Everquest 1
I would like access to the original Everquest section.
This post is to account for the fact as I was made aware that information about Tacvi level encounters are common place. Here is one that is more advanced and a much bigger pain.
Jelvan ~ Citadel of Anguish: The Fallen Palace.
This is a strategy to win the Jelvan event in CoA. Before the event, take time to balance the DPS of your raid and spread healing around. All 3 parts of your raid will need to have about equal dps. I suggest leaving a few of your highest DPS people out and positioning them in the middle so they can go help any side that is slower then the other two. As you can have 54 people in CoA, most people will assume that you need 18 people in each section. In all honesty, you are better having fewer people with much higher dps on the West and East sections and having more people, including most of your shamans, bards, paladins and necromancers for the more difficult southern mob. Allow paladins with Divine Hammer of Consternation to rampage tank. This allows your 3rd cleric per section to help heal the MT. Do NOT get cross agro. This fight is won or lost based on people controlling agro. Allow the paladins to pull them in to the cages that are along the bottom and get the mobs set before healing!
This is not a quick event. This event takes over 15 minutes of non-stop fighting. Pace yourselves, save disc’s as long as possible.
Now on to the individual mobs you will be facing.
Tanthi
Tamthi is the mob that will be pulled to the west. Set the main tank group first. It needs to include one warrior, one druid, one bard, two clerics, and one necromancer. That is the main tank section of this part. The rest of the people that are going to be here include one more cleric, a paladin with a Divine Hammer of Consternation. Good DPS choices would be Wizards and Magicians. Beastlords and Shadowknights are best used elsewhere. This mob is weak vs cold. He is also Unslowable, and stuns for 10 seconds as an area of effect spell every minute. Tanthi also casts Relinquish Spirit on the tank. It needs to be cured very quickly. This is where the druid comes in to play in the main tank group. The druid MUST HAVE remove greater curse.
Rampages – have da hammer paladin as RT
Unslowable
10 second stun every minute
Casts: Relinquish Spirit
NPC Hatelist 0', Chromatic (-375)
1: Decrease Spell Haste by 100%
2: Decrease ATK by 300
3: Decrease Stats by 100
4: Increase Curse Counter by 24
5: Limit: Combat Skills Not Allowed
Tantho
This is the easiest of the 3 mobs in this event. He will be pulled to the east side. The main tank group for Tantho is one warrior, a paladin, bard, two clerics, and a necromancer. As per the mob above another group needs a paladin equipped with Divine Hammer of Consternation and a cleric as their healer. To fill out the rest of the people in this section your best choices are Enchanters, Shadowknights, Beastlords, and Rangers. Rogues, Monks, Wizards, Mages and Berserkers are better used else where. This mob is weak versus magic, and rampages yet again. He is slowable and his area of effect spell is spell damage reduction every minute, see overview for full details of AoE effect.
Rampages
Slowable
Nuke reduction every minute
Touch of Anguish
NPC Hatelist 0', Cold (-475)
1: Decrease Spell Damage by 30%
2: Decrease Movement by 90%
3: Decrease All Skills Damage Modifier by 30%
5: Increase Poison Counter by 30
6: Limit: Combat Skills Not Allowed
Tanthu
Tanthu is the hardest mob of the event. He will be pulled to the south by the rampage tank yet again. The main tank group for Tanthu is Shaman, Necromance, Warrior, Cleric, Cleric, Cleric. You need a paladin and cleric as the rampage team. Every group that will on the south side must have a shaman. The best choices to round out this group are Rogues, Monks and Berserkers. This mob is weak versus fire, and rampages and slowable.. His area of effect is a mana drain. You can cure it with group Nadox. On the tank he casts Torment of Body, detailed in the over view.
Rampage
Slowable
Mana dot every minute, cure with group Nadox
Torment of Body
NPC Hatelist 0', Prismatic (-375)
1: Decrease HP when cast by 3000
2: Decrease Hitpoints by 300 per tick
3: Decrease Accuracy by 25%
4: Decrease Effective Casting Level by 100
5: Increase Curse Counter by 24
Now for the fight, and this is where it gets good. You start the event by talking to Jelvan. Once it starts do not use direct heals until the mobs are in position. Using divine arbaration is fine as it draws no agro. The warrior should use their furious disc while getting the mob in position. The clerics for the main tank and rampage tank should be in the cell next to the one where the warrior is fighting the mob. You should set one person in each section that calls out the percentage of the mobs health. If you let them get more then 10% apart from each other, Jelvan casts Void of Suppression. It is a silence with 24 disease counters. It is prismatic resistible with a negative 325 to the check. Or he casts Chains of Anguish. It is a magic resist with a negative 375 to the check. It decreases spell haste by 70% (ie complete healing takes 17 seconds to cast instead of 10), movement by 90%, attack speed by 50% and requires 50 curse counters removed.
If you are doing good Jelvan casts Blessing of Jelvan on each of the main tanks. It mitigates melee damage by up to 30%, up to 5000 damage absorbed. As for healing the 2 clerics in the main tanks groups should set up a minicomplete healing chain. Casting about 6 seconds after the last person to cast. The rampage cleric is able to help with quick heals, panlopy of vies and DIs on the main tank while the paladin is DA’d from proc’ing his hammer. All the mobs in this event hit around the 2000ish range.
I hope you find this very useful as it took alot of time to get this down. This event is one of the harder ones found in everquest currently, imo. Thank you for reading it and considering my application for free access. Thanks for supporting my last one Pugs.
I would like access to the original Everquest section.
