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Table of Contents
EverQuest® Prophecy of Ro™.................... 2
Features................................................. 3
Spheres of Influence............................ 3
Auras................................................ 3
Destructible Objects............................ 4
Zone Traps......................................... 4
Player Traps....................................... 5
Buff Filters......................................... 6
Lore....................................................... 6
Plane of Magic.....................................6
The Elddar Forest and Takish-Hiz........... 9
Plane of Rage..................................... 11
Spells..................................................... 15
Credits................................................... 17
User Agreement and Software License........ 24

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EverQuest® Prophecy of Ro™
The malevolent presence of Mayong Mistmoore revealed in Darkhollow has forced the
gods to return their focus to the mortal realm. Mistmoore's ascension to godhood
threatens not only Norrath, but the pantheon itself. The gods are powerless to stop
Mistmoore as he leaves a wake of twisted corruption in his path through and around
the planes. Druzzil Ro, the matron of Magic, has foreseen the devastation of the
world and has taken it upon herself to intervene. She beckons all mortals to her
realm in a desperate attempt to save Norrath and its gods.

In an ironic turn of fate, those who unleashed the pure evil of Mistmoore into the
realm of the gods may be the only ones who can stop it.

There is much speculation about the dangers facing Norrath and the gods. The
masters of the Academy of Arcane Science whisper frantically among themselves
about a god who has already been corrupted by Mistmoore's dark presence.

While much is unknown to mortals, Druzzil Ro clearly has a plan. Only those worthy
enough to take on her challenges and trials will gain the knowledge of what has
befallen Norrath and how to save it.

Hints of that plan begin to unfold as magical passages to new lands form in and near
Freeport. One leads to Druzzil's realm of Magic. Another leads to Sullon Zek's home
-- the Plane of Rage. And a strange, unending sandstorm in the Desert of Ro reveals
the ruined palace of Takish-Hiz. Within that torn city is another mystery -- a portal
into the past and the glory of the Elddar Forest and the great elven city as it stood
during the Age of Monuments, before Solusek Ro created the Serpent Spine
Mountains and turned the forest to desert.

What secrets lie in these new lands and how they will yield the skill and knowledge
to stop this grave evil remains a mystery. But one thing is certain -- only
Norrathians have the power and strength to save their world.

The very power of mortals that the gods despised is now being called upon to save
them and the world.

Features
Spheres of Influence
Spheres of Influence are sweeping across the
lands in EverQuest Prophecy of Ro! The
spheres are most often identified by visual
effects, like soft blue lights and spinning axes,
and they affect players or non-player
characters that enter them in a variety of
ways.

For example, you see a cluster of lightning


bolts floating over a pond in an EverQuest
Prophecy of Ro zone. When you enter it, your
mana regenerates faster than normal. While
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you remain in the area, you’re mana continues to regenerate at an increased rate.
When you exit the sphere, the mana regeneration effect leaves you. However, with
some spheres, you may experience a different effect when you leave the area of
influence, like decreased movement.

The sphere effects come in a lot of varieties -- some of them even travel about! The
only way to determine the effect of a sphere is to enter one. The majority of
Spheres of Influence will display text when you enter and leave them.

Auras
Players can create Spheres of Influence that are called Auras. Some can be set on
the ground and some move with your character and affect the area around you. The
Auras window is available in the Character section of your EQ menu. This window
allows you to view which Auras are affecting you and gives you the ability to right-
click to remove them. All active Aura icons will appear in the Songs window.

Here are some examples of Auras that Level 70 players can create:

Envelops you and nearby party members in an aura


Master's that will grant an increased chance to block, parry,
Monk Aura and dodge attacks.

Bloodlust Fills those around you with bloodlust, increasing the


Berserker Aura damage that their critical strikes will cause.

Blessed Envelops you in a blessed aura that will increase the


Paladin Aura potency of any heal spell which affects a nearby ally.

Champion's Increases your group's armor class and their chance


Warrior Aura of triggering combat weapon effects.
Envelops you in an aura of life, which will increase
hit point regeneration and cure minor poison effects
Druid Aura of Life in those nearby.

Aura of the Envelops you and nearby allies in an aura that will
Cleric Pious absorb a portion of incoming melee damage.

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Destructible Objects
Destructible objects, like walls and siege engines, are used in the new expansion
zones. These objects contain a number of health points that must be depleted before
the objects break completely. Also, as you damage the object you will see it break
down until it is completely destroyed.

You’ll find several uses for these objects. For example, in The Devastation zone, you
will discover walls that are breakable in some areas. You will need to break these
walls down to be able to pass through to other parts of the zone.

Zone Traps

Watch your step! A new and improved


trap system has arrived.

Traps in EverQuest are now represented


by objects that can be seen or hidden. For
example, you'll see bear traps, magical
rune traps, spiked traps and more with
Prophecy of Ro. As you would expect,
traps trigger if you move into their range
and you or your party, or even the entire
zone, can be affected by them. You might
want to tread lightly around them!

For hidden traps, rogues and bards can use Sense Trap to detect them. When the
trap has been sensed successfully, the trap will appear to that player. If you move
away from the trap, it will become hidden once again.

