Spell Icon Quellious' Word of Tranquility  

Description

1: Stun (10.00 sec/63)
2: Decrease Hitpoints by 108. Max: None. Calculates to current max level.

Details   Raw Spell Data, Lucy Spell View

Mana: 200 Skill: Evocation
Casting Time: 2 Recast Time: 24
Fizzle Time: 1.5 Resist: Magic
Resist Adjust: -30 Range: 200
Location: Any Time of Day: Any
Push Back: 5 Deletable: Yes
Reflectable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Timer: 6 Target Type: Single
Spell Type: Detrimental Source: Live 04/09

Messages

Cast on you: You are stunned by words of tranquility.
Cast on other: Soandso is stunned by words of tranquility.
Effect Fades: You are no longer stunned.

Game Description

Invokes the quiet power of Quellious, stunning your enemy and doing 108 damage. This spell works on creatures up to level @1.

Items with this effect

Quick Facts

Scroll:
Spell: Words of Tranquility

ClassLevel
PAL54

Expansion:
Shadows of Luclin

Duration:
Instant
Post Comment
Words of Tranquility
# Feb 25 2010 at 4:20 PM Rating: Decent
*
104 posts
Spell: Words of Tranquility (inventory)

Quellious' Word of Tranquility (spell book)

Edited, Feb 25th 2010 5:30pm by Harmoniq
Too much mana.
# Oct 14 2006 at 6:33 PM Rating: Decent
Look at mana cost. Costs a lot for the lvl, but i guess it gets better with leavels.
Fungus Grove
# Feb 23 2006 at 7:59 PM Rating: Decent
**
317 posts
We just looted this off of a "Tarmok Tribesman"
10 Second Stun?
# Jan 10 2006 at 11:22 PM Rating: Decent
Is the Stun time really 10 seconds, or is that a max, or what? It just seems 10 seconds is a very long time for a single stun spell.. I can see a group of Pallies now chain stunning something so that it never even has a chance to fit back. Really, looking at the Recast and Stun Length, three Pallidans alone could do this to MOB that's both stunnable and below 61.

Looks like a great spell.. just curious if the stun's really 10 seconds; seems too good to be true.
Over the Shoulder
# Nov 10 2003 at 4:32 PM Rating: Decent
Spell has a pretty hefty knockback. The knockback works even on stun immune, or over 61 mobs. But the knockback is generally annoying to other members of your party as the mob can be moved out of their sight and they loose some damage output while trying to figure out which way it went.

But it does make the spell worth memming despite the long cast time and large mana cost. Use it to move the monster into better position.

The key here is to know how the knockback works. It pushes the mob in the direction you are facing. So if the mob is getting pushed off a ledge, you can start casting this, turn yourself 180 degrees and the knockback will pull the mob towards you.

If your party is all on one side of the mob, the mob will constantly be pushed away from the party during the fight and dps lost as people elbow each other trying to stay in melee range. Use the knockback to move the mob into the middle of the melees so it is surrounded, now having melees on all sides, the push will be lessened and less dps lost due to "you cannot hit them from here".

Repositioning is also useful to arrange pets to be behind a mob when it enrages so the pets don't all die from enrage riposts.

Lastly, the big knockback is certain to interrupt spells. This casts too slow to interrupt most nukes, but it is great for interrupting big heals and gate.

Name Change
# Sep 07 2003 at 8:25 PM Rating: Decent
I have just confirmed this has been changed to Words of Tranquility
Stunning and AA
# Aug 27 2003 at 4:18 PM Rating: Default
Posted this under force of akera and figured I might have a chance for a response here since this is the "other" spell I refer to.

I have this spell and use it as my quick cast agro maker in a special little spellset along with the other 61 stunner (more likely use the long cast one for pulling to get big agro early). I find that this spell set burns the heck out of mana and thus is only useful for agro management if I have KEI and we are specifically fighting where mobs are 55-61 mostly. If below 55 the sets of lower level spells can be interchanged easily (inc flash of light) to keep mana drain a non issue no matter what your setup for mana regen. In any case where any decent percentage of mobs are under 55 or over 61 at the camp then I go with the normal setup for agro (the ole who cares if they are getting stuned as long as the agro stays on me).

Anyway my question is in regards to the AA skill "divine stun". Is that just a left over from when these spells did not exist? I read it 3 ways too which confuses me. 1. It is an activated ability that stuns the target up to level 60. 2. It is an activated ability that makes all your old 55 limited stuns work up to 60. 3. It is a pasive ability that makes your 55 stuns work up to 60. So I guess my question is will there be any point in saving up 9 pts to get that ability if I already have the two 61 stun spells? (if it is option 1 and instant I guess that might be a reason?)
Who/where
# Jul 10 2003 at 6:05 PM Rating: Good
Sold by Cavalier Ethigom at loc 67 1068 67.
3pp

hope this helps
411
# Jun 29 2003 at 2:26 PM Rating: Decent
this dropd off of an assasign guy in UP i got to loot since i was only pally in my group. funny thing is now i can buy it at vendor on PoK dunno if its kuz i got it and nw they will sell it to me or that it is sold there.
Cost
# May 01 2003 at 11:46 PM Rating: Decent
Scholar
**
539 posts
What's the going rate for buying this scroll? Any common prices anyone wants to throw out would be nice.
Thanks
____________________________
"Citing your sources isn't spoon feeding, it's basic 101 if you're making an argument."-Jophiel
This spell is terrific!
# Apr 25 2003 at 4:12 PM Rating: Decent
I have found that even non stunable mobs like teh Hobgoblin in Plane of Nightmare are stuneed by this and it is great when your very low on HP waiting for that CH heal to come or when the creature Enrages as they do stun for up to 10 full seconds!! I love it!

Ruggs!
55 Paladin Bertox server
RE: This spell is terrific!
# Jun 09 2003 at 11:51 AM Rating: Default
Hobgobos are stunable its just the lvl of effect most stuns prior to luclin only stun up to lvl 55 any mobs higher than that are immume to lesser stuns this stuns up to lvl 60mobs and the PoP stuns at lvl 62 and 64 are good to stun mobs that are not "naturaly" immune up to lvl 65... That means damn giants and dragons still are never stunable however higher lvl hobgobos and other freakish mobs can be stuned again as long as they are 65 or under ... but this spell is usefull for stunning mobs 60under just wish it wasnt such a long cast time
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