This post is to account for the fact as I was made aware that information about Tacvi level encounters are common place. Here is one that is more advanced and a much bigger pain.
Jelvan ~ Citadel of Anguish: The Fallen Palace.
This is a strategy to win the Jelvan event in CoA. Before the event, take time to balance the DPS of your raid and spread healing around. All 3 parts of your raid will need to have about equal dps. I suggest leaving a few of your highest DPS people out and positioning them in the middle so they can go help any side that is slower then the other two. As you can have 54 people in CoA, most people will assume that you need 18 people in each section. In all honesty, you are better having fewer people with much higher dps on the West and East sections and having more people, including most of your shamans, bards, paladins and necromancers for the more difficult southern mob. Allow paladins with Divine Hammer of Consternation to rampage tank. This allows your 3rd cleric per section to help heal the MT. Do NOT get cross agro. This fight is won or lost based on people controlling agro. Allow the paladins to pull them in to the cages that are along the bottom and get the mobs set before healing!
This is not a quick event. This event takes over 15 minutes of non-stop fighting. Pace yourselves, save disc’s as long as possible.
Now on to the individual mobs you will be facing.
Tanthi
Tamthi is the mob that will be pulled to the west. Set the main tank group first. It needs to include one warrior, one druid, one bard, two clerics, and one necromancer. That is the main tank section of this part. The rest of the people that are going to be here include one more cleric, a paladin with a Divine Hammer of Consternation. Good DPS choices would be Wizards and Magicians. Beastlords and Shadowknights are best used elsewhere. This mob is weak vs cold. He is also Unslowable, and stuns for 10 seconds as an area of effect spell every minute. Tanthi also casts Relinquish Spirit on the tank. It needs to be cured very quickly. This is where the druid comes in to play in the main tank group. The druid MUST HAVE remove greater curse.
Mob Overview
Weak vs ColdRampages – have da hammer paladin as RT
Unslowable
10 second stun every minute
Casts: Relinquish Spirit
NPC Hatelist 0', Chromatic (-375)
1: Decrease Spell Haste by 100%
2: Decrease ATK by 300
3: Decrease Stats by 100
4: Increase Curse Counter by 24
5: Limit: Combat Skills Not Allowed
Tantho
This is the easiest of the 3 mobs in this event. He will be pulled to the east side. The main tank group for Tantho is one warrior, a paladin, bard, two clerics, and a necromancer. As per the mob above another group needs a paladin equipped with Divine Hammer of Consternation and a cleric as their healer. To fill out the rest of the people in this section your best choices are Enchanters, Shadowknights, Beastlords, and Rangers. Rogues, Monks, Wizards, Mages and Berserkers are better used else where. This mob is weak versus magic, and rampages yet again. He is slowable and his area of effect spell is spell damage reduction every minute, see overview for full details of AoE effect.
Mob Overview
Weak vs magicRampages
Slowable
Nuke reduction every minute
Touch of Anguish
NPC Hatelist 0', Cold (-475)
1: Decrease Spell Damage by 30%
2: Decrease Movement by 90%
3: Decrease All Skills Damage Modifier by 30%
5: Increase Poison Counter by 30
6: Limit: Combat Skills Not Allowed
Tanthu
Tanthu is the hardest mob of the event. He will be pulled to the south by the rampage tank yet again. The main tank group for Tanthu is Shaman, Necromance, Warrior, Cleric, Cleric, Cleric. You need a paladin and cleric as the rampage team. Every group that will on the south side must have a shaman. The best choices to round out this group are Rogues, Monks and Berserkers. This mob is weak versus fire, and rampages and slowable.. His area of effect is a mana drain. You can cure it with group Nadox. On the tank he casts Torment of Body, detailed in the over view.
Mob Overview
Weak vs FireRampage
Slowable
Mana dot every minute, cure with group Nadox
Torment of Body
NPC Hatelist 0', Prismatic (-375)
1: Decrease HP when cast by 3000
2: Decrease Hitpoints by 300 per tick
3: Decrease Accuracy by 25%
4: Decrease Effective Casting Level by 100
5: Increase Curse Counter by 24
Now for the fight, and this is where it gets good. You start the event by talking to Jelvan. Once it starts do not use direct heals until the mobs are in position. Using divine arbaration is fine as it draws no agro. The warrior should use their furious disc while getting the mob in position. The clerics for the main tank and rampage tank should be in the cell next to the one where the warrior is fighting the mob. You should set one person in each section that calls out the percentage of the mobs health. If you let them get more then 10% apart from each other, Jelvan casts Void of Suppression. It is a silence with 24 disease counters. It is prismatic resistible with a negative 325 to the check. Or he casts Chains of Anguish. It is a magic resist with a negative 375 to the check. It decreases spell haste by 70% (ie complete healing takes 17 seconds to cast instead of 10), movement by 90%, attack speed by 50% and requires 50 curse counters removed.
If you are doing good Jelvan casts Blessing of Jelvan on each of the main tanks. It mitigates melee damage by up to 30%, up to 5000 damage absorbed. As for healing the 2 clerics in the main tanks groups should set up a minicomplete healing chain. Casting about 6 seconds after the last person to cast. The rampage cleric is able to help with quick heals, panlopy of vies and DIs on the main tank while the paladin is DA’d from proc’ing his hammer. All the mobs in this event hit around the 2000ish range.
I hope you find this very useful as it took alot of time to get this down. This event is one of the harder ones found in everquest currently, imo. Thank you for reading it and considering my application for free access. Thanks for supporting my last one Pugs.




Never occured to me how tedious it could be without having done it 200 times 