Everquest 2 Fury Guide
Wood Elf
Camoflage Hides character, cannot move. 3min effect, 30m recast. Elven Reflexes +5 agility, Permanent Effect Faydwer Fashions +Tailor, Permanent Effect Forage +2sta, out of combat health regen. 3min effect, 30m recast. Gift of the Faydark +Woodworker, Permanent Effect Herbal Protection +3 disease resist, Permanent Effect Precision in Combat Piercing damage proc. 3min effect, 30m recast. Tunare’s Footsteps +3 tracking, Permanent Effect Vitality of the Feir’Dal +3% power, Permanent Effect Wind Warrior +2 parry, +2 defense, Permanent Effect
Copyright 2006.
EverQuest is a Registered Trademark of Sony Online Entertainment
Everquest 2 Fury Guide
Ogre
Battlefield Commands +3 defense for party member. 3min effect, 30m recast. Battle Rest +2 strength, out of combat health regeneration. 3min effect,
30m recast.
Blessing of Zek +3 strength, Permanent Effect Lifted Curse +3 intelligence, Permanent Effect Murdunk’s Tactics Slashing damage proc. 3min effect, 30m recast. Ogokian Trade +Weaponsmith, Permanent Effect Rallosian Conditioning +3 stamina. Permanent Effect Rallosian Readiness +Armorer, Permanent Effect Toughened Hide +3 defense, Permanent Effect War Ready +3% health, Permanent Effect
Ratonga
Trait
Effect
Concealed Presence Hides character, cannot move. 3min effect, 30m recast. Dark Agenda Poison damage proc, 2min effect, 30m recast. Filth Forage +2 agility, out of combat health regeneration, 3min effect,
30m recast.
Increased Immunities +5 disease resist, Permanent Effect Instrument of the Underfoot +Weaponsmith, Permanent Effect Pitiful Plea De-aggro, 20m recast. Poison Play +Alchemist, Permanent Effect Rodent Reflexes +3 agility, Permanent Effect Swift Scurry +3 avoidance, Permanent Effect Toxic Tolerances +5 poison resist, Permanent Effect
Troll
Bog Bully +3 strength, Permanent Effect Brutal Bashings Crushing damage proc, 2min effect, 30m recast. Gift of Innothule +5 disease resist, Permanent Effect Grobb Grub Summon T1 food, 30m recast. Maniacal Madness +3% power, Permanent Effect Mender of the Mire +Armorer, Permanent Effect Natural Regen +2 strength, stamina, out of combat health regeneration, 3min
effect, 30m recast.
Resilience +3 stamina, Permanent Effect Swamp Breath Enduring Breath, 10 min recast Troll Gourmet +Provisioner, Permanent Effect
Everquest 2 Fury Guide
Human
Clothier
+Tailor, Permanent Effect
Determination
+3% power, Permanent Effect
Domination
Divine Damage proc, 3min effect, 30m recast.
Environmental Adaptability: Cold +cold resist, Permanent Effect Environmental Adaptability: Heat +heat resist, Permanent Effect Leadership
+3 defense, Permanent Effect
Metallurgy
+Armorer, Permanent Effect
Perseverance
+3 stamina, Permanent Effect
Physical Adaptability +3 defense, Permanent Effect Tend Wounds
+2str, out of combat health regeneration. 3min effect, 30m recast.
Iksar
Trait
Effect
Dark Medicine +Alchemist, Permanent Effect Defensive Coloration Hides character, cannot move. 3min effect, 30m recast. Greenmist Salvation +5 disease resist, Permanent Effect Honed Body +3 agility, Permanent Effect Legacy of the Shissar +3% power, Permanent Effect Natural Regeneration +2strength and agility, out of combat health regeneration.
3min effect, 30m recast.
Proficient Swimmer Enduring breath. 3min effect, 10m recast. Sebelisian Strike Crush damage proc. 2min effect, 30m recast. Toughened Scales +3 defense. Permanent Effect Whipstich +Tailor, Permanent Effect
Kerra
Ancestral Protection +3 divine resist, Permanent Effect Commune with Spirits +2 wisdom, out of combat power regeneration. 3min effect,
30m recast.
