
Players whom translocate spells are cast upon will have the opportunity to avoid them if necessary. This is essentially a targeted gate spell.

Wizards receive a special translocate spell at higher levels that will translocate his target to his or her bind-point. These spells work in an almost identical fashion to their 'Portal' spells, but mean that the Wizard doesn't travel along with the person he cast the spell on. These areas are located mostly in Velious and The Planes.Īt higher levels, Wizards receive 'Translocate' spells, which allow them to teleport others without teleporting themselves. A few Wizard Teleport areas will cause players to zone-in within locations that are close to high-level NPCs that can agro you when you zone in. If you do teleport to a location you're not familiar with, it's usually safe to stay near or on the Wizard spires. It's a good idea to be familiar with where you're going. Wizard Spires are almost always located in neutral areas inside zones, but may or may not be nearby NPCs that will agro based on alignment. Some teleport spells, usually those to zones with smaller spires, may require a component in order to be cast. Wizards can teleport to most zones that contain a Wizard Spire. They include a small chance to allow one group-member to be left behind.

These spells are usually no fail, assuming they are not interrupted, but a small number of their teleport spells are 'Evac' spells. The number of places they can travel has slowly been increased as the game world has grown. Wizards receive self-only 'Gate' spells and group 'Portal' spells that allow them to teleport themselves or others to a variety of locations across the game world. Evil-aligned characters should almost always use an invisibility spell or illusion of some kind when traveling with a druid. Many Druid teleport locations are either surrounded by good aligned NPCs or are located in places where mid- to high-level NPCs can agro you when you zone-in. While Druid rings are found in many zones, not all of them are active.

This in turn allows them to cast Gate for a once-off one-way teleport to that location from almost any other.ĭruids receive self-only 'Ring' spells and group 'Circle' spells as they level that allow them to teleport themselves or others to a variety of locations across the game world. An Overview of the Teleportation System in EverQuest written by Community Member SomenexĪll pure casters and priests receive, at various levels, the ability to cast Bind Affinity at almost any place in the EverQuest game world. Do you ever feel like it takes a while to travel around the world? Our friends over at Caster's Realm have provided us with this teleportation guide that was written by Community Member Somenex a few years ago.