Once the rogue or bard senses the trap, she has a skill available that allows her to
reveal the trap to others in the zone for a period of time. When revealed, the trap
will appear to others for different lengths of time based on the type of trap. After
that period, the trap will once again be hidden.

In the new trap system, rogues and bards still have the ability to disarm most traps
if their skill is high enough.

Previous Zone Traps


Traps used in previous EverQuest zones and expansions are converted to the new
trap system and most will function as they had originally. For example,
EverQuest®: Lost Dungeons of Norrath™ traps are visible and behave the same way
they always have.

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Player Traps
Players with EverQuest Prophecy of Ro can learn to place traps! Most traps are
available to players in the same way as spells, through specific quests and mission
rewards. Once a trap is memorized, it is created by summoning it. The trap will
remain in the area in which it is summoned until it is triggered, removed by the
player using the new Remove Trap skill, or expires.

Player traps can be used to affect non-player characters in a variety of ways. Some
cause damage effects and some cause other effects, like snare or stun. On player-
versus-player servers, traps will affect both players and non-player characters.

Here are examples of available traps for level 70 players by class:

Constructs a trap of poison spikes at your feet


which will trigger when enemies draw near,
Poison Spikes causing them damage over time and slowing
Rogue Trap their movement rate.
Scribes a fiery rune on the ground that will
explode and damage enemies that wander
Wizard Fire Rune within range.
Opens a weak portal to the Plane of Earth that
will reach out and grab any enemies that
Magician Rathe's Grasp wander within range.
Scribes a rune of death at your feet that will
curse enemies that wander within range,
Necromancer Death Rune causing damage over time.

Buff Filters
Players now have the ability to filter the beneficial spells cast upon them and their
pets.

Players
By right-clicking on any active beneficial spell showing in your spell affects window,
you can remove it and/or select that it never be allowed to take effect on your
character.

Pets
Like players, pet owners can click on the buff icons in the Pet window and apply
filters to them. Also, pet owners can rejoice as we've added the functionality to
simply left-click beneficial spells off of pets -- a long-awaited feature!

Managing Blocked Buffs


The list of spells currently being blocked can be found in the Blocked Buffs or Blocked
Pet Buffs window in the Character section of your EQ menu. From that window, you
can remove buff blocks so they will once again affect you.

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Lore
Each new area introduced in EverQuest Prophecy of Ro will play an integral part in
Druzzil Ro's attempts to guide Norrathians to the knowledge that will save the world
and stop Mayong Mistmoore's dark influence.

Plane of Magic

Druzzil Ro, the goddess of magic, created Arcstone, a craggy island floating amidst
the turbulent void known as the Plane of Magic. Arcstone was not the only island
within the Plane of Magic, but it was the most populated, serving as a kind of nexus
for magical energies. Arcstone attracted all manner of magical creatures including
elementals and dervishes.

The island itself functioned as a channel where wild magic accumulated and exploded
outward like a geyser. For this reason, Druzzil constructed Relic, a great city that
hovers above Arcstone to harness its power.

The Scrykin
While Druzzil was occupied with Relic's construction, legends tell of a rogue dragon
of Veeshan's first brood known as Skylance that found its way to the Plane of Magic
and Arcstone. As soon as Skylance's claws touched Arcstone, he claimed it as his
territory and insisted that Druzzil Ro swear fealty to him as the new lord of the Plane
of Magic. Druzzil Ro did not respond to his claims.
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Skylance was prideful enough to believe the goddess was gone for good and so the
dragon began converting Arcstone into his lair. Little did the dragon know that
Druzzil Ro, on another isle in the Plane of Magic, was already preparing to create a
new race of golems. Druzzil Ro's creations would not only protect her but would also
rival the dragon in raw magical ability. She became so absorbed in the creation of
her golems that she eventually created a unique breed of sentient creature. It was
the first time organic life had ever been created from arcane magic. Thus, the
scrykin race was born.

After Druzzil Ro fashioned the first thirteen


scrykin, supple golems made of living tar, she
tutored her creations in the ways of magic. The
scrykin were incredibly intelligent and took to
the goddess' instruction with great zeal. When
the thirteen scrykin were ready to fully serve
their creator, they gathered on Arcstone to
confront Skylance. A terrible battle ensued that
shook the isle and broke off a large piece of
Arcstone -- a separate rock now known as the
Bluff of Stillwillow. In the end, Skylance and six
of the original thirteen scrykin lay dead.

Druzzil Ro took her remaining scrykin to Relic


and taught them the rituals and procedures
involved in creating more of their own kind
which she wrote in a tome known as the Codex
Artifice. Soon after penning the Codex Artifice,
Druzzil Ro disappeared back into the ether of
the Plane of Magic. It is rumored that she is
sometimes heard through her shrine on
Arcstone.

The scrykin lived and prospered on Relic for many years. They made schools
dedicated to the various elements of magic and even erected a tower to join Relic
and Arcstone together. They named this tower Skylance out of respect for their
fallen enemy.

Other dragons from the Broodlands congratulated the scrykin for defeating the rogue
dragon and were invited to Relic. Several of these dragons, including Ashenback,
Tsikut and Shar`Drahn, befriended the scrykin and took on positions within the
hierarchy of the city.

For many years, the scrykin lived peacefully and contentedly . . . until they began to
change.