Eyes of the Night Ultravision, 3min effect, 10m recast. Fleetness of Foot +3 agility, Permanent Effect Gift of the Land +Alchemist, Permanent Effect Hunter’s Instinct +3 tracking, Permanent Effect Spiritual Enlightenment +3 wisdom, Permanent Effect Timber Shaper +Woodworker, Permanent Effect Unsheathed Claws Slashing special damage. 3min effect, 30m recast. Warm Fur +5 cold resist, Permanent Effect
Everquest 2 Fury Guide
Half Elf
Ayr’Dal Assault Proc slashing damage. 3min effect, 30min recast. Ayr’Dal Adornment +Jeweler, Permanent Effect Camoflage Hides, cannot move. 3min effect, 30min recast. Dual Breed +2 sta, +3% power. 3min effect, 30m recast. Elven Reflexes +5 agility, Permanent Effect Gift of Faydark +Woodworking, Permanent Effect Perseverance +3 stamina, Permanent Effect Sinister Cunning +3 intelligence, Permanent Effect Tend Wounds +2 str, out of combat health regeneration. 3min effect, 30min
recast.
Tenet of Takish’Hiz +3 magic resist, Permanent Effect
Halfling
Trait
Effect
Always Prepared Summon T1 food. 30m recast. Distracting Hoax De-aggro, 30m recast. Halfling Grand Tactics Hides character, cannot move. 3min effect, 30m
recast.
Jumjum Regimen +3% health. Permanent Effect Light on the Feet +3 avoidance, Permanent Effect Lunch Time
+2agi, out of combat health regeneration. 3min effect, 30m recast.
Mischief Maker
Mental damage proc. 2min effect, 30m recast.
Niami’s Tutelage +Provisioner, Permanent Effect Pants Patcher
+Tailor, Permanent Effect
Protection of the Lucky Cabbage Absorbs some damage. 30m recast.
High Elf
Apperception +3 intelligence, Permanent Effect Elven Reflexes +5 agility, Permanent Effect Isoteric Study +Sage, Permanent Effect Firiona’s Zeal Divine damage proc, 3min effect, 30m recast. Gift of Tunare +3 wisdom, Permanent Effect Gilding of Felwithe +Jeweler, Permanent Effect Graceful Movements +2 parry, +2 defense, Permanent Effect Harmonious Mind +2 wis, out of combat power regen, 3min effect, 30m recast. Strength of the Koada’Dal +3% power, Permanent Effect Tenet of the Takish’Hiz +3 magic resist, Permanent Effect
Everquest 2 Fury Guide
Dwarf
Brell’s Blessing +3% health, Permanent Effect Butcherblock Body 2+strength, out of combat health regeneration. 3min effect,
30min recast
Endurance +3 stamina, Permanent Effect Fortitude
+3 defense, Permanent Effect
Hearty Constitution +5 disease resistance, Permanent Effect Master of the Tumpy Tonic +Provisioner, Permanent Effect Spell Shrug +3 magic resistance, Permanent Effect Stormhammer Divine damage proc, 2min effect, 30min recast Vital Provisions Summon Ale T1 Drink, 30min recast Weapon Forger +Weaponsmith, Permanent Effect
Erudite
Trait
Effect
Chemist +Alchemy, Permanent Effect Erud’s Teachings +3% power, +2 intelligence, Permanent Effect Ethereal Absorbtion +2 int, out of combat power regen. 3min effect, 30min recast Infusion Magic reactive damage, 30min recast Knowledge of the Ether +3 magic resist, Permanent Effect Path of Learning +3 intelligence, Permanent Effect Scholarly Pursuit +Sage, Permanent Effect Summon Wisp Summons a light source, 30min recast Trained Mind +5 mental resist, Permanent Effect Ward of Glyphs Absorbs some damage, 30min recast
Gnome
Ak’anon Innovation +3 intelligence, Permanent Effect Chemical Calculations +Alchemist, Permanent Effect Confusing Babble De-aggro, 30min recast Gnomish Innovation Heat damage proc, 2min effect, 30min recast Flash of Insight +3% power, Permanent Effect Forge Innovation +Weaponsmith, Permanent Effect Lost in the Crowd Hides character, cannot move. 3min effect, 30min recast Power Surge +2 agi, out of combat power regen. 3min effect, 30min recast Singed Eyebrows +5 heat resist, Permanent Effect Sniffle Stopper +5 disease resist, Permanent Effect
Everquest 2 Fury Guide
8.4. Racial Traits
These are the most defining of the choices, as many Furies will ultimately pick the
same things for the other options. The racial traits will not make or break a character, but they can be very important especially the +power and avoidance ones. I suggest that you try to make an informed decision, but do not let any races abilities sway you form playing the character that you want to play since it will not make a terrible amount of difference in the long run and can be overcome by smart play. They are only really there for the true min/maxer. You receive these traits at levels 18, 26, 34, and 44 for a total of 4 racial choices.
