Advanced players' guide

So, you've killed mobs and leveled up and you think you are pretty good? You are, but there might be a few more things you can do to make your character even stronger.

Here are some tips to "pump you up!"

You might think old content doesn't have much use these days. But even if older zones have crappy loot and no xp, there are still some things that you can only get in the older zones.

Muramite Proving Grounds group trials
At level 100, after spending all the AAs, you might think the highest you can get your resists is 775. But that is wrong, you can get them up to 825.

There are six MPG group trials that can be done in any order. Each trial completed raises your resist cap. Completion of all trials results in a total of 50 to resist cap. It's +8 resist cap for the first five trials, and the last one you do gives +10 resist.


 * The Mastery of Destruction
 * The Mastery of Efficiency
 * The Mastery of Fear
 * The Mastery of Ingenuity
 * The Mastery of Subversion
 * The Mastery of Weaponry

As of Aug 21, 2013, there is no longer a lockout timer on the MPG trials.

Given levels currently, it's trivial to molo/solo these, however I'd recommend hooking up with others to help out. As with any group mission, there's a minimum requirement to request the instance (2 or 3 players in this case).

Completing any of these will grant you a level in the Special AA "Trials of Mata Muram", granting resistance bonuses. Entering Muramite Proving Grounds or the Plane of Knowledge will synch up your Trials of Mata Muram resist bonus AAs and grant any you may be eligible for.

Dragons of Norrath progression

 * Main article: Dragons of Norrath progression

Dragons of Norrath progression will get you:


 * Level one: 2 AA points, +10 to all stats and +10 to all stat caps.
 * Level two: 2 AA points, a 3% increase to HP, a 200 increase to Mana, and an unknown increase to Endurance, and a level 69 spell for your class.
 * Level three: 2 AA points, and an extra buff slot.
 * Level four: 2 AA points, and a 3% increased chance to critical heal, critical hit and critical DD / DoT.
 * Level five: Increased chance to resist detrimental spells.

Gyrospire Relocation Device
The Gyrospire Relocation Device will get you out of trouble, instantly.

You obtain it by doing the Gyrospire Relocation Research quest.

Chalandria's Fang
Chalandria's Fang is an item that will summon poison once every 20 hours. The poison for all level 100 classes except rogues is Chalandria's Bite XVIII. Rogues may get a different (better) poison, however this needs to be confirmed. Lower level toons (exact level / reward is to be discovered) get a lesser poison.

It is a Legends of Norrath Spider Queen scenario loot item. Every year the Spider Queen scenario is supposed to returns. Originally, it was during the Living Legacy event. However, it returned in May 2016. See Legends of Norrath > Monthly scenario rewards for more information on when it is believed to be scheduled for returning, as well as other scenarios.

If you win the scenario, you get Chalandria's Fang as the EQ loot item. Chalandria's Fang and the poison can not be traded.


 * EQ forum thread on how to play and win the item

With the end of Legends of Norrath, the only way to obtain this item now is to hope it appears in the Marketplace at times. It is part of the Legends of Norrath: Storm Break collection, so there may be a chance to obtain it by purchasing prize cards for that collection.

Type 3 augmentations

 * Main article: Type 3 augmentations

Mobs that mez you
If you are having trouble fighting mobs that mezmerize you, try using a Crimson Potion. They are sold by Mirao Frostpouch (Poison Supplies) in the Plane of Knowledge. After you use one, you should be automatically breaking any mez on you for three minutes. Some have reported that, if you have a buff on you that regenerates health, you need to remove that buff in order for it to break mez.

Hero's Special AAs

 * Main article: Hero's Special AAs

Expansion based class extensions still in use
Over the years, extensions to the different classes have been a part of the expansions coming out, in this paragraph there is a short introduction aimed at the new/returning player, who might want to see what is still relevant to pursue, if they intend to level up to the end game.

Epics
See main article here. Epics came out with expansions INSERT EXPANSION NUMBERS WITH LINKS HERE, and are for most classes obsolete, with a few exceptions Currently, the epics still being favored by end game players are: Class || Group || Raid || Comment Bard LINK TO BARD EPIC ARTICLE || to some degree || Extensively during Burns || Note that the Bard Epic will interrupt /melody, and therefore requires some attention and timing

Progressive/Dichotomic spells

 * Main article: Progressive spells

Progressive spells, also known as Dichotomic spells, are spells, songs, and disciplines that improve as you complete specific content. First introduced in The Broken Mirror, they received an improvement with The Burning Lands.

Alliance
Alliance spells came out with EoK (link).

They are mainly for raid players, as they require 1-3 more players of the same class as the caster (not including the caster) to function.

They are typically "raid strength", among the most powerful effects in the game, and also requiring some finesse for them to be used effectively. They refresh once a minute, and function by placing a buff on the mob, which will typically last 18 sec (3 tics). Only one Alliance pr class can be in effect at a time.

Below is a list of the classes Alliance spell, and a short comment on how to use it effectively.

Acknowledgments
This information was gathered from several sources. Some of the best ones listed below.


 * EQ Freelance Forum: MPG Trials