A Mysterious Madness
Somewhere around their hundredth year of life, the scrykin began to degenerate.
Their mental and physical states deteriorated slowly at first. Their features,
originally placid and calm, began to droop and melt and their temperaments,
formerly calm and analytical, took a turn for the sinister. Despite these effects, the
degenerating scrykin continued to grow in size and power as they aged.
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It wasn't long before the firstborn scrykin began succumbing to bouts of madness,
and soon afterward the second generation of scrykin began to show the first signs of
instability. Paranoid delusions and dark temperaments overtook the scrykin elders.
The younger scrykin attempted to study and cure the madness that was overtaking
their older brethren, but all their research was in vain. All they could deduce was
that the scrykin race somehow grew more and more unstable as it aged. Even with
all the uncertainty and concern over the phenomena, the scrykin tried to maintain
some normalcy and they continued to learn and teach in Relic.

While Relic is ruled by Daosheen, the first born of the scrykin race, he has not been
seen in over a century. When the elder scrykin began their descent into madness
many years ago, Daosheen sealed himself inside a magical tower and refused to be
disturbed by outsiders. In Daosheen's absence, Porthio the Second Born, assumed
the role as the governor of Relic. Rumors abound that Porthio has grown interested
in Shadowspine, the artifact which recently surfaced in Darkhollow.

Because the elder scrykin have succumbed to madness, the dragons of Relic
assumed more political control over the artifact city. Petty rivalries have broken out
amongst the three dragons -- Tsicut, Ashenback and Shar`Drahn -- each of which
secretly wants control of the magical channeling platforms built into Relic. All the
while, Porthio remains focused on his studies, leaving the dragons to bicker amongst
themselves.

The melancholy fates of the remaining firstborn scrykin of Druzzil Ro are as follows:

Daosheen the First


Daosheen has not been seen in over a century. The eldest scrykin was the first to
succumb to madness and shortly thereafter became obsessed with studying power
crystals mined from Arcstone. It is rumored that he has locked himself inside of
Skylance tower where he studies his precious crystals to this day.

Porthio the Second


Porthio, insane though he may be, believes that the secret to avoiding the curse of
the scrykin is to become an undead lich. He has launched a fervent study of
necromancy and shadow magic and has recently grown excited about the dark magic
of Shadowspine, a lost artifact of necromancy rumored to have been penned by
Mayong Mistmoore. In Daosheen's absence, Porthio rules over Relic with a
capricious and iron-fisted sense of justice. Porthio is never far from his loyal pet and
bodyguard, a spirit cat of pure shadow named Nightshade.

Ao the Fourth
Ao is the only scrykin to have arrested the degenerative curse affecting the scrykin
race. He was able to do this by abandoning his physical body and becoming a spirit
of Arcstone. Although Ao no longer grows in power as he ages as the rest of the
scrykin do, he is at least free from the degenerative madness afflicting his brothers.

Zomm the Seventh


Zomm, once a great diviner of Relic, has become completely feral. He has
abandoned his home and now wanders the isle of Arcstone where he conducts
strange meditative experiments tailored to push his awareness beyond the known

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realms. No one knows what horrors Zomm has glimpsed during his year-long
trances for he has not spoken in centuries.

Sharlash the Ninth


Sharlash dwells on Relic where he builds golems and other creatures of artifice.

Thanus the Eleventh


Thanus has dedicated himself to the study of ice magic. He works closely with the
dragon Tsikut on Relic and they both conspire to overthrow the leadership so they
may turn the artifact city into an elemental nexus of ice.

Maru the Twelfth


Maru, perhaps the most schizophrenic of the original thirteen, spends most of his
time learning to infiltrate the minds of others. Who knows what he is plotting within
Relic's glowing walls?

The others -- Ganeer the Third, Kallendo the Fifth, Kazzanthar the Sixth, Taroknock
the Eighth, Karkahn the Tenth, Morogo the Thirteenth -- were slain during the fight
with the dragon Skylance.

The Elddar Forest and Takish-Hiz


Thousands of years past,
after the great dragon
Veeshan claimed Norrath
and settled her brood
upon it, a god named Brell
Serilis, the Duke of Below,
surveyed the lands of
Norrath. He invited a
small group of other gods
to enter a pact to create
their own influence on the
world and to keep the
dragon kind that ruled it
in balance. Those gods
were Tunare, Prexus, and
Rallos Zek. All but Rallos
Zek agreed to be allies in
this new world, but
regardless, they all set to
work populating the lands with their own creations.

Tunare, the goddess of Nature, saw a lush forest and fertile land on a great continent
in Norrath. She eagerly and lovingly created a race of elves and settled them into
the dense forest. Those elves, which came to call themselves the Elddar, prospered
quickly and greatly. And while Tunare watched her children with pleasure and pride,
other gods came to notice the new world. These gods soon realized they received no
invitation to be part of Norrath’s development and were not so enamored of those
who had. One god who took particular offense was Innoruuk, the Prince of Hate.

Innoruuk seethed with anger over his exclusion from the new world and was most
disgusted with Tunare's loyal and kind elves. He felt them a weak abomination and
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chose to use them as an example of his power in the creation of his own race. He
stole the first elven king and queen of the great house of Thex right from their
thrones in the great elven city of Takish-Hiz. He would torture them both for three
hundred years in his Plane of Hate until they were twisted and torn by his power to
become the first Teir'Dal -- the dark elf race.

