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Spell IconRoot
Classes:
  • Enchanter level 6
  • Wizard level 3
  • Paladin level 19
  • Necromancer level 34
  • Shaman level 12
  • Cleric level 7
Scroll info:
Scroll InfoSold at vendors

Abysmal Sea
    Slewar Belsgog 2gp 9cp
    Yiem Rynawu
Ak'Anon
    a clockwork merchant
Crescent Reach
    Giddori
    Vilizon 2gp 9cp
East Cabilis
    Vessel Grott
East Freeport
    Ealyson Roloius 2gp 9cp
    Quelolista Samautia 2gp 9cp
Erudin
    Issibla Belstince
Erudin Palace
    Telor Beteria
Halas
    Tukanta
Mines of Gloomingdeep
    Tinkerer Gordish 2gp 5sp
    Tinkerer Keridon 2gp 5sp
Neriak Commons
    Tkaz H`Rugla
Neriak Third Gate
    Issia H`Rugla
North Kaladim
    Axa Stormshield 2gp 9cp
    Busey Nehart
    Tempia Lauley 2gp 9cp
    Zeffan Holdsman
North Qeynos
    Mellisa Purgor 2gp 9cp
Northern Felwithe
    Celest Palestream
    Seria Woodwind
Oggok
    Hoart 2gp 9cp
Paineel
    Lillean Han Oni
    Nedorl Ipabrun
Plane of Knowledge
    Cavalier Preradus 2gp 9cp
    Mystic Ryrin 2gp 9cp
    Vicar Delin 2gp 9cp
Qeynos Catacombs
    Leon Ereek 2gp 9cp
Rivervale
    Frappy Slimfinger
Shadow Haven
    Adept Arnthus 2gp 9cp
    Jales Gaelshorad 2gp 9cp
    Mark Blotter 2gp 9cp
Shar Vahl
    Scribe Lar 4gp 3sp 6cp
South Qeynos
    Oriyame Nelafre 2gp 9cp
    Pai Berenis 2gp 9cp
Southern Felwithe
    Srell Tumblebrook
The Bazaar
    Halois Gueinds 4gp 2sp
Thurgadin
    Keegan
    Lorekeeper Bestla 2gp 9cp
    Lorekeeper Brita
West Cabilis
    Keeper Suffering
West Freeport
    Amata D`Lavi
    Donala Baris
    Xinari Anara

Scroll Info

Scroll Info

Scroll Info

Description:
2: Root
Details: Raw Spell Data, Lucy Spell View
Spell Type:Detrimental Skill:Alteration
Mana:30 Target Type:Single
Casting Time:2 Duration:2 ticks @L3 to 8 ticks @L14
Recast Time:1.5 Resist:Magic (0)
Fizzle Time:1.5 Range to target:200
AE Radius:0 Interruptable:Yes
Location:Any Time of Day:Any
Reflectable:Yes
Messages:
Cast on you: Your feet adhere to the ground.
Cast on other: Soandso adheres to the ground.
Effect Fades: Your feet come free.
Game Description:
Causes the earth to adhere to your target's feet, preventing them from moving for up to 12 secs (2 ticks @L3 to 8 ticks @L14).
Items with this effect:
8 Threads (Search Forums)
great 4 soloing
Posted: Apr 12th 2005 5:35pm | IP: Logged | Reply to this
14 posts
Score: Decent
this spell is greta 4 soloing because if u end up pulling one to many....well it gives u time to make preperations and let ur pet take some damage on the other one while waitng....it my be the lowest root there is but its still very usefull...worth the plat in my oppinion =)
What spells break root?
Posted: Jun 15th 2004 5:30pm | IP: Logged | Reply to this
13 posts
Score: Decent
I am a lower lvl Frog Wizard and need to know what I can safely pound my rooted foes with before I have to root them again. Any clues?
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"Virt" lvl 12 Paladin Roleplayer - Zeb Server
"Nephite" lvl 10 Wizard Froglok
"Sliv" lvl 28 Rogue Elf
Posting from Big Dallas
Use your level 34 Root - Its MUCH Better!
Posted: Oct 22nd 2003 7:58pm | IP: Logged | Reply to this
*
64 posts
Score: Default


Edited, Wed Oct 22 20:05:45 2003
Ak'Anon
Posted: Sep 23rd 2003 2:03am | IP: Logged | Reply to this
**
258 posts
Score: Default
This spell is sold by the clockwork merchant that sells general spells. The merchant is standing near Nonnie Texaker at loc +1072 -1000.
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EQ1 Outhar 55 Paladin, Qarris 58 Druid (Both retired)
EQ2 Outhar 27 Crusader/45 Armorer, Qarris 34 Warden/40 Tailor, Korak 27 Rogue/40 Weaponsmith (all retired)
Posting from Fargo, ND
Sold at vendors
Posted: May 11th 2003 10:13am | IP: Logged | Reply to this
44 posts
Score: Default
Gukta - Cleric Spell Merchants - Scribes Gopp & Grilgg
Gukta - Shaman Spell Merchants - Scribe Grurkk
Root vs. Snare
Posted: May 5th 2003 7:47pm | IP: Logged | Reply to this
***
1494 posts
Score: Decent
I am sick and tired of seeing people who don't seem to know the difference between Root and Snare. They know the basics (Root holds them still, with a chance to break every tick, Snare slows them down), but they're unaware of the secondary characteristics of the spells; they think that the two spells have essentially the same combat function.

