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Spell: Pureblood  
 

No Trade
Charges: 1
Skill: Alteration
Mana Cost: 100
Effect: Pure Blood
WT: 0.1 Size: SMALL
Class: CLR DRU
Race: ALL

Item Type:Scroll
Stackable:20
Merchant Value:39 pp 7 gp 8 sp 7 cp
Lucy Entry By:Mift
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2021-12-30 15:08:46
Page Updated:Mon Jul 23rd, 2012

Expansion: Legacy of Ykesha Legacy of Ykesha


Rarity: Common
Level to Attain: 50

[Merchants | Comments ]

This item is the result of a quest.
Expansion List - Premium only.
Quest Name
Blood Spells

Merchants


Vendor listing - Premium only


Zone(s) Found In:


Zone Name
Gulf of Gunthak
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Word of Restoration
# Oct 10 2007 at 6:16 AM Rating: Decent
I gave up on the Pureblood spell when I came across Word of Restoration (CLERIC ONLY level 57). It costs 800 mana to cast vs. 100 for Pureblood, but it group heals for 1800 hp and knocks disease and poison down by 9 each for all party members. Much more appropriate for a cleric than tying up a spell slot with single target Pureblood.
Word of Restoration
# Feb 10 2008 at 3:50 PM Rating: Decent
Yes, Cleric group heals can remove poisons/diseases as well but beware the massive agro you build with a group heal. Even one mob will have a hard time forgetting u even with the best of taunters. Have some adds to deal with .. the time / manawaste in rooting and more heals will surly aggravate the tank who needs to keep turning and getting agro back. This spell is invaluable in zones like NC, WOS, MPG and several raid encounters. If you are blessed with a shammy in your group, one can single target cure and one can group cure. So let the shammy do his thing slowing n dotting with back up cures if necessary. Smart, efficient mana use keeps groups alive and grinding. Happy Leveling :)
one of the reasons im getting it even after Lev 70
# Feb 15 2006 at 12:19 AM Rating: Decent
I never got this spell and now im 70 without it and cant use aa effect RCG fast enough. On some raids it dont remove root all the time. I was told this removes root like on mgb trial raid so guess i will get it and see.
Wondering
# Jul 31 2005 at 6:09 PM Rating: Decent
It might be me but does anyone else see the conflict getting item drops from level 55/56 mobs for a level 51 spell? Was just wondering!
Love that exp
# Jun 27 2003 at 10:43 PM Rating: Default
My lazy butt didn't finish this until 59 but am now glad I waited. I turned in my items and got not only the spell but also over a whole blue in experience. Now at 59 that is some serious exp. I might have to do that again. So don't be afraid to do the quest a couple of times just for the exp.
RE: Love that exp
# Nov 02 2004 at 4:17 PM Rating: Default
Lol i was a little behind as well, but my 54 cleric got 2 and half blues of regular xp. if you werent as lazy you would have had a nice boost at lower lvl then 59...
RE: Love that exp
# Oct 01 2003 at 11:33 AM Rating: Good
You only get experience the first time you do the quest. After that, you get the item, and nothing else.
Blood of Nadox
# Mar 31 2003 at 11:58 PM Rating: Good
When I turned in the glowing black potion with my shaman, I received a spell called Blood of Nadox, not Pureblood. It is a group cure poison and disease, each cast of it will remove even higher level shaman DoTs such as envenomed bolt or plague from all members of the group within range. Just thought I'd share this info.
RE: Blood of Nadox
# May 18 2003 at 2:49 AM Rating: Decent
So is the spell single target or grp like this post says?
RE: Blood of Nadox
# Sep 01 2003 at 9:43 AM Rating: Good
The quest is for shammys, clerics and druids.