Many years later, Solusek Ro, the Lord of Flame, saw the new world of Norrath and
wanted to claim the same great lands Tunare had taken for her elves. His jealousy
and determination overcame him and he would soon intervene.

But unexpectedly, on a dais in Takish-Hiz in the Elddar Forest, while the elves faced
the most threatening era of their lives, a strange portal appeared. Intelligent
creatures of all manner and size never seen before began to march through it. They
claimed to be from the future and that they had come to learn from the Elddar in
order to save the world.

Passage to the Past


This portal was the work of Druzzil Ro, the goddess of Magic. As Mayong Mistmoore,
the terrible vampire, broke his mortal bonds and ascended into the realm of the
gods, Druzzil Ro appealed to Tunare and asked for her permission and aid to bring
the knowledge of the Elddar elves to the races of Norrath. She hoped the Elddar
elves' wisdom would provide some answers that would help Norrathians prevent
Mistmoore's evil from spreading across the realm of the gods and the mortal realm.
Tunare agreed and was quietly excited to once again see and hear her lovely elves.

When the plans and enchantments were prepared, Druzzil Ro implored Karana, the
god of Storms, to aid in her task. And so, Karana spun the sands of the Desert of Ro
with such force that the ruined palace of Takish-Hiz was revealed. While this
powerful storm lifted the sands, Druzzil Ro crafted a whirling magical eddy that
stabilized to become a passage through time to the great Elddar Forest that existed
in the Age of Monuments.

The Elddar Forest during this time was lush and primeval and testament to the
beauty of Tunare. It was teeming with life and magic and was home to every manner
of enchanted creature, as well as housing the city of Takish-Hiz in all its glory. The
ancient race of Elddar elves tended to the city and forest in harmony with nature.

Plane of Rage
It is said that when one mortal kills another during a fit of rage that the killer is sent
to the Plane of Rage when they die. There, in this war-torn plane of Sullon Zek,
maiden of Rage, her minions and subjects wage an eternal battle.

All newcomers to the Plane of Rage must endure the Seething Wall. At first, the
subjects see an all-consuming darkness. Then they feel cold, leathery flesh and the
pinch and scrape of armor against their bodies, crushing them from every
direction. They also smell the stench of death on the cold air. More strangely, they
begin to feel the urgent need to destroy and vent their unrelenting rage. They feel
the power of Sullon Zek's rage calling to them.

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All creatures that find themselves in the Plane of Rage want nothing more than to
fight for Sullon Zek and earn her respect. It doesn't matter how many they have to
kill to gain her approval. With this eternal desire, every creature in the Seething Wall
moves forward, shoving its way out to the edge. Ultimately, they come to stare out
over The Devastation battlegrounds, anger growing in their hearts, waiting for Sullon
Zek to call them to battle one by one.

The Devastation
Few of the souls warring on the fields of the plane give it a name. To most it is
simply the place where they must fight or die and return to the rot and stench of the
Seething Wall. If they refer to the battlegrounds at all, they call it The Devastation.

The Seething Wall, the place of the armies' continual rebirth, surrounds The
Devastation, looming over it as a reminder of the price of death. This wall is infinite,
squirming with struggling bodies all aiming to please the Maiden of Rage. And from
the torn ground of The Devastation, the armies can see their destination -- Sverag,
the Stronghold of Rage.

As soon as the bodies fall from the Seething Wall into The Devastation, they
immediately find an alliance to strengthen their numbers to fight to the Mistress of
Rage and earn her respect. The lands around them at the outer rim are dried and
cracked and thoroughly trodden. They are littered with shattered stone from broken
walls, fortresses and towers.

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The look of the land changes daily as battles rage across it. Structures are built and
destroyed as armies vie for positions of power and fight the constant influx of
enemies from the wall. And during this eternal war, the balance of power is always
shifting.

The armies of the lands set up camps as quickly and frequently as they can by
building low walls and tents at any point they feel is strategically sound. They
usually do not last long. If opposing armies don't destroy them, the quaking earth
will. Many creatures of Rage believe the ground trembles with Sullon Zek's rage.

And as the swords continually clash and blood soaks the dry ground, every creature's
prize looms at the center of The Devastation -- Sullon Zek's tower. Only by gaining
control of Sverag, the stronghold, will the right to serve Sullon Zek be earned.

Sullon Zek

In a long forgotten age, Sullon McKlarren was a simple


barbarian whose only desire was to defend her northern
homeland on Antonica from its enemies. Battle after battle, she
excelled as her prowess with axes and swords was unmatched.
She was always victorious, slaying ice giants, fierce wild beasts,
and many others. Halas, the barbarian city, came to rely on
Sullon and her small band of friends as defenders of their
home.

As she battled she learned to focus her anger and hate for her
enemies. Her focused ire became so great that she seemed to
shift into an alternate consciousness. During those moments,
even her friends could not reach her, and it worried them. In
those fierce states of pure rage, Sullon was unstoppable. Even
her faithful wolves, Ghost and Snowtail, began to spend more
time away from her than at her side. They feared for her, but
more than that they grew afraid of her. And each time Sullon
used her talent for focusing her rage, she seemed to get
stronger, so strong in fact, that Rallos Zek, the god of war,
noticed her. Her unique talents were of great interest to him
and so he summoned her to Drundar, the Fortress of Zek.

