Installing the Game
Insert the EverQuest for the Macintosh CD into your CD-ROM drive. Be sure to install onto a Macintosh disk volume ("Mac OS Extended" format) and not a Unix volume ("UFS" format). Most likely, your disk drive is formatted as a Macintosh disk. Start the installation by double clicking on the EverQuest for the Macintosh disk icon to the right hand side of your desktop, then clicking on the "Install Everquest" icon that appears. Follow the instructions within the setup program to complete the installation. After the game is fully installed, an EverQuest shortcut will be added to your desktop.
For greater details, see Installation Steps in the Getting Started section.
To do this, do the following:
1) "New Account" -- opens a web page where you can apply for a Station account,
2) "Subscribe" -- opens a web page to register for EverQuest for the Macintosh once you have a Station account, and
3) "Continue" -- continue if you have a Station account and are registered.
***IMPORTANT NOTE***
Occasionally you will see references to a right-click operation in these instructions. If you have a multi-button mouse hooked up to your Macintosh, you should use it as normally and EverQuest will recognize the extra buttons and use them appropriately.
If you have a single button mouse, when instructions refer to a "right-click", simply press and hold the control (Ctrl) button on the keyboard before pressing the mouse button. This is equivalent to a right-click operation.
Patch Now -- Check screen to the right, or click "Patch Information," for updated infor-mation on patches, then click "Patch Now" if any patches to the game are required.
NOTE: During a lengthy patch, you may "minimize" or "hide" the launchpad window. The launchpad icon in the OS X "dock" will contain a progress bar showing the status of the patch operation
Game Options -- Provides a list of settings to tune your system for the best performance
Model Options -- Allows you to select which character models you'd like to display in detail
Support -- Provides information on ways to obtain further support playing EverQuest
News -- Provides latest news on EverQuest for the MacIntosh
Next, read the scroll (right-click on it) and follow the instructions. Usually it will ask you to give your message scroll to your Guild Master. He or she will then give you a basic item of clothing and more information about what to do next.
To equip the new item:
The central area of your inventory screen is an auto-equip area. Dropping an item into the auto equip area will equip the item, provided there is nothing in the slot the item goes in and your class, race, and deity can wear or use it. If the item cannot be worn it will automatically go to one of the main inventory slots. If those are full, the item will go into the first container, starting in the upper left-most portion of your inventory. If all main inventory slots and containers are full, the item will drop to the ground. Be aware that some merchants and NPCs are greedy and might pick up items they see lying on the ground. This also can be said about other players as well.
Running and Walking
To walk forward and backward, press the arrow keys on the keyboard or the Number pad keys.
Other helpful movement keys:
Note: hitting forward or backward movement keys (arrows) will also end AutoRun
Looking around using the mouse or number pad keys to change your current point of view:
Right-click-and-drag mouse to look around
Numpad "9", "3" to pan view up, down
Numpad "5" to re-center view
Numpad "7", "1" to zoom view in, out
Swimming
Most cities in Norrath are conveniently located near ponds or large bodies of water, and some even have fountains and underwater aqueduct systems. You can swim in water for a short period of time. The better you are at swimming, the longer you can hold your breath.
To swim:
Note: You can swim with your head above water by panning the view up slightly.
In general, whenever you send a message all players in the immediate vicinity "hear" you, and whatever you typed appears in the scrolling text portion of their screens (their Main Chat window). However, you can also send private messages.
You send messages using the chat bar (at the bottom of the Main Chat window), and all communications from all characters show up as text in the Main Chat window.
To send messages to characters in the game:
Note: This assumes that your chat is set to use /say as the default mode, which is the default setting.
To talk to a non-player character (such as a shopkeeper NPC):
Note: You should see your character hail the NPC in your Main Chat window.
Note: However you choose to communicate, please refrain from using inappropriate language.
During melee combat, you must be standing fairly close to your opponent. If you're not near enough, you'll see a message in your Main Chat window that says, "Your target is too far away." Be sure to remain facing your target. Ranged attacks can be made from as far away as the weapon will allow. Creatures usually rush toward you, however, once you hit them.
The text display also shows you whether your blow landed or missed, and whether or not your opponent has hit you. If you've taken or applied damage, you can see that as well. The amount of damage you can deliver to an opponent is an automatic function of your physical strength, the weapon you use and weapon skills. Your ability to evade blows or withstand blows is based on your combat skills and your armor.
See Health, Damage and Dying for information on how damage affects you.
To learn (scribe and memorize) a spell:
Scribed spells are permanently recorded in your spell book. But you can't cast every spell in your book. You must first choose to memorize spells. Characters can only memorize eight spells, so at higher levels it becomes a tactical decision as to which spells to keep 'in-mind'.
To cast a spell:
In order to use a skill you'll want to place it on an easily accessed hot key button.
To do this:
Open your inventory ("i") and click Skills to see how proficient you are in any given skill. The more you use a skill, the better you become at it. When your skills improve messages appear in your chat window.
To loot the corpse of a monster or player you've killed:
Note: Because you can't drop a No Drop item once you pick it up, a confirmation box will appear when you try to loot such an item.
or you can use the shortcut method:
To buy/sell an item:
Note that the merchant will tell you if you don't have enough money to buy an item or if he is not interested in purchasing something you wish to sell after you click the Purchase or Sell button.
FYI: 1 platinum = 10 gold = 100 silver = 1000 copper
To give away/drop/destroy an item:
If you accidentally drop an item, you can pick it up:
Note: Items dropped to the ground may be picked up by greedy NPCs or other Player Characters. Do not consider the ground a safe place to store any items.
To exit the game, sit down and set up camp in a safe area. Click Sit (or "Ctrl" + "s") on the Main tab in the Actions window, then Camp (or "Ctrl" + "c"). This takes approximately 30 seconds.
When you return to the game later your character will be where you left him. Keep that in mind when choosing your campsite.
Weeks ago, we were about to give up the search when Rallos Zek intervened and sent us a spark of hope in the form of a tall, cloaked visitor. He told us that he had heard of others being captured by flying creatures, and he told us we needed to forget about our friend, that she had been taken as a slave to the Ring of Scale on "Kunark," and that no slave has ever escaped.
None of us had ever been to this place, Kunark, but we were encouraged by the fact that Lysel might still be alive. We all agreed. If there was a chance that she lived, there was a chance we could rescue her. Our mysterious friend only shook his head. Then, he slipped back the hood of his cloak so that we might see his reptilian face. He introduced himself as Vanusk and told us he was boarding the Seahawk that evening to sail to Kunark. In return for our companionship on the long voyage, and payment of his passage, Vanusk offered to tell us about his homeland. His tales included much that we already knew. However, so that I would miss nothing, I recorded everything he said.
In the Beginning ...
There always has been and always will be an entity known as The Nameless. The universe and its countless suns and worlds sprang from the will of the Nameless, as well as many powerful creatures whom one might call gods. Whereas The Nameless created the stage, these gods gave birth to us, the many actors upon that stage.
Dragons First - The Age of Scale
Veeshan, Crystalline Dragon and ruler of the Plane of Sky, was the first god to notice the world of Norrath. She found it pleasing and deposited her brood onto the frozen continent of Velious. Dragons walked the land and flew the skies - powerful beings of great intellect, wisdom, and strength.
Early Gods and Their Interventions - The Elder Age
In time, another god noticed Veeshan's work. Brell Serilis, the Duke of the Underfoot, secretly created a magic portal to a cavern deep in the belly of Norrath. Through this portal, he seeded the depths of Norrath with all manner of creatures and sealed them within a labyrinthine chamber of mystical Living Stone.
With his own supplicants in place, Brell Serilis then discussed the fate of Norrath with the other gods: Tunare the Great Mother, Prexus the Oceanlord, and Rallos Zek the Warlord. With words befitting the King of Thieves, Brell proposed that they accept an alliance of sorts, to divide the planet amongst them for the purpose of keeping the Dragon Wurmqueen in check. All agreed to the division; however, Rallos Zek pledged his allegiance to none.
Thus, the gods each created a race of beings to keep a vigilant eye on Norrath and the schemes of Dragonkind. Brell Serilis had forged the Dwarves, stout and strong, deep beneath the mountains. Prexus the Oceanlord produced his children, the Kedge, hearty aquatic beings of great mental power and stamina. Aboveground, Tunare the Great Mother of All gave birth to the Elves, creatures of limitless grace and beauty. And Rallos Zek created the Giants, a race of fierce and formidable surface-dwellers, ever intent upon the defense of their lands.
Unwanted Attention - The Age of Monuments
Innoruuk, The Prince of Hate, cursed his fellow gods for not including him in their pact and vowed they would regret such disrespect. Legends say he took the first Elven King and Queen and slowly tore them apart, physically and mentally, over the course of three hundred years. He then rebuilt them in his own dark sadistic image. These Dark Elven creatures came to be known as the Teir'Dal.
Fizzlethorpe Bristlebane and Cazic-Thule came next to Norrath. Brell Serilis entered into a second pact with these gods, along with Rallos Zek.
From this pact, Brell added the Gnomes - cousins to Dwarves, yet more wiry, gnarled and consumed by tinkering with devices. Rallos Zek made the Ogres - massive, implacable beings, and the Orcs, bred for battle and singled-minded in their desire for conquest.
On the surface, away from Elves and Giants, Fizzlethorpe Bristlebane fashioned the Halflings, a short and stubby folk, who were nonetheless agile and had a distinct propensity to meddle (or even pilfer) at times.
Cazic-Thule, Lord of Fear, was drawn to the swamps and jungles of Norrath and there created the green-skinned Trolls and the reptilian Iksar of Kunark.
Fall of Rallos Zek and His Children
Only the Ogres of Rallos Zek dared invade the Plane of Earth itself. Through a combined offensive effort, the other gods finally defeated and imprisoned Rallos Zek in his own domain, the Planes of Power. Thousands of Ogres were slain and their empire collapsed around them. The Giants were forced to flee their homes as the gods brought snow and ice to their previously lush lands. Rallos Zek's third race, the Goblins, were also cursed, although no writings remain of their trials.
End of Elven Prosperity
The Elddar Forest, the Elven realm of old, spread across the entire southeastern quarter of Tunaria. Tree communities as well as cities of marble and gleaming snow-white spires rose out of the forest, higher than the tallest trees. Legends say this prosperity drew the jealousy of Solusek Ro, Lord of Flame. The rivers ran dry, and less rain fell. The great Elven druids fought long and hard with their powerful magic, attempting to turn back the change, but they could only delay the inevitable. Slowly the forest gave way to desert, until at last even the fair Elven city Takish-Hiz crumbled, and the elves were forced to flee Tunaria, leaving much of their greatness behind.
Birth of Humankind - The Age of Blood
As the dust settled, the last of the gods came to Norrath. These were twin deities Mithaniel Marr, God of Valor, and his sister Erollisi, Goddess of Love. Their creatures, the Barbarians, proved a hardy race and settled the cold and rugged northlands near the ruins of the Giants' empire. As the Barbarians spread out across the lands - in dispute with each other and any other race encountered - a tiny movement toward enlightened thinking was sparked by the Twins Marr and began slowly to grow. And so, even amidst desolation and war, there was hope.
This enlightened order of Barbarians became the fathers and mothers of the Human race. Their Combine Empire spread throughout the known world, but then died even more quickly than it grew. While they are the ancestors of every Human on Norrath, and their relics and ruins still litter lands from Odus to Faydwer, little history of their great empire remains.
Early Human Settlements - The Age of Enlightenment
To the west, a strong and noble band of Humans, lead by Antonius Bayle the First, founded Qeynos under the lofty principles of law. To the east, Freeport grew into an active and dangerous port of call for all who dared venture into the Ocean of Tears. The great continent of Tunaria became known as Antonica.
Meanwhile, Human explorers and adventurers returned from afar with tales of Elves, Dwarves, and other strange creatures, as well as descriptions of ancient, abandoned cities. A few even came back with limited knowledge of sorcery and the mystic arts. When a discontented minority of leaders heard these tales, they became both jealous of the arts and races described therein and determined to see these lands for themselves.
Magic
Leaving a small network of spies behind them, Erud and the above mentioned discontents sailed west and landed upon the barren coast of Odus Island. They soon established Erudin, a city almost entirely within a towering castle inhabited by scribes and scholars called High Men. Within the castle walls they gathered and analyzed reports, captured books or scrolls, and other artifacts brought to them by their spies. Soon many "Erudites" - wizards, sorcerers, and enchanters - occupied the great halls of Erudin, growing immensely in both power and knowledge.
Magic in War - The Age of Turmoil
Some years later, a small group of Erudites discovered the lost art of necromancy and were branded heretics. For the first time in hundreds of years, the Erudites knew and engaged in civil war.
But war among the Erudites held one significant difference. In place of swords and bows, they used magic. Lives by the hundreds were lost, great buildings and structures destroyed, and eventually the heretics were forced to flee Erudin and regroup in the southern regions of Odus. The great arcane energies released in the final battle of the war opened an immense hole in the earth, leading to depths unknown. Along the sides of this chasm, the heretics built Paineel, their city of refuge.
And, in Kunark
Tonight, Vanusk sat in silence until I asked him to continue. He wanted to know what we had learned. When we started to recite the tales back to him, he silenced us and asked again what we had learned. The Bane's leader ventured a guess and told him that the only constants seem to be struggle, death, war and deceit. He pulled back the edges of his mouth in what must have been an Iksar smile and said, "As goes Norrath, so goes Kunark. Now, you are ready to learn of my land."
He sat back, leaning his strong tail against the railing of our ship and looked south. "Since the beginning," he said, "Kunark has suffered under the shadow of the wurm." His fantastic tale continued over the last days of our sea journey.
Shissar Kingdom
While the dragons took centuries to grow and organize, a race of intelligent snake men - the Shissar - assumed the forefront. The Shissar were a brutal race who enslaved the Iksar, using Vanusk's ancestors for workers and food. From their capital of Chelsith in what is now The Overthere, they explored dark rites and forgotten evils which would lay the foundation for much of Iksar knowledge and philosophy.
As learned from the rest of Norrath, nothing is permanent. Eventually, the Shissar angered even their own gods. A horrible plague destroyed many Shissar; however, the Iksar survived unscathed.
Iksar Nation
Over the next several centuries, the Iksar grew to greatness on the buried ashes of their former masters. They migrated outward across the continent of Kunark and formed five principal tribe-states: Kylong, Nathsar, Obulus, Jarsath and Kunzar. This last tribe-state was led by Venril Sathir, a young and powerful warrior-mage, who raised an unyielding army of undead with the assistance of dark magic.
Sathir and his Kunzar armies conquered and annexed the remaining tribe-states under his rule as the first King of Sebilis, the renamed Iksar nation. In order to build his Sebilisan Empire, Sathir brutally captured and enslaved the Hill Giants, Forest Giants and Froglok of Kunark. Throughout Sathir's life, the Sebilisan Empire quickly grew in might, power and grandeur.
The Rule of Rile
King Sathir aged but, of course he did not want to die.To cheat death, he made an unholy pact with Innoruuk to rise, undead and immortal. Rile, Sathir's heir, had other plans and thwarted the ritual. Sathir's soul was trapped inside an amulet that was hidden away as Rile cremated his father's body.
Rile assumed the throne; however, little changed in the kingdom. The son of Sathir seized more valuable land and his ruthless reputation increased under the terrors of his warlords: Kurn Machta and Karatukus and the vampire, Chosooth. By the time these warlords finished, most of the continent definitely belonged to Sebilis ... all but a few pockets of Giants and Dragons.
The Ring of Scale
The Iksar had left the Dragon lands alone, but their threat was easy to see. The Dragon lords convened the Ring of Scale and argued about how to proceed. Trakanon, a poison dragon, advocated swift intervention on behalf of all races against the Iksar. However, Trakanon was voted down and the Ring of Scale decided to intervene only indirectly.
Trakanon and a number of the younger dragons decided more direct action was required. They conjured a squall at sea that destroyed Rile's warship while the King was on board. This action triggered a spectacular war among the Dragons that lasted for almost a half century. Since the Ring of Scale was, in all likelihood, responsible for the capture of our companion, we were understandably curious to learn as much as we could. Vanusk answered only one question with, "There are lesser dragons that fly across Norrath and pluck candidates for slavery to the Ring of Scale."
Atrebe's Iksar Empire
Atrebe, Rile's first-hatched son, then became King. This young Iksar was different from his father. He was reclusive and enamored of the dark arts. All feared his use of the evil magic of the Shissar and his grandfather, Sathir. His foul experiments joined a dragon with an Iksar, creating the Sarnak, a race of intelligent Dragon-men. He also joined a Dragon with a Froglok, creating flying mounts for his armies, the Sokokar. On these flying beasts, the Iksar were deadly. Soon, only the hardiest Dragonkind stood unconquered by the Sebilisan Empire.
Iksar vs. The Ring of Scale
Over the next half century, Dragonkind struggled against the Iksars' airborne army. Atrebe was succeeded by his son, Ganak, a most capable warrior. The war ended inconclusively over the Field of Bone with aerial duel between Ganak on his Sokokar mount and Jaled-Dar, then leader of the Ring of Scale. Both were incinerated by magic and fire.
The Dragons retreated. But, not before destroying the imperial palace and all Ganak's hatchlings in a daring final blaze of revenge.
The Emerald Circle
Instead of a new king, the Iksar nobles created the Emerald Circle, a body of five nobles who wisely worked to enhance the Iksar cities and trade, rebuild the navy, and return prosperity to the empire. Unfortunately, whenever the ambitions of rulers are involved, strife soon follows and the empire was ultimately divided into the original five tribal-states. Even that treaty was soon forgotten, as the tribes began to wrestle for supremacy over each other. Unbeknownst to the Iksar, the Ring of Scale had also rebuilt and was meddling in every alliance and affair, pitting the tribal-states one against another.
The End of the Sebilisan Empire
The slaves revolted in Sebilis. Goblin lords from Faydwer invaded Kunark. The Giants mustered an army and destroyed the warlord outposts before they attacked the cities. The final destructive attack on the Iksar came when Trakanon and his Dragon allies descended on what was left of the Iksar cities and reduced them to ashes and ruins. The grand Sebilisan Empire was no more. Free from Iksar restraints and rule, all the other races established themselves and began warring amongst themselves in their lust for domination.
Two last warnings came from Vanusk as we bedded down for the evening. Our new friend told us that the undead King Venril Sathir had indeed been brought back into existence and ruled in Karnor, in The Dreadlands, a place he recommended we avoid. The second warning was to avoid the Frontier Mountains. That foul bastard race, the Sarnak, had set up outposts there to breed Goblin and Froglok slaves.
And now, the hour grows late. My notes are complete and I have prepared a new parchment to record upcoming events in our journey. I pray that Rallos Zek guide our will and that Vanusk will agree to guide our way to these mountains of Veeshan's children.
My lord,
In keeping with your request to find out more about Velious and the recent journeys being made there, I dispatched our spies to gather what information they could. We have had some success, and enclosed are transcripts of letters sent by a recent group of travelers to Velious.
While fragmentary and possibly filled with exaggerations, they do shed more light upon this mysterious land. Our spies are to be commended on the excellent performance of their tasks as that getting copies of these letters was by no means easy.
Mentor,
I hope this reaches you before too much time has passed. In my last letter, I told you about securing passage on the gnomish vessel IceBreaker, which had recently begun making voyages from the Northern Desert of Ro to the frozen continent of Velious. Little did I know what was in store for me.
The IceBreaker is not your typical vessel. Built like all things gnomish, it is more about function than form or comfort. I will not bore you with the details of my wretched journey across the Iceclad Ocean. I will also refrain from commenting on the nature of the gnomes who crewed the vessel. Gnomish pirates, indeed!
Having already made several voyages from Antonica, the gnomes established a beach camp and constructed a rudimentary dock. Beyond that, they lacked for almost any real creature comfort. They made a few short forays inland, but mostly, they stuck close to the landing area, trading with a relatively peaceful tribe of gnolls that inhabited the area.
Since my companions and I embarked on this journey for the sake of discovery and adventure, we immediately set forth to explore this frozen land. Venturing west from the landing, we came across a tremendous bridge spanning a huge chasm in the ice. Nothing built by the fabled Combine Empire can compare to this massive construction, seemingly fashioned from the bones of a great dragon!
Across this bridge, and away from the ocean proper, we ran into our first trouble. Giants! And not the giants you may be familiar with. These giants were different. We all know the story about how the giants and other creations of Rallos Zek were cursed by The Rathe for making war upon the gods themselves. That curse does not seem to apply to these creatures, though how they managed to escape divine wrath is still a mystery to me. In any event, they are much more intelligent and organized than their lesser brethren, while every bit as fierce.
