LAST UPDATED

09/18/2006.

UPGRADING YOUR SPELLS

Pick your spells wisely.




1 Introduction

1.1 Purpose

Having seen many posts on these forums and received even more tells in-game on this subject, I decided it was time to sit down and write a basic guide on upgrading your spells. This will doubtless not be comprehensive and will likely miss out a few things, but I can update it as needed as such things are subsequently pointed out to me, with the aim of this eventually getting close (I hope) to meeting it's overly-presumptive title. :)

This guide is attempting to cover all character levels from 1 to 70, although the latter part of the guide starts to concentrate more on the the tier 7 (level 61-70) spells.

Since the author is a Sage, this guide is aimed primarily at Priest and Mage characters. However, almost all of what is said here is true for all classes, and where it is not, I have referred the reader to an Alchemist (for Fighters) or a Jeweler (for Scouts) in the text.

If you spot any mistakes or omissions (I am sure they will be there!), let me know and I will correct them. I expect this may get edited considerably over time (if anyone shows any interest in it, that is).


1.2 Structure of this Guide

Section 2 describes the concept of Spell Quality, and explains why you need to upgrade spells.
Section 3 introduces the concept of Spell Tier.
Section 4 gives details on each of the eight possible Spell Qualities, and how they are obtained.
Section 5 summarizes some general advice on approach to upgrading spells.
Section 6 covers advice on finding and dealing with Sages.


2. The Concept of Spell Qualities

2.1 What is Spell Quality?

At the most basic level, the higher "quality" that a given spell is, the stronger that spell is, and the better that spell will complete it's task. The easiest way to describe this concept is to list the EIGHT possible spell qualities that exist in Norrath at the time of writing. These are, in order of increasing quality:

Apprentice I
Apprentice II
Apprentice III
Apprentice IV
Adept I
Adept III
Master I
Master II

I will make a few points to answer the most common questions to anyone who reads this list for the first time:

- Not all spells exist at all eight qualities, indeed, most spells only exist at some of these qualities. More details on which spells exist at each quality are given in section 4 of this guide.

- Some spells do not have a quality at all. They exist as one version that is not ever upgradable. These spells you never have to worry about upgrading. Every class has a significant number of non-upgradable spells, and every player would be wise to find out which of their spells are non-upgradable. However, these are not important to this guide (of course), so will not be mentioned again here.

- There is no such thing as an "Adept II" spell. They once existed long ago, for Training spells, but they were replaced by Master II spell choices. Therefore do not look for or ask about Adept IIs - they do not exist.

- There is no such thing as a "Master III" spell. The concept has been discussed on many forums, but it has never existed in the game since formal release to the time of writing. The best you can get at this time is Master II.

- There is no such thing as an "Adept IV" or a"Master IV" spell either, see above.


2.2 Why bother to upgrade?

This is a vital question. The compelling answer is simply, that the better quality the spell is, the more effective it will be in some or other regard. In the most usual case, upgrading has a direct effect on the primary purpose of the spell - for healing spells, it means the spell heals more, for damage spells, it means the spell does more damage, and so on. In most cases, improving the quality of a spell does not affect the power cost, the cast/recovery/recast times, the spell range or the spell duration, but there are occasional exceptions. In a very few cases, upgrading has no observable effect at all, but this is quite rare (and very class and and spell-specific, so do your own research).

Let me illustrate with examples.

Consider the level 54 Templar spell called "Grand Intercession". This is a single-target reactive healing spell. The power cost is 153, the casting time is 2 seconds, the recovery time is 0.5 seconds, the recast time is 6 seconds, the range is 20 metres, and the duration is 30 seconds - these are all fixed for all spell qualities. However, the amount of actual healing this spell does per "fire" varies considerably with spell quality, as follows:

App I -------Does not exist for this spell.
App II -------195-238
App III ------205-250
App IV ------215-263
Adept I -----246-300
Adept III ----287-350
Master I ----(exists, but author does not have figures to hand)
Master II ---338-413

Notice how the amount healed by this spell increases hugely as the spell quality is upgraded. If your Templar has the better quality spells, she can heal you against tougher encounters.