In the great pit of Drundar, Rallos Zek pitted Sullon against many of his champions
and favored warriors. They all failed. Sullon's ferocity and talent almost made her
challenges boring. With few champions left to fight Sullon, Rallos Zek stepped into
the pit himself and faced her.

With humility, Sullon lowered her axes to the ground and began to kneel when Rallos
issued a terrifying yell and forbade her from ever dropping her axes again. He
commander her to fight him. And she did.

For what seemed like hours they fought in the pit. Sullon, consumed by her rage,
sent her blades whirling, her body lithe and limber evaded and seemed to curl
around Rallos' strikes. The ring of parries chimed throughout Drundar as Rallos'
minions began to gather around the pit. Never before had such a fight been
witnessed. Sullon never seemed to tire. Her first strikes still as strong as her last --
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the one that found Rallos' axe and both of hers locked together. Sullon shook with
anger and ferocity trying to break her weapons free, perfectly willing to drop them
and take on the great god of war with her bare fists.

That's when Rallos laughed so loudly it shook the great stone fortress. His laugh
surprised Sullon so much that her focused rage was interrupted and she kneeled
before him, prepared to die for having the audacity to take up arms against a god.
As she waited for the sting of an axe on her neck, she felt only the cold touch of
steel on each shoulder as Rallos anointed her as the Maiden of Rage.

He gave her dominion over the aspects of war that manifest in pure rage. None save
Rallos himself could withstand her in battle, though her brothers thought that they
could defeat her, for they were wiser than she. They, of course, never attempted to
prove their claims.

Legends say that she remains inside Razorthorn, her tower within the stronghold,
urging those dedicated to her to increase their rage and learn to focus it. It is said
that she will honor those that do so by allowing them to serve her in the tower.
There are other legends that say that she was betrayed by her father, Rallos Zek,
and imprisoned in that tower because he feared her strength. The legends are
merely rumor, however. Only Sullon Zek and perhaps those that serve her in her
tower know the truth.

The Bolvirk
From the broken earth and bones left behind in the Devastation, Sullon Zek molded
a race of her own, called the Bolvirk. She named this race after her much-adored
berserker mentor -- Bolvirk McDurnnan -- who was lost to her when she was a
mortal child.

The Bolvirk are Sullon Zek's own giants and form the greatest army in the Plane of
Rage. Sullon created the Bolvirk to be examples of the power of rage. They are
sturdy and their rage is tremendous. They can focus their anger and use it to
become fearsome foes on any battlefield, much like Sullon, their maker. They were
driven by the force of Sullon Zek's own fury, like all the others in the Plane of Rage

The flesh of the Bolvirk appears slightly melted or twisted


and their bones protrude from their bodies in places,
especially at the elbows, knees and knuckles, forming a
grim exoskeleton. Scarification rituals are used by the
Bolvirk to denote rank, and thus the most powerful Bolvirk
look like an illuminated scroll. The runes of power that
adorn them are made by pouring molten metal into open
scars in the skin, where it hardens and stays.

Soon after they were created, the Bolvirk built a fortress


around the tower that was the home of their goddess. True
to their nature, they built a functional, durable fortress
meant to withstand the rage of those that the goddess knew
would be drawn to her. The stone walls were not built
artfully, but securely. The bricks of the walls and buildings
were also created to give the Bolvirk some relief from the
dangers of constant battle -- but there has been no rest for
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many long years. The roof materials, once adorning stately vaulted ceilings, have
been used up in the creation of catapults, spears and axe hafts. The blankets have
been burned or used as bandages. There is little left but the stone, which itself is
often used as catapult shot (or simply thrown at opponents by the Bolvirk).

The Bolvirk controlled the stronghold for many years until one of their own faltered.

The Bolvirk believe that Sendaro was the greatest fighter to ever live. He fought any
that would face him and triumph. It wasn't long before only the most insane in The
Devastation would dare face him. He grew bored with no challenging opponents to
vent his rage upon and began to force his own kind to fight him. But the fights did
more to frustrate Sendaro than quench his rage as he required more formidable
opponents. Within a few years, his pent up rage began to consume him and he
became uncontrollable.

Sendaro began attacking and killing the strongest of the Bolvirk to sate his need to
unleash his rage. His actions ultimately weakened the force of the Bolvirk so much
that enemies took notice and began to attack the stronghold in greater numbers and
frequency.

It was during this time that an ancient Bolvirk leader named Verdarg arrived in The
Devastation from the Seething Wall. He was brought forward by Sullon Zek in order
to challenge Sendaro. Verdarg was one of the first Bolvirk Sullon created. He was
wise and willful enough to never lose control of his anger.

Verdarg incited the armies battling in The Devastation to believe they had the
strength and power to take control of the stronghold away from the Bolvirk. Under
Verdarg's taunting battle cries, waves of enraged warriors swarmed the stronghold's
gate attempting to crush the Bolvirk.

Once the battle was engaged, Sendaro himself came forth, thrilled to appease his
bloodlust. He threw open the gates of the stronghold himself and stood before the
mass of enraged armies, ready to fight. Sendaro slew the invaders by the hundreds.
His eyes burned as pure rage flowed through him with every strike. None could pass
him.