We lost two of our party to a small band of these creatures when first we set foot upon the eastern wastes of Velious, and those of us who survived were scattered. Finding myself alone, I was determined to continue my journey westward. Moving most carefully, and using all that I learned in my many years of adventuring, I managed to avoid several more bands of giants as well as war bands of orcs. Eventually, I came in sight of a large keep, obviously built for giants. Not wanting to venture into what I felt would be a very dangerous place; I struck off in the opposite direction.
After several days of travel, I left the realm of the giants and orcs. Though, to my puzzlement, there seemed to be signs of some other inhabitants. Old campfires at first, then cleverly disguised structures built into hillsides, showing signs of recent habitation. Imagine my surprise when while investigating one of these structures, I was confronted by a group of odd pale dwarves! While wary around me, they were not hostile, and were able to converse with me in a colorful dialect of Common. They called themselves the Coldain and agreed to take me to their fortress city of Thurgadin.
Words can not describe this city built under an icy mountain, so I shall not attempt it. Suffice to say that these dwarves are every bit as industrious and hardy as their cousins in Kaladim. I was brought before their king, Dain Frostreaver IV. This mighty warrior welcomed me to his realm, and proceeded to query me for information about the world beyond Velious. In the process, I learned much about Velious itself. The Coldain take a very serious view of their heritage and from very early childhood learn a great deal about their history. It is their firm belief that they were chosen by Brell to inhabit Velious.
During the ancient days when the first city of the dwarves was under construction, dwarves were sent across the lands and sea to find precious reserves of stone, crystal, and ore for the project. Ships sailed in and out by the dozens bringing supplies for the great city. One fleet of such ships sailed across the South of Antonica to reach the island we know as Odus, where a quartz mine was to be set up in the name of the dwarves.
Led by the miner and explorer Colin Dain, the fleet carrying several hundred dwarves ran into one of the worst storms Prexus had ever unleashed. The storm raged on for days as most of the dwarves huddled together in the ships' holds waiting for the seas to calm. When at last the storm passed, they found themselves utterly lost. Even the best of the captains and navigators had no clue as to where they were. The stars in the sky could not be relied upon for navigation, as none of them were recognizable to the dwarves.
Using typical dwarven logic, Colin Dain picked a direction to sail and decided that their only hope was to keep sailing in that direction until they spotted land. As the days and then weeks went by the only noticeable change was that the weather began to get cold. Some nights were so cold that dwarves froze to death on the deck, turned into a statue of ice by the cruel weather.
Only the determination of Colin Dain kept the dwarves' hopes alive as he moved from ship to ship, assuring the dwarves that they would, "Hit land soon. If not tomorrow then the day after." Eventually Colin's words rang true as the dwarves did indeed spot a gigantic white landmass in the distance.
The landing proved to be as deadly as the voyage when icebergs both small and large tore the small fleet apart. Not a single ship made it to shore. Most were torn apart far from the land, and many dwarves met Death at the hands of the ocean. Less than a hundred made it onto an icy beach.
With no serviceable ships, Colin Dain wasted little time leading his people from the shoreline. He knew they would have to find shelter to keep from dying in the cold. He also knew they would need to find wood and other supplies so they could repair their ships and set off for fairer lands. So the quartz miners from the north settled in caves a few miles inland from where they landed. These caves were set into a giant mountain of ice and snow in the northern section of the Eastern Wastes.
There is an old saying that goes, "Dwarves are like time itself, neither can remain idle." This certainly proved true for the new settlement. The miners quickly discovered that the hard packed ice lying beneath the snow of Velious was as durable and malleable as stone, and ideally suited for construction in this frozen land. They would later discover that the ice, known as Velium, had magical properties as well.
Through time the cave settlement became a town, and then a strong dwarven keep began to take shape within the mountain. Named Froststone for the ice out of which it was built, the dwarves knew that with the completion of this keep their stay on this strange new land was permanent. Unfortunately the peace of the dwarves was shattered when they encountered another race upon Velious, the frost giants.
It was with great surprise that the dwarves woke up one day to find their home under siege by an army of giants. The frost giants inhabited the Eastern Wastes and considered those lands their home. They did not take kindly to the puny children of Brell building a fortress along their border. After much battle, the dwarves realized they could not possibly hold out against their large foes.
In desperation, Colin Dain led them from their new home in the Great Divide to the only place they could go - deeper into the mountains. The frost giants pursued, so a small group of dwarves volunteered to stay behind to allow the others to escape. Colin Dain himself led the suicide ambush, buying his people enough time to escape the giants. From this time onward the dwarves would refer to themselves as the Coldain in honor of their beloved leader. Furthermore, the leader of their people would carry the title "Dain."
While hiding out in the frigid caverns a Coldain miner by the name of Glight Snowchipper received a vision from Brell. The vision was of a labyrinth of ice where the dwarves could hide from the frost giants. In the narrow passageways, it was hoped that the giants would become lost and fall into the many traps the dwarves would construct. Glight presented his idea to Dain Frostreaver, the son of Colin Dain, who began construction of the labyrinth. The Crystal Caverns were completed in a little under half a century. The speed of the project alone was proof to the Coldain that Glight had indeed been inspired by Brell. These caverns of Crystal would be the salvation of the Coldain race.
The true test of the caverns worth came nearly thirty years later, when by following a party of Coldain, the frost giants discovered the location of the Crystal Caverns. Slagd Frozentoe of the frost giants led the invasion force of warriors to the cavern, hoping to wipe the hated Coldain from Velious once and for all. Glight Snowchipper, in the fashion of Colin Dain, led the defense, drawing the frost giants deep into the confusing caverns. His magical pickaxe, aptly named Snowchipper, felled many a giant as the dwarves struck repeatedly from hidden passages and around shadowy corridors.
Despite losing most of his force, Slagd and the remaining giants almost made it to the Coldain city in the center of the caverns when Glight pulled off his greatest and final trick. Thousands of tons of ice and stone crashed into Slagd and his remaining giants after Glight and a few of his brave miners led them down a false passage. Unfortunately it was an act of self-sacrifice as Glight and his fellows were also buried in the avalanche. The miners of Thurgadin still call themselves Snowchippers, in honor of Glight.
Over the next few centuries strange creatures began migrating into the Crystal Caverns. It was these foes and more which eventually caused the dwarves to abandon the caverns and set out to build a new fortress more akin to Frostkeep. I was cautioned to avoid the old caverns, as they still hold many dangers.
The Coldain retreated even deeper into the Great Divide. Led by Dain Frostreaver II, they founded the city of Thurgadin, or New Froststone.
Constructed on the northern edge of the Great Divide, Thurgadin lies within a glacial mountain rich with untouched supplies of velium and other ores. The outer region of the city is carved into the ancient glacial ice, while the inner region pierces the mountain rock where the precious ores are mined.
The Coldain are determined not to lose this home. Thurgadin is built in a very defensive manner, with passage through long tunnels lined with murder holes being necessary to get to the inner city. At the heart of the city lies Icewell Keep, where the Dain and his council of advisors reside and where he granted audience to me.
Surrounding the castle are the forges and shops that make up the mainstay of Coldain commerce. Mines burrow deeper into the mountains, some ending in cleverly hidden and easily collapsible escape hatches for easy access into the Great Divide. I have used my meager cartography skills to fashion a map of Thurgadin, which I am sending you with this letter.
I have decided to reside in Thurgadin for a time, to better get to know my hosts, and to assist them in rejoining the community of beings of Antonica and Faydwer. I feel very secure here in this mountain stronghold, and I think there is much to accomplish.
As always,
Solist Kinslan
LETTER TRANSCRIPT RECOVERED FROM HALAS:
McTarnigal,
Took the gnome ship, the trip was bad. Ship was too cramped, not built for a Halasman. What is, outside of Halas? Made it to Velious with a strong group of Southrons. Weather was fine, looks like a nice place, plenty to eat, and plenty to fight. Not enough to drink, stupid gnomes lost all the rum.
Went inland, saw a strange tower, steered clear of it, it reeked of sick magic. Found a large bridge. Would not want to defend it, too big. Crossed the bridge, good country there. Looks like an excellent place to live. Found Kromrif here too. Thought frost giants were all dead. They are not.
Party was ambushed by Kromrif war band, some died, and others ran. I fought. Clubbed till I went black. Woke up being carried into giant fortress. Saw banners of Lord Rallos, gave homage. Kromrif saw this, nodded.
Taken to true leaders of city. Kromzek. Storm giants are still alive, and still strong. Someone should hit Margyn McCann over the head, her lore is wrong.
The King of Kromzek, Tormax, asked me many questions. Found out Kromzek and Kromrif escaped the curse. Kromrif are warring with ice dwarves to the north. Kromzek are trying to expand west, fighting a savage forest claimed by Tunare. They also fight Dragons. Very bad blood between the Velious dragons and Kromzek. Tormax sits on the bones of a dragon queen his sire killed.
Tomorrow I go out with a war band of Kromzek and Kromrif, heading west through forest to a dragon shrine, to do battle there. May Zek give me strength.
I am giving this letter to a Kromrif who is going east, to hand to the gnomes. Tell the warriors of Halas that Rallos Zek is strong here. Many chances for battle and conquest. Bring your own beer.
Breen Everblood.
LETTER TRANSCRIPT RECOVERED FROM QEYNOS:
Hanns,
When I get back to Qeynos, I'm going to knock a few of your teeth out. I'm still not sure how you convinced me to make this trip, though I'm thinking Crow's Special Brew had something to do with it.
Leaving the new dock in North Ro, I took a launch that carried me out to the Iceclad Ocean. There I boarded IceBreaker, a so-called ship constructed by the gnomes. Several other people had booked passage for this voyage and were awaiting my arrival, including my comrades Tolan, Breen, and Solist.
It wasn't a fun trip. The ship's hammers were constantly clanking and banging, those blasted gnomes were making silly pirate noises, and it was cold. It nearly drove me crazy.
We finally made landing at a beachhead the gnomes constructed, but found little in the way of luxuries. The gnomes even managed to misplace the horrible rum that kept us warm during the voyage. And before you ask, I had nothing to do with that misplacement.
After looking around the landing, the group of us decided to head west, beyond the area the gnomes had explored. We passed quite a few interesting sights, and a tower I really wanted to inspect, but Solist and Breen both said to avoid it, so we continued on. After crossing a bridge that was so high it made even me dizzy, our luck ran out.
A group of well-organized giants took us by surprise. Deciding discretion was called for, I managed to duck out of the battle when it was obvious we were losing. Several people, including Solist, managed to escape, while Breen went down fighting, buried under a pile of giants. After the dust settled, I saw the giants carrying Breen off to the southwest and decided to follow them.
After a few hours of sneaking along, I was startled by a voice behind me. Tolan! The clever ranger had escaped the giant ambush the same way I had, and was tracking the giants and me across the wastes. We continued to follow the giants, and eventually came to a great fortress city.
With luck and skill, the two of us managed to sneak inside the city. We tried to find Breen, but there was no way to know for sure where he had been taken. The chance of getting caught was high, since the place was crawling with giants. We eventually passed through the city itself, and found ourselves on the edge of a huge forest.
The giants were working hard to push the forest back, but according to Tolan, they weren't doing well. He said he felt great power in the woods, stronger even than the heart of Faydark. I didn't question his statement; I could feel the life here myself. At Tolan's urging we left the giant city behind and traveled on through the forest. Tolan grew more and more excited, saying he felt we were nearing something amazing.
Tolan's woods lore gave us no warning when a group of strange flying creatures suddenly appeared. Finding ourselves quickly captured, we were trussed, blindfolded, and gagged. We were carried to the heart of the forest where a gathering of beings awaited us. They would not speak to me. But they jabbered with Tolan for a long while in a strange language.
Again I was blindfolded and carried through the forest. After some time I was put down and my bonds cut. I was at the edge of a clearing, facing the giant city. Tolan was there, unbound and smiling. He told me I should make my way back to the Iceclad Ocean. I wasn't welcome in this land, and to go any further west would be a bad idea. Dragons would kill me if I entered the shrine they had built on the other side of the forest. That is if I made it that far, since there was always the chance that the forest creatures would decide to have me for lunch.
When I asked Tolan what he was going to do, he said he would be staying there for a time as a guest. He was a grown man; I assume he knew his own business. Not wanting to overstay my welcome, I took Tolan's advice and said goodbye. I went back through the giant city (still no sign of Breen), across the wastes, and eventually, back to the shores of the Iceclad Ocean, where I sit now.
I'm going to head back out again soon to look for Breen, Solist, and the others. I wouldn't feel right abandoning them at this point, and besides, it could turn out to be profitable.
Regards,
Mrylohar
As you can tell by reading the transcripts, there is much more to Velious than we first imagined. The war among the dwarves, giants and dragons, suggests great opportunity for us, if we choose our allies carefully.
If you have any further questions, you need only ask, and I shall endeavor to find answers for you.
Your humble vassal,
Ryoz K`Tarn
Master Coercer
Tsaph Katta, Imperator of the troubled Combine, was holding a grand state banquet. Almost all nations and tribes were in attendance. The dwarven, gnomish and elven allies had ambassadors on hand as did the belligerent Tier'dal. Even the ogres and trolls were represented. All who received an invitation felt compelled to attend, such was the power and might of the Combine.
As the guests entered the banquet hall, Katta was there to receive them. One guest came with a smile on his lips and poison in his hand. He had dusted his glove with empolomine, a slow-killing, hallucination-inducing drug. This guest extended his hand as Tsaph welcomed him to the banquet. With this handshake, the fate of the Combine was changed.
The banquet hall was cleared, and only a trusted few were allowed to remain. As Katta lay on the floor, dying, he spoke his last breath into the ear of his closest advisor, a fellow bard named Lcea. The druids then came and wove stasis spells to keep him alive, and put a sleep charm on him so that he would not have to endure pain or suffering. Then the elves of the forest came and took Tsaph away, to hide him within their realm so that no further attempts on his life would be possible.
As soon as word spread around the world that Katta was "dead", the Combine broke into a thousand tainted pieces. The petty disagreements that had shattered the world before his coming resumed with even more passion. The elves continued to keep watch over the resting place of Tsaph Katta while a few loyal officials, led precariously by Lcea, fortified the Loyalists last remnants.
Lcea brought the brightest minds of the Loyalists together to decide on their grim future. Their situation on Norrath was precarious and any hopes of rebuilding here were dashed while all the infighting was still occurring. Gathered in a room together, exhausted by debate, they glanced, as one, upward through the darkness.
There, high in the evening sky, was the familiar sight of Luclin. But something was different about the moon this evening. It shone more brightly and with more detail than ever before. The rings wrapped the moon in fire as the waning sunlight pierced them. Beyond the rings, Lcea and others could see blurry cloud formations and sparkling reflections that hinted at bodies of water.
Lcea stood up and raised her hand to the moon, "That is where we will rebuild."
All they had to do was wait. In a few months Luclin would pass directly over the largest Combine spire located in Kunark, providing both the focus and the timing needed to complete this mystical feat.
If they failed, the Loyalists would fall and any hope of building their version of the Combine would be lost. It was essentially a costly, all-or-nothing attempt to save their way of life.
The night had come, and thousands had gathered to participate in perhaps one of the greatest magical events in mortal history.
Slowly Luclin approached its perigee. The mages began to chant and motion in the air. Glowing strands of mana poured from them, twined together, and circled the magnificent spires. A magical wind slowly picked up and swirled upward around the spires, taking the mana with it. With one last burst of magical energy, a great ball of light enveloped the spires and then exploded outward in a flash. A moment later, the light and everything it illuminated were gone.
As fires were lit and magical light sources were set around the group, it became clear that they had been deposited in a vast cavern system located near the center of the moon.
Off to one side of the encampment on a stone island was a large black sphere of swirling mist. The sphere emanated a strong magical field that seemed to pull everything towards it. This sphere, they felt, was most likely responsible for the failed teleport to the surface.
But what was it? And what was its purpose?
With the choice of which path to take narrowed down, another problem was encountered. A good number of those who had come to Luclin were now having second thoughts about leaving Norrath. Even if they managed to build an empire here, how would they return to Norrath to sow those seeds?
And so it happened. The majority gathered their belongings and joined the caravan to the surface. The remaining few set to the task of building a city and developing the necessary tools to create a working portal to Norrath.
However, it seemed they were just as surprised to find someone on the other side of the portal. In addition, the people remaining at the Nexus had not been idle. Fortifications and guards prevented the newcomer army from simply seizing control of the area.
After a period of time, the officers of the invading army met with the officials of the Nexus. The people of the Nexus protested that they simply wanted to go back to Norrath and not get involved with the Combine dispute, and made this very clear. The new arrivals wished to chase down the remaining Loyalists and then to return to Norrath. They were shocked to learn that there was no way to return to Norrath as yet.
Not comfortable remaining in what was possibly enemy territory, the dedicated and committed members of the army set off to build a strong-hold of their own. They went opposite the way the Loyalists had gone. Building a new fortress, they would have time to organize and prepare to engage the Loyalists. Many were ordered to stay with those who were researching the Nexus, for the leader of the army refused to give up hope on returning to Norrath. And so the town numbers nearly doubled with the added researchers.
The newest residents of the underground city segregated themselves and created their own little settlement right next to the one already there. An invisible boundary was the only thing that separated them.
It was time to make their little settlement a city. A general council meeting was held with the heads of families and owners of shops attending. They elected a group of council members who would decide on a political structure for the city. Because of the diversity of those who came to the city and the different times at which they arrived, it was decided that a general council would run the city. A name was also chosen from a list of those proposed.
The word Fordel was a name taken from a family survived by only a widow. The entire family was lost in a scouting party during the first couple of months on Luclin. Previous to the loss, their family had been one known for great craftsmanship; they had played a vital role in the city's original construction. For that, the community honored them by immortalizing their name in the city they helped construct.
The word Midst was taken from a long line of mages who researched the great portal on Norrath to bring them to Luclin and continued to this day on the research for a way to return. Many a mage carrying this family name had spent long hours probing and writing by candlelight in service to the community. For that, the community honored them in their city's name.
The name was to be "Fordel Midst", and it would ever be their haven from the shadows
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Solution: You are probably running an older version of OS X. EverQuest for the Macintosh requires OS X version 10.2.4 (Jaguar). To check your version, use the "About this Mac" command under the ? menu. If you have a version older than 10.2.4, please consider upgrading.
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Solution: Ignore it. This is a spurious error message from the OS.
Click any Create a New Character slot to begin. This displays the Character Creation screen.
Follow the steps in the rest of this section to create a character. When you finish, you will return to this screen, and your character's name will appear in the slot you just chose. (In the future, you must select a server each time you log in, then click on a character slot to activate it.)
Then click Enter World to start playing.
This screen lets you build your character through a series of steps:
Step 1 - Pick a Race
Norrath has fourteen playable races, each living in a specific region of Norrath. All have unique talents and professions. For example, Humans are relatively smart and can pursue nearly all professions, while Ogres have fewer options, but excel in physical strength.
Races of Norrath
BARBARIAN: Warriors at heart, most of the Barbarians' history revolves around one war or another.
Starting city: Halas
Classes: Beastlord, Rogue Shaman, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
DARK ELF: Dark Elves share the heritage and features of other elves in Norrath, but they are more evilly aligned. Home is almost always underground, so darkness poses no obstacle for Dark Elves.
Starting city: Neriak
Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard
Racial tensions: Barbarians, Erudites, Half Elves, High Elves, Humans, Iksar, Wood Elves
DWARF: Short but strong, Dwarves outperform Humans in nearly all physical tasks. Their prominent facial hair is their trademark, seconded by their dexterity.
Starting city: Kaladim
Classes: Cleric, Paladin, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
ERUDITE: Self-pride and intellect persuades most Erudites to forego physical activity in favor of mental challenges. Social grace is their forte, and they believe themselves to be the pinnacle of evolution.
Starting cities: Erudin or Paineel (determined by class)
Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Wizard, Shadow Knight
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
