Item GlossaryEverQuest icon


Skill: 1H Slashing Atk Delay: 25
DMG: 41 Dmg Bonus: 31 AC: 25
This item is placeable in yards, guild yards, houses and guild halls.
STR: +15 STA: +20 WIS: +20 AGI: +25+4 HP: +185 MANA: +160
SV COLD: +25 SV MAGIC: +25
Required level of 65.
Effect: Light of Marr (Combat, Casting Time: Instant)
WT: 1.5 Size: MEDIUM
Class: PAL
Race: ALL
Slot 1, Type 8 (General: Raid)
Slot 2, Type 20 (Ornamentation)

Item Type:1H Slashing
Submitted By:Fleven
Lucy Entry By:Djarnis-Drengen
Item Updated By:SwiftyMUSE
IC Last Updated:2022-01-16 15:23:42
Page Updated:Thu Oct 9th, 2008

*This item is the result of a raid event.
Expansion: Planes of Power Planes of Power

Rarity: Common
Level to Attain: 65

[Drops | Comments ]

This item is the result of a quest.
Expansion List - Premium only.
Quest Name
Plane of Time: Phase 4, Tallon Zek


This item is found on creatures.

Plane of Time B
NPC Name
Tallon Zek
The Fabled Tallon Zek

Zone(s) Found In:

Zone Name
Plane of Time B

Uploaded June 29th, 2022 by halfridge
Updated June 30th, 2022
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« Previous 1 2
Post Comment
# Feb 13 2009 at 4:01 AM Rating: Decent
2,308 posts
Currently in the hunt for one:

2 kills 0 drops. :(
# Sep 03 2005 at 10:18 PM Rating: Decent
It only heals group members within a radious of 200.
# Aug 31 2005 at 4:00 AM Rating: Decent
here's a dumb question, in a raid setting does this thing proc heal the entire raid or just the members lucky enough to be placed in your group?
Thing cant
# May 04 2005 at 5:06 AM Rating: Decent
Thing can not be rotting in high lvl guild bank....or did you not notice the no drop on it? Unless you are refering to your bank since you are the guild banker. In which case.....why would I even care to know its sitting in there collecting dust.
RE: Thing cant
# May 11 2005 at 6:24 PM Rating: Decent
Well, he is on the FV server. Very few items are no drop on FV. Gotta read a bit more.

We killed TZ about 4 times and ZERO HB so far. Got about 5 pallies wanting this, but with Epic 1.5 etc. its not as sweet as it once was.
Won't drop
# Jun 15 2005 at 9:39 AM Rating: Default
Now i'm in that high-end guild and the dang thing won't drop for me! =(
#REDACTED, Posted: Apr 27 2005 at 11:25 AM, Rating: Sub-Default, (Expand Post) This thing is rotting in a high level guild bank on FV
2nd Best 1H'er
# Feb 20 2005 at 7:26 PM Rating: Default
52 posts
With the OoW expansion, comes an even better 1hs weapon than this. <stats at bottom if you refuse to click the link> THIS is the ULTIMATE 1 hand weapon for a Paladin. Anyone care to argue differently?


Not crazy how it set's up the URL here, but hey...whatever: The link above, is to "Blade of Forgotten Faith", and has an almost identical proc. The only difference is that this one has a base group heal of 225. I think the disease and poison counter's are the same (5)?

Regardless what you "think" of the process, group heals that don't suck your mana dry, are a VERY good thing. If you are in a raiding guild, the usefullness is compounded infinitely! G-heals seem pretty pathetic to a paladin, but ask the casters in the group if it makes a difference....or the cleric's who are trying to keep the MT and other melee'ers alive, if group heals make their jobs easier. To a person they will whole-heartedly say "HECK YEAH"!!!! (or something along those lines :O) And the clearance of 5 poison and disease counter's is another added bonus that can hack away at AOE's by Raid mobs as well. The main thing with the process, though, is the free mana group healing. Add the healing aa's and the process increasing aa's, and you are talking about some serious benefit here. Why add the one whole point of damage? Heck if I know....but who cares...if it gave the bad guy 10 hp's back, who cares. The other effect's more than make up for it.