As Sendaro was engaged, Verdarg and a few worthy warriors readied a makeshift
ram made from the pieces of broken siege weapons. They rammed the walls of the
fortress so forcefully that part of the great wall crumbled just enough for them to
scale it. From within the walls of the fortress, Verdarg and his warriors unleashed a
wave of destructive rage upon the Bolvirk until all but one was dead. With his eye on
Sendaro, Verdarg charged. The battle was long and arduous and in the end, Sendaro
made a fatal error.

With his rage fully unleashed and out of control, Sendara was reckless in his attacks,
something Verdarg had anticipated. With both great arms swinging mighty axes in
the air, Verdarg undercut and sliced Sendaro clean across his leathery belly.

Sendaro knew immediately he'd suffered a fatal wound and staggered for a moment.
His eyes never left Verdarg's as he began to drop to his knees and succumb to death
-- to be sent into the Seething Wall to begin his journey back to Sullon Zek. He then

Page 14
smiled at Verdarg, almost as though he was grateful to have had the chance to stand
toe-to-toe with one of Sullon's very first children; a true challenge.

Since that day no one has been able to hold the stronghold for long and every being
in The Devastation fights to occupy it.

The Bolvirk now feel the same urges as all creatures of Rage. Most have forgotten
that their scarred hands built the formidable stone walls of the stronghold. All they
know now is that they must destroy their foes and gain control so that they might
earn the right to serve Sullon Zek inside her tower.

Sendaro, the greatest leader of the Bolvirk, is found in the Plane of Rage often, for
he is summoned from the Seething Wall by Sullon Zek quite frequently. And as
Sullon Zek's rage grows more powerful, the battles have come faster and bloodier. It
seems more and more souls are finding themselves awakening within the Seething
Wall.

Spells
The following is a list of some of the player spells and abilities that are available in
Prophecy of Ro. These will be obtained through quest and mission rewards.

Mocks your opponent, making it more likely to focus


attacks on you. Additionally, you will brace yourself
Warrior Mock for their next few attacks and take less damage.
You take careful aim at your opponent, which causes
your next backstab to strike and cause greater
damage. This technique will also increase the
damage from a double-backstab, should you execute
Rogue Razorarc one.
Focuses your internal energy using the Technique of
Master Kanji. While in this trance, your flying kicks
do much greater damage, have a higher chance of
Monk Heel of Kanji hitting, and can be executed more frequently.
Fills nearby allies with a rage that is sometime
unleashed when they take melee damage. The rage
will increase their melee damage considerably for a
Berserker Bloodthirst short time.
Ward of Bathes your body in a holy aura that will sometimes
Paladin Tunare heal your wounds when struck.
Theft of Incites intense pain and hatred in your target that
SK Agony you use to increase your armor class.
Gives your skin a sickly hue that will sometimes
SK Decrepit Skin harden to absorb impacts.
The power of your voice fuels the destructive
strength of group members who use direct-damage
Bard Arcane Aria spells.
Scorched
Ranger Earth Calls down fire to consume your target.

Page 15
Elddar's Entangles your target's feet in the vines of the
Ranger Grasp Elddar, preventing them from moving.
Elixir of Fills your group with holy energy that continually
Cleric Divinity heals their wounds for a short period of time.
Cleanses your target of poisons and prevents the
Cleric Puratus next poison-based spell from taking effect.
Causes your target's skin to harden and sprout large
spikes, significantly decreasing the amount of
incoming melee damage for the next several melee
Druid Barkspur attacks and causing heavy damage to the attacker.
Bathes your group in the light of the moon, healing
Druid Moonshadow their wounds.
Nectar of Fills your target's veins with the nectar of pain,
Shaman Pain causing poison damage over time.
Summons ancient spirits of renewal that will
Ghost of continually heal your group's wounds for a short
Shaman Renewal time.
Cloaks your body in a ward that will often cause
Ward of enemies that strike you in melee combat to fall
Enchanter Bedazzlement asleep.
Strangles your target's brain, causing damage and
draining mana. The mana you drain helps to restore
Enchanter Mind Shatter your own.
Encases your target's feet in solid ice, causing
Wizard Ice Block damage and preventing movement for a short time.
Wizard Chaos Flame Evokes a potent magical flame to strike your target.
Magician Spear of Ro Strikes your target with the spear of Ro.
Cloaks your pet in an iceflame guard which will
cause damage to any creature that strikes it in
Iceflame melee combat, as well as granting a chance to strike
Magician Guard enemies with fire.
Transforms your body into that of the undead,
increasing your mana regeneration, and granting
you ultravision and the ability to see invisible
creatures. You will continually take damage while in
Necromancer Grave Pact this form.
Steals the mental energy of your target to
Necromancer Mind Flay regenerate the mana of your group mates.
Rakes your target with feral claws, causing
Beastlord Rake moderate physical damage.
Fills your warder with the spirit of Orishar,
Spirit of increasing their dexterity as well as providing them
Beastlord Orishar a chance to perform a burning fire attack.