Consider another example. Take the level 65 Fury spell called "Thunderbolt". This is a single target direct damage "nuke" spell. The power cost is 239, the casting time is 3 seconds, the recovery time is 0.5 seconds, the recast time is 15 seconds, and the range is 30 metres - these are all fixed for all spell qualities. However, the amount of actual damage this spell does when it lands, and the "resistability" of the spell, vary considerably with spell quality, as follows:

App I -------Does not exist for this spell.
App II -------857-1428*, 13% harder to resist
App III ------(exists, but author does not have figures to hand)
App IV------947-1578*, 17%
Adept I -----1082-1804*, 24%
Adept III---1263-2105*, 32%
Master I ---1443-2405*, 40%
Master II --- Does not exist for this spell.

In this case, not only does the damage rise as the spell quality is improved, but also the spell gets harder and harder to resist as well.

*Note that the damage range done by the spell is dependent on the INT (intelligence) of the caster. These spell damages were recorded as viewed by my Templar/Sage character, who had an INT of 229 at the time. However, the average Fury who might cast this spell would have a somewhat larger INT, and so see larger damage ranges for the same qualities. For example, my Fury (currently INT 371) sees the Master I quality spell as 1641-2734 damage. However, all this said, the comparison between qualities is still valid of course.

For most spells, the impact of increasing the quality of a spell is as obvious as in the examples given above. However, there are a few exceptions, a few spells where the benefit of upgrading might be more subtle. I will not give examples, as they are highly class-specific, but be aware that there are certain spells where higher quality just means the spell is resisted less or is more efficient in some way. Finally, of course, there are some spells where there is no immediately apparent or documented benefit from upgrading at all, and we have to take it almost "on faith" that there is an underlying benefit (in some cases, I suspect there really is *no* benefit to upgrading, but over time, this might be corrected).

However, notwithstanding the riders I mention above, the conclusion of all this should be clear: if you can, upgrade your spells, especially those that you use most often, and upgrade them as to as high a quality as you can afford.


3. The Concept of Spell Tiers.

Before continuing, I will explain the concept of "Tier" when referring to spells, as it will come up often in the descriptions in this guide after this point. Basically, all spells have a level associated with them, from 1 to 70 (at the time of writing). In terms of their price, availability, creation process, etceteras, they are grouped into level ranges, or "tiers", depending on the level of the spell. The breakdown is as follows:

Tier1 = Level 1-9
Tier2 = Level 10-19
Tier3 = Level 20-29
Tier4 = Level 30-39
Tier5 = Level 40-50
Tier6 = Level 51-60
Tier7 = Level 61-70

Note that the range definition changes at tier 5. The reason for this is historical. When EQII was released, there were 50 levels, and each tier started at the level that was the multiple of 10. However, this left level 50 on its own, so it was included into tier 5, making tier 5 one level longer than the earlier tiers. When the Deserts of Flame expansion increased the level cap to 60, that logically meant that the new 51-60 spells were then defined as tier 6, leaving level 50 spells in the tier 5 range. Similarly, when the Kingdom of Sky expansion increased the level cap to 70, the new 61-70 spell were then defined as tier 7, leaving level 60 spells in the tier 6 range.

For all Priest and Mage classes, there are no exceptions to these rules. However, for some other classes, there are a *VERY FEW* spells that break this system slightly, as there are just a couple of spells that are level 60 but were introduced with the Kingdom of Sky expansion and count as Tier 7 in terms of their recipes. Similarly, I believe there are a few spells at level 50 that count as Tier 6 in terms of their recipes. These might be corrected eventually, however, andthey are so much the exception that I will ignorethem from this point onward.


4. Where to Obtain Spell Upgrades.

4.1 Apprentice I

This is the lowest possible spell quality.

In most cases, when a character of any class is in the level range 1-50, whenever that character reaches the next level, they automatically receive the new spells for that new level (if there are any). If those spells are upgradeable, then the "free" version granted for levelling is of Apprentice I quality. This is not to say that every upgradeable spell from 1-50 exists as Apprentice I quality, but it is true for most of them for all classes.

At level 51 and thereafter, this no longer happens, there are no "automatic" spells granted, and none of the 51+ spells exist at Apprentice I quality.