GNOME: Distant cousins to Dwarves, Gnomes tend to burrow in the hillsides in underground communities. A lack of surface light lends a pale hue to their skin tone, and they rarely emerge to mingle with other races.
Starting city: Ak'Anon
Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Rogue, Shadow Knight, Warrior, Wizard
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
HALF ELF: As Human-Elf hybrids, Half Elves share the prominent physical features of both races. Their intellect is a notch above most other races, though they suffer a lack of strength as compared to the other Norrathian races.
Starting cities: Qeynos, Freeport, Kelethin
Classes: Bard, Druid, Paladin, Ranger, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
HALFLING: Short and Human-like, Halflings are by far the most nimble and mobile race in the world. Outstanding dexterity and agility come naturally, and they're natural travelers. Because of this, Halflings have developed peaceful relations with most other races.
Starting city: Rivervale
Classes: Cleric, Druid, Paladin, Ranger, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
HIGH ELF: Though they have physical traits in common with Wood Elves, High Elves are far more developed in the ways of the mind. Pale and thin, they prefer to spend their time exercising the confines of the mind, and not the body.
Starting city: Felwithe
Classes: Cleric, Enchanter, Magician, Paladin, Wizard
Racial tensions: Iksar, Ogres, Trolls, Dark Elves
HUMAN: Humans epitomize the norm in Norrath.
Starting cities: Qeynos, Freeport
Classes: All but Shaman and Beastlord
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
IKSAR: A tribal race, these lizard-like warriors carry on a rich heritage of conquest, enslavement and destruction. Iksar are quite intelligent (despite their large size and warrior-like ways) and prefer to socialize within their own circles.
Starting city: New Sebilis (also known as Cabilis)
Classes: Beastlord, Monk, Necromancer, Shadow Knight, Shaman, Warrior
Racial Tensions: All other races
OGRE: Ogres spend as much time on the battlefield as Erudites and High Elves do exploring their intellect. With their gargantuan size and strength, they pass most of their days munching on available game and rarely give any thought to pursuing other interests.
Starting city: Oggok
Classes: Beastlord, Shadow Knight, Shaman, Warrior
Racial tensions: Everyone except Dark Elves and Trolls
TROLL: Despite a two-foot height difference, Trolls get along famously with Ogres, sharing similar likes, dislikes and pastimes. Outdoorsy and not quite bright, they're easily recognizable due to their skin's natural green tinge.
Starting city: Grobb
Classes: Beastlord, Shadow Knight, Shaman, Warrior
Racial tensions: Everyone except Dark Elves and Ogres
VAH SHIR: Tall, noble feline humanoids, Vah Shir are agile and strong. They have no written traditions and pass on their lore verbally. The Vah Shir are in tune with the world around them and choose to be part of the living cycle rather than worship a deity.
Starting city: Shar Vahl
Classes: Bard, Beastlord, Rogue, Shaman, Warrior
Racial tensions: None
WOOD ELF: Yet another variation on the Elven-Human theme, Wood Elves are slightly weaker than Humans, but highly dexterous and agile. Despite their tendencies to be wild and secretive, they are very dedicated to the good of society.
Starting city: Kelethin
Classes: Bard, Druid, Ranger, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls
Step 2 - Pick a Class
Your class (your character's occupation) describes your career goal in the game. You can pursue any life you choose in EverQuest, so long as your race permits it.
BARD: The Bard has the unusual ability to play magical songs whose supernatural effects last as long as the Bard continues to sing. She has some passing knowledge of the Warrior ways (self-defense), but her main focus is always her art.
Modifiers: +5 Strength, +10 Dexterity, +10 Charisma
BEASTLORD: Beastlords are the spiritual warriors of the primitive cultures of Norrath and Luclin. Like the Shaman, the Beastlords have a close relationship with the spirit world. The Beastlord's fighting style is derived from tactics used by wild beasts, thus they prefer to fight unarmed or with only small piercing weapons. But the Beastlord is best known for his life-long animal companion.
Modifiers: +10 Stamina, +5 Agility, +10 Wisdom, +5 Charisma
CLERIC: A Cleric is a holy woman born with the power to heal, and, to a lesser extent, call upon the wrath of her deity to smite her foes. Prayer is how the Cleric gains her ability.
Modifiers: +5 Strength, +5 Stamina, +10 Wisdom
DRUID: A Druid is the master of the outdoors and befriends all flora and fauna. Creatures rarely ever attack him unless he attacks first. He is a clerical spell-caster who focuses on all things natural, allowing him to call upon Nature for aid and defense.
Modifiers: +10 Stamina, +10 Wisdom
ENCHANTER: The primary focus of this art can be summed up by the name of the arcane order to which it belongs: enchantment. Spells are crafted to enchant people, places and things. An Enchanter can charm beings and make them fight for a new master, or magically enhance the capabilities of a sword-wielding warrior. She even has some proficiency in offensive spells.
Modifiers: +10 Intelligence, +10 Charisma
MAGICIAN: The Magician is the summoner of the arcane arts, and can conjure up everything from a loaf of bread to a huge Fire Elemental to fight on his behalf. While not as offensively adept as a Wizard, a Magician still possesses considerable spell power.
Modifiers: +10 Stamina, +10 Intelligence
MONK: The Monk is dedicated to honing her body into a pure weapon, shunning most weapons and forms of armor. She's very religious as well, and the gods are known to bless Monks by magically enhancing their attacks.
Modifiers: +5 Strength, +5 Stamina, +10 Agility, +10 Dexterity
NECROMANCER: The Necromancer belongs to the dark brotherhood of the arcane arts, dabbling in death. Through evil spells, he can animate dead bodies and skeletons to do his bidding, as well as cast spells to leach life from his victims.
Modifiers: +10 Dexterity, +10 Intelligence
PALADIN: A Paladin is a holy knight, fighting for the cause of good in all aspects of life. She shares some Clerical powers and fights nearly as well as a Warrior, and also possesses the innate ability to heal simply by Laying on Hands.
Modifiers: +10 Strength, +5 Stamina, +5 Wisdom, +10 Charisma
RANGER: The Ranger is a hybrid mix between a Warrior and a Druid, sharing the skills of both. He's most at home in the great outdoors. Modifiers: +5 Strength, +10 Stamina, +10 Agility, +5 Wisdom
ROGUE: Falling somewhere between an assassin and a thief, the Rogue belongs to the secretive class of Norrath. She's quite skilled in weaponry, but prefers to make sudden attacks from behind. Shadier skills include Pick Lock and Pick Pockets.
Modifiers: +10 Agility, +10 Dexterity
SHADOW KNIGHT: The antithesis of a Paladin, a Shadow Knight derives power from the evil gods he serves. He's part Warrior, part Necromancer and has the innate ability to damage flesh with his Harm Touch.
Modifiers: +10 Strength, +5 Stamina, +10 Intelligence, +5 Charisma
SHAMAN: Similar to a Cleric, but closer to a tribal witch doctor, the Shaman can be found amongst the more primitive races. Her primary focus is healing, but she can employ many augmentation and offensive spells as well.
Modifiers: +5 Stamina, +10 Wisdom, +5 Charisma
WARRIOR: A Warrior is a master of armed combat, in all of its forms. He's at home on the battlefield, and is trained to take as much punishment as he doles out. By nature, Warriors have more health points than any other class.
Modifiers: +10 Strength, +10 Stamina, +5 Agility
WIZARD: The Wizard is a seeker of knowledge, and her life is spent focusing on this goal. She uses powerful spells to see things from afar and transport them between places. A thirst for arcane knowledge has made her a master of magical translocation, as well as an offensive force of destruction.
Modifiers: +10 Stamina, +10 Intelligence
Step 3 - Allocate Ability Points
Your character has primary and secondary statistics. Primary ones are bright green, and represent abilities most beneficial to your chosen class. The others are secondary, which means they still affect you, but aren't quite as important.
The box in the top right corner of the screen shows your bonus ability points. The amount differs by race and/or class. You can add these points to any ability; but you should probably add most of them to your green "primary" abilities.
Agility: Physical agility; affects your probability of being hit in combat, how much damage you take per hit, and how fast you learn some skills.
Charisma: How various factions react to you; affects prices for some merchants. Also affects spell effects for Enchanters and Bards, and helps Bards successfully play more notes.
Dexterity: Coordination; affects how much damage you deliver with a bow/thrown weapon, time between attacks, how fast you learn certain skills, and how often certain spells and weapons hit their mark. Also affects some skills and Bard songs.
Wisdom: Affects how fast you learn specific skills. For a Ranger, Paladin, Cleric, Shaman or Druid, it also affects maximum mana at each level.
Intelligence: Affects how fast you learn many skills. For a Necromancer, Wizard, Magician, Enchanter, Shadow Knight or Bard, it also affects maximum mana at each level.
Stamina: Health and constitution; affects your maximum number of hit points at each level.
Strength: Physical strength; affects how much you can carry, how much melee damage you deliver to a target, and how fast you learn some skills.
Step 4 - Pick a Facial Appearance
To change your character's face, click Set Face just above the picture of your character. Click the arrows to cycle through different facial appearances. To return to the full view of your character, click Accept.
Step 5 - Pick a Name
Either type in a name, or click Get Name to let the computer pick a name for you. You can't use spaces, dashes or special characters (#, ?, etc.). Use only one Capital at the beginning of the name.
Step 6 - Pick a Deity
The Deity Selection screen displays once you click Next from the Character Creation screen. Depending on your race and class, you can either choose from several of 18 specific deities, or remain agnostic (not a follower of any one god, perhaps unwilling to acknowledge their power).
Here are some generalizations about the followers of each of the available gods:
Bertoxxulous: Lovers of decay and disease; dedicated to spreading both.
Brell Serilis: Choose to inhabit the underground; generally a bit solitary.
Bristlebane Fizzlethorpe: True believers of fun and mischief; doctrine disregards trust and honesty.
Cazic-Thule: Followers are ruled by fear; hate, cruelty and torture abound.
Erolissi Marr: Defend justice and innocence; love always overcomes hate.
Innoruuk: Fervid proponents of hate; no loyalty exists between followers, and all that is Good is weak.
Karana: Disciples of rain; respectful of the power of weather in the woodlands.
Mithaniel Marr: Seek courage, honor and good; leave frivolousness to others.
Prexus: Watchguards of the water; doctrine upholds that this deity will one day wash away all of Norrath.
Quellious: Masters of inner peace and enlightenment; knowing one's true self will help bring peace to Norrath.
Rallos Zek: Warriors to the end; emphasizes survival of the strong and the true value of conflict.
Rodcet Nife: Selfless servants to the weak and diseased; preaches healing and cleansing as one's life work.
Solusek Ro: Devoted followers of all things aflame; aggressive and purposeful in all that they do.
The Tribunal: Bringers of justice; the world is black-and-white, and all wrongs deserve an even revenge.
Tunare: Trustees of Nature; the land Norrath is to be protected at all costs.
Veeshan: Worshippers and servants of all Dragonkind; doctrine calls for sacrifice and dedication.
Step 7 - Pick a Starting City
The world of Norrath is populated with many cities, but not all are friendly to all races, occupations and beliefs. Race is the primary factor that determines your starting city. You'll always be able to start in at least one of the cities listed in Race. However, choosing a certain deity or occupation may affect your starting city.
You can start from any city with a yellow or white name. (You may be able to choose between two or more cities, or you might only have a single option.) The currently selected city's name is yellow; cities you cannot start from are faded out.
Tip: If you're planning on playing with your friends in a new city, make sure everyone has a compatible race, class and deity.
To exit the game, sit down and set up camp in a safe area. Click Sit on the Main tab in the Actions window, then Camp (this takes approximately 30 seconds).
Or:
When you return to the game later your character will be where you left him. Keep that in mind when choosing your campsite.
TOOL TIP: Many items in the interface have tool tips attached to them. Where appropriate we'll let you know what these tool tips will show in game with a little note like this one.
***IMPORTANT NOTE***
Occasionally you will see references to a right-click operation in these instructions. If you have a multi-button mouse hooked up to your Macintosh, you should use it as normally and Everquest will recognize the extra buttons and use them appropriately.
If you have a single button mouse, when instructions refer to a "right-click", simply press and hold the control (Ctrl) button on the keyboard before pressing the mouse button. This is equivalent to a right-click operation.
What is a Window?
The windows in the EverQuest user interface work in a fashion similar to those of the Mac OS X operating system. If you are familiar with using Mac OS X, you will find the following EverQuest user interface functions easy to use.
"Option" + "B": Buff/Spell Effects Window
"Option" + "P": Party (Group) Window
"Option" + "S": Spells Window
"Option" + "H": Hot Button Window
"Option" + "T": Target Window
"Option" + "Y": Self-Status Window
"Option" + "M": Menu (Actions) Window
"Option" + "W": Window Selector
"Option" + "O": Options Window
Some windows have unique options on their setting menus. We'll discuss those in the description of those windows. But there are four options that you will always see when you open the settings menu for a window: Background, Alpha, Minimize and Close. Some of these options may be disabled for certain windows (for example, you can't close or minimize the Window Selector), and they will be "grayed out". Options that you can select will be displayed using white text. Close and Minimize work just as they do in Windows, so you should be familiar with how they work. But Alpha and Background might be unfamiliar to you.
Background
The Background option allows you to easily customize the background of the window you are working with. There are two options that you can change regarding the background.
Texture: This option toggles on and off the background texture of the window.
Tinting: This option allows you to tint the background of the window. In a window with no texture, the tinting color becomes the background color for that window. You can either choose one of the preset color options or set the red, blue and green color values using the sliders or the text boxes.
Note: Choosing white as a tint color is the same as having no tinting selected. If you want to return the texture to its untinted color, choose to tint it white.
Alpha
The "alpha" value determines the transparency of the window. An alpha value of 50 would make the window 50% transparent. There are two alpha settings for windows:
Normal Level: The Normal Level is used when the window has focus, meaning that your cursor is over the window or you are actively using the window.
Faded Level: The window uses the Faded Level when it is not the active window. The alpha level designated for the Faded window is a percentage of the Normal Level. This means that if the window is normally at alpha 50 (50% transparent) and the faded alpha is set to 50 as well, then when the window fades it will fade to 50% of the normal level (or alpha 25).
Usage Tip: To make your windows remain at the same fade level all of the time, set both of these values to the same number. For example, setting both Fade values to 100% will cause the window to always be fully opaque, while setting both Fade values to 50% will cause the window to always remain half transparent.
Red Gauge - Health shows your character's level of health. If your character controls a pet, the red health bar will be split; the top part remaining red while the bottom part turns yellow. The red portion still represents the character's health, while the green portion shows the health of the pet.
Blue Gauge - Mana shows your character's mana amount. This bar will not be visible if your character is of a class that does not have mana (such as a Warrior or a Rogue).
Yellow Gauge - Stamina shows your character's stamina.
TOOL TIP: The tool tip for these gauges will show you the percentage of the resource that remains.
Invite - this button is unavailable (visible, but grayed out) unless you have a player character targeted and can invite them to your group. You can only invite players to your group if you are the group leader (or not in a group at all, making you the leader by default), and your group must have room for one more member.
Disband - this button is unavailable unless you are a member of a group. Disband removes you from your group. If you were the leader of the group, someone else will be randomly assigned leadership when you disband. You can also use the /makeleader command to assign a new leader before you disband. To use this command, simply target the person you wish to assign your leadership to and type /makeleader.
Follow - The Invite button will become a Follow button if someone invites you to join a group. Clicking Follow puts you into that group.
Decline - The Disband becomes the Decline button if someone invites you to join a group. Clicking Decline turns down the invitation.
TOOL TIP: The tool tip for the health gauges will show you the percentage of health remaining for your group members or their pets.
Right-Click Options - along with the standard window options, there are several options unique to the Main Chat window.
New Chat Window - this option creates an additional chat window in the default location (this means that if you have not moved your Main Chat window the new chat window will appear on top of the Main Chat window). New chat windows have all the options available to the Main Chat window. But new chat windows start out with all filters on by default. This means that no chat will appear in new chat windows unless you turn at least one of the filters off.
Filters - Selecting Filters will display a list of the types of text messages that you can filter (say, tell, group, guild, OOC, auction, shout, emotes, chat channel, melee, spells, skills and other: other is everything not listed previously). Selecting an item from the list toggles the text type on or off. Remember, by default your Main Chat window shows all text and New Chat windows show no text.
Channel - the Channel selection sets the default channel that your character speaks to (say, tell, group, guild, OOC, auction and chat channel). By default this is set to Say. So if you just type into the chat bar you will be speaking in /say. If you change the channel to OOC, then your default chat will be sent to the /ooc channel.
Language - the Language selection sets the default language for the chat window. The option will list all languages that your character can speak. Choosing a language from the list sets it as your default chat language. Common is set as the default all chat windows.
Usage Tip: One really handy use of multiple chat windows is to keep track of guild (or group) chat independent of other chat. This is easy to do. Just right-click the Main Chat window and select New Chat window. Position the new window where you want it, then right-click in that window and choose Filters then Guild. The new window will now only show you messages from your Guild. At this point you may also want to switch the filter for Guild in your Main Chat window so that it will not show up there.
Using Shift-Page Up and Shift-Page Down will allow you to scroll through chat windows in much the same way that the mouse wheel does.
TOOL TIP: Pointing your mouse at any of the icons will tell you the name of the window that the icon represents.
Main Tab (silhouette) - This tab holds buttons for six of the most common actions (who, invite, disband, camp, sit and run). Clicking on these buttons will cause the action. The Who button activates the /who function with no other parameters.
Skills Tab (hand) This tab allows you to set up buttons for your character's skills (such as fishing or sense heading). To do so, just right-click on one of the buttons and pick a skill off of the list. That skill will be assigned to the button, and clicking the button will now activate that skill. The skills listed here will include all skills, even combat skills. It is probably best not to assign combat skills to these buttons, though, as the Combat Skills Tab has buttons designated exclusively for combat skills.
Combat Skills Tab (crossed swords) - This tab works just like the Skills Tab. Right-click on a button and pick a combat skill from the list to assign it to that button. Unlike the Skills Tab, the list of skills dis-played here will only include combat skills (bind wounds, bash, kick and others).
Socials Tab (chat bubble) - This tab gives you buttons to which you can assign nearly any function. There are ten banks of twelve buttons available. Clicking the left and right arrows cycles through the available button banks. The first bank contains twelve preset social macros. You can right click on those buttons to see how they are created and alter them if you wish.
To Create Socials:
1. Right-click on a button.
2. This will bring up the social creation window.
3. Click on the Name area and type in a name for the social.
4. If you wish, choose a color for the name (the name will appear on the button).
5. Type in the text for the social (often referred to as a macro) A social macro can contain any of the / commands available in the game.
For example, you might want to create a social that waves at your target, says hello to them, and then invites them to join your group.
1. Name the social Invite.
2. Click on the green A to turn the text of the name green (color coding your socials can be useful). 3. In the text boxes below the name and the text color choices, type the following, each on its own line:
/wave
/say Hello %t, how are you this fine day?
/invite
As long as you have a valid target (and you're close enough), clicking on this Invite social button will cause all of those actions to take place.
TOOL TIP: Pointing at many of the buttons in this window will tell you what the keyboard shortcuts are for the various actions.
Creating a Hot Button
You can cycle through the Hot Button sets by clicking the arrows, or by pressing "Shift" + "1" through "0". The number of the currently selected bank appears between the arrows.
You may want to consider placing the following actions on Hot buttons:
TOOL TIP: Pointing at one of the icons in your Effects window will tell you the name of the effect. Holding down "Option" while your mouse pointer is in the Effects window will show all the tool tips.
Spell Book
One of a spell caster's main pursuits is the acquisition of spells. In order to put a spell into the spell book, a caster needs to have the appropriate spell scroll. Once you have a spell scroll it is relatively simple to scribe the spell into your spell book.
Scribing a Spell
Moving Spells within the Spell Book
Memorizing Spells
Scribing a spell into your spell book does not allow you to cast that spell. The spells in your book are like money in the bank. You can't spend them (cast them) unless you've got them in your pocket. Your character needs to memorize spells from the spell book in before he can cast them. A character can only memorize up to eight spells (one in each of the spell gems in the Spells window), so at higher levels a character must choose spells wisely.
Memorizing a Spell
Forgetting a Spell
In order to replace the spell on a spell gem, you must first forget that spell. Once the spell is forgotten another can be remembered in its place.
Casting a Spell
To cast a spell, simply left-click on one of the eight spell gems.
Note: You can right-click and hold (it is important to hold) on any spell icon (in your spell book or in your spell gems) to learn more about that spell.
Also Note: Holding down a will display all of the Tool Tips for your Spells window.
TOOL TIP: Pointing at one of the spell gems will tell you the name of the spell.
At the very bottom of are four buttons:
Skills Button - this button will open a window that shows you all of your character's skills. It lists the skill name as well as your character's rank and numeric value with that skill.