Barbarian
Trait
Effect
Blood of Halas +5 cold resist, Permanent Effect Brewmaster +Provisioner, Permanent Effect Cold Retribution Cold Proc effect, 3min effect, 30min recast Halasian Staple Summon lager, 30min recast Herbology +Alchemist, Permanent Effect Remembrance of Halas +3 defense, Permanent Effect Strength of the North +3str, Permanent Effect Strong Jawed +3 resist crushing, Permanent Effect Teachings of Tundra Jack +3 tracking, Permanent Effect War Wounds +2sta, + out of combat hp regen. 3min effect, 30min recast
Dark Elf
Elven Reflexes +5 agility, Permanent Effect Embrace of Hate Absorbs some damage, 30min recast Fueled by Hate Increased power regeneration out of combat. 3min effect,
30min recast
Innoruuk’s Cauldron +3% power, Permanent Effect Poison Crafter +Chemistry, Permanent Effect Pursuit of the Arcane +Sage, Permanent Effect Sinister Cunning +3 intelligence, Permanent Effect Strength of Will +3% mental resist, Permanent Effect Shadow Shroud Hides character, cannot move. 3min effect, 30min recast Wrath of the Teir`dal Damage shield, 3min effect, 30min recast
Everquest 2 Fury Guide
Set Four
The choices are Giant, Treant, Siren, and Centaur. Pick Giant C there are many raid targets that are giants and most of those other mob types exist in only one or two zones.
Set Five
This is the hardest choice of them all. The options are Elemental, Nightblood, Shadowman, and Lizardman, all of which are relatively uncommon mobs there are no raid mobs of these types aside from a +++ Nightblood in Rivervale that does not drop any loot. I picked Shadowman, since it seemed likely that I would be seeing these mobs again. Lizardman was my secondary choice. The others do not seem common enough.
8.3. Class Traits
You receive 3 chances for stat upgrades, 2 chances for health and power
upgrades, 1 chance for melee resistance, and 2 magic resistances.
For the statistics upgrades, I chose agilityx1 and wisdomx2. Currently, 200+
wisdom only nets 1:1 for power, so you want to keep it around 200 and boost up your other stats if you can. Wisdomx3 would not be bad, though, since agility is fairly easy to raise. The only other stat I would upgrade would be stamina, but I use stamina dolls for activation slot so that I can get all the stamina that I need.
When faced with a choice of increased health, health regen, power, and power
regen, select increased Power both times. More power = faster regeneration, and that regeneration only works out of combat anyways. The increased health will not save you, even from the massive AE’s that some mobs have, but a little more power can go a long way for us priests.
As for resistances, I selected Heat and Cold since I raid often and the mobs were
doing heat and cold damage to me (especially cold on the Menagerie Drakota for the Fire and Ice quest from Nagafen). I would choose Heat, Cold, Poison, or Disease since most classes can buff the other 3 and they also appear on armor regularly.
The melee resistance you want is versus crushing as about 85%+ of mobs in this
game attack with crushing damage.
You receive these at levels 8(stat), 14(resist), 22(power/hp), 28(stat), 36(resist),
42(power/hp), 46(stat), and 48(resist).
Everquest 2 Fury Guide
8. Character Traits
8.1. Introduction
Character traits are received every so many levels and are meant to advance your
character differently than other people and to sort of “specialize” in certain things. You already saw the spell training options, which were a form of character traits, so here are the rest. You receive one option from each set about every 8 levels.
8.2. Enemy Tactics
While not terribly useful, these master spells do provide some nice debuffing
power and are nice for raid mobs and large events. Otherwise, I do not use them. Therefore, I picked options where only a raid mob existed for the specific enemies. There are lots and lots of choices, but there weren’t many good ones, so these should be picked with little hesitation. You receive these at level 12, 16, 24, 32, and 38.
Set One
The choice is between Orc and Gnoll. Pick Orc no matter what city you come
from. Orcs are the only mob that exist past T3 zones and there are several raid mobs that are orcs. There are no raidable gnolls at this point and the last place you will ever see them is in Thundering Steppes.