Oh yeah....In case the link doesn't work for the Blade of Forgotten Faith (or you are too lazy to click it up :o) :

Blade of Forgotten Faith
Weight: 3.5 Size: MEDIUM
Damage: 71 Delay: 32
Ratio: 0.450 Godly
Damage Bonus: 13 (lvl 65)
Comparative Efficiency: 242

AC: +30 Str: +20 Dex: +16 Sta: +11 Wis: +25 Agi: +18 Fire Resist: +20 Disease Resist: +15 Cold Resist: +20 Magic Resist: +15 Poison Resist: +15 HP: +315 Mana: +285 End: +285
Weapon Skill: One Hand Slash
Classes: Paladin
Races: All Races
Slot 1: Type 8
*This item is the result of a raid event.
Required: Yes

Last updated: Wed Dec 8 01:33:16 2004


Effect: Cleansing of Marr
1: Decrease Hitpoints by 1

Type: Combat
Level for Effect: 70


Rarity: Rare

Level to Attain: 70

Required Level: 70


[Drops | Comments ]
Drops: This item is found on creatures.
Citadel of Anguish
Ture (Level: 80)

RE: 2nd Best 1H'er
# Dec 15 2005 at 5:00 AM Rating: Decent
think i just wet my pants
RE: 2nd Best 1H'er
# Feb 24 2005 at 4:44 AM Rating: Default

Edited, Thu Feb 24 04:44:08 2005
Thanks :)
# Oct 01 2004 at 7:01 PM Rating: Good
45 posts
Thank you Legendary . Im now the proud owner of one.

Keeper Banedon Elvensmoke
66th season Paladin of the Tribunal.

# May 30 2004 at 6:15 AM Rating: Decent
Brokedancer its not 75hp heal, its 150!
good but not the best
# Apr 29 2004 at 6:48 PM Rating: Decent
this is good but the diamond tipped war javelin dropped in GoD is in my opinion the best weap i have ever seen even plane of time weaps
RE: good but not the best
# May 04 2004 at 7:46 PM Rating: Default
210 posts
yes but this is not 2hp
#REDACTED, Posted: Apr 17 2004 at 11:46 PM, Rating: Sub-Default, (Expand Post) this weapon makes me feel funny in my special spot.
RE hybrid
# Apr 11 2004 at 8:49 AM Rating: Default
oh stop your wineing u sound like a kid who was'nt aloud any sweets, this wep is so cool. i think its great that pallys have a decent wepon to aspire to other than the rubish we get fobed off with, and as straight mele classes...if u dont like us hybrids...go spank a monkey cus we dont give a ....

Edited, Sun Apr 11 09:47:47 2004
#Nayusai, Posted: Mar 15 2004 at 12:41 PM, Rating: Sub-Default, (Expand Post) Hybrids are retarded... this simply shows how unbalanced things are... simply put paladins are allready over powered... so are rangers and SKs... wanna balancxe things? make it so wars monks and rogue's can solo like rangers pallies and SKs. The pure melee upgrades are a joke so far. the reason for this sickening unbalance is becuase of hybrids whining that wars could tank and do more dmg... well no duh! but pure melee's dont get, heals, snares, pets, lifetaps, Lay on hands, harmtouch or any kind of advantage. This is what war and monk 1 handers should be looking like not paladin SKs. Think Im wrong? go level a pure melee and see for your self.... we are completely gear dependant... thus we should get the BEST gear... period.
RE: More Hybridness
# Mar 27 2004 at 1:37 PM Rating: Decent
Hybrids do get alot of good gear high damage one handers.. mostly cause we don't get dual weild... good damaging 2hs but most of them are slow as hell. only reason we get higher damage on some weapon types, is DPS hybrids have TERRIBLE dps.. not including rangers and BST of from Vallon Zek so i know PVP as well but weapons that heal you can help you out a hell of a lot.. if your a warrior get a bloodied berserkers blade to even things out if you think things are so un balanced.. good luck to you all
RE: More Hybridness
# Mar 21 2004 at 11:41 AM Rating: Default
3 posts
You are a complete ****** who's obviously NEVER played a Pally. The ratio is that good simply becuase Pally DPS is lower than an orc pawns. NTM very few people will actually win this blade.
RE: More Hybridness
# Mar 01 2005 at 11:30 AM Rating: Default
STOP ARGUING ABOUT TANK DPS. ALL TANK DPS SUCKS!!!!! and yes this includes warriors. It is not the tanks job to do the dmg. All tank dmg is pathetic and nearly equal to one another based on equavilent gear.
#EdrickB, Posted: Mar 17 2004 at 8:23 AM, Rating: Sub-Default, (Expand Post) Hi. You're a moron. How is this unbalanced, exactly? It is because it's one handed and it has a huge damage/delay ratio?
#REDACTED, Posted: Mar 11 2004 at 12:57 PM, Rating: Sub-Default, (Expand Post) hahahahahahahah! look at the proc... does 1 dmg... WOOOT SOO GREAT! 1 dmg will kill something in NO time
RE: hahahahaha
# Mar 12 2004 at 2:36 PM Rating: Default
31 posts
You undestand you have not an inkling as to what you're talking about right?


The benefit from the effect is the GH per proc...this is the Top Pally one hander in the game....