Alt. Advance Button - this button will open a window that displays the Alternate Advancement window. This window gives you access to descriptions of and the ability to purchase Alternate Advancement abilities (restricted to Luclin owners with characters over 50th level). It also gives the character the option to send some of their experience points to their Alternate Experience pool.
Destroy Button - use this button to destroy items. If you are holding an item on your cursor and you click this button, the item will be destroyed.
Done Button - Closes the Inventory Window (q will also close the window).
To inspect any item in your inventory, just right-click on the item and hold the mouse button down. When you release the mouse button the inspection window will close. If you wish the inspection window to remain open, right-click the item and hold the mouse button down. Then move the mouse pointer off the item and release the mouse button.
TOOL TIP: Pointing your mouse at items in your inventory will tell you the name of the item.
Note: There is no 'done' or 'accept' button for the Options Window. Changes made to the options take effect as you make them.
General Options
Fast Item Destroy: When enabled, this option turns off the confirmation box that displays when you destroy an item.
Receive Guild Invites:
When enabled, others can send you invitations to join a guild (turn this off if you already belong to a guild and don't want to receive other invites).
Autosplit: When enabled, this option automatically splits cash looted from corpses with party members. It is important to note that this feature will not make change. Any cash that can't be split evenly among the party members is given to the person doing the looting.
Anonymous: When enabled, anyone using the "/who" command will only see your character's name.
Roleplaying: When enabled, anyone using the "/who" command will only see your character's name and guild name. It also causes the name over your character's head to change from blue to purple.
Trade (everyone/party members only/no one): Restricts trading to the selected group.
Sound Realism (Slider bar): Adjusts the number of sound effects heard during gameplay (fewer/more).
Music Level: Adjusts music volume (softer/louder).
Sound Level: Adjusts sound effect volume (softer/louder).
Fast Drop (with confirmation/without confirmation/never): Sets the restrictions for your character dropping items. Never will prevent your character from dropping items at all.
Display Options
Show PC Names: When on you will be able to see the names of Player Characters over their heads.
Show NPC Names: When on you will be able to see the names of Non-Player Characters over their heads.
Level of Detail: When on the detail levels for distant NPCs and PCs are reduced. This may improve performance on slower computers.
Video Modes: This button will bring up another window. In this window you will be able to select your game resolution, refresh rate and video depth. It is important to note that these options are determined by your hardware and the drivers that run them. If you are seeing fewer options than you were expecting (such as higher resolutions), the first step to correcting this is to see if you can find newer drivers for your video card.
Sky (3D Sky Off/Single Layer/Double Layer): Toggles the level of sky detail. In some cases you may want to alter this to improve performance.
Fade Delay: Sets the amount of time, in seconds, that all windows wait after they have lost focus before they start to fade out.
Fade Duration: Sets the amount of time, in seconds, that all windows take to fade in or out once it starts.
Gamma Correction: Adjust screen brightness during gameplay.
Clip Plane: The clipping plane determines how far you can see. In some cases reducing the clip plane can improve performance.
Particle Density (Off/Low/Medium/High): Adjust number of particles displayed during spell effects. In some cases a lower setting may improve performance.
Window Transparency: This sets the default transparency (alpha) level for all windows when they are active (see Window Settings for more information on alpha settings). Changing this setting will alter the setting for all windows, even if you have set the window transparency values on specific windows.
Fade to Transparency: This sets the default transparency (alpha) level for all windows when they are faded active (see Window Settings for more information on alpha settings). Changing this setting will alter the setting for all windows, even if you have set the fade to transparency values on specific windows.
Mouse Options
Invert Y Axis: When on this reverses the mouse look in the up and down directions. Moving the mouse forward pans the view down instead of up.
Look Spring: When on this auto-matically resets your view back to the center position once you release the right mouse button when using mouse look (or quit panning with "Page Up" and "Page Down").
Mouse Look: When on this enables mouse look. Mouse look allows you to look around by click and dragging the right mouse button.
Mouse Sensitivity: Adjusts the mouse (cursor) speed.
Keyboard Options
Select Category (Movement/ Commands/Spell Casting/ Target/Camera/Chat/UI /Macros/All): This allows you to find keyboard commands by specific category, or you can just choose All to see all the commands at once.
Changing an Option: To change the keystroke(s) that activate a command, just click on the item in the Keypress column that you wish to change. Text will appear asking you to press a key. The keystroke (or combination) that you press will appear in the column.
Reload Defaults: This resets all keyboard options to their default.
Example: One of the most common keyboard changes is to "remap" the attack key. The attack key is assigned to the "a" key by default, making it easy to remember. But "a" is a commonly typed letter, and putting your character into attack mode at the wrong time can be a bad thing. So to make it so that a different key makes your character attack:
Then just remember that you've changed that key.
Chat Options
The Chat Options are for filtering out chat messages altogether (to have them not show up in a partic-ular window, use the Chat windows options). Any Chat Option that you choose to filter will not show up in any of your Chat windows. Additionally, these messages will not be sent to your computer from the server. This has the advantage of reducing the information sent overthe Internet, and can improve your performance in some cases.
Note: Keep in mind that you are choosing which messages you see. So choosing All means that you will see all such messages. Choosing None will mean that you see none of the messages. If a button is depressed (selected) then you will see messages of that type.
The bottom section of the Chat Options window is for changing the color of your chat text. The long list of items shown is all of the chat text types that you can change. To change the color of a type of text, just click on the button. That will pop up a color chooser window. Pick the new color and click Accept. You will be able to see the color change on the button for that text.
If you need to reset the colors to their default, simply click on the Reset Colors button.
Adding a friend to the list is easy. Just type their character name (you need to be accurate) into the text bar near the bottom of the window (to the left of the Add button).Then click on Add. The friend's name should appear in the window.
To remove someone from the list, simply select the name and click on the Delete button at the bottom of the screen.
The Contact and Who buttons are shortcuts to make it a little easier to use your friends list.
Contact: Starts a /tell to the friend that you have selected from the list.
Who: You can use this to find out if your friends are online. It can be used two ways. You can select a friend from the list and click Who and it will give you the /who information on that character only. Or, you can click on Who with no names selected and it will give you the /who information for the entire list.
At the top of the window will be the name of the pet (or No Pet if you have no pet). Below that is a gauge that represents the pet's health. Below that are buttons that activate the most common pet commands.
See Using Pets for a list of pet commands.
The merchant's name appears at the top of the window, with a display of the items he has for sale below that. If you click on a item in the merchant's inventory, a picture of the item will appear in the Item Being Considered window at the bottom of the merchant window, and the merchant will tell you how much that item costs (text will appear in your Chat Window). Below that are the Buy and Done buttons.
To purchase something from a merchant, simply left-click the item you wish to purchase from his inventory then click the Buy button. If the button is grayed-out then you can't purchase the item, usually because you do not have enough cash.
Some items in EverQuest are "stackable," which means up to 20 of them can be placed into the same inventory slot. In the merchant display, these items have a small "1" in the bottom corner.
Pressing Buy with a stackable item selected in the merchant window will cause a Quantity Selection window to pop up. You can use the slider bar or type in a number to determine how many of the item you would like to purchase. To purchase only a single item and bypass the Quantity Selection window, hold the ckey while clicking Buy. To purchase a full stack (20) of these items, hold the "Shift" key while clicking Buy.
To sell something to a merchant, simply click the item you wish to sell from your inventory then click the Sell button (the Buy button becomes the Sell button when you have an item in your inventory selected).
The Done button on the Merchant Window closes the Merchant Window and your Inventory.
TOOL TIP: Pointing at an item in the merchant's inventory will tell you the name of that item.
Note: Holding down "Option" will display all of the merchant tool tips.
The word Bank appears in the title bar of the window. Below that are eight bank slots. These bank slots can hold any items or containers that your character can carry. Use these spaces for storing items.
To place an item into the bank:
Below the bank slots are four coin symbols, and next to them a number. Those are your bank coin storage locations. The coins, from top down, are Platinum, Gold, Silver and Copper.
To place coins into the bank:
Note: The banker will change currency for you. If you want to turn one silver piece into ten copper pieces, drop the silver piece into the section of the bank window for copper coins. The banker will place ten copper pieces into that slot. If you have ten copper pieces that you wish to make into one silver piece, simply drop the ten copper pieces into the bank slot for silver and the banker willconvert them to silver.
It is important to know that no transaction is final until both players agree to it by hitting the Trade button.
The Trade window consists mostly of two sets of boxes. The left-hand set of boxes will be where you will see items that you are trading to gain, along with any coins offered. The name of the character you are trading with appears above the left-hand set of boxes. The right-hand side will be where you place items that you wish to trade out.
You may add or remove items from the Trade window at any time up until both characters have clicked the Trade button. Any time either participant changes the contents of the Trade window, the Trade button pops back up. Any change in the items in the Trade window will require that both parties click Trade again before the trade can be completed.
Note: It is important that you are certain all items in the Trade window are as you want them to be. Right-click any items in the window to inspect them before clicking Trade. Once you click Trade you are accepting the deal as it is.
Also Note: Make sure that you have enough room in your inventory for the incoming items! If you're taking more items than your inventory can hold, extra items fall to the ground. You'll need to drop other items to pick them up, or obtain a container (such as a backpack). NPCs and other characters might pick up items that fall to the ground, so it is important to make sure your items have a place in your inventory after any trade.
To cycle between available views, press (F9).
First-person view (default) View straight ahead (you can't see your character)
Overhead (rotating) View from above (camera rotates as you turn)
Rear (rotating) View from rear (camera rotates as you turn and stays behind you)
Overhead (fixed) View from above (camera does not rotate when you turn)
Rear (fixed) View from rear (camera does not rotate when you turn)
You can also toggle the interface on and off (turning off the interface makes for cleaner screenshots). To cycle through interface views, press (F10).
Here are some useful keyboard camera commands:
Numpad ("5") or ("Home") - Re-center view
Numpad ("9") and ("3") or "PageUp" and "PageDown" - Pitch view up/down
Numpad ("7") and ("1") or ("ins") and ("Del") - Zoom view in/out
First, read the AboutSIDL.doc in your EverQuest directory. It has information that is very helpful when modifying the EverQuest UI.
Also, as new looks to the interface are created by players, you will certainly be tempted to use them yourself. By all means, use them! The whole point is to allow you to customize the interface. BUT! You need to make certain that any files you download do not contain a virus or any other unpleasant things. The security of your computer is your responsibility. We can't check player-created files for problems with the XML, viruses or things like that. So, exercise every precaution when downloading anything off the Internet.
Modified versions of the UI need to be kept in their own folders in the UIFiles folder in your EverQuest directory. If you modify the files in the 'default' folder those files will be replaced by our patcher the next time you log in.
In order to use a modification, simply type "/loadskin FOLDERNAME" in the chat bar in-game. Don't do this in a dangerous situation; loading a new skin can cause a long delay in the refresh of your screen. If you're fighting at the time, your character could be the subject of a sound beating while you're refreshing your interface.
Interface Related Commands
/viewport [distance from left, distance from top, width, height] The viewport command allows you to change the size of the gameplay area on your screen. The "gameplay area" is the area in which Norrath is displayed.
/loadskin [foldername] [1/0] the 'foldername' is the name of the folder where the skin you want to load is (that folder MUST be in the UIFiles folder). The last argument should be 1 if you want to use your current INI settings for the new skin, or 0 if you want to load the positions/sizes from the XML (and then appropriately modify them for your resolution).
Labels
The interface also provides Labels for some of the information that is sent to the interface. This allows you to put that information wherever you need it.
Put simply, a # tag in any label will cause the text of that label to be ignored, and the # will determine what value is placed in that label when drawn.
Note that certain labels determine their coloring dependent on the data (such as STR, which is either green, gray, or red depending on buffs/debuffs), while others will retain the label coloring from the XML. Hopefully the label names are self-explanatory.
|
Name = 1 |
Group Member 1 Name = 30 |
|
Level = 2 |
Group Member 2 Name = 31 |
|
Class = 3 |
Group Member 3 Name = 32 |
|
Deity = 4 |
Group Member 4 Name = 33 |
|
Strength = 5 |
Group Member 5 Name = 34 |
|
Stamina = 6 |
Group Member 1 |
|
Dexterity = 7 |
|
|
Agility = 8 |
Group Member 2 |
|
Wisdom = 9 |
Group Member 3 |
|
Intelligence = 10 |
|
|
Charisma = 11 |
Group Member 4 |
|
Save vs Poison = 12 |
Group Member 5 |
|
Save vs Disease = 13 |
|
|
Save vs Fire = 14 |
Group Pet 1 |
|
Save vs Cold = 15 |
Group Pet 2 |
|
Save vs Magic = 16 |
|
|
Current Hit Points = 17 |
Group Pet 3 |
|
Maximum Hit Points = 18 |
Group Pet 4 Health Percentage = 43 |
|
Hit Point Percentage =19 |
|
|
Mana Percentage = 20 |
Group Pet 5 |
|
Stamina Percentage = 21 |
Buff 1 = 45 |
|
Armor Class = 22 |
Buff 2 = 46 |
|
Attack = 23 |
Buff 3 = 47 |
|
Weight = 24 |
Buff 4 = 48 |
|
Maximum Weight = 25 |
Buff 5 = 49 |
|
Experience Percentage = 26 |
Buff 6 = 50 |
|
Alternate Experience Percentage = 27 |
Buff 7 = 51 |
|
Target Name = 28 |
Buff 8 = 52 |
|
Target Hit Point Percentage = 29 |
Buff 9 = 53 |
|
Buff 10=54 |
|
|
Buff 11 = 55 |
Your Pet's Health Percentage = 68 |
|
Buff 12 = 56 |
|
|
Buff = 13 = 57 |
Your Pet's Name = 69 |
|
Buff 14 = 58 |
Current Alternate Advancement points available to spend = 71 |
|
Buff 15 = 59 |
Current experience percentage assigned to Alternative Advancement = 72 |
|
Spell 1 = 60 |
Alternate Advancement = 72 |
|
Spell 2 = 61 |
Character Last Name = 63 |
|
Spell 3 = 62 |
|
|
Spell 4 = 63 |
|
|
Spell 5 = 64 |
|
|
Spell 6 = 65 |
|
|
Spell 7 = 66 |
|
|
Spell 8 = 67 |
|
UI_character_##.ini
For each character there is a file named UI_charactername_##.ini, where the number corresponds to the server where the character exists. These files are located in your EverQuest directory, and they contain information about the settings of your interface for that character on that server. For the most part you should not need to open this file. Most of the data here can be altered by choices made in-game. But there are a few lines in these files that experienced players may wish to change.
Petbars = [True/False] Under the settings for the [PlayerWindow] and the [GroupWindow] is a line for Petbars. Setting this line to False will turn off the display of pet health bars in these windows.
Whenever you're resting, you should sit down. This allows your character to recover more quickly than standing or walking.
To sit:
Click the Sit button on interface, or
Press "Ctrl" + "s", or
Hit "Return" and type "/sit" into the chat bar, then hit "Return" again to have your character sit.
Camp when you're ready to exit the game. This process takes about 30 seconds. Your character must first sit before he can camp. When you return to the game later your character will be where you left him and in the same condition (if he was wounded, he'll still be wounded). Keep that in mind when choosing your campsite (choose a safe place).
To Camp:
Click the Camp button on interface, or
Press "Ctrl" + "c", or
Hit "Return" and type "/camp" into the chat bar, then hit "Return" again to have your character camp.
Jargon Note: If you hear other players talking about "camping", they may not be referring to leaving the game. Some players linger ("camp") around an NPC's regeneration point (where they return after dying) in order to attack the newly returned monster.
To take a boat:
To be teleported, you must either know a teleporting spell, or find a character to cast one on you. Some teleport spells affect only the user or target, while others can teleport entire groups of characters.
Planes of Power Portals:
EverQuest: The Planes of Power introduces magical portals that allow characters to travel between the Plane of Knowledge and many of Norrath's cities. See Maps of Norrathian Cities for more information.
EverQuest for the Macintosh provides an ongoing source of social interaction. You can chat with fellow players on message boards, or talk to NPCs and other players within the game.
In general, whenever you send a message all players in the immediate vicinity "hear" you, and whatever you typed appears in the scrolling text portion of their screens (their Main Chat window). However, you can also send private messages.
You send messages using the Chat Bar (at the bottom of the Main Chat window), and all communications from all characters show up as text in the Main Chat window.
To send messages to characters in the game:
Note: This assumes that your chat is set to use "/say" as the default mode, which is the default setting.
To talk to a non-player character (such as a shopkeeper NPC):
Note: You should see your character hail the NPC in your Chat Window.
Note: However you choose to communicate, please refrain from using inappropriate language.
"Shift" + "Delete" Deletes the current chat line
"Shift" + "Ins" Replaces current chat line
"Delete" Delete character to right/left of cursor
"Shift" + "left-arrow"/"right-arrow" Move cursor left/right
"Shift" + "Home" Move cursor to start of chat line
"Shift" + "End" Move cursor to end of chat line
You can scroll through your most recent chat by clicking the scroll arrows or by using keys:
"Shift" + "up-arrow"/"down-arrow" Scroll chat history up/down
"Shift" + "page-up"/"page down" Scroll up/down through chat text
Press "Return" to open the Chat Bar
Type: "/say Hello World!"
Press "Return" to send the message
Here some of the available chat modes:
Say (Default): Use "/say" [text]. Sends your message to all nearby characters. This is the default chat mode, which means that if you do not specify a chat mode the game will assume that you want to use "/say"
Shout: Use "/shout" [text]. Sends you message to all characters in your current zone. Use this if you need to tell everyone trouble is coming, or need to locate your party quickly. Don't overuse shout, however - it can be annoying to other players.
Tell: Use "/tell" [charactername] [text]. Sends your message to a single character. No matter how far away you are, that character receives your messages.
Group: Use "/gsay" [text]. Sends your message to your group. This helps keep your group organized and informed, and no one outside of your group receives your message. All group members hear you, no matter where they are.
Out of Character: Use "/ooc" [text]. For speaking out of the context of the game and your character. Use this if you're having a problem or have a question that doesn't pertain directly to Norrath. These messages can be seen by anyone within your current zone.
Auction: Use "/auc" [text]. Sends a buy/sell message out to all players in the current zone. Use this if you've got something you want to sell to other player characters rather than a merchant, or to try to locate an item that you would like to purchase. Remember that auction messages are used for selling goods and materials, not for chatting.
Yell: Use "/yell". This sends a plea for help to players within very short range. You can't specify any text to send with the yell for help. Because this is used in emergencies, you might consider using the shortcut, "/y".
Guild Chat: Use "/gu" [text]. Sends your message to your guild. Only members of your guild will be able to see the message. Obviously, you must be a member of a guild for this chat channel to be available.
If you don't want to use pre-defined emotes, you can type in virtually anything. (Your character won't perform a visible action, but other players can see text that indicates your action).
To use the built-in emotes, simply type in the appropriate command, such as:
/sit
/dance
/bow
These emotes may give different messages if you have a character targeted and if you have nothing targeted.
To create your own emote:
/em [text]
For example (our sample character's name is Fippy):
/em scratches his nose.
Would appear to those around you as:
Fippy scratches his nose.
To switch languages:
Once you switch languages, only characters that also speak that language will be able to understand what you say. To others, your words will appear as gibberish.
There are two ways to Consider someone.
Click on the character or monster. Their name should appear in your Targeting Window.
You can Consider any NPC, player or monster in the game. When Considering merchants, however, you have to do so from a distance (or type in /consider with the merchant targeted) Right-clicking on one while standing too close displays his shop goods.
Note: Player characters (on most servers) will always appear to be Indifferent. Also, if an NPC does not know you are there (through invisibility or other means) it will appear to be indifferent. That does not mean that he is actually indifferent, it just means that he can't see you. He might like you or hate you, however, once he knows you are there.
Some items on your person can't be dropped, sold or traded (such as your starting food and weapon). To remove these items from inventory, you must either store them in a bank or destroy them.
You can view your inventory by clicking on the Inventory Icon.
You can also access your inventory by hitting "i".
The detailed view of your inventory is divided into several sections. You can place specific items on different parts of your body: hands, fingers, feet, etc. Eight general inventory slots show all items in your possession that aren't coins, armor or weapons you're holding (stored weapons do show up, however). Use these slots to store items that you aren't wearing, as well as coins and weapons that aren't in use.
