Arcane specialization

'With the release of Terror of Luclin'', arcane specialization was changed. While exact details were not revealed, it seems that all specializations now have an equal maximum level. At level 120, all five of the arcane specialization skills can be increased to 295. Therefore, there seems to be no need to pick specialties.''' Arcane specialization (or just Specialization) is a means by which a caster increases their mana efficiency and reduces their chances of fizzling in a given area of magic.

Once an intelligence based caster reaches level 20, or a wisdom based caster reaches level 30, they obtain the ability to specialize in the fields of magic. While a caster can specialize in all five fields of magic (Abjuration, Alteration, Conjuration, Divination, Evocation), only one field can normally exceed a skill of 50. Whichever skill first exceeds 50 becomes the primary specialization of the caster from that time on and can reach 275 (at level 100).

If you choose the wrong specialty, you can alter it by completing a Respecialization quest in the Temple of Solusek Ro.

Once a caster reaches level 55, they may spend alternate advancement points in Secondary Forte, which increases another field (not the one they are primarily specialized in) by 50 points.

At higher levels, a caster can have three Specialize skills at 275 and two at 290.

Spellcasting tanks and hybrids (Paladins, Shadowknights, Rangers, Beastlords) do not get specialization skills.

What does it do?
When a spell is cast there is a random chance to see if it receives the specialization bonus. The higher your specialization skill the more likely it is the roll will succeed, and the greater the benefit of the roll. A successful roll will do two things:


 * It will reduce the mana used on the spell.
 * It will reduce the chance of fizzling.

An unsuccessful roll will merely cause you to cast the spell with normal mana cost and fizzle chance.

The formula for mana preservation is reported to be 1% mana preservation per 20 skill points, being at 10% mana preservation at 200 specialize, and 2.5% mana preservation at 50 specialize.

Note: It has been confirmed by Geoffrey Zatkin, the once Arch-Magi at Verant that:
 * Specialization does not increase chance of recovering after interruption. This is based purely on Channeling
 * Specialization does not make spells cast faster. This is a fixed amount.

Raising skills
In the past, you needed to initially spend one practice point in each of the five skills at your guild master. This is no longer required in modern EverQuest, where the skills will be automatically granted to you at the appropriate level.

After this the best idea is to pick the specialization you want, memorize a Level 1 spell of that type and cast it on yourself for an hour or so until you reach 51 skill. After that you can simply go and play normally safe in the knowledge your primary specialization is set. It rises fairy quickly so don't be surprised to see it climb up fast.

What should I specialize in?
This is of course the big question. In some cases, such as wizards, the answer is clear. However, some other classes have a bit of a tougher time in making their decision. In general this will simply be the spells you cast the most while playing, but in some cases this depends on your play style. In other cases, the optimal choice changes at higher levels.

When deciding between competing Specializations you have to weigh up the number of spells which will benefit from it, the situation those spells will be used in, how often you will use those spells, and the average mana cost of that class of spells.

If you accidentally specialize in the wrong thing there is a quest in the Temple of Solusek Ro which can wipe you Specializations so you can start them all over again.

Cleric
Clerics only have 2 real choices of Specialization, Alteration and Evocation.

Alteration is by far the most popular choice. It covers heals, cures, roots, and res spells. This means you'll have more heals, and be able to channel heals through on a more consistent basis. It will also reduce the mana cost of those expensive resurrection spells.

Evocation is a choice that many clerics attempting to solo decide to go for. All the cleric direct damage spells are Evocation, this will allow more nukes for you mana, which is critical as your spells aren't very mana efficient in the first place.

If you are a cleric, I heavily recommend Alteration as your Specialization.

Druid
Druids have 3 choices of Specialization, Conjuration, Alteration and Evocation.

Most druids will serve as healers in groups and raids, and will want to specialize in Alteration to optimize mana used for healing. Alteration is the basis of most of the Druid's buffs, heals, and teleports. Most buffs and teleports are not cast frequently, so they aren't a big consideration in the choice.

Conjuration is mainly useful for Druid's who solo as it is the basis for most of their DoT spells. If kiting, this can save you considerable mana and make you much more effective.