Edited, Fri Mar 12 14:36:01 2004
what guild
# Feb 06 2004 at 10:22 AM Rating: Decent
what guild would actually flag people for money
# Dec 11 2003 at 2:55 AM Rating: Default
cmon! i know ppl who lvld to 65 in 3months and play only 3hours a day! and to get into time, SURE it requires a lot of time to get there, but its not that hard! with a good guild, it should possible to accomplish it in one year!
# Dec 16 2003 at 1:49 AM Rating: Default
I was using hyperbole ;-)
Light at the end of the tunnel
# Dec 07 2003 at 7:38 PM Rating: Decent
With so many killer 2HS weapons in Elemental/Time, it's a little frustrating to try to stick to the old-fashioned sword and shield fighting style as a Paladin... but the Hopebringer makes it possible. Now I've got something to look forward to in, oh, say, 5 years?
RE: Light at the end of the tunnel
# Jan 26 2004 at 7:03 AM Rating: Good
A good paladin (by good I mean a lot of AAs =P) will NEVER be able to do more damage using a one handed weapon over a two-handed weapon unless the two are EXTREMELY mismatched. Its a plain and simple fact... Paladins get Innate Bonuses to 2hs and 2hp weapons, they then proceed to get AAs that allow them to Strike 2 extra times, Bash, Tripple Reposte, and Increase Double Attack numbers while weilding a two-hander via AA.

The reason high end Paladins use one-handers is never for damage, but for defensive capabilities. The best two-handers in the game have what... 225 HP 50 AC... and those are DEFENSIVE two-handers. With a Sword and Shield a Time-Geared Paladin can reach ends of 400 HP 100 AC and usually doubled attributes and resists. The fact that this is a defensive weapon is only amplified by the fact that it Procs a 150 point Group heal.

Find a Paladin that claims they can pull off more damage with this and a shield and you just found yourself a Paladin that thinks he's good but isn't =). But Hell I'd use this and a shield over a two-hander any day of the week if I found myself having trouble tanking.
RE: Light at the end of the tunnel
# May 07 2004 at 6:48 AM Rating: Decent
Some errors in your thinking I would like to correct...

First, Speed of the Knight allows one additional attack possibility, not two. So you CAN triple if both double attack and SoTK go off, happens fairly frequently at rank 3.

Also we do not get triple riposte, it's double riposte, and it counts for all weapons, not just two handers as far as I know. Same for improved double attack, that counts for all, not just two handers.

Yes, two handers tend to have a higher raw hit amount, so they would benifit more from the AA's not specific to them, however you completely neglect a couple of points with this weapon, so I shall point them out for you.

Hopebringer ratio: 0.609 Godly

Greatblade of Chaos ratio: 0.622 Godly

Ruined Heretic Longsword ratio: 15 Laughable

(Long sword added to show that yes, lower is better, JUST in case.)

Not much difference, but it all adds up. The other major thing that was not noted in any post is 5% strikethrough. This means with every possibly failed attack due to defensive abilities (Block, Parry, Riposte, Dodge) it has a 5% chance of overriding the defense, and hitting anyway. This makes a pretty massive difference I would expect, especially on high end mobs that tend to riposte a lot. Hmm...I bet it'll work on Enrage too. Fun fun!

One more nice feature to low delay weapons, procs. The built in proc is defensive, but it'd be easy enough to slap one of the many nice type 8 offensive procs on it as well, for two...and keep Pious Might loaded for a third. That damage adds up too, more swings means more procs. From considering said angles extensively, but without having one yet to actually test a bit, I'd still say it compares favorably to the Greatblade I mention.

Oh, and for the record, a lot of aa's doesn't always mean good, but I recognize your use of the term in this case.

In closing, Sure two handers are great, but I have considered the features of this weapon a lot recently, and I'd happily switch to it as my primary weapon.

That's all for now. I may post some follow up fun whenever he decides to actually drop the thing for us.

RE: Light at the end of the tunnel
# Feb 04 2005 at 7:17 PM Rating: Decent
proc rate actually lowers the lower your delay, if you have the time look into what makes proc go off.

the slower you swing the more your going to increase the chance to proc, get slowed by a mob or /duel a sham and get slowed then parse your proc rate you will notice an increase in your procs.
lower delay is bad for many reasons, repost being the worst lower proc rate being a simple annoyance.

beut of a 1h, awsome in the raid or the grp (personaly would solo or duo with my 2h)
RE: Light at the end of the tunnel
# Jun 11 2004 at 2:46 AM Rating: Decent
Well, I dunno if anyone is interested or not really...but I've had some time to play with it now, so I decided to go ahead and post that follow-up I promised. ;)

Max hit is 255, happens often with my attack. (Raid buffed, on normal non massive mitigation mobs, I'd say about 10 - 20% of the time it's a max hit. Just a guess, but that's not bad at all if it's remotely accurate.)