4.2 Apprentice II

These are only slightly better than Apprentice I. They are simple to obtain - just visit your class trainer in your home city to buy them. For example, for Templars, visit the Templar trainer inside the walls of the Temple of Life in North Qeynos. Almost all spells are sold at Apprentice II quality, from level 1 to 70. The approximate prices (there are a few exceptions but I will not go into them) depend on the tier of the spell you are wanting to upgrade, and are as follows:

Tier1 - 1.2 silver
Tier2 - 4.8 silver
Tier3 - 19 silver
Tier4 - 77 silver
Tier5 - 3.1 gold
Tier6 - 4.6 gold
Tier7 - 6.9 gold


4.3 Apprentice III and Apprentice IV

For Priests and Mages:

I list these together as they are both created by Sages. The "Sage" is a tradeskill class that can be adopted by a player character. In general, Sages only make Apprentice IV spells, but if in the process of creation, the Sage does not successfully make the best quality, they can end up with an Apprentice III quality spell. That said, these days, Apprentice III spells are rarely ever seen, as no-one would hire a Sage to make them, since Apprentice IV is better and costs the Sage exactly the same to make. Indeed, any worthwhile Sage will have no problem making Apprentice IV spells practically 100% of the time!

Although at one time the Apprentice IV spell was the mainstay of many characters, this has not been true now for a long time, and will likely never be again. This is because the plethora of cheap Adept I spells on the broker has brought the common price for most Adept I spells to being at or even below the cost of production of an Apprentice IV spell, so it is not profitable for a Sage to make them (as they do not sell). Usually, Sages only make Apprentice IV spells these days for tradeskill experience when they are trying to level up as a Sage.

However, in the rare case of there being no common and cheap Adept I quality spell available for the spell you seek, you can approach your friendly local Sage and inquire about Apprentice IV quality spells. For Apprentice IV spells, see "Dealing with Sages" later in this Guide.

For Fighters:
The information is the same, but in this case, you need an Alchemist not a Sage, and some of the pricing may be different. You would need to speak to an Alchemist for more information.

For Scouts:
The information is the same, but in this case, you need a Jeweler not a Sage, and some of the pricing may be different. You would need to speak to an Jeweler for more information.


4.4 Adept I

Adept I spell books are dropped from creatures when out adventuring. These days, they are mostly very common, and are commonly sold cheaply on the broker. They tend to be better value than any of the Apprentice qualities listed above (in many cases, they might even be cheaper to buy than either Apprentice II or Apprentice IV!).

As a result, at this time, the Adept I quality is considered the "entry point" for most characters for most of their spells. You should be attempting to get at least an Adept I quality upgrade to every spell you use commonly.

The broker is your friend, so use it. However, remember, it is cheaper to buy directly from sellers, either face to face or from them in merchant-mode in their rooms than to buy through the broker itself, because that way you save brokerage fees, but use the broker to find who is selling what you need in the first place.


4.5 Adept III

Now, this is the best quality that many characters will achieve for most of their spells, at the time of writing, and it is the point that serious characters should be aiming for eventually for their most important spells.

For Priests and Mages:

This quality of spell is also made by Sages. However, these spells require "rare" components, harvested from Norrath. The rare components needed by Sages depend on the tier of the spell, and at this time are as follows:

Tier 1: Rough Lapis Lazuli (or Copper Cluster)*
Tier 2: Rough Coral (or Silver Cluster)*
Tier 3: Rough Jasper (or Palladium Cluster)*
Tier 4: Rough Opal (or Ruthenium Cluster)*
Tier 5: Rough Ruby (or Rhodium Cluster)*
Tier 6: Rough Pearl (or Vanadium Cluster)*
Tier 7: CLASS SPECIFIC - Rough Moonstone for Priests, Acrylia Cluster for Mages

These rare components are just that: rare. They can be bought on the broker from other characters, but of course, they command a high price for the tier concerned, due to the demand outstripping the supply in many cases, especially for the top tier spells.

Considering Tier 7 first, the crafting is the new process, a simple one-step process, where the Sage must combine the rare moonstone/acrylia with some common raws (5 "hanging roots" and 5 "rough lumbered rosewood") and 20 fuels, to create the spell.

Considering Tiers 3-6, the old crafting system (to be replaced sometime in the next couple of months) is still in effect. This requires converting the rare into an ink (which involves using a number of common raws for the tier concerned and a several seperate intermediate components), then creating a quill and a paper seperately (again, using some common raws from the tier concerned), and finally then combining the ink, quill, paper and one fuel to make the spell. As such, it is a more time-consuming process.