Shaman get the spell Blood of Nadox which is a groupspell: https://everquest.allakhazam.com/db/item.html?item=22020

Druids and clerics get this spell, which is target based.

cu,
Minyatur
RE: Blood of Nadox
# Oct 15 2004 at 10:52 PM Rating: Default
Well that sucks dragons eggs. The Cleric if any of the classes should get it as a group spell - just my thoughts. )
Gunthak Gulf Water
# Mar 31 2003 at 12:39 AM Rating: Decent
The Gunthak Gulf Water is Foraged as well that is the same properties as the looted one (Magic, No Drop, 0.1 wt, Clr/Dru/Shm, All).

The looted one seems to fall from more than just Erudites (Pillagers, Plunderers, Marauders), I've had it drop from Gnome Plunderers and Human Marauders as well (Uncommon to Rare Drop off the mobs listed).


~R

Edited, Mon Mar 31 00:04:13 2003
Location of Some Items
# Mar 03 2003 at 12:21 AM Rating: Decent
I got the Blackened Vial off a Broken Skull Initiate in Crypt of Nadox at loc neg 1202...pos 378..I looted the Gunthak Gulf Water in Gulf of Guntha off an ogre pillager at neg 1860..pos 58..Both items were near the fort at those location..Will post more when I get them...
Quest Details
# Feb 28 2003 at 12:01 PM Rating: Excellent
Combine the following in a brew barrel (no confirmation on skills needed to do the combine)

First Combine - A Black Potion
A Blackened Vial (drops in Nadex off the Blackhands level ???)
Broken Skull Clan Blood (drops in Nadex off the Blackhands level ???)
Gunthak Gulf Water (drops in Gunthak from an erudite marauder/pillager level ???)

Second Combine - A Glowing Black Potion
Pure Blood (drops in Nadox from Luggold Initiate level 53 ish)
A Black Potion

Final Step - Hand-in for Spell: Pure Blood
Hail Grennik Neltrin at the lighthouse
Turn in A Glowing Black Potion
RE: Quest Details
# Mar 07 2003 at 6:49 PM Rating: Good
*
150 posts
First combine is trivial at GREATER than 85. I had an 85 skill and it was not trivial. I failed the second combine so not sure on its trvial.

With the last patch they removed the chance for the combine to fail.

Edited, Sat Mar 15 08:09:30 2003
Quest Details
# Feb 28 2003 at 12:01 PM Rating: Good
Combine the following in a brew barrel (no confirmation on skills needed to do the combine)

First Combine - A Black Potion
A Blackened Vial (drops in Nadex off the Blackhands level ???)
Broken Skull Clan Blood (drops in Nadex off the Blackhands level ???)
Gunthak Gulf Water (drops in Gunthak from an erudite marauder/pillager level ???)

Second Combine - A Glowing Black Potion
Pure Blood (drops in Nadox from Luggold Initiate level 53 ish)
A Black Potion

Final Step - Hand-in for Spell: Pure Blood
Hail Grennik Neltrin at the lighthouse
Turn in A Glowing Black Potion
Pure Blood
# Feb 27 2003 at 2:20 PM Rating: Decent
Ok does anyone know about how to get the spell?? I need to know what components I need to got it and what to hail.

Thanks
Cheal Lovntouch
56 cleric of Prexus
Been solved
# Feb 27 2003 at 1:46 PM Rating: Decent
Go to http://www.eqdruids.com/ for the solution
RE: Been solved
# Feb 27 2003 at 3:32 PM Rating: Decent
This solution is for Druids. Does it also work for Clerics?
RE: Been solved
# Feb 28 2003 at 4:00 AM Rating: Decent
I hope the Gunthak Gulf Water is a ground spawn. I foraged it. It is no drop but for clr, dru, shm. As far as I know, most clerics and shamen don't forage.

If it isn't a ground spawn, I hope some of the combines yield a dropable product. If not, I don't see how most shamen and clerics can get the spell if the spell is indeed no drop like eqdruids says it is.
Pure Blood
# Feb 27 2003 at 11:34 AM Rating: Default
Quit complaining, be happy with what you get and go with it. At 65 I will find this spell useful and will be glad to solve the quest to get it. Radient Cure is great except for the reset time. This will be a nice addition to keep loaded with Remove Greater Curse.
Screwed Shaman
# Feb 26 2003 at 9:38 AM Rating: Default
This spell was a slap in the face for shaman.