Strikethrough *does* work on enrage. :) I also now have another 5% to that from Gauntlets of Disruption. Does not happen as often as I'd like, but I can't complain about any attack that penetrates defenses. Never happened at all without it. :)

Does around 80-130dps on normal mobs generally. Of course dps averages greatly depending on a variety of circumstances. This was figured from 3 fights with Lodizal, where I was tanking, and dealt much of the damage to him. Would have been with self haste, and minimal buffs from others.

Highest DPS one was with 63.16% accuracy, 33,799 total damage.

All in all I am quite happy with it. For not being a dps class, those really aren't bad numbers, IMO. Especially for a one hander, thus losing the triple attack ability.

I hope my post has helped. Be well. :)

# Nov 14 2003 at 1:22 AM Rating: Decent
Is this thing on live servers or does it live on stormhammer along with bo staff of transcendence?
RE: Live?
# Nov 26 2003 at 9:09 PM Rating: Default
it is on every server. at least everyone with time able guilds. ive seen 2 on xev. looks sweet
Just wondering
# Nov 10 2003 at 10:02 AM Rating: Decent
I'm just wondering why Sony has to put either required or recommended lvl of 65 on many tier 4+ items and weapons. I mean do they think that people are gonna get thier lower level character alts flagged for PoT and then bring them in and loot this weapon after thier guild kills the mob? Or do they put it on for another reason? I mean some people who get to level 65 first aren't even flagged for BoT yet. So mostly everyone who reaches PoT is already lvl 65, so why put the required or recommeneded level on it?
RE: Just wondering
# Mar 02 2004 at 10:35 AM Rating: Decent
31 posts
MUTE cannot enter the Plane of Time, flagged or not, unless you are 65...this actually presents a problem to folks who go there with minimal exp buffer and delevel getting killed...
RE: Just wondering
# Dec 05 2003 at 12:01 AM Rating: Decent
Aye, I've seen a level 57 mage in HoH and he wasn't from an ele guild. Then there are guilds on Stormhammer that will flag your toon for money (RL cash). After a guild has mowed through Quarm several times, they begin to do things out of boredom (i.e. pally or monk as mt); getting a 46 toon flagged for time sounds like something they would do for gits and shiggles.

Edited, Fri Dec 5 00:01:49 2003
RE: Just wondering
# Nov 20 2003 at 6:17 AM Rating: Default
300 posts
Honestly, it's not all that difficult to get an alt flagged for time. You only need to be a proper level to enter the planes in the first place (46), and have the flags. It would be easy to bring your alt to reflagging raids to pick up unused flags.
# Sep 17 2003 at 6:51 PM Rating: Decent
I got this about a week ago, i have max combat aa, and max healing aa, it procs to hell. The proc itself is a 178 group heal (crits to 356) pretty regulary.

I have done a few parses and the result is that with my shield this has almost the same DPS as my SEWS.

Ontop of that i get upto 4203 slays with this baby, attatched with the low delay, makes Hopebringer the best slay weap in the game.


Diemetri Maximis - Venril Sathir.

Edited, Wed Sep 17 19:49:07 2003
RE: heh
# Nov 27 2003 at 3:45 AM Rating: Decent
i gots a question for ya.. ive just been bugged about this for awhile:P how much damage does it do then teknodeamon? since you have it and all:) must be insane.. thanks!
RE: heh
# Nov 04 2003 at 12:10 PM Rating: Decent
Is that 178hp heal with your healing adept aa in effect?

Duke Xaviore Deimos
65 Lord Protector of Kabald
Grrr. Bark. Bark. Grrr.
Come on
# Sep 13 2003 at 6:56 PM Rating: Decent
Who cares about 1 HP Proc, jeez it is a 41/25 1HS

Gorgof Lightheart
62nd Human Paladin
MM Server
# Aug 30 2003 at 10:56 PM Rating: Good
The proc does 1 damage to the mob.. and also heals your entire group for 165 each (chance to crit heal on every member -- standard group heal)
great proc
# Aug 17 2003 at 5:11 AM Rating: Default
How awesome...a 1 damage proc. That is just amazing. I really hope that spell info is wrong.
RE: great proc
# Sep 20 2003 at 11:17 PM Rating: Decent
It heals your group like the necro spell Auspice, nuke target (this time its 1) heal group
RE: great proc
# Aug 22 2003 at 12:46 AM Rating: Decent
Think you missed the key feature of that proc,
-1000 MR modifier.

Though at second glance, the instant duration
sorta cancels out a large portion of the potential usefulness/benefits of a neg 1K to a mobs MR.


Edited, Fri Aug 22 01:51:21 2003
RE: great proc
# Aug 24 2003 at 7:43 PM Rating: Decent
It doesn't lower resist by 1,000, it has an MR check of -1000, which means it's nearly unresistable.
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