Note: Backpacks don't fit into your character's "back" inventory slot. They only fit into general inventory slots.
For certain items, you can stack more than one of that item in a single slot. The small number in the corner of the slot indicates how many items of that type are stacked. A stack can never contain more than 20 items.
Use this same click-and-drop method to take off a wearable item or store a weapon.
To give away/drop/destroy an item:
Note: Once you destroy an item, it is gone. Make sure you really want to destroy the item (and that you have the correct item) before clicking Destroy.
To pick up an item from the ground:
To buy/sell an item:
Note that the merchant will tell you if you don't have enough money to buy an item or if he is not interested in purchasing something you wish to sell after you click the Purchase or Sell button.
You can sell or purchase single items from a stack by holding down the Control key while clicking the Sell or Purchase button. To buy or sell an entire stack of items, hold down the Shift key while clicking the Sell or Purchase button.
No transaction is final until both players agree to it.
To give away/trade/sell an item to another player:
The trade window has two sections, one for the items and/or coin that you are trading out and one for the items and/or coin that the other character wishes to trade. At this point you may add or remove items or coins from this window as you see fit.
Note: The Trade window will close if you move too far from the other person.
Both players must click Trade to complete the action. If either player puts another item into the trade window after one player clicks Trade, he will have to click the button again.
Note: It is important that you are certain all items in the Trade window are as you want them to be. Right-click any items in the window to inspect them before clicking Trade. Once you click Trade you are accepting the deal as it is.
Make sure that you have enough room in your inventory for the incoming items! If you're taking more items than your inventory can hold, extra items fall to the ground. You'll need to drop other items to pick them up, or obtain a container (such as a backpack).
Note: Items dropped to the ground may be picked up by greedy NPCs or other Player Characters. Don't consider the ground a safe place to store any items, and try to keep inventory slots available when trading items or completing quests that give items as rewards.
Usage Tip: If you frequently find yourself accidentally inspecting other players while right-clicking around the screen, you may wish to use the /Inspect command to turn off right-click inspecting.
See Giving/Trading Items to learn how to trade.
Magic Item: This means that the item is imbued with magic. If this item is a weapon, it will have the ability to damage creatures that can only be harmed by magic.
Lore: This means that you may only have one of these items in your possession at any one time. If you attempt to acquire another, you will not be able to pick the item up. This will check your bank account.
No Drop: This means that the item cannot be traded to another player nor sold to a merchant. However, you can hand the item to an NPC, which is necessary for many quests.
No Rent: A no rent item will disappear from your inventory 30 minutes after logging out.
Artifact: This means that the item is unique upon the server that you play, and that there will never be another one given out. Artifacts are usually earned through participation in dynamic quests that occur in game regularly. Artifacts, however, remain so rare that most people may never see one, much less own one, which is why they are called Artifacts of Great Power.
Item Size: The size of any item will be listed (and for containers it will show what sized items it will hold). This should make organizing your inventory a little easier.
A Deity's Name: If a deity's name is listed upon the item, it means that only followers of that deity may equip the item or use its effects.
Weight Reduction: If a percentage for weight reduction is listed on a container, that container will reduce the weight of any item placed into it by that percentage while it is in the container.
Containers
Purchase backpacks, bags and other containers to increase your carrying capacity. By placing items inside a container, you can fit multiple possessions into a single slot. To open a container, right-click on it.
Certain containers also serve as catalysts for creating items - for instance, you need a bowl to make bread, and a sewing kit to stitch things together.
Banks
Banks will gladly store coins for you, and they're also a great way to store inventory items. Banks in Norrath are well connected - even if you travel abroad, any banker can instantly conjure up your items. You've got eight bank inventory slots at your disposal. If you go to another bank, you don't get additional slots.
To put an item in the bank:
To withdraw an item from a bank, reverse the steps above.
Note: Bank inventory slots work the same way as your character's general inventory slots. This means that you can place containers in the bank to increase your storage capacity.
When you're running low on either item, your text display shows "You are low on food" or "You are low on drink". If you don't find food or drink soon you'll become very thirsty or hungry. Eventually, your stamina and ability to regenerate mana will suffer.
Visit a city merchant to stock up on baked goods, water flasks, milk and other items (see Buying/Selling Items). Many merchants also sell alcohol; however, ale, beer, wine and other similar drinks do nothing to quench your thirst. In quantity, they temporarily hinder your ability to speak (type) and affect your movement skills and agility. Such items must be manually consumed.
To eat/drink an item:
Bread and milk items in your general inventory slots are automatically used as needed. If right-clicking on a food or drink item doesn't do anything, then that item will automatically be eaten or drunk as you need it.
There are four denominations of coins in Norrath: platinum, gold, silver and copper. The exchange rate is 10 coins for each higher-value coin:
1 platinum = 10 gold
1 gold = 10 silver
1 silver = 10 copper
Once you do have some money you may want to deposit it in a bank for safe-keeping (see Containers and Banks for more details). Most cities have banks in which you can store coins and general inventory items.
Merchant Prices
When you buy something, coins automatically transfer from your inventory into the seller's window. If you sell an item, coins are placed in your inventory.
Tip: If you're in good standing with a merchant, that merchant may offer you lower prices on items.
In order to use a skill you'll want to place it on an easily accessed hot key button. See HotButtons Window for more information.
Open your inventory ("i") and click Skills to see how proficient you are in any given skill. The more you use a skill, the better you become at it. When your skills improve, messages appear in your chat window.
You can develop as many skills as you like. There's no limit. Some skills, however, are better suited for certain races, occupations or experience levels.
One good way to increase your proficiency in a certain skill is to visit a trainer. Trainers are masters of certain skills, and are willing to teach you. As a new character, you can visit your Guild hall and spend practice points, which are credits toward training. Later, you'll have to pay for lessons.
To approach a trainer:
Some skills can't be practiced until you reach a certain experience level (noted on the skill when you visit the trainer). For these, you'll need to practice at least once to learn the basics of that skill.
Archery: Use bows, crossbows and other ranged weapons.
Backstabbing: Strike an opponent from behind, delivering increased damage (Rogues only).
Bash: Potentially stun and disorient an opponent (can interrupt spell casting).
Block: Deflect an attack using your body (Beastlords and Monks only).
Blunt, One-Handed: Fight with blunt, one-handed weapons.
Blunt, Two-Handed: Fight with blunt, two-handed weapons.
Defense: Avoid damage during combat.
Disarm: Knock weapon from enemy's hands.
Dodge: Avoid blows during combat.
Double Attack: Apply increased attack damage.
Dragon Punch: Special Monk attack.
Dual Wield: Use a one-handed weapon in each hand.
Eagle Strike: Special Monk attack.
Feign Death: Cause NPCs to believe that you are dead (Monk only).
Flying Kick: Special Monk attack.
Hand-to-Hand: Fight without weapons.
Instill Doubt: Cause fear in your opponent.
Kick: Kick during combat.
Offense: Basic ability to inflict damage during combat.
Parry: Deflect blows with your weapon.
Piercing: Use piercing weapons.
Riposte: Parry a single blow and return with an attack of your own.
Round Kick: Special Monk attack.
Slam: Throw a shoulder into an opponent (Large races only).
Slashing, One-Handed: Fight with edged, one-handed weapons.
Slashing, Two-Handed: Fight with edged, two-handed weapons.
Taunt: Anger an enemy to draw his attacks away from someone else.
Throwing: Use hand-thrown weapons.
Tiger Claw: Special Monk attack
Alteration: Deals with changing things, whether it is illusion or an actual physical change. Cause illusions or actual physical changes (teleportation, faster movement, etc.).
Channeling: Gives a chance to continue casting without being interrupted if you are hit while casting the spell.
Conjuration: Brings something from elsewhere into the world, whether it is an elemental creature or a powerful cloud of energy.
Divination: Allows the caster to both detect things previously concealed and conceal things previously visible.
Evocation: Deals with things that go boom. Fireballs, force spells, etc., all fall under the auspices of this offensive skill.
Meditate: Allows casters to memorize spells and regain their mana more quickly.
Specialization: Specializing in one of the types of magic (Abjuration, Alteration, Conjuration, Divination or Evocation) allows casters to cast spells using less mana and with a higher rate of success.
Mend Wounds: Heal oneself (Monk only).
Percussion: Play the drums.
Singing: Sing magical songs.
Stringed Instruments: Play an instrument with strings, such as a mandolin.
Wind Instruments: Play wind instruments, such as the flute.
Dark Speech: Speak the "common" language of the evil races.
Elder Elvish: Speak the ancient language of the Elves.
Old Erudian: Speak the ancient language of the Erudites.
Thieves' Cant: Communicate in thieves' body and sign language.
Pick Pocket: Steal from an NPC (or another player on a PvP server).
Sneak: Sneak up behind or past someone without being heard.
Beg: Beg for money from NPCs.
Disarm Traps: Safely dispose of traps (Bards and Rogues only)
Hide: Remain unseen.
Safe Fall: Fall without damaging oneself (Bards, Monks and Rogues only).
Sense Traps: Find traps before you set them off (Bards and Rogues only).
Sense Heading: Determine your direction.
Swimming: Move around in water.
Track: Find a creature or character in the same zone (Bards, Druids and Rangers only).
To make an item, you need all of the ingredients and the right kind of container:
If you're skilled enough, and lucky enough, you'll succeed in your creation. A new item will show up in your inventory. Keep in mind that you'll occasionally fail, losing all items in the container. However, both successes and failures can lead to increases in a given Trade Skill.
Note: Never stack items when combining them. All items in the combination must be separate.
Trade Skills:
Alchemy: Create potions (requires medicine bag. Shaman only).
Baking: Make a variety of baked goods (requires oven).
Blacksmithing: Make metal items (requires ore and forge).
Brewing: Make alcohol (requires still).
Fishing: Catch fish (requires fishing pole, bait and an appropriate body of water).
Fletching: Make bows and arrows (requires fletching kit).
Foraging: Find food in the wild.
Jewel Craft: Make jewelry (requires jewelry kit).
Make Poison: Create poisons (requires various ingredients. Rogues only).
Pottery: Make clay objects (requires clay, pottery wheel, and a kiln).
Research: Construct spells (requires a tome and specific spell ingredients). Tailoring: Sew clothing and cloth items (requires sewing kit).
Tinkering: Construct mechanical objects (requires toolbox. Gnomes only).
The best way to gain experience is to go out into the wilderness and kill creatures within your ability. You can also gain experience by completing quests. At first, you'll need to take on rats, snakes and other small animals. Once they become too easy for you and stop giving you experience, it's time to move on to something larger.
You can tell whether or not killing a certain creature will give you experience by the color of its text response when you Consider it. Stay away from creatures with red text (too hard). Look instead for light blue responses (easier kill) and blue ones (you'll have the upper hand). See Before You Attack, for a list of the Consider response colors and what they mean.
The yellow/orange bar is the experience that you've gained toward the next level. The blue line just under the experience bar is a magnification of one of the five graduated lines (bubbles). This way, you can see more accurately your progress towards your next level.
Blunt: Bashing damage delivered by a dull weapon (bruises your opponent).
Slash: Slicing damage delivered by a sharp, edged weapon or a whip (cuts your opponent).
Piercing: Stabbing damage from a pointed weapon (pierces your opponent).
Ranged: Piercing damage delivered from a distance by a propelled weapon, such as a bow and arrow.
Thrown: Projectiles thrown by hand, such as darts and rocks.
With some skills, such as Kick or Bash, you can deliver manual attacks during combat. This adds to whatever weapon damage you dish out.
Green text: You are likely to defeat this opponent.
Light Blue text: A bit of a challenge, at most.
Blue text: You have a good chance to defeat this opponent, but it won't be easy.
White text: This opponent is at least your equal. A gamble, but you could win.
Yellow text: You should probably leave this opponent alone.
Red text: You'll most likely die.
Note: These considerations assume that the higher level you are the more help you have. So as you level, easy Light Blue opponents might become a greater challenge.
"a" Initiate auto-attack (on current target).
"Escape" Remove current target from Target Window.
During melee combat, you must be standing fairly close to your opponent.
If you're not near enough, you'll see a message in your Main Chat window that says, "Your target is too far away." Be sure to remain facing your target. Ranged attacks can be made from as far away as the weapon will allow. Creatures usually rush toward you, however, once you hit them.
The text display also shows you whether your blow landed or missed, and whether or not your opponent has hit you. If you've taken or applied damage, you can see that as well. The amount of damage you can deliver to an opponent is an automatic function of your physical strength, the weapon you use and weapon skills. Your ability to evade blows or withstand blows is based on your combat skills and your armor.
Class: Depending on what class you choose, you may already possess one or more weapon skills. Most classes with warrior abilities (Warrior, Paladin, Ranger and so forth) give you one or more from the very start.
Experience: You usually gain additional fighting skills as you progress through experience levels.
Practice: You can visit a trainer at your local guild hall to improve your weapon skills. The first few lessons are free, since you start the game with practice points available (and you gain five of these with each level). Later, you may have to pay cash along with practice points for tutoring sessions (right-click on the guild master or trainer, then click on the skill you want to practice). Some skills can only be practiced if you've reached a certain experience level.
You can "memorize" eight scribed spells at any one time by placing them in a spell gem slot. Casting the spell then becomes as easy as clicking on its gem.
Spell casting consumes mana, a mystical source of magical energy. Like hit points, mana regenerates over time. Your current level of mana is shown by the blue mana bar. The longer the blue line in the bar, the more mana you currently possess. As you gain experience levels, you gain additional mana. Sitting restores your mana faster than standing. Once you are a high enough level to have gained the Meditate skill, you automatically meditate whenever you are sitting down, which causes your mana to regenerate faster.
You can buy spell scrolls from magic vendors, and if you're an aspiring spell caster, you'll probably have one or two at the start of the game. Some special quests can also yield spells.
Offensive: Spells that are, or add punch to, combat attacks. Examples are Shock of Frost, Burst of Flame and Enfeeblement.
Defensive: Spells that boost armor ratings or give added protection or advantage during battle. For instance, Courage, Skin Like Wood and Invisibility to Undead.
Healing: Spells that restore health and stamina, like Minor Healing, Cure Disease, Endure Poison and Mend Bones.
Utility: Spells that are neither offensive nor defensive. For example, you can cast Summon Food or Bind Affinity. Neither of these spells is harmful or helpful in a combat situation, but they each have a specific purpose and provide some benefit.
Before you can cast a spell you have to copy it into your book and learn it.
To learn a spell from a scroll:
The timer gauge (at the bottom of the spell book) appears, measuring how long it takes to scribe the spell. You only need to do this step once for any spell. Once it's recorded, it's permanently in your book. Now, memorize the spell by adding it to a spell gem slot (you must do this before you can cast it):
You can memorize up to eight spells at any one time. To "forget" a spell (remove its gem), right-click on its gem slot. You can then memorize a different spell in the free slot (if you can't remember which spell gem goes with which spell, hold down the "Alt" key).
Yellow: (Personal) Spell only affects the caster.
Red: (Single Target) Spell affects (and requires) a single target.
Blue: (Point Blank Area of Effect) Spell affects an area centered on the caster, but the caster is unaffected.
Green: (Area of Effect) Spell affects targets in an area centered on the target.
Orange: (Area of Effect Rain) Spell affects the area around the target, often in a continuing fashion.
Purple: (Group) Spell affects your entire group.
Green text: You are likely to defeat this opponent.
Light Blue text: A bit of a challenge, at most.
Blue text: You have a good chance to defeat this opponent, but it won't be easy.
White text: This opponent is at least your equal. A gamble, but you could win.
Yellow text: You should probably leave this opponent alone.
Red text: You'll most likely die.
Note: These Considerations assume that the higher level you are the more help you have. So as you level, easy Light Blue opponents might become a greater challenge.
When you cast a spell, a time gauge shows up indicating how long it's going to take to cast that spell. If someone hits you or you take a step, casting may be interrupted. Improving your Channeling skill helps you recover from these situations.
All spells are linked directly to certain skills: Abjuration, Alteration, Conjuration, Divination or Evocation. The better you are at that skill, the better the chance your spell has of succeeding. If your casting fails, you'll see a message in the text display indicating that your spell "fizzled." Failed spells still consume mana, but don't produce any effects. Even if your casting is successful, your opponent may be able to resist that spell. Generally, higher-level characters are better at resisting spells cast by lower-level characters.
Note: If someone casts a spell on you, a message appears in your text display. In some cases, a spell icon displays in your "buff" box. Point your cursor at the spell icon to find out the name of the spell.
Here are a couple of the spells you can learn at Level 1 for each magic-using class.
Cleric: Minor Healing and Courage
Druid: Minor Healing and Skin Like Wood
Enchanter: Minor Shielding and Shallow Breath
Magician: Minor Shielding and Burst of Flame
Necromancer: Minor Shielding and Life Tap
Shaman: Minor Healing and Inner Fire
Wizard: Minor Shielding and Shock of Frost
To loot a corpse:
Taunt is a combat skill. To use this skill you will need to set up a button for it on the Combat Skills tab of the Actions window.
Once you've done that, all you need to do is click on a creature to target it and press the Taunt button.
To start a duel:
Target the player you want to duel.
Type "/d" and press "Return".
To accept a duel, your target must follow these same steps.
Dying during a duel is similar to dying in any other manner (see Health, Damage and Dying).
Note: For non-player-killers, participating in a duel doesn't give the winner the right to loot the loser's corpse.
Tip: If your party includes a spell caster with the ability to cast beneficial or healing spells, that character can spend his or her time casting healing and boosting spells on the others while they fight.
There is a term, "training", for rudely running a bunch of dangerous NPCs over a group of unsuspecting characters, and it's something to avoid. Guards (as mentioned in the previous section) can also help save your life.
Tip: Sometimes people panic and attempt to use the /shout command to ask for assistance from an entire zone. Unfortunately "/shout HELP!!!" does not give any real information to those who might be willing to assist you. They generally do not have any idea where you are.
Instead of using "/shout" to ask for emergency assistance, it is generally best to use the yell command all by itself on a line. This command will tell everyone who is within a reasonable distance of you that you require assistance, and will give them an approxi-mate heading as to how to find you.
Once you have a pet, you can instruct it to taunt your target, attack, follow you, guard a location, or protect you as follows:
/pet [command] gives orders to a charmed or summoned pet.
Sample pet commands:
/pet guard here tells the pet to guard its current location
/pet guard me tells the pet to attack anyone that attacks its master, or that its master attacks
/pet follow me tells the pet to follow you, but ends when you cross a zone line
/pet attack [target] tells the pet to attack the designated target
/pet back off tells the pet to stop its attack
/pet as you were returns the pet to neutral, belaying all prior orders
/pet get lost destroys the pet
/pet report health reports the health of your pet in percentages
/pet health report reports the health of your pet in percentages
/pet health reports the health of your pet in percentages
/pet taunt [ON/OFF] toggles pets taunting
/pet notaunt tells the pet not to taunt its opponent
/pet no taunt tells the pet not to taunt its opponent
/pet taunt off tells the pet not to taunt its opponent
/pet taunt on tells the pet to taunt its opponent
/pet stand causes the pet to stand up
/pet sit causes the pet to sit down
Note: Pets have a limited range at which they can hear commands. If a pet isn't responding to you, he just might be too far away.
If you attack another player in the city, the guards might attack and kill you.
If your character dies he will "respawn" at his "bind point", which for new characters is just outside their starting city. Characters under level 10 will respawn with all of their items and can continue their adventures right away. But once a character reaches 10th level he will begin to leave a corpse on the ground at the location of his demise. In order to recover the character's items, you will need to find that corpse.
To reclaim what's rightfully yours, locate your body, right-click on it, and put the items into your inventory (see Picking Up/Dropping/Destroying Items).
Corpses only remain in the world for a short while. Player corpses have a timer on them, and when that timer expires they will disappear. This is the corpse timer for player characters (please note that all times are in real time, not game time):
Level 1: 9: 30 minutes
Level 10+: 7 days
Note: It is advised that you get your corpse right away. Also note that the timer on a corpse ticks down whether you are in game or not.
Ready-Made Quests: Many non-player characters have small quests. The best way to find out what they are is to hail various NPCs and ask. Non-player characters have certain keywords marked in square brackets. For example, "I need some help with my [problem]." If you respond with a question that includes that keyword, you'll receive more information.
Player-Created Quests: Players can create their own quests and publicize them via chat or message boards. Keep your eyes and ears open for any interesting opportunities. These include advertised duels, weddings between characters, celebrations, and in some cases, even lotteries and contests.