Considering Tiers 1-2, these have been mostly converted to the newer one-step process, using just the rare gem. However, the old process of creating an ink and then using that ink instead of the raw in the final combine to make the spell using the new recipe is still available (I have reports that this is not true for Alchemist-made Fighter essences).

*The metal clusters can still be used at this time, but only for making inks, and then making spells from those inks. Once the new crafting system is implemented for all tiers, it is expected that the ink recipes will be removed, and thereafter these clusters will no longer be useable to make spells.

Now, why did you need to know all of that? Well, you didn't strictly, I am simply giving you a little more detail to work with, all you really need to know is - what you need to give your local Sage.

One final note. A few spells are referred to as "Ancients". This means that they may not exist at some qualities. Usually this means no Apprentice versions exist, but it often means that the Adept I version is very rare too, so these spells often need to be acquired at Adept III quality to have them at all.

For more information, see "Dealing with Sages" in the section below.

For Fighters:
The information is similar, but in this case, you need an Alchemist not a Sage, and some of the pricing may be different. You would need to speak to an Alchemist for more information. The most important differences at the time of writing are that the rares needed for Tier1, Tier2 and Tier7 Fighter essences are not those listed above for all other archetypes, but instead are "Solidified Loam", "Alkaline Loam" and "Spongy Loam", respectively.


For Scouts:
The information is the same, but in this case, you need a Jeweler not a Sage, and some of the recipes and pricing may be different. You would need to speak to an Jeweler for more information. The most important difference at the time of writing is that the rare needed from Tier7 scout runes is "Spongy Loam".


4.6 Master I

Master I spell books are dropped from creatures when out adventuring. However, unlike Adept I, Master spell drops are very rare indeed from "normal" creatures. To acquire them usually requires taking on the more difficult named heroic encounters, many instances, and some raids.

Master quality spells are absolutely not required for basic adventuring, but of course increase the power of your character still further, and make you able to take on tougher opponents in all domains of play. That said, most characters will never acquire very many Master I quality spells, and this is intentional (because if they were too common, all the lower qualities of spells would become redundant).

As with Adept I spells, however, once again the broker could be your friend. There are usually a few master spells on the broker, but expect them to be at premium prices, as in, extremely expensive! You will have to save your coppers for a long time to afford some of these, but of course if you have been fortunate enough to acquire a master of your own but for another class, trading them is always an option.

In the case of Master spells especially, itis also wise to periodically check the "fence" (the black-market broker for the other city than your home city), because despite the fact that the brokerage fee is 40% in that case, sometimes you can find the occasional cheap master spell that is not available in your own city. This is especially true if you play a class that does not exist in the other city, and thereby where the seller may not have a market for his spell locally, and so has slashed the price in order to hopefully be able to sell it. It is certainly worth the time to look!

Again, remember, it is cheaper to buy directly from sellers, either face to face or from them in merchant-mode in their rooms than to buy through the broker itself, because that way you save brokerage fees, but use the broker to find who is selling what you need in the first place. Also remember with Masters, that haggling can be important - many players put these spells up at rather more than they are worth and indeed than they expect to get, so go in trying to get a deal if you think you can afford them.


4.7 Master II

These cannot be made or found from creatures, but are reserved for Training Spell choices. Every character gets to choose one training spell at levels 14, 24, 34, 44, 54 and 64, from a choice of four spells. The options are as offered by SOE - you do not get to choose which four are offered, but you can choose which of the four you want. Choose wisely, because these are the most powerful spells you can ever get (at this time), so choose those spells you find most important of all. However, if you already had a Master I of one of them, you might choose to get a Master II choice where you only had an Adept I spell otherwise.

There are threads on the class boards giving advice on Training Spell choices, so I will not attempt to repeat that here, as it is very class-dependent.

Note that once chosen, the choice of Master II spells is difficult to change. It can be done using a Reforming Stone, but that is outside the scope of this guide, so look elsewhere for information on that should you need it.

The bottom line is: Choose Wisely - do your research FIRST before choosing.


5. Advice on Upgrading

This is what this guide has been leading up to, answering the question: "How do I go about working out which spells to upgrade and how far to upgrade them?". I can only answer in general (I could go into specifics about the classes I play, Templar and Fury, but it is outside the scope of this guide so I will not). If you need SPECIFIC information on particular spells for your class, please ask more experienced players of that class, who will no doubt have specific advice for specific spells.However, in general, the approach I would recommend is this.

