Item GlossaryEverQuest icon

Spell: Gate  
 

MAGIC ITEM
Charges: 1
Skill: Alteration
Mana Cost: 70
Effect: Gate
WT: 0.1 Size: SMALL
Class: CLR DRU SHM NEC WIZ MAG ENC
Race: ALL
Item Type:Scroll
Stackable:20
Merchant Value:0 pp 0 gp 2 sp 4 cp
Lucy Entry By:Kerasota
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2020-10-25 11:56:07
Page Updated:Sun Aug 30th, 2020
Classic Item


Average Price: No Data Pricing Data...
Rarity: Common
Level to Attain: 1

[Merchants | Comments ]

This item is the result of a quest.

Merchants:

Vendor listing - Premium only


Zone(s) Found In:
4th level Enchanter, Mage, Necro, Wizard; 5th level Cleric, Druid, Shaman spell scroll.
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Greater Faydark?
# Aug 12 2008 at 1:11 PM Rating: Decent
19 posts
I'm sorry if I'm mistaken, but I found this Spell on NO merchant/spell vendor in Greater Faydark at all (includes all the of the Tree-house)

also it IS available in PoK Library from:

Mystic Goharkor
Wanderer Qenda
Vicar Thiran

So maybe Add PoK & remove GFay
Greater Faydark?
# Jan 16 2013 at 1:25 PM Rating: Decent
Now Mystic Aboman (seal?) who sells Level 1-25 spells in PoK Library. On the right as you come in. :)
#REDACTED, Posted: Dec 15 2003 at 4:36 PM, Rating: Unrated, (Expand Post) WTF is it with it saying it is for all classes BULL$HIT
Kudos to the WebMaster/Mistress
# Jan 24 2002 at 11:49 AM Rating: Decent
Good job on being thorough. My helm is off to you.
duh
# Jan 24 2002 at 2:54 AM Rating: Default
Because its new to the database here. If you haven't noticed, and obviously you haven't, a lot of old items have been added to this site lately as Allakhazam is trying to make what is already the best EQ site even better by being as complete as possible in areas where information was lacking in the past, like in the spell data base as in this example for instance.
#REDACTED, Posted: Jan 24 2002 at 12:19 AM, Rating: Sub-Default, (Expand Post) Okay this has been around a long long time, why is it being listed under new items when its not?
RE: why listed under new items?
# Jan 24 2002 at 2:54 AM Rating: Decent
Its a new item added to the data base. They are going to start it more where noobs can find the spells they need or if some of us older players need to find one for a class we never played we can come here and look for it. So its listed "new" for being newly added to the database.
Tactical Considerations
# Jan 23 2002 at 10:54 PM Rating: Decent
(nice lead on Shyft, sets the tone and benefit of the dBase!)

For transport to a base of operations, this spell is a joy.

When solo or with (an)other caster capable of this magic, can save the groups butt if you have it hung and know its timing during combat. Damage mitigating spells on the caster can assist channel throughs.

When in a group with melees, is not always considered correct to use. Unless you happen to be the cleric who'll save everone after with resurrections or recovery after death.

Enchanters may consider their role in a wipe out to be first back to drag the bodies to a safe place - if the group knows you bring this service, they can give you the thumb up for evac.
(both of these strats are great when you can bind affinity near a hunting location)



RE: Tactical Considerations
# Jan 24 2002 at 11:49 AM Rating: Good
As a caster, partcularly one who binds close to the fight, I have often relied on this for a fair escape. While deserting a party is not cool, I find that when the panic button is hit, I often have neither the HP or AC to make it to zone. Others do.
For those who are lower in level and have not enjoed the post 50 game, let me tell ya. Gate is not an answer. A mob hits for 150+ per hit and triples your sorry butt... multiply that by 3 adds and you see Loading, Please Wait... before you move your cursor.
RE: Tactical Considerations
# Jan 23 2002 at 11:43 PM Rating: Decent
Gate and/or an evac spell should ALWAYS be in one of your gem slots for casting.

In a group of melee classes it is always correct to have a gate/evac spell memm'd, and if you use it when you didnt have to, take it as a learning experience as to when you should/shouldn't use, and tell your group your sorry... if they get mad too bad, everyone makes mistakes. Have a laugh and move on (its just a game).

I am sorry but a chanter for CR duty? make a rogue... hehe

The only time I have never had gate or a evac not memm'd during experience outings was on planar raids, and in multi-group guild raids where the clerics are camping or /q 'ing and everyone else sticks around (dies if need be) to make sure the clerics are camped out.
RE: Tactical Considerations
# Jan 24 2002 at 4:48 AM Rating: Decent

To gate, or not to gate, in a tactical situation gone bad? Well, it depends on a lot of things.

Soloing: yes! Many classes should ALWAYS have Gate memmed while soloing. Mages especially, with no great way to handle an add. Maybe if you have Spirit of Wolf you can rely on it for escape and save a slot. Maybe, just maybe, a chanter can rely on other spells to stay alive when soloing goes sour. I have...and I've died :P

Grouped: Well, there's judgment and common sense involved. If you're the chanter or cleric (especially before you're high enough level to rez), you can doom the whole group by bailing out prematurely and they won't thank you for it. At the least, make a hot key that tells your group GATING! RUN FOR YOUR LIVES I'M OUTTA HERE!! before you wink out. Don't just poof without warning them, maybe the only reason they're sticking around is to help YOU stay alive.

On the other hand, there's a serious tendency in 95% of players to stick around and make sure everyone else is leaving. So many unnecessary deaths result from this. A group that's comfortable together will listen to the first guy that says RUN without worrying about being labelled a coward. And, somebody WILL call for a retreat.

So, like any form of retreat, use judgment and common sense, and try to syncronize it with the rest of your group.
stand ground and die !
# Jan 24 2002 at 12:40 PM Rating: Decent
Tactical or not, u do a lot more damage to your character by gating out then by standing the heat and dying.

By the time resses are available to the cleric, priority is ONLY to get the cleric safe. FD skill and Gate spell risk your cleric being interrupted while at 1 second from camping.

U want to keep the spell in memory just in case u are the last man standing in the fight ? Fine. It seems like a waste to me in groups.

Stand ground, Die, and gain a friend instead of losing one!
What it does
# Jan 23 2002 at 6:20 PM Rating: Excellent
Returns the caster to his "bind point" instantly...or , well, if that involves zoning, there's a delay for that. And there's a casting time of a few seconds.

"Bind point": the place you re-enter the game when you die, or when you cast Gate. For starting characters the bind point is initially just outside your starting town, in the low-level hunting area.

If you travel far, you will want to "Get a bind", i.e. have your bind point changed to somewhere closer to your current location. Otherwise, if you die, you'll have a long, unequipped trek to recover your gear.

There is a level 14 spell, Bind Affinity, that will achieve this. If you're capable of casting Bind Affinity on yourself, you can do it anywhere, except a very few zones where it is not allowed. If you need someone else to cast it on you, this only works in cities and a few other designated spots, like the ruins around Kaesora.

Recently Soulbinder NPCs have been added to the game. they are in most towns and will bind you for free, just select them and say "Bind my soul". This is nice if you travel to a little used town at 4:00am PDT, you don't have to hunt up someone to beg/buy a bind from.
RE: What it does
# Jan 25 2002 at 7:46 AM Rating: Good
Bind Affinity is level 14 for wis casters, but level 12 for int casters.
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