Evocation is the basis of all the Druid DD spells. These are quite mana hungry, and Druid's certainly get some nasty spells in this line. Evocation Specialization is good for both grouping and soloing Druid's.

If you are a Druid you really need to think about your game-style. Alteration is a pretty good choice if can't make up your mind, and you can always change it later if need be.

I recommend Alteration, with Evocation as your secondary.

Enchanter
Enchanters' choice of specialization depends heavily on the content they are playing. In modern live EverQuest, Evocation is nearly universally regarded as the correct choice, as enchanter nukes have become quite good, and the enchanter's contribution to the group depends on how efficiently they can cast them.

Traditionally--and this is still true for early TLP content--the preferred choice has been Alteration. It includes roots, hastes, slows, DoT's, charms, and most buffs and debuffs. All of the Enchanter's most expensive spells are in the school of Alteration. Mana costs for these spells at high levels are enormous and every bit of mana conservation potential is needed to combat this high cost.

Conjuration has sometimes been theorized as a good choice for early TLP content since it encompasses the mesmerization line of spells, but in virtually every case it is more efficient to simply use the lower level, shorter-duration mez, and to save mana on buffs and debuffs with an Alteration specialization.

Generally speaking, Enchanters on TLP will specialize in Alteration as a primary and Evocation as a secondary. Enchanters on live will specialize in Evocation as primary and Alteration as secondary.

Magician
For magician there is one "safe" choice that is always good, and perhaps surprisingly it is Evocation.

This is because most of a magician's time in combat is spent casting nukes, and most magician nukes are Evocation.

There are specific points in progression where the top nuke is conjuration, and a magician on TLP wanting to min-max everything they possibly can may switch to Conjuration during those eras (then back to Evocation again afterwards).

A very particular style of chain-pet-summoning soloing might benefit from conjuration specialization, but typically a mage still casts plenty of nukes while soloing, and evocation is still better.

Evocation primary and conjuration secondary is the default recommendation because it is optimal in most cases, and still good even in others.

Necromancer
Necromancers have another choice that may be era-dependent.

Choosing Alteration is generally recommended, and is always a safe choice. This covers most DoTs, lifetaps, and undead charms. This is the majority of your spells.

For very early TLP (Classic and Kunark) Conjuration is probably a better choice because Envenomed Bolt is just a much better DoT than any other spell you have. Alteration becomes better after that.

Necromancers do get useful Evocation spells, but they don't typically use them nearly as much as their DoTs, even in groups. Don't specialize in Evocation.

Necromancers have maybe the hardest choice of all. There are three classes of magic which would all be powerful additions for a necromancer.

Almost all necromancers should specialize in Alteration primary and Conjuration secondary. Those playing on very early TLP who want to optimize for that content may choose to put Conjuration primary at first, planning to respecialize in a later expansion.

Shaman
Shaman's have one real choice: Alteration

The majority of shamans will spend their time either healing, buffing the party, or debuffing the mobs. All of these fall under Alteration, making it the default choice for shamans. This even includes shaman who like to solo, since that typically involves debuffing, tanking, and self-healing.

Conjuration gets an honorable mention since all of shamans' DoTs are Conjuration, but even solo'ing shaman typically use more Alteration than Conjuration. A shaman who wanted to exclusively solo root rot might choose conjuration, but that's an extremely unusual play style.

In almost all cases, Alteration primary and Conjuration secondary is the correct choice.

Wizard
There is really no choice with wizards. Wizards do one thing - nuke. And they do it big time. Simply stated wizards should specialize in Evocation.

The more difficult choice is secondary specialization, but the truth is that wizards cast so few non-evocation spells that it doesn't really matter. Some may choose Alteration to save mana on roots and snares. Others may choose Abjuration to save a little mana on self buffs. Alteration is probably the optimal choice--particularly if you do much soloing--but it really doesn't matter much.

Credit
The initial version of this page was constructed largely with information from Project1999 Wiki. The information here has diverged somewhat from what is there as the live game has changed over time.