Events: EverQuest Game Masters also stage events where they take on the roles of characters and interact with players. These events range from combat to questing in any sort of combination. It's often best to see what these characters have to say before engaging them in combat.
Any player can group with any other, however the amount of experience received while adventuring is based on the levels of the party members. As a general rule, you will receive the most experience from a group that has the ability to accomplish the task at hand, but is not overpowered to the point that encounters are no longer challenging.
When starting a party, consider the skills of each member that you invite. You want a good mixture of combat, spell-casting and healing abilities. At the very least, make sure you have a couple of strong fighters, a wizard, magician, necromancer or enchanter to cast spells, and someone else with healing powers (like a cleric, druid or shaman). Use variations of the "/who" command to see players of a certain level, race or class.
Groups are temporary groupings, as opposed to Guilds, which allow an ongoing affiliation between players.
To invite a player to join your group:
The player you're inviting receives the invitation in the Main Chat window, and his "Invite" button changes to "Follow".
To accept a group invitation:
To leave a group (or dissolve a group you started):
Group Notes and Tips
F1 through F6 will target group members 1-6 respectively. You are always member #1 (F1 will always target you.) The players in the group window can be targeted top to bottom by using F2- F6.
Usage Tip: If a player in your group has a pet, tapping their respective F-key twice will automatically target their pet. This is most beneficial to those who can cast healing spells who may wish to keep their group members' pets alive.
Communication: Keeping in touch with group members is crucial. Before combat, make sure everyone is present and prepared to do battle.
Group Leader: Every group needs a leader. It's a good idea to elect someone to make decisions about important party matters.
Group Health: The names of fellow group members appear in the group member window. Below each name is a bar that shows that member's current health status.
Groups and Spells: Some spells affect all members of a group. If you've got a spell caster in your group, it might be a good idea to pitch in and have your spell caster purchase a group-based spell.
Groups and Experience: Experience points are split between group members according to experience level - see Group Experience.
Splitting Loot: To split coin treasure evenly, enable autosplit under Options: General. Items can't be split and should be fairly awarded on a case-by-case basis.
As a scholar of the planes, my research has brought me in contact with tales of these beings. Many of these tales share a theme and have specific elements in common. I have created a list of the deities and described them using these common elements and themes.
It is, however, important to note that there were also tales that varied wildly from the norm. While it was important for this particular work that I cast aside these variant tales, they should not be ignored entirely. Mortals of Norrath have had direct contact with a few beings that appear to be deities. Each of these creatures has, from what I understand, been very similar to the common description attributed to that god. But those experiences have been limited in nature and may not be representative of the whole.
As an observer of the nature of mortal worship, I have come to wonder about the nature of these deities. Are we made in their image, or do we create their appearances based on our needs?
The goal of the following text is simply to describe the commonly accepted attributes of the beings we worship. Hopefully this will provide a foundation for discussion of any deeper truths about the deities, rather than as a statement of fact about creatures we may never be able to fully understand.
Bertoxxulous - The Plaguebringer
Bertoxxulous has no allies. His followers often practice the dark art of necromancy, which he wholeheartedly supports. The Plaguebringer appears as a humanoid hunchback draped in tattered, decaying robes. Under his hood can be seen a very handsome face attached to the body of a rotting corpse. He is enemies with Tunare, Rodcet Nife, Karana, Mithaniel Marr, and Rallos Zek. He rules the Plane of Disease, which is dark and drippy with geysers of ooze and rivers of pus. The land itself looks, feels, and even smells like decaying flesh, and is inhabited by all manner of evil creatures and undead.
Brell Serilis - The Duke of Below
Brell is allied with Fizzlethorpe Bristlebane, and is an enemy of Veeshan's. Followers of the Duke of Below find true happiness in the caves, caverns and tunnels that permeate the belly of Norrath, but this is one of few points upon which all followers of Brell can agree. The Runny Eye Clan of goblins claim he is their father, much to the disgust of the dwarves of Kaladim who are certain that only the dwarves are the true children of Serilis. The vicious gnolls of Split Paw disagree entirely, for was it not Brell who sculpted them out of the sacred Clay of Cosgrove? Followers of Brell Serilis, in one form or another, can be found nearly anywhere you enter the Underfoot of Norrath.
Bristlebane - The King of Thieves
Followers of Bristlebane believe in having fun, at the expense of nearly all else. Bards, rogues, jesters, gamblers and gypsies are all typical followers. They are almost always very charming, clever and witty, traits which all Bristlebane followers should strive to have. Mischief in all its forms is encouraged. Practical jokes are performed as if they are the highest of rituals. Very few of Bristlebane's followers are outright wicked in their desires, but it is best to keep at least one eye on your purse if they are about. And never let one deal you a hand of King's Court.
Cazic-Thule - The Faceless
Cazic-Thule is allied with Rallos Zek and Innoruuk, and is the enemy of Mithaniel and Erollisi Marr. Followers of the Faceless fear their Lord and believe that only by causing terror in others will they be spared his vengeful wrath. Fear rules their lives and through fear they rule the lives of others. Pain, misery, violence, torture, living sacrifice: these are the tools of a Cazicite. Many lizardman tribes are devout followers of Cazic-Thule, but his number of humanoid followers grows daily, a cold shadow slowly engulfing the bright spots of Norrath in a nightmare of horror and pain.
E`ci - The Wintry Guardian
E'ci, known as the Wintry Guardian in mortal tongues, is the second member of the Triumvirate of Water. The goddess embodies the material form and essence of ice, the solid matter of the plane she helps govern. This entity is rumored to hold great control over her portion of the realm, perhaps nearly to the point of tyranny if one can believe the fantastical tales of the gods of Influence and Nature. The tales of her devotion to the balance of her realm against the other elemental powers have fostered a lingering, fearful respect for the goddess within the hearts of the lesser pantheon.
Erollisi Marr - The Queen of Love
This sister of Mithaniel and daughter of Tarew is allied with Fizzlethorpe Bristlebane, Mithaniel Marr, Rodcet Nife, Tunare and Quellious. Her enemies are Innoruuk, Cazic-Thule, Rallos Zek and Bertoxxulous. Followers of Erollisi Marr, the Queen of Love, cling to the belief that love conquers all. It should be pointed out that while love is a generally peaceful concept, Erollisi worshippers are not pacifists. They would like to live in a world where everyone loves everyone else and violence does not exist, but they are not naive enough to think that Norrath is that world. They are passionately devoted to people, places and ideas and are more than willing to fight and die to preserve those things. The dream of every follower of Erollisi is to die in the selfless defense of someone or something they love. Many paladins hear the true calling of their hearts and follow Erollisi Marr.
Fennin Ro - The Tyrant of Fire
Fennin Ro is the being who rules the greater elemental Plane of Fire, from which he derives his title, the Tyrant of Fire. Fennin manifests himself as a large male humanoid with barbaric features including a beard of flame, glowing red eyes, pointed ears and fangs. Although he has been known to be a fanatic in terms of preserving the element of fire, displaying a short temper toward that preservation and any who would dare to threaten it, Fennin Ro retains a strong influence on the wheel of Order and Discord.
Innoruuk - The Prince of Hate
Innoruuk is allied with Rallos Zek and Cazic-Thule, and is the enemy of Quellious, Mithaniel Marr, and Erollisi Marr. Followers of Innoruuk, the Prince of Hate, include nearly the entire dark elven race, who regard him as their "Father." They believe that hate is a creative force, or rather "THE" creative force in the universe; creativity born of destruction. Love and kindness are tools for those too ignorant to know what they want or too cowardly to do what is necessary to obtain it. They believe that it is only through the total disdain of your enemies that you can gain true power over them. Pity and mercy have no power when confronted with contempt and viciousness. It is the honest belief of the followers of Innoruuk that if they were to hate strongly enough, they could destroy all of Norrath.
Karana - The Rain Keeper
Karana is allied with Tunare and Mithaniel Marr. Bertoxxulous is his enemy. Followers of Karana, the Rainkeeper, believe in the absolute power of storms. They worship the life-giving power of the rain and respect the destructive force of a sandstorm or hurricane. Typical followers of Karana are rural humanoids: farmers, ranchers, hunters and the like. They will often offer strangers shelter from the elements. Many of Karana's followers live a nomadic lifestyle, traveling where the winds take them. They are humble, generous people who value strength and honesty and brook no disrespect of Karana or of his work, for they know it is only through his wisdom and kindness that all of Norrath is not consumed in an eternal tempest.
Mithaniel Marr - The Truthbringer
Mithaniel Marr, the Truthbringer, governs the Plane of Valor. Mithaniel is the ultimate paladin who wears a full suit of shining silver plate armor and wields a glowing longsword. Mithaniel Marr, who owes his existence to Tarew Marr, leader of the Triumvirate of Water, is allied with Erollisi Marr and Karana. He counts Innoruuk, Cazic-Thule and Bertoxxulous among his enemies. He has a friendly rivalry with Solusek Ro.
Povar - The Veiled One
Povar, or The Veiled One, is the third member of the Triumvirate of Water. Povar is the conscious essence of water in its vaporous state and controls a third of the Elemental Plane. Being neither male nor female in form, neither tangible nor incorporeal, this divine entity holds the greatest mystery of the Triumvirate. Keeping attentions focused upon the realm they assist to govern, Povar gives neither care nor notice to the wheel of Nature and Influence. This member of the Triumvirate has given no recorded notion or action beyond its own realm and the greater wheel of Elemental Powers.
Prexus - The Ocean Lord
Prexus, the Ocean Lord, is allied with Rodcet Nife and is enemy to Bertoxxulous. Followers of Prexus believe that true power lies in the vast depths of Norrath's oceans. They believe that eons ago life first formed in the murky deep, and that one day the oceans will rise again to consume those who are unworthy and embrace the faithful. The Oceanlord's servants tend to live and work near, on, or beneath large bodies of water. They seek to spread the word of Prexus to all who will hear and defend the oceans and seas of Norrath against any who would cause them harm. Many sailors and fishermen are followers of Prexus.
Quellious - The Tranquil
This peaceful child-goddess is allied with Rodcet Nife and Erollisi Marr, and an enemy to Rallos Zek and Innoruuk. Followers of Quellious the Tranquil seek peace. They are not strict pacifists, though, and will fight to defend themselves and their loved ones. The peace they seek is an inner one. They wish to know all there is to know about themselves and the world around them. They thirst for knowledge of their true selves and strive to help others attain enlightenment. It is through the sharing of this knowledge that they believe universal peace can be obtained. If every creature fully understood itself and its neighbors there would be no need for conflict and war. Followers of Quellious often follow a nomadic lifestyle, constantly seeking what there is to know and hoping to find themselves along the way.
Rallos Zek - The Warlord
Rallos Zek is allied with Innoruuk and Cazic-Thule, enemy to Quellious and Bertoxxulous. The followers of Rallos Zek, the Warlord, believe in survival of the strong and death to the weak. The heart of a true follower of Zek yearns for strength, courage, but above all victory. They believe that the heat of battle is the only place and time where enlightenment can be gained; that the universe was formed by conflict and in conflict it will end, with the victors feasting upon the remains of their fallen enemy. No respect or regard is given to the dead, for if they were worthy their hearts would still pump blood through their veins and not upon the soil of Norrath. The followers of Zek are almost exclusively warriors.
Rodcet Nife - The Prime Healer
Rodcet Nife is allied with Karana, Quellious, Erollisi Marr and Prexus, and his only enemy is Bertoxxulous. Followers of the Prime Healer take a solemn oath to fight disease and death until one or the other finally claims them. They are very generous and humble, asking little more than that the recipients of their aid pass the kindness on to another. They are not content to deal with the effects of disease and death after they occur and vigorously seek to destroy the sources of these evils. Healers and mystics are typical followers but many noble rangers and paladins also have also taken the Nife Oath. They believe that, through faith in the Prime Healer, the wounded heart of the universe shall one day be mended and death's dark shadow will never be seen again.
Solusek Ro - The Burning Prince
The Plane of Flame is ruled by Solusek Ro, the Burning Prince. His father, Fennin Ro is the Tyrant of Fire who rules the greater elemental Plane of Fire from which the Plane of Flame derives its power. Solusek wears a suit of golden ring mail and a crown of flame, and wields a spear of fire. He is allied with no one, enemies with no one. He has a friendly rivalry with Mithaniel Marr.
Tarew Marr - The Fathom Lord, Ruler of the Triumvirate of Water
The Fathom Lord or, as he is known in the divine tongue of Influence and Nature, Tarew Marr, is the first member of the Triumvirate of Water. He is the sole lord and commander of the plane's most abundant form of the element. The people of Norrath know little of him, and his relationship to Mithaniel and Erollisi Marr is a source of constant debate amongst their followers. He is believed to have given physical form and intelligence to the influences of Love and Valor in the personages of Erollisi and Mithaniel Marr, respectively, and given them power over their namesake planes.
Terris-Thule - The Dream Scorcher
Terris-Thule is known as the Dream Scorcher or the Nightmare, for her effect on the sleep of dreamers. She rules the demi-plane of Nightmares and delights in torturing the innocent as they rest. She is tall, well over six feet in height, and skeletally thin. Her skin is pale with hints of gray. Long, black fingernails extend from her bony hands, to match her slinky gown. Her face is smooth - no features mar its sleek surface other than two empty black eye sockets. Long black hair flows back from two massive brass horns at her temples.
The Nameless
This being of ultimate power has no name and is unknown to most of Norrath. It has no image in which to create others, nor does it have a personality as even deities would. It is simply a driving force which causes universes to exist or not to exist, at its own whim.
The Rathe - The Council
The Rathe is a council of twelve beings that rule over the Plane of Earth. Each member of the Council maintains an identical presence of grass-green hair and earthen skin with veins of gold and turquoise. The Council is an extension of the plane itself. Thus, if one member is cut down another will shortly rise to take its place. The Council of Earth is the only power of the Planes of Order to have looked down upon the material realm with interest, but remain truly neutral in their dealings with the lesser pantheon.
The Tribunal - The Council of Justice
The Plane of Justice is ruled by a council of six beings known as The Tribunal. The members of the Tribunal wear dark, hooded cloaks and masks and each carries a large war hammer. The plane itself is inhabited only by beings imprisoned here by the Tribunal for crimes against the universe and by the golems the Tribunal has constructed to serve as guards. They are allied with no one, enemies with no one.
Tunare - The Mother of All
Allied with Karana, Erollisi Marr and Rodcet Nife, and enemies with Bertoxxulous, Tunare, the Mother of All, rules the Plane of Growth. Tunare appears as a very attractive older humanoid female wearing flowing robes and a crown of vines and leaves. Tunare is very protective of what she considers to be one of Her finest achievements, the good elf races of Norrath. As part of an agreement with Brell Serilis and Prexus and in response to the arrogance of Veeshan in claiming Norrath for her own, Tunare created the High Elves and the wood elves of Norrath.
Veeshan - The Mother of all Wurms
Veeshan is the great crystalline dragon who rules the Plane of Sky. She needs no allies but considers Brell Serilis an enemy. Veeshan is known as the Mother of All Wurms and this title includes all of dragonkind such as the drakes and wyverns. When the universe was young, Veeshan traveled throughout the cosmos depositing Her children on worlds She deemed worthy. She would then strike the planet with Her massive claws so that the other deities would know She had laid claim to that world. The continent of Velious on Norrath bears Her mark, known as the Scars of Veeshan.
Xegony - The Queen of Air
The Plane of Air is ruled by Xegony, the Queen of Air, a beautiful, young-looking, elfin female humanoid with angel-like wings. Amongst the greater elemental powers, her angelic manner and appearance grant her the greatest regard, for she is the most delicate and benevolent in her ways. She is also the greatest mystery to the lesser pantheon, never having turned her attentions from the greater wheel of the true elements.
Ayonae Ro - The Maestra
Created at the whim of the demi-goddess Druzzil Ro for the purpose of creating music to soothe the soul, Ayonae Ro grew to develop powers and a distinct personality of her own. Druzzil sacrificed a small portion of her own place to create a new realm to be dominated by Ayonae Ro, the demi-Plane of Music. Ayonae can not only cause others to become caught up in her music to the point of feeling the emotions therein, she is able to mold and shape the very realm in which she lives, much as her mother does with her own magical skills.
Druzzil Ro - The Matron of the Art
Druzzil has white hair which is held back from her face by a massive platinum crown with a single white gem that blazes like a brilliant white star upon her brow. She is tall, youthful in appearance, with a resemblance to Erudite in skin and body structure. The demi-Plane of Magic became the home of the goddess of magic. In its natural state, it is an infinitely expansive plane of perfect white and unblemished marble under a gray and featureless sky, though one would likely never glimpse her plane in such a state. Through the will of Druzzil Ro, her home takes the shape, form and features that reflect her current mood. Her plane is simply a canvas for her art.
Luclin - The Maiden of Shadows
Luclin, the Maiden of Shadows rules the Plane of Shadow. She is short of stature, about 4'9" tall, and sleek and thin with an elfin body structure. Her short hair is deep gray with long side locks down to her stomach. Her silver eyes have no pupils and her skin is solid black. She wears black and gray robes, and a shadowy mist perpetually swirls around her feet. In one hand she bears a massive silver and platinum staff carved in the shape of two tendrils wrapping around one another to form two humanoid hands at the top. Floating just above the cupped palms of the hands is a small black orb whose surface has an iridescent sheen similar to that of oil.
Morell Thule - The Lord of Dreams
Morell-Thule, the Lord of Dreams, rules the demi-Plane of Dreams where he is responsible for the rich texture of sleep visions. He creates, animates and thoroughly enjoys the creatures who romp in his realm. He is nearly seven feet tall, well built and has handsome, youthful features. His body is that of a pure white centaur with the tail of a lion. His silver hooves sparkle constantly and he has a unicorn-like horn on his brow. That horn is not made of hair as with most such protuberances, but is purely a thing of light. His long hair grows down his spine and ends in a glistening white mane which, with his pale skin, set off his beautiful green eyes.
Saryrn - The Mistress of Torment and Pain
Born a woman of striking beauty, she now rules the demi-Plane of Pain: a hot, damp and uncomfortable place with no flat surfaces on which to walk. Instead, the ground is cluttered with small, closely placed stalagmites of smooth obsidian. Saryrn busies herself by spending personal time with those cursed enough to live in her realm. She captures and torments her subjects mentally and physically, and completely at random. The length of their torment before she releases them again is also completely random based mainly upon her whims. Those who fall into her hands may suffer but a few moments, or for months at a time. All live with the fear that at any time she may choose them as a partner.
Tallon Zek - The Beholder of Battle
Known as the Beholder of Battle and as a master of strategy, Tallon Zek resides on the Plane of War along with his alter ego Vallon Zek. He is a tall, older-looking, orc-like being who appears to be very wise, with good cause. He wears a set of sturdy steel plate armor without a helm, and carries his famed obsidian war bow.
Vallon Zek - The Governor of War
Vallon Zek is a master tactician dubbed the Governor of War, and, with his alter ego Tallon Zek, resides on the Plane of War with Rallos Zek. Vallon's manifestation is that of an older, muscular, physically strong male orc-like figure who wears blackened chain covered by an emerald and black cloak. His appearance is that of a regal general at arms, upright and stern, wise and aristocratic. At his belt he bears a silvery saber, which he has been said to wave when explaining tactics to others.
Vazaelle Kaleine - The Mad
An Erudite by heritage, Vazaelle lived among those who were ousted from Erudin for necromancy. During her lifetime she was a dedicated devout Cazicite, though a combination of religious zeal and prophetic visions stripped from her any semblance of sanity. Lifted up by her deity and given her own domain, the power of her madness shaped her realm into the semblance of old Paineel after its destruction. From her realm, Vazaelle occasionally foresees an event in the future of some unsuspecting Norrathian citizen, whose life will change drastically when that event occurs. Depending on the severity of Vazaelle's mental state during the vision, that poor individual will know some degree of madness for the rest of their days, suffering from the touch of Vazaelle the Mad.
Zebuxoruk - The Forsaken
Zebuxoruk is neither evil nor good. Some legends call him evil and other legends place him on the side of good. The other deities either dislike him or simply couldn't care less about him. Zebuxoruk was at some time a mortal man, and trod upon the surface of Norrath after escaping the Plane of Justice or the Void. Mortality was either something forced upon him or something he may have wished for. Zebuxoruk is known as the Forsaken One, The Disgraced and other such names among the pantheon of deities and heroes of the Outer Planes of Influence.
There is said to be a hidden city on Norrath that honor (not worship) the "Ungod" Zebuxoruk, something not even he truly cares for. This city has tales of his history both true and false, and the community is mostly comprised of fallen priests, shadowknights, paladins, and any who have been forsaken by their deities and either seek a pathway back or seek true neutrality. It is said that they believe that the deities are more mortal than they think.