(1) For upgradeable spells that exist at Adept I quality, set that as your initial target. Adept I spells are usually very cheap on the broker, if you are prepared to be patient. If there are cheap Adept I spells available, you can have them bought and ready to scribe *before* you level, and you never have to worry about Apprentice quality spells.

(2) Keep looking on the broker. Yes, I say it a lot but it is important - look every day if you have to, and watch the prices and qualities of the spells you need over time. If you do your research it will save you many silver, gold or even platinum coins. Walking in with no information is likely to end up with you paying more than you need for the spells you are looking for.

(3) Ask others who play your class and read the class forums for your class. If you cannot be bothered, then you have to accept that you might make mistakes and pay more than you needed to, sometimes a lot more, due to a lack of information. Finding out remains your own responsibility, so that you can make informed choices. This is especially true for reading the recommendations for Master II choices from other players, and their REASONS (because people's playstyles differ so their reasons might not be valid for you, so bear that in mind).

(4) Based on your own playstyle and research, make a list of the order in which you intend to upgrade your spells above Adept I, because some spells are more important to upgrade than others, and some spells give a greater benefit by upgrading than others (the details are very class-specific of course). When making this list, bare in mind that some spells are upgrades to earlier (lower level) spells, and if you have the earlier spell at a high quality (like Master I or Master II), that the Apprentice or even Adept I version of the higher level spell might not actually be an upgrade over the higher quality lower-level spell, so do your research. This is especially true in Tier 7.

(5) Harvest! I know, it is boring, but if you truely want to save money on upgrades to Adept III spells, this is *the* way to do it. Remember, Adept III is not meant to be the common grade for everyone, so rares are indeed rare, as they should be. Be prepared to harvest a long time for little reward, but in the end, just the occasional rare that can be made into an Adept III quality spell can make your character just that little bit more effective when needed.

(6) If you truely cannot face harvesting, when looking to buy rares be patient. Use the broker every day to check prices, as they fluctuate a lot. Try to buy from people directly, to avoid those 19% brokerage fees, that can add up to a lot on higher tier rares especially. Advertise in the level channels that you are looking to buy, and go to the harvesting zones and advertise in /auction the same, because some harvesters like a quick sale and may be prepared to sell for less if you come to them at once and buy in cash. If you have done your research, you will know the going rate and can try to get prices below it.

(7) Find one or more reputable Sages, and deal with them directly with your rares to make Adept III spells for you. There will likely always be a combine fee per spell to pay, but this is peanuts compared to the cost of the rares themselves, and will almost always be cheaper than buying pre-made Adept III spells from the same sage directly off the broker.

(8) Finally, keep your eyes open for cheaper Adept III and Master I spells actually for sale directly (on the local broker, on the fence brokeror in channels). Sometimes when the rare prices have fluctuated higher, you might find a Sage selling Adept III premade spells in the same price range as the rares themselves, so it might be cost (and time) effective to snap them up directly (but again, avoid those broker fees whenever possible by direct buying). And Masters are a random chance, you might just find that lucky master for sale at a price you can afford, it is worth looking!


6. Dealing With Sages

I have been a sage almost since EQII launch, I was one of the first Level 50 and 60 sages on my server at the time, and I was the first sage to reach Level 70 on my server after Kingdom of Sky release. As such, I am very experienced as a sage, and for your dealings with sages, this is some advice.

(1) To make an Apprentice IV or Adept III spell of level X, the general rule is you need a sage of level X to make it. This changes in tier 7, where a level X sage can make level X+1 spells, and there are a few other exceptions, but it is a basic rule of thumb to use as a guideline.

(2) For Apprentice IV spells, you usually provide nothing, just buy the spell pre-made by the sage. Some sages will not make them due to the lack of sales, but if you ask around you might find a sage who is prepared to, but it is best to find a sage close to the level of the spell you are looking for in this case especially. The prices of these spells are VERY variable, with some sages asking large mark-ups to justify making them at all, so shop around a lot to avoid overpaying. That said, I'd recommend you check on the broker for Adept I spells first anyway.