Page 16
Prophecy of Ro Credits
Vice President, Development
John Donham

Director, Development
Mark Nausha

Studio One Executive Assistant


Bianca Diaz

Producer
Chris Lena, Craig Knapp

Associate Producer
Jose Araiza

ART
Lead Artist: Environments
John Roy

Lead Artist: Characters


Lance Thornblad

Artists, World Builders and Animators


Clint Batac, Allen Bond, Robert Collier, Robert Cuenca, Serkan Ertekin, Diane Gerard,
Meg Haufe, Arash Keissami, Kevin Lydy, Bob Painter, Shannon Parnell, Hans
Piwenitzky

Additional Art Assistance


Andy Livingston

GAME DESIGN
Lead Designer
Travis McGeathy

Assistant Lead Designers


Ryan Barker, Jason Mash

Game Designers
Camille Abdnor, Adam Bell, Charles Bryant, Jonathan Caraker, Kevin Carter, David
Ford, Holly Longdale, Brian Motisko, Ian Noble, Carly Towle, Alan VanCouvering,
Terrence Yee

Additional Design Assistance


Kevin Moyer

PROGRAMMING
Lead Programmer
Jamey Ryan

Page 17
Assistant Lead Programmers
Eric Cosky, Scott Mitchell

Programmers
Roy Eltham, Justin Hansen, Curt Hartung, Christopher Hoover, Bill James, Alan
Krause, Terry Michaels, Rusty Peltz

COMMUNITY MANAGEMENT
Director, Global Community Relations
Alan Crosby

Community Relations Managers


Christina Delzer, Ryan Shwayder

Community Relations Coordinator


Aimee Rekoske

Community Relations Representatives


Vanessa Barrera, Joel Sasaki, Susan Rummani

MUSIC, SOUND AND VIDEO


Audio Director
Glenn Stafford

Project Managers
Joy Kosenski, Glenn Snyder

Sound Design Lead


Cat Neri

Sound Designer
Chad Mossholder

Music Composition
Laura Karpman

Voice Integration Specialist


Fryda Wolff

TECHNICAL OPERATIONS
Vice President
Michael Bowen

Project Management
Cameron Enfinger, Krista Benson

Director of Production Systems


Mark Preston

Production Systems Team


David Corning, Kirk Lightfoot, Sid Jaffee, Bryan Glogowski, Kevin Ying

Page 18
Director of Network Engineering
Dani Roisman

Network Engineering Team


Brett Hawn, Geoff Wade

Director of SOE Security


Bryan Blank

Manager of Office Operations


Jeff Bolaris

Office Operations Team


Lisa Doleshal, Michael Hardman, Domenico Scaduto, Jonathan Rad, Loren G. Skeels,
Jeremy Siprelle

Manager of Operations
Jeremy Johnson

Operations Team Leads


Steven Davis, Thomas Delzer, Greg Herzbrun, Rob Matzker, David Prestin

Operations Team
Eric Flynn, Anthony Gervais, Robert Maul, Chris Richard, Roger Sewell, Chris Trichel,
Ben Cole, Jesus Zarzosa

Manager of Operational Engineering


Wilson Yeung

Operational Engineering Developers


Timothy Arland, Chad Folz, Ted Garrington, David Taylor, Gordon Tetlow, Matthew
Reynolds, William Kemper, Ogi Boras

CUSTOMER SERVICE AND QUALITY ASSURANCE


Vice President of Customer Service and Quality Assurance
George Scotto

Administrative Assistant
Heather Svelan, Allison Needham

Executive Director of Quality Assurance


Tony Rado

Quality Assurance Manager


Rob Thompson

Quality Assurance Supervisors


Andy Lamp, Christopher Fritchoff, Jason Boone, Shad Halsey

Page 19
QA Technical Liaison
Andrew Baker, David Avram

Quality Assurance Lead for EverQuest


Neil Christmas

Quality Assurance Analysts


Kent Almond, Bianca Diaz, Jeff Anderson, Heather Guthridge, John Skolburg
Kendra Engstrom, Shawn Murphy, Dawson Hindrelet, Jason Wages, Jason Woerner,
Chelsea Marken, Stephen Ahn

Compatibility Lab Supervisor


Ryan Antonelli

Compatibility Lab
Chris Johnson, Joe Obezo, Jason Zimmerman, Josh Potter

Executive Director of Global Customer Service


Brad Wilcox

In-Game Support Manager


Rich Schmelter

Customer Service Supervisors


Dean Graf, Joseph D. Paolinelli, Michael Woods, Jayna Bayad, Bjorn Steller

Game Masters
Aaron Bisnett, Nathan McCall, Gary Panther, Melanie Lara, Richard Granback, Greg
Sodeman, Chad Hartmann, Robert Davis, Ben Norris, Juan Cardenas, Christine
McCoard, Angelo Sanchez, Robert Robertson, Joel Calland, Suzanne Owen, Janice
Bagley, Ryan Bacalski, Amy Leo, John Borders, Jim Leko, Tiffany Betts, Tony Cook,
Charles Masterangelo, Charles Rapkin, Darlene Junior, David Rodriguez, Dustin
Rasmussen, Alban Cessieux, Clovis Butoke, Ibrahima Mohamadou, Fatoumata Gaye,
Shirimbere Brice, Fossi Savi, Chris Urra, Danny Ensley, Kathleen Roeland, Elizabeth
Bittermann, Allen Brito