A. The Great Wheel
B. Abbey of Deep Musing
C. Ak'Anon Palace
D. The Forge of Defiance
E. The Pillar of Commerce
F. Library Mechanamagica
G. Gemchopper Hall
H. The Wall
I. Mines of Malfunction
J. To the Steamfont Mountains
K. Lake Tildunk
*At the fork in the road leading from Ak'anon take the road to the West. Just down the path the portal to Knowledge lies.

Cabilis
A. Tower of Death
B. Court of Pain
C. The Block
D. Temple of Terror
E. The Gauntlet
F. Fortress Talishan
G. To Warslick's Woods
H. To the Field of Bone
I. To the Lake of Ill Omen
J. To the Swamp of No Hope

The City of Erudin
A. Erudin Port Authority
B. Portside Gate
C. The Temple of Divine Light
D. Teleporter Gen to the Palace of Erud
E. Fountain of Prexus' Blessing
F. Erudin City Armory
G. The Vasty Deep Inn
H. The Erudin City Library
I. Hall of the Deepwater Knights
J. To Toxxulia Forest
K. Erud's Crossing
* Due east from the entrance to Erudin the portal to Knowledge rests in the forest.
The City of Felwithe

A. The Nexus of the Art
B. Hall of Enchantment
C. Hall of Magic
D. Hall of Wizardry
E. Defender's Hall
F. Stump of Darkness
G. Felwithe Keeper
H. To the Greater Faydark
* The portal to Knowledge is next to the western path from Felwithe leading to Lesser Faydark

