Spells, Songs, Disciplines, and AAs

Here is some information about Spells, Songs, Disciplines, and AAs.

Obtaining spells: With the March 16, 2012 free-to-play patch, the scholars of the Library of Myrist in the Plane of Knowledge have expanded their inventories. They now carry many spells, tomes, or songs that an adventurer will need. They do not carry ancient spells or advanced spell ranks.


 * Arcane specialization
 * SPA list - SPA is SPell Affect, which refers to a specific set of values for each spell which controls what they do.

Spell links

 * AllaKhazam's Spell Database (includes Songs and Disciplines) If you feel that you have some important information that AllaKhazam's does not contain, feel free to add it to this wiki.
 * EQ Resource - Spell Search
 * RaidLoot.com Spell Dat Parser - Provides technical information on exactly what each spell does, with data taken from the game files.


 * The Serpent's Spine Rank III Spells, Tomes and Songs quest
 * Secrets of Faydwer rank III spells
 * Seeds of Destruction spell info
 * For Druid only spell info, see: Druid.

AA links

 * SOE Current AA Status thread - A single place you can reference for AA updates.
 * Allakhazam EQ AA wiki
 * EverQuest AA Search - Alternate Advancement search.

Discipline links

 * For Monk disciplines, see: Monk.

AA bonus scale
Considering how many AA people have to get these days to be a capable player in the minds of the min-max'er crowd.. I've moved the AAXP bonus scale to reach 0% bonus at 2500AA for House of Thule. The bonus degrades linearly from 500% at 0, to 100% at 2500.

Changed the AA experience boost for low AA counts from [0 to] 2500 to [0 to] 4000 AA. The bonus now tapers linearly from 1000% to normal experience over this new range. Progression servers will not get this bonus until Veil of Alaris is unlocked.

Level 65 to 70 spell runes

 * Level 65 - Taelosian Geomancy Stone Eril, Taelosian Geomancy Stone Jelki, Taelosian Geomancy Stone Yiktu, Chaos Runes
 * Level 66 - Minor Muramite Rune or Minor Shadowspine Rune
 * Level 67 - Lesser Muramite Rune or Lesser Shadowspine Rune
 * Level 68 - Muramite Rune or Shadowspine Rune
 * Level 69 - Greater Muramite Rune or Greater Shadowspine Rune
 * Level 70 - Glowing Muramite Rune or Glowing Shadowspine Rune
 * Level 70 (Ancients) - Ancient Muramite Runes or Ancient Shadowspine Rune

Spell drop rates
Statistically there are (I think - going from memory here) 16 clerics for every 1 Berserker, and Clerics have lots of spells. The chance to get a spell is weighted by the % of players (active) who play that class at a high level.

Banking AAs
The following table shows what the amounts you can bank.

Slow mitigation
Slow mitigation simply lowers the effectiveness of your slow spell. The exact details have not been released by SOE but the information below has been compiled from various sources. Take what is written here with a grain of salt.

If, for example:


 * Shamans use a 75% slow spell.
 * Enchanters use a 70% slow spell.

If a mob mitigates to 50% effective, then shamans get 37.5% slow and enchanters get 35% slow.

You can determine how much a mob mitigates by the emote given, when they are slowed.

The emotes are:
 * Your spell was mostly successful - 75% of slow effect.
 * Your spell was partially successful - 50% of slow effect.
 * Your spell was slightly successful - 25% of slow effect.

Generally, similar content all mitigates the same. But, they can set the value individually. So, whether a named mitigates more than a normal trash mob of the same zone is completely based on what the devs have set up.

Mostly/partially/slightly aren't the same in every zone, but within each zone they're consistent. In the lower tier zones of each expansion, Partially is better than Partially is in higher tier zones of the same expansion.

For example, Partially means slows are 50% effective in Dragonscale Hills, but only 40% effective in Loping Plains. On every mob in Loping Plains, though, even named, if it says Partially then you're getting 40% of your slow.

Any mob (occasional named) intended to be less slowable than its context will get you a Slightly message.

Set AAXP and list AAs
/alternateadv (ON, OFF, or LIST): Allows you to turn AA XP on, off, and also lists all AAs available to you. You can also set the percentage of XP going toward AAs, /alternateadv on #

AA Auto-Grant
With the February 19, 2014 patch, AA abilities are now auto-granted for All Access (Gold) players who check the Auto-Grant Enable box on the "Alternate Advancement" window.

Checking the box choose will auto-grant AA abilities when the character meets the requirements for those abilities.

For Time-Locked Progression Servers, the Call of the Forsaken expansion must be open before auto-granting becomes available.

All AA abilities up to and including level 85 and those up to the Underfoot House of Thule (as of the release of The Darkened Sea) expansion, except those noted below, are auto-granted.

Excluded AA from auto-grant:
 * Mastery of Alchemy, Baking, Blacksmithing, Brewing, Fletching, Fletching/Bowyer, Jewel Craft (Enchanter), Jewel Craft (Non-Enchanter), Poison Making (rogue only), Pottery, Tailoring, Tinkering (gnome only).
 * Arcane Tongues
 * Spell Casting Subtlety

Once you have checked the Auto-Grant Enable box and zoned or camped, the grant is irreversible. Leaving the box checked after that will auto-grant future auto-granted AAs when they become available in the future.

As each future expansion is added, another expansion's AAs will be auto-granted, in the order they were released (so after House of Thule AAs, it will be the Veil of Alaris AAs).