This is WRONG!

A monster that is Rooted will fight, regardless of whether it was running or not. Root is best used for keeping extra monsters ("adds") away from the party for long enough for the party to deal with them one at a time.

A Snared monster that is trying to flee will continue trying to flee, despite the fact that it is not getting anywhere. Snare is best used to keep a running monster from getting to his friends, and bringing them back.

Note the difference in how a fleeing monster acts under Root and Snare... any Melee class will tell you that once a monster turns to run, they want it SNARED, not Rooted. If it's Rooted, it fights back. If it's Snared, it doesn't.

Once more, for summary: Root is for crowd control. Snare is for runner control. PLEASE do not get them confused. Your tanks will thank you for it.

Nekojin
Celone Greenedge, Lv. 42 Ranger of Tunare, Luclin server
Officer in Warriors of the Ebon Heart
----------------------------
My Mains over the years (dozens of alts not mentioned, and some games forgotten):
Celone Greenedge, Ranger, EQ (Retired)
Aerik, RDM/???, FFXI (Retired)
Jandu Balo, Scout/Surveyor, SWG (Retired)
Edifice Wrecks, Stone/Stone Tanker, CoH (Retired)
Dahlia, Lv. 60 Forsaken Mage, Lightning's Blade, WoW (Retired, Deleted)
Oleandra, Lv. 60 Forsaken Mage, Gurubashi PvP, WoW
Posting from Loooooong Beach
Root vs. Snare
Posted: Jun 23rd 2007 6:44am | IP: Logged | Reply to this
2 posts
Score: Decent
I thought it was pretty obvious what the difference was between the two spells, u can notice it when u use it for the first time on a fleeing mob. None the less, well said, good and exact information given. No complaints.
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Zverties
"Death is inevitable, your passion upon failure separates the hero's from the commoners"
Posting from Brisbane, Australia
Root vs. Snare
Posted: Jul 25th 2006 10:44am | IP: Logged | Reply to this
6 posts
Score: Decent
Thank you for information, fairly new to game. I wish there were more player's like you that speak painly for those of us that don't know all the game lingo.
----------------------------
Lariel
Dark Hallow Knights
Posting from maryland
RE: Root vs. Snare
Posted: May 9th 2006 10:51am | IP: Logged | Reply to this
*
127 posts
Score: Decent
I some what agree. If snare is not available tho, no druid/ranger/necro, then root will suffice to control runners.
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Aatempco Skyewalker
Vazaelle

http://www.magelo.com/eq_view_profile.html?num=717881
RE: Root vs. Snare
Posted: Oct 7th 2004 5:44pm | IP: Logged | Reply to this
5 posts
Score: Decent
Could not agree more.. Well pointed out.. ALL please take note.
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Safe journeys and good hunting. /bow
RE: Root vs. Snare
Posted: Jun 8th 2004 10:36pm | IP: Logged | Reply to this
Vatic
Scholar
17 posts
Score: Decent
Well Said.
----------------------------
WTB - Two Turntables And A Microphone.
Posting from South Korea
My experience has been...
Posted: Apr 9th 2003 4:51pm | IP: Logged | Reply to this
10 posts
Score: Excellent
That although this is the lowest level Root spell you can use. It is the most useful.

All the other ones cost a lot more mana and don't seem to last any longer then good old Root does.

Again, just my experience, your mileage may vary.
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Vaishya 57th Druid
Kipp 65th Cleric
RE: My experience has been...
Posted: May 5th 2003 9:00pm | IP: Logged | Reply to this
*
235 posts
Score: Default
Usually at lower levels root works far less perhaps because people are lower level and duration is worse off. I personally like snare better as youre still faster than most snared mobs (giants and such of course excluded) and root can break from just about anything, nukes, dots, resists, etc (at least at lower levels). But both are still tremendous help if you find yourself in hot water.
----------------------------
Xalrath
Khatal
Khaz'goroth Server

EverQuest (Retired)
Biskwik Buttercakes
Fissed Inyorface
Endar, Posted: Mar 10th 2003 1:35pm, Score: Sub-Default, [expand] Holds mob in the place that they are standing. Becareful DD spells will break the root spell.

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