Spell Icon Wake of Tranquility  

Description

1: Frenzy Radius (1/60)
2: Reaction Radius (1/60)
3: Pacify

Details   Raw Spell Data, Lucy Spell View

Mana: 300 Skill: Alteration
Casting Time: 4.5 Recast Time: 18
Fizzle Time: 1.5 Range: 200
Location: Any Time of Day: Any
AE Range: 35 Deletable: No
Blockable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Short Buff Box: No Target Type: Targeted AE
Spell Type: Beneficial Source: Live 04/09

Messages

Cast on you: You feel your aggression subside.
Cast on other: Soandso looks less aggressive.

Game Description

Covers all creatures near your target in tranquility, lowering their aggressiveness for 42 secs (7 ticks). Affects creatures up to level @1.

Items with this effect

Quick Facts

Scroll:
Spell: Wake of Tranquility

ClassLevel
ENC51
CLR55

Expansion:
Ruins of Kunark

Duration:
7 ticks
Post Comment
Aggro
# Jan 12 2006 at 9:18 PM Rating: Default
Like all of the other spells in the calm line, they have a chance to resist when cast on a mob. Weather you resist is based on your level, skill, the creature's level, and its magic resistance. If the spell fails, the creature has a chance to not aggro, which is based on your charisma. So increase your charisma if you don't want creatures to aggro on you.

How do you tell which creatures have been pacified? The one you targeted will have it, and the 4 clostest to it will also have it. This spell is extremely useful for pacifying a group of mobs. You can ae mez, ae pacify, and ae memblurr up to 5 mobs at once. This way when they break mez, they will simply walk back to their spawns, and their aggro radii will be reduced with Wake of Tranquility.
Can't say what I think of this spell.
# Jun 27 2005 at 11:05 PM Rating: Decent
This spell is Wake of TRAINquiliy. When you need it the most is when it fails the most. You can't tell which mobs got tranq'ed, so your better of pac'in em so you KNOW. I will NEVER use this spell agiain. Deleted it from my spell book.

Edit: The place I was (unsuccessfully) using it was in harbingers spire, the first 3 camps. I would light off this spell, and 2 or 3 of the mobs would instantly agro me, a few would actually be pac'ed. Occasionaly, no mobs would agro me, I'd pull a mob and 2 or 3 would follow. Looking back I probably could have con'ed em to see which mobs still wanted me for lunch, and pac'ed them individually or try my luck again and light off TRAINquility again. My Charisma wasn't spectacular, but not bad for a cleric.

Edited, Sun Nov 20 21:56:23 2005
RE: Can't say what I think of this spell.
# Sep 10 2005 at 6:42 PM Rating: Decent
aBarberian wrote:
This spell is Wake of TRAINquiliy. When you need it the most is when it fails the most. You can't tell which mobs got tranq'ed, so your better of pac'in em so you KNOW. I will NEVER use this spell agiain. Deleted it from my spell book.


Trouble is, from the enchanter's point of view, this is the only form of paci you have for quite some time that works about level 55.

It is AE, longer casting time than our old paci's, shorter duration and some argue that you get more resists by AE even though IMO if the mobs are close enough to all get hit by the AE then you would have had to cast on them each with single anyways, not counting the one you would pull.

So, at level 60 ENC, I'm still resorting to this when I need to split two or three mobs that are tightly grouped.
Question about this spell
# Feb 11 2005 at 6:01 PM Rating: Decent
**
402 posts
I read somewhere else that this spell is actually dangerous. If one mob resists and aggroes, they ALL do? Hence the nickname "Wake of TRAINquility." Is this true? It would be useful when entering Grieg's End, but I don't want to pull a train on anyone. (I have enough idiot pullers who insist on doing that. Why, oh, why do so many people insist on entering Grieg's End, then shooting the first mob they see, never bothering to ask a Chanter or a Cleric to pacify first?)
RE: Question about this spell
# Feb 11 2005 at 6:07 PM Rating: Excellent
**
266 posts
IF pacify is resisted, the mob doesn't always aggro you. Get your charisma up.
Cleric kinda Rock
# Jul 23 2004 at 12:48 AM Rating: Decent
This is a nice bonus to cleric pulling... really fun to pull with my hammer pet and hope that it dies before the pac wears off
Vendor info
# May 18 2004 at 10:52 PM Rating: Decent
I have found the vendor who sells this. Another EQ site has told me more info and thats a first but here is the quick link to NPC