Set Two
The choice is Skeleton, Zombie, and Ghost. I chose skeleton since they are a very common mob type, but there is a Zombie raid mob (King Zalak, Commonlands Epic zone). I have not seen any ghost raid mobs.
Set Three
The choices are Bixie, Golem, Fairy, and Goblin. Choose Golem as there are lots
and lots of Golem type mobs and a few are raid targets. There is a goblin raid target, but it is an instance, which is rarely done and is boring to say the least. Bixies are very uncommon and fairies are about as uncommon and do not have any boss types.
Everquest 2 Fury Guide
7.5. Heritages
Aside from looking pretty in your bank or mounted on a wall in your house,
heritages sell quite well to vendors (5g, 20g, 60g based on level of item). For this reason, you can make some fairly decent cash if you go back and do the heritages that you might have skipped because you thought that they wouldn’t do you any good. Pricing Guide is as follows:
Price Item Name
Difficulty
5g Greater Lightstone
Long Camp Times
5g Dwarven Workboots
Long Camp Times
20g Glowing Black Stone*
Medium Difficulty
20g Polished Granite Tomahawk*
Requires Giant Language
20g Shiny Brass Halberd
One Long Camp at End
20g Fishbone Earring
Medium Difficulty
20g Guise of the Deceiver
Easy, but Long Camps
12s Manastone**,*
Difficult, will need help
20g Ghoulbane
Very Difficult
20g Bag of Sewn Evil Eye**
Easy
60g Crown of the Tranix King
Very Long, Difficult
60g Serrated Bone Dirk
Very Easy
60g Short Sword of the Ykesha
Long, requires lots of help
0c Stein of Moggok
Very Easy
20g Shiny Brass Shield
Straightforward, Simple
60g Tobrin’s Mystical Eyepatch**
Easy, but Long Camps
60g Hierophant’s Crook
Very Easy (esp w/Invis)
60g Bone Bladed Claymore*
Very Easy
60g Flowing Black Silk Sash**
Easy, but requires help
60g Golden Efreeti Boots**
Very, Very Long/Difficult
60g Legendary Journeyman Boots**
Easy, Simple
* – Has production costs, like BBC requires an Ebon Cluster (harvested rare est. 1.5p) ** – You should keep these items
7.6. Closing
Money is actually rather difficult to come by at times, but I would not despair.
Almost everything that you will need leveling up will come without much struggle or departure of coin. After that, you can farm the higher level zones or set out to harvesting rares to make money to buy your masters and the other nice gear that you want. Also, a great deal of gear comes from raids, so you will not need money very often.
Everquest 2 Fury Guide
Grouped
I would definitely still recommend the Keeper of Nihility, but you might also want to head down to Permafrost or Solusek and camp the various named about as they have a nice chance to drop some master chests or other rare items. Also, in regards to Solusek, those mobs drop a lot of Adepts that most people do not get, so you get away with selling them for a lot more than you could sell Adepts in other zones.
There is also this one spot outside Drafling tower where all the bees are that has a decent chance of dropping some VERY nice monk gloves or other master spells, but you will probably need to be mid 40’s to do it effectively.
7.3. Crafting
Crafting can be lucrative, but generally isn’t until you can craft T5 gear. It can be a little tedious as well, but there is money involved. Generally, you will want to pick a craft that makes things that a lot of people need which is actually fairly limited in EQ2. For this reason, I would suggest going mainly Armorer, Weaponsmith, or Jeweler. Sages/Alchemists are good for AD3 and AP4 spells, but they are not as high demand anymore with the overabundance of AD1s on broker. Also, they do not have many other craft items to sell when those aren’t leaving the shelf fast enough.
7.4. Harvesting
Harvesting can actually be quite profitable if you have the patience. You will be
hunting for rares, which can be, at times, extremely rare. Some people have the luck for it and others simply do not. If you are willing to spend countless hours mining nodes, though, you can usually make quite a profit. Every Tier’s rare sells, but you need to get your harvesting to T4/T5 level. Here is a short table with tiers and their zones.
Tier Zones 1 Isle of Refuge, all suburban offshoot zones 2 Antonica, Commonlands 3 Thundering Steppes, Nektulos 4 Zek, Enchanted Lands 5 Cove of Decay, Everfrost, Feerrott, Lavastorm, Rivervale
This website (Clan Whitestorm) is also a nice reference for the rares and
commons as well as some crafting information.