(3) Some sages sell pre-made Adept III spells on the broker directly. Note that these will ALMOST ALWAYS cost you more than just going to that same sage with a rare and a combine fee, because the sage is taking a risk on that spell selling, tieing up vault space and coin, on the off-chance that someone needs that spell urgently. From the Sage's perspective, it is higher risk / higher reward. That said, you might find a bargain, so always check, and if you have a rapport with one sage, you can always enquire about such if you see them selling Adept III spells directly, as they may sell to you directly for less coin. However, all this said, I would advise you buy your own rares if you have the time, and then approach a sage directly and pay a combine fee, as it is almost always cheaper and often by a great deal.

(4) For Adept III spells where you are handing over rares to be made into spells, make sure you find a reputable Sage first, not just anyone! If you have a close friend or guildmate, clearly that is best. Failing that, head into your "Qeynos_Crafting" (or "Freeport_Crafting" for you evil types) channel on your server and ask about sages in that level range you need. The regulars in that channel (at least on my server) all deeply care about their reputations for honesty and reliability, because their whole business depends on it, and well-known and well-trusted crafters of all classes who serve the general population tend to frequent the channel from time to time. I must stress that scammers (those who accept an order under false pretences, then steal your rares) are extremely rare, but they do exist, and you can minimize your chance of ever meeting one by using the crafting channel as a knowledge base. Remember, someone's guild tag or friendly personality are not the key things here - only their reputation for honesty. That said, 99% of all crafters care deeply about their reputations, as their business depends on it, so you are pretty safe in general.

(5) Once you have one or more sages who you consider reliable and have a good reputation, contact them and ask about their fees. For Tier 7 Adept III spells, this is usually based on you providing the rare, and the Sage providing everything else. For Tiers 3-6 Adept III spells, depending on the sage, this might involve you providing some of the subcomponents, as some Sages request that the ink is supplied rather than the rare itself, or even that quills and paper are provided as well. If you really do your research, or you know another crafter (of any class) who can turn that rare into an ink for you before you approach the sage, you might get a reduction in the combine fee as well if you do so!

(6) For Tier 7, a typical combine fee on my server might be 20-30 gold coins per spell, if you provide the moonstone. This is just a guideline, and I must emphasize, might vary somewhat from one Sage to another. Having someone you TRUST to handle your rares matters more than paying an extra few gold coins, at least, that it my approach when going to other crafters for other items I need. For lower tiers, the combine fees are usually lower, especially if you go to lower tier sages who are themselves not high level adventurers.

(7) Note that if you can find a sage who is still actively levelling, you might be able to get cheaper combine fees for Adept III spells, because the tradeskill XP from Adept III spells is considerable. This is not always true, but it is something to be aware of, whereas your level 70 sage does not need XP and this is not a consideration for them.

(8) Many (but not all) Sages do not like to make spells from lower tiers than they are currently in. This is because of the space it takes to store raws for all tiers, the time it takes to make subcomponents, the fact it takes business from lower level crafters who would get XP from it, and the relatively low profit margin higher tier crafters can make on lower tier items. Therefore, if you want lower tier spells, try looking for a Sage of that level or up to ten levels above that level.

(9) The above point is doubly true at the moment for Tier 7 Sages, because of the old crafting system still being in place for Tiers 3-6, and many higher tier sages absolutely hate making subcomponents for lower tiers. However, the issue in the previous point will be partially alleviated after the new crafting system is implemented in the next few months. So if you message level 70 sages to ask for level 35 spells, for example, unless they are personal friends or guildmates, expect a lot of negative replies. You can ameliorate this to some extent, by researching and providing all the subcomponents yourself, of course.

(10) Once you have a relationship established with a sage, you can then usually operate by Norrathian mail, which is easier on both of you. For example, each day I log in, I often find a few mail messages with moonstones and combine fees in them, which I scribe and send out at the start of my session, and I am sure many other Sages will work the same way. It is wise to ensure that the sage concerned is still actually in business (ie still playing EQII!) before sending off a large batch of rares to them, if you have not spoken to them in a while, however.


7. Updates to this Guide

If you have any constructivecomments, things I should have covered and didn't, typos you spot that I didn't (I make lots of those!), or just some plain badly worded sentence (towards the end I was hurrying this, so this is quite likely!) or anything else, let me know, and I'll sort it out.
Dirge
Dirges are singers of angry songs and laments, using the power of cacophony to subdue their enemies. Their songs of rage inspire the fury of battle within their allies.

Troubadour
Troubadours play music that inspires strength and courage in the hearts of their companions. They lead their allies into the deepest dungeons, raising their spirits with songs of victory.

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