  • http://eqbeastiary.allakhazam.com/search.shtml?id=3874

  • /loc -3497, +3059
    RE: Vendor info
    # Sep 17 2004 at 6:38 PM Rating: Decent
    I clicked on this lady and she doesnt have anything to sell..lvl 55 cleric if she does she wont sell to me.
    Why this spell sucks
    # May 12 2004 at 8:33 AM Rating: Good
    Yeah its a 5 level upgrade to Pac but this crap requires LoS where with Pac you don't need it. HUGE difference,
    AE Pacify and LDoN Traps
    # Apr 27 2004 at 12:09 PM Rating: Decent
    Would this spell trigger a trapped box in an LDoN Adventure? I've used it several times without incident, but today a trap went off when I cast. No one in the group admitted to hitting a box, so this is the only other possibility,
    RE: AE Pacify and LDoN Traps
    # May 23 2004 at 10:29 AM Rating: Decent
    Everything sets off those stupid boxes! If there is anywhere where AoEs would come in handy, it is on ldons... and yet, our arms are really in a twist here- boxes, as we all know, make ldons fail. For other chanty AoEs, you can look around and mentally mark the locations of the boxes in the room you are currently camping. And yet, as a paci spell, this spell would be used on the next room you are entering, so it's hard to get a good look around it without paci-ing half or all of the mobs with just paci, thus effectively defeating the purpose of this spell. I guess there are other places to use it that work in a room setting, such as some rooms in GE, but this spell seems like it's yet another sick joke from SOE...
    RE: AE Pacify and LDoN Traps
    # May 31 2004 at 4:46 AM Rating: Decent
    Wake of Tranquility is a fantastic spell everywhere BUT LDoN. I use it constantly with my cleric (who gets it 4 levels later) and couldn't wait to get it with my chanter.

    In LDoN all areas of effect are highly compressed, so an AE that would hit three or four mobs in a room anywhere else will often only hit one or two. I stopped using WoT entirely in LDoN because of this. In all other situations, however, it saves a ton of time and effort.
    RE: AE Pacify and LDoN Traps
    # Apr 30 2004 at 2:00 PM Rating: Decent
    Yeah, AE Pac will trigger chests and barrels. I hate it when that **** happens.
    Resist in LDoN
    # Feb 26 2004 at 10:12 AM Rating: Decent
    I don't know if it is just me or what, but everytime I have tried to use this spell on an LDoN adventure is has been resisted... bringing in the whole crowd on us. I have pretty much given up on it and just single pacify (or get a pally to pull). My Char is ove 200, so I'm not sure why it get's resisted. I have not tried it in other areas such as the planes and what not... maybe it's just an LDoN thing?

    RE: Resist in LDoN
    # Apr 30 2004 at 11:03 AM Rating: Decent
    Sounds like you were on a hard adventure, instead of a normal one. On hard adventures you will get a lot more resists; depending on the level of your group.

    CHA only helps after you resist to see whether or your target aggros.

    It is highly recommended on 65 hard adventures; not to depend on any form of pacify.
    good/bad spell
    # Feb 20 2004 at 7:42 AM Rating: Decent
    13 posts
    Is this one spell and you can have either version or is it two spells, one good and one bad???
    More info
    # Jan 30 2004 at 11:26 AM Rating: Decent
    Increase your cha. It helps get the high end spells. Also click on the vender sold link above. If you want more info on the spell quest. Or you could look up the quest by zone.
    Shinooka Decave
    64 druid XEV
    Lions of The Heart
    Enc Spell turn in Quest
    # Jan 14 2004 at 7:10 AM Rating: Decent
    I've gone to FV to turn in spells which should get me a new random spell. Well after about 20 turn ins i've gotten the same number of recan magic? My faction is Amiable no diety. IF the result is random what is preventing my chances of gaining different spells? Any suggestions would be greatly appreciated
    RE: Enc Spell turn in Quest
    # Mar 07 2004 at 2:41 AM Rating: Decent
    Well honestly people keep saying it's random, but personally the only times i've ever turned in spells in FV for other spells (on my dru) i got a different spell for every different spell i turned in. find the other spells the vendor wants and try those instead...it worked for me.
    Spell turn in
    # Dec 10 2003 at 2:51 PM Rating: Decent
    Does anyone know which spell you need to turn in to get this spell? I've already turned in cripple and received clarity 2 in return.
    How to get it
    # Sep 10 2003 at 1:49 PM Rating: Default
    Checked Nertith Gracon in FV the day after patch, he definitely does not stock this, must've been someone selling back dupes from turnin.