First off its a weaker version of the old Disenfecting Aura wich was aquired at the same level. though its 50 mana less.

Disenfecting aura was
Remove 10 Disease
Remove 10 Disease
Remove 10 Posion
Remove 10 Posion

Pureblood is less powerful for 50 mana less
Remove 9 Disease
Remove 9 Disease
Remove 9 posion
Remove 9 posion

And now so Shaman can have a "new" spell the Nerf Disenfecting Aura to
Remove 12 Disease X4

Shamans get Abolish Disease at level 49 wich was the most effective disease cure in the game (32 conters) and can heal any Disease for less mana. There is no need for a 48 counter removal spell

The could of actually come up with a "new" spell instead of nerfing an old one to give us a replacement of the same thing.
RE: Screwed Shaman
# Dec 12 2003 at 3:59 PM Rating: Decent
note that the Shman version is a GROUP cure, So my shammy will be getting it, if for nothing else then cureing slows lol...
Just wish for my cleric that since they have Word line heals that their version was group based also, lol.... ahh well =)


What do you mean Sit?!? I've got 80m and we need DPS, so I'm a cleric... wouldn't wear plate if I weren't a tank.
RE: Screwed Shaman
# Mar 03 2003 at 5:10 PM Rating: Default
****
6,678 posts
Clerics are better at curing poisons, by the basic spells cure, counteract, abolish. Consider yourself lucky to have had an extra spell to deal with these afflictions in the first place.
____________________________
Only the exceptions can be exceptional.
RE: Screwed Shaman
# Feb 27 2003 at 3:26 AM Rating: Decent
If you'll notice, ALL the priest classes got this spell, and it was a huge boon at least for clerics, and in most situations, 50 less mana for 2 counters less of each is fine.... Also look at cast times, without those handy, this may look better. All I know is that for clerics, this spell freaking rocks.
Pure Blood
# Feb 25 2003 at 3:46 PM Rating: Default
If they are going to give a new spell called pure blood it sounds more like something that would purify you.. Maybe a combination Lull, 9 counter cure disease/poison/fear/blindness and atone. That would truely be a "New" spell. you could cast on a groupmember to remove something detrimental OR on a undead mob to purify (ie. pacify) it. There are no spells I know of that are duel purpose and work by target. The Radiant Cure AA is an AoE cureall why not a single target version as a spell with a atone + lull? Even if it only worked on undead it would be nice. As for druids they could have an animal version.
RE: Pure Blood
# Jun 28 2004 at 10:18 PM Rating: Decent
"Maybe a combination Lull, 9 counter cure disease/poison/fear/blindness and atone."

What the hell kinda combination is that? Would you be wanting to pac the group members that you're trying to cure? Or cure the mobs that you're trying to pac? Smiley: disappointed
The Quest?
# Feb 25 2003 at 2:59 PM Rating: Good
Anyone figure out the quest yet? There's an NPC near the lighthouse in Gulf of Gunthak who mentions something about trying to find info about the High Priest (?) of Nadox, and to bring her any info you find about it. She said that to me, a druid, but when a ranger hailed her at the same time she just basically said the hello stuff. So I guess that's where it starts..
#REDACTED, Posted: Feb 25 2003 at 1:37 PM, Rating: Sub-Default, (Expand Post) A high level Mana regen spell along the lines of KEI would have been a welcome addition to the Druid library. WE got ripped off with pretty much useless spells this time around.
#REDACTED, Posted: Feb 26 2003 at 10:20 AM, Rating: Sub-Default, (Expand Post) Edited, Thu Apr 3 08:51:42 2003
/Agree
# Feb 25 2003 at 1:03 PM Rating: Default
I miss DA already (
Original Spells
# Feb 25 2003 at 10:38 AM Rating: Default
I think a cleric/Pally undead DS is a great idea. Especially if it stacked with other DS's. Nec/SK get Vapiric Embrace which is a healing proc so why can't clerics get something simular.