Technical Support Supervisors


Gordon Dapkus, Daniel Clifford

Technical Support Representatives


Bill Corning, Jason Crawford, Manuel Deramos, Tony Flores, Dennis Gonzalez, Brad
Griffin, Joe Hughes, David Keen, Geoff Kressel, Richard Mobbs, Joe Nelson, William
Schoen, Cory Seering, Gary Abiva, Neil Herrera, John Higgins, Eric Rabelas, Timothy
Zarza

International Customer Service Manager


Ima Somers

Sr. International Customer Service Liaison


Douglas Wright, Ryan Robinson, Stephen Rodgers, Jeffrey Bard

Page 20
Sr. International Quality Assurance Liaison
Ryan Wells

Guide Liaison
Robyn Rogers

Training Supervisor
Paul Venuti

Training Specialists
David Carey, Scott, Dale, Justin Allen, Tom Lockard

PLATFORM SERVICES
Vice President of Technology
Christopher Yates

Director of Operations
David Dhunjishaw

Project Management
Bonnie Davison, Marie Harrington, Wendy Kim, Jenne McPherson

Application Engineering Team


David Almilli, Bob Bamford, Mark Brennan, Aaron Dressin, Jake Fear, Matthew
Houser, Trevor Leach, David Keene, Andres March, Michael Miljour, Tina Ngo, Jason
Parrott, Chris Sheddy, Robert Thomas, John Van Roekel, Michael Walters

Manager of Systems Engineering


Nari Gopola

Systems Engineering Team


Ron Corning, Ron Grierson, Pablo Herrero, Thomas Farthing, Bob Kline, Wei Li,
Tavish Margers, Chris Rosa, Rick Smith

Director of Operations, Web Presence


Greg Short

Creative Director, Web Presence


Nathan Pearce

Creative Designer
Eric Schmitter

Project Manager
Steve Fuller

Web Production Team


Tim Cox, Nick Davison, Monte Greene, Travis Gregory, Jacob Robinson, Adam
Stevens, Paul Tighe

Page 21
Director of Database Services
David Manifold

Database Services Team


Natik Ameen, Dan Galperin, David Green, Aaron Hollenberg, Sherry Liu, John
McGovern, Archana Pansuria, Taylor Steil, Aaron Valdes, Marjorie Vaccaro

Manager of Quality Assurance


Enrico Bernardo

Platform Quality Assurance Team


Benjamin Babeshkin, David Bennett, Mitesh Doshi, Thanh Nguyen, Bethany Rockey,
Vien Truong

Station Store Management


Rowena Luansing

INTERNATIONAL OPERATIONS
Executive Director of SOE International
Matt Sivertson

Localization Managers
David Kim, Stacey Sofia-McDaniel, James Whisenant

Technical Lead for International Operations


Robert McEntee

Localization Team
Katty Bashir, Bernard Dambron, Jacky Ho, Devon Kim, Duy Le, Christopher Lee, Lina
Liang, Bill Mauer, Jason Polk, Adriano Vasco, Kumiko Yuasa

International Marketing
Barbara Oppelz, Caroline Amiguet, Morgan Daversa, Taskin Sayilir, Yuriko
Matsumoto

SALES AND MARKETING


Vice President of Marketing
Michael Lustenberger

Director of Corporate Communications


Chris Kramer

Public Relations Manager


Katie Ullman

Sr. Brand Manager


Chris Sturr

Associate Brand Manager


Heathcliff Hatcher

Page 22
Sales & Marketing Team
Caroline Amiguet, Jen Belfield, Steve Gefrom, Clayton Kroh, Mike Meyer, Brian
Patience, Taskin Sayilir, Courtney Simmons, Katie Thomas, Phil Tish, Lauren Zeiger,

BUSINESS DEVELOPMENT
Business Development
Cindy Armstrong, Louis Figueroa

PRODUCT DEVELOPMENT
Director of Technology
Rich Lawrence

Project Management
Mike Gaylord, Ty Keith

LEGAL DEPARTMENT
Vice President, Legal and Business Affairs
Rick Herman

Staff Counsel
Kelly Conway

Legal Administrator
Olivia Skelly

EXECUTIVE STAFF SONY ONLINE ENTERTAINMENT


Chairman of the Board
Yair Landau

President
John Smedley

Senior Vice President and COO


Russell Shanks

Senior Vice President of Business Development and CFO


John Needham

Senior Vice President of Information Technology and CTO


Adam Joffe

Chief Creative Officer


Raph Koster

Senior Vice President of Sales


Don Vercelli

Senior Vice President of Marketing


Torrie Dorrell

Page 23
Senior Vice President of legal and Business Affairs and General Counsel
Andy Zaffron

Executive Assistants
Marsha Gygax, Pam Impson, Christine Lena

Special Thanks
The EverQuest development team would also like to say thank you to our families
and friends for all of their support. Without their support, Prophecy of Ro would not
be possible.

Uses Miles Sound System.


© 1991-2000 by RAD Game Tools, Inc.
© 1999-2006 Sony Computer Entertainment America Inc.
EverQuest is a registered trademark and Prophecy of Ro is a trademark of
Sony Computer Entertainment America Inc. All rights reserved.

Page 24
User Agreement and Software License
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Page 25
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Page 26
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Page 27
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Page 28

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