    https://everquest.allakhazam.com/db/quest.html?quest=415
    That's the quest you'll need to complete to get this if you can't find it in the bazaar.
    In Skyfire Mtns
    # Sep 08 2003 at 3:41 PM Rating: Default
    I looted this spell off of a mature wyvern in Skyfire Mtns. Very easy solo kill.
    Great spell
    # Aug 14 2003 at 1:36 PM Rating: Decent
    33 posts
    An AE pacify - I've used it a couple hundred times with fewer than 5 resists that produced agro (charisma over 200 if that matters). Wonderful in PoI, getting past see-invis mobs in Kael and other places, indispensible for pulling in Nadox. I think the spell cell information says it works to level 61, which may be true because it works at the armadillo/pond camp in postorms (pretty sure they are 61 - but not positive).

    This spell can be received by a spell turn-in to the enchanter quest npc in FV and OT.

    Nokei Orhaste
    Phantasmist of Dark Summit
    Luclin

    Edited, Thu Aug 14 14:29:23 2003
    Sold at vendor
    # Jul 13 2003 at 6:46 PM Rating: Default
    I found this spell in FV today at spell vendor Nertith Gracon. After purchasing one, there were still more available, so I believe it is a regularly stocked item, not just a player to vendor sale.
    Frenzy and Reaction
    # Jun 24 2003 at 1:04 AM Rating: Decent
    *
    54 posts
    Reaction radius is the distance between you and the mob before he notices you and comes to rip your heart out.

    The Frenzy radius is how far away his friends will hear the call for assistance. Basically, the higher the frenzy radius the more likely you are to get adds while pulling.

    In a nutshell, reducing the reaction radius lets you walk up to a mob safely, frenzy radius allows you to pull a mob without getting adds.

    As for the 1/55 1/60, I'm not certain if that designates a fraction of their previus radius or if that indicates the max level mob the spell works on.
    RE: Frenzy and Reaction
    # Sep 10 2005 at 7:00 AM Rating: Decent
    ***
    1,273 posts
    I don't think that is very accurate. The level 68 ranger harmony spell Tranquility of the Glade doesn't have a frenzy radius, just a 'Reaction Radius(15/70)'. Going by what you said, the spell wouldn't help in pulling a mob near another, and yet that's exactly what we use it for.

    I suspect the Reaction Radius refers to how far the mob is aware of any events that cause agro (being nearby, having mob friends running by pulled, casting nearby etc). I would guess that the Frenzy Radius refers to the AE component - ie mobs within the frenzy radius are also pacified.

    This info is just my best guess, so feel free to add to it.
    RE: Frenzy and Reaction
    # Jul 21 2003 at 2:36 PM Rating: Default
    The 60 after the slash (1/60) is the level of the mob it works on.
    Not Sold
    # Jun 03 2003 at 10:47 AM Rating: Default
    This spell is a Enchanter turn in spell and is NOT sold at venders. Caster's realm also is wrong with the "venders" is says it is sold at. Casters realm states that the cleric and enchanter turn in folks are venders which they are not, ie they do not sell spells.
    Pacify
    # May 24 2003 at 10:46 PM Rating: Default
    It appears to me that this is an upgrade to Pacify in that the lvl mob it has an effect on is 1-60 as opposed to 1-55.
    Where to buy?
    # May 21 2003 at 7:14 AM Rating: Default
    Scholar
    24 posts
    Where can this spell be purchased?


    Merchantbob
    Defenders of the Rose
    Druzzil Ro
    Were so you get this spell please
    # Apr 16 2003 at 12:45 PM Rating: Default
    Can this spell be purchased or is it mobs only and which ones please and were..lol

    Thanks
    Vayla
    52nd Season
    Another question...
    # Jan 22 2003 at 11:35 AM Rating: Default
    Regarding the spell effects:

    What is "Frenzy Radius"?

    I am guessing that "Reaction Radius" is just the aggro radius.

    Thanks for any comments!
    Uses for this spell?
    # Jan 22 2003 at 11:33 AM Rating: Default
    I was wondering if anyone wants to share their strategies for using this spell. I just acquired the spell, and it seems like an AE pacify. I imagine this spell would be great for initial pulls from camps.

    I have enjoyed great success with Pacify and Calm for pulls. It hardly resists, and resists don't even aggro.

    Wake of Tranquility might be useful for when a monk pulls a crowd.. I might be able to WoT them and pick one off without aggroing. <shrug>

    As with all pacify/lull spells, I've found them limited to situations where you can safely cast from a distance.

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