As for this spell, it just means only having to load one spell instead of having to decide which of two to load. Pretty lame for an expansion spell but then the expansion has been pretty lame so far other than the expanded bank.

It also is a lv 51 Druid spell now which is pretty useless unless you are fighting Trak or going to PoP and have a spare spell slot. I guess if you are lv 51 though you are just happy to get any new spells other than Superior Heal.
RE: Original Spells
# Feb 26 2003 at 10:30 AM Rating: Decent
Since we're commenting on the originality of spells, I will add my 2cp quickly. Please do not rate people down for having an actual discussion about something, especially when the discussion is on the appropriate page. That's actually what these forums are for. Information submission has an established process.

How about a reflect line of spells for priest classes? Shaman excluded, because they already rule buffs, but for cleric to a lesser extent of druid (so druids have at least ONE thing they can do the best).

Basically, there would be a reflect spell for each type of spell. A detrimental spell would not reflect in its entirity, but a certain percent of the effect would hit the original caster. The remaining effect would get through to the intended target.

Say Monster_Bob_01 cast a 500 point nuke, on Tank Harry, who happened to have a fire reflection buff on for 50%, the nuke being a fire nuke. Tank Harry would get hit for 250, but the remaining 250 would get reflected back to Monster_Bob_01.

These spells would have to be fairly short duration to be balanced, and would have to be a group buff, considering the duration, to ever be useful in raids... Just an idea 8) Actually, it's the only type of beneficial spell I can think of that doesn't already exist.

Okay, flame on and rate down. I know you will, because actual conversation is unappreciated here lol

Edited, Wed Mar 5 15:27:53 2003
RE: Original Spells
# Sep 08 2003 at 12:30 PM Rating: Default
29 posts
You have a good thought here. It could even be cast by magicians to give them a group buff other than DS! However, there is one downside to this. If a PC can cast this, you know there will be mobs who can cast it also to keep things balanced. Think of how fast your nukers will go down when (enter_PoP_God_of_Choice_Here) has it up and all of your nukes are 1/2 reflected. Nukers already don't have enough HP with the new PoP zones and with their spells being reflected upon themselves (or worse their group for AoE) they'll be dying that much faster. /shout "Nuker Down!" will quickly replace the favorite /shout "Ranger Down!"
True
# Feb 25 2003 at 5:32 AM Rating: Default
True, Cleric spells seem to be very un-original

I mean, I've always hinkered after the ability to cast a Damage Shield that affects only Undead.

Call it say Celestial Aura, and make it a few points of damage higher than the equivalent Mage / Druid Damage shields at the correct levels.

It always seems to me that other classes get elements of our spells, so why can't we have elements of their's ?

{Edit} Ignore My Sig, I'm on the wrong log in :)

Edited, Tue Feb 25 05:01:54 2003
RE: True
# Feb 26 2003 at 10:22 AM Rating: Default
I agree. Would be cool 8)

Or a pet that is somehow the oposite of an undead mob (maybe an angel??), since clerics are essentially the inverse of necros...

Of course, healing spells should hurt undead, too. Why?

Something living has positive hit points, +4000 for a warrior, for example. Something dead has zero. Something undead has -4000, or negative whatever, so healing them essentially raises their HP toward zero, or death.

Think of the difference of strategy that would create against undead! Would have to concentrate on NOT damanging them. Warriors, SK's, etc could be given weapons with healing procs that proc by combat, on target, then warriors could even duel raid members in order to heal them a bit 8)...

Well, okay maybe it would be a different game altogether, but that's the way I always pictured it 8)

Edited, Wed Feb 26 09:53:50 2003
Not cool
# Feb 24 2003 at 10:44 PM Rating: Default
All I can say is that they do some sucky things over at SOE. They nerfed our Disinfecting Aura spell so that this one would be useful to Shamans. Now we have a lvl 52 disease cure, and a spell that is weaker than the one we had. Great. I for one never had a disease or poison that disinfecting aura couldn't take care of, who knows with this spell. Is it really that hard for them to come up with new spells?
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