful DoTs to give them an advantage in combat. They are among the few OoW mobs that can be kited reliably because they generally do not summon. But kiters beware: the Gloom Toxin DoT has a long range and drains health quickly. To make matters worse, some murkgliders can also cast a snare, so having an escape plan while kiting these is highly recommended. With a group, murkgliders are easy kills – just be careful of adds, since murkgliders tend to spawn close together. Many murkgliders see through invis. Murkgliders in instanced dungeons and in the
southwest tunnels in WoS are sometimes undead, making them prone to anti-undead nukes. The ones on the surface of Kuua are always alive.
Noc
These demon-like warriors are highly annoying. They run and swing very fast and proc Chaos Claws with high frequency. Nocs don’t do quite as much melee damage on average as kyvs do, but they usually run faster and almost always have that nasty proc, making them much more dangerous to pullers. They suffer from mediocre HP, just like the other high-damage OoW mobs, so burn them down quickly. Nocs in Muramite Proving Grounds frequently have the rampage ability, so healers will need to pay close attention to the non-tank party members when fighting one.
Pyrilen
These fiery, demon-like mobs are only found in Riftseekers’ Sanctum. They run very, very fast and deal mind-numbing amounts of melee damage. Pyrilens are high enough in level to give even the best of players a run for their money, so stay alert, get them slowed, and pulverize them. Most pyrilens are warriors, but they can also be a variety of caster classes (particularly enchanters). Pyrilens of any class sometimes have the Pyrilen Fury ability, an extremely potent DoT that lasts sixty seconds. Named pyrilens have nasty abilities of their own C one at the Statue camp is capable of charming a member of your group.
Stoneworker
These golems are less common in OoW than they were in GoD. In this expansion, they mainly show up underground in the instanced zones, and also in RCoD. They retain their usual characteristics – high HP and DPS but mediocre run speed. Some are also unslowable, which can make them serious tank-killers. Healers need to be careful when stoneworkers are about, since their heavy damage output can knock tanks flat. Some stoneworkers are shamans, so expect to see Malo cast on you if you’re a tank or puller.
Ukun