The City of Freeport
A. Office of the People
B. Hall of Truth
C. Temple of Marr
D. New Market Square
E. The Vault
F. Marsheart's Chords
G. Freeport City Hall
H. Coalition of Tradesfolk
I. Freeport Militia House
J. Academy of Arcane Science
K. Freeport Arena
L. Theatre of the Tranquil
M. Freeport Port Authority
N. Freeport Inn
O. The Lower Commons
P. Seafarer's Roost
Q. To the Desert of Ro
R. To the Commonlands
* On the southern walls of Western Freeport is a portion of the wall that has an illusion cast on it. Pushing on the wall you will pass through it and find yourself in a set of caverns. The portal to Knowledge is none too far into these halls.

The Grobb
A. Da Bashin' Place
B. Root of Innoruuk
C. Nightkeep
D. First Bank of Grobb
E. To the Innothule Swamp
*North of Grobb the portal to Knowledge sits on a small island in the middle of the swamp.

The City of Halas
A. The Chantry of Justice
B. Cappi's Coffers
C. McPherson's Bloody Blades
D. McQuaid's Dark Stout
E. Yee Majik
F. The Field of Slaughter
G. To the Everfrost Peaks
H. The Nest
*Coming from Halas take the first valley to the east. There within the snow you will find the portal to Knowledge.

The City of Kaladim
A. Underfoot Hall
B. Underfoot Cathedral
C. Ratsbone Treasury and Assay Office
D. Greybloom Farms
E. Everhot Forge
F. Stormguard Hall
G. Stormhammer Hold
H. Butcherblok Gate
I. The Pit
J. To the Butcherblok Mountains
K. Mine Cap
*The portal to Knowledge lies just off the path leading south from Kaladim.

The City of Kelethin
A. Emerald Warriors
B. Songweavers
C. Scouts of Tunare
D. Faydark's Champions
E. Soldiers of Tunare
F. Bilrio's Smithy
G. Trueshot's Bows
H. Packweaver's Goods
I. Sparkling Glass
J. Bank of Kelethin
K. Heartwood Tavern
L. Sleepy Willow Inn
M. Elevator
N. Elevator
O. Elevator
P. To the Greater Faydark
*Taking the southeastern path from Kelethin leading to Felwithe you will pass the portal to Knowledge not too far from the sylvan town.

The City of Neriak
A. Lodge of the Dead
B. Hall of the Ebon Mask
C. The Spires of Innoruuk
D. The Spurned
E. Indigo Brotherhood
F. To the Nektulos Forest
G. The Burnished Coin
*The portal to Knowledge can be found just Northwest of the wizard pyramid at the end of a path.

The City of Oggok
A. Sluice of Oggok
B. Greenblood Guild
C. Citadel of Praak
D. Lether Armer
E. Meet and Drink Tew Bie
F. Skull of Murdunk
G. Oggok's Keep
H. Fortress of War
I. To the Feerrott
J. Komarr's Caves
K. Metil Armer
*Take the path heading Southeast of Oggok, as it comes to an end you will find the portal to Knowledge.

The City of Paineel
A. To the Toxxulia Forest
B. To the Warrens
C. The Hole
D. Darkglow Palace
E. The Tabernacle of Terror
F. Paineel Bank
G. The Abbatoir
H. The Fell Blade
*Exit the city into the Toxxulia Forest. Turn west immediately. The portal to Knowledge is only a short distance along the foot of the mountains.

The City of Qeynos
A. Clanhouse of the Silent Fist
B. Iron Forge Estate
C. The Temple of Life
D. Lion's Mane Inn and Tavern
E. Hall of Steel
F. Grounds of Fate
G. The House of Thunder
H. Qeynos Port Authority
I. Crow's Pub and Casino
J. Merchant's Square
K. Clock of Ak'Anon
L. The Wind Spirit's Song
M. Hall of Sorcery
N. To Qeynos Hills
O. Erud's Crossing
*The portal to Knowledge is found in Northern Qeynos along the western city walls.

The City of Rivervale
A. Chapel of Mischief
B. The Guardian Stronghold
C. Tagglefoot's Farmstead
D. The Fool's Gold
E. To the Misty Thicket
F. To the Kithicor Forest
*In Misty Thicket, due west of the druid rings at the end of a path you will find the portal to Knowledge.

Shadow Haven
1. Arena
2. Stables
3. Pavillion
4. Marketplace
5. Bank
6. Earthcrafterr's Meeting Hall
7. Nexus
8. To Echo Caverns
9. Midst Library
10. Inn
11. Residences
12. Fordel Manor
13. Port/Trade Authority
14. To Paludal
15. Caverns
16. From Nexus
17. To Nexus
18. Hall of Prospects

Shar Vahl
1. Trade Area
2. Gate to Hollowshade
3. Palace/Rogue, Beastlord, Bard and Shaman Guilds
4. Courtyard
5. Common Areas
6. Gate to Shadeweaver
7. Arena
8. Warrior Guild

The City of Thurgadin
A. Temple of Brell
B. Paladin's Guild
C. Thurgadin Exchange
D. Remembrance Park
E. To Icewell Keep
F. To the mines
G. The Velium Keg
H. Merchant Shops
I. Guard House
J. Breakstone Bridge
K. Exit

The Plane of Knowledge
A. Myrist, The Great Library
Portals:
B. to Cabilis
C. to Grobb
D. to Neriak
E. to Oggok
F. to Overthere
G. to Paineel
H. to The Nexus
I. to The Great Divide
J. to Shar Vahl
K. to Qeynos
L. to Plane of Tranquility
M. to Firiona Vie
N. to Freeport
O. to Ak'Anon
P. to Rivervale
Q. to Kelethin
R. to Kaladim
S. to Halas
T. to Felwithe
U. to Erudin
GMs are not there to help you if you become lost, to resurrect your character if you die, or to provide any sort of special favors. The purpose of the Game Masters is to make sure that everyone playing has an enjoyable experience without the hindrance of unforeseen problems.
In-game help is also available by clicking on the help icon on the Window Selector.
Since tens of thousands of players are usually online at the same time, GMs may be responding to other players' calls. Your petition is received and noted as soon as you send it, and a GM will help you as soon as they can. This may take a few moments, so please be patient. Please do not send repeated petitions, this will actually move you back to the end of the queue.
When you are contacted, explain your situation. The GM will ask for more information if necessary. You can help the GM by conducting yourself in a calm, rational manner and by editing your problem down to the relevant details. Be patient and your problems will be solved if they fall within the rules of the game.
/who gm all: View list of all Game Masters who are currently in the game.
To properly use this command, use "Shift" + "Page-Up" to scroll until the suspect text is in the chat window, then type "/report CharacterName". You should then file a "/petition" (see Contacting a Game Master), explaining the fact that you have filed a /report, with a brief explanation of what the /report is meant to show.
Usage Tip: If you believe you have fallen victim to a bug in the game, the /report command is also the way to send your proof. For example, if you fall to your death immediately after entering a zone, scroll your chat window to the place where your falling damage was displayed to you and use the /report command with your own name.
You are not really "telling on yourself." When a person /reports themselves we understand it to mean that they are reporting what they believe to be a bug.
This information is crucial in helping our Game Masters assist you when an actual game-play bug strikes, and will help them resolve your problem much more quickly.
Email:
You may contact Sony Online Entertainment regarding technical support by emailing EverQuest Technical Support at eqtech@soe.sony.com. For billing or account problems, e-mail the Station Customer Service Department at accounts@soe.sony.com. A technical support representative will respond to your question as quickly as possible, however, response times may vary depending on the volume of e-mails received by the Customer Service department.
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Standard Mail:
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On the Internet
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Note: Models shown in screenshots are from The Shadows of Luclin expansion.
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Wallace Poulter of Apple
Portions of this software are Copyright 1998-2001 Criterion Software Ltd. and its Licensors.
THIS AGREEMENT DESCRIBES THE TERMS ON WHICH SONY ONLINE ENTERTAINMENT INC. ("SOE") OFFERS YOU ACCESS TO AN ACCOUNT (THE "ACCOUNT") TO PLAY THE EVERQUEST FANTASY ONLINE ROLE PLAYING GAME FOR THE APPLE MACINTOSH COMPUTER (THE "GAME"). BY PRESSING THE "I ACCEPT" BUTTON, YOU ACCEPT THE TERMS AND CONDITIONS BELOW. BY PRESSING THE "I DO NOT ACCEPT" BUTTON, YOU DECLINE OUR OFFER, IN WHICH CASE YOU SHOULD CONTACT YOUR RETAILER REGARDING ITS RETURN POLICY FOR THE EVERQUEST CD-ROM. If you have any questions regarding these terms and conditions, please contact customer service at EQMACsupport@soe.sony.com.
1. Accounts are available only to adults or, in their discretion, their minor child. If you are a minor, your parent(s) or guardian(s) must complete the registration process, in which case they will take full responsibility for all obligations under this Agreement. By clicking the "I Accept" button and providing us with a credit card number or valid Game card, you represent that you are an adult and are either accepting this Agreement on behalf of yourself or your child. You may not transfer or share your Account with anyone, except that if you are a parent or guardian, you may permit one child to use the Account instead of you (in which case you may not use that Account). You are liable for all activities conducted through the Account, and parents or guardians are liable for the activities of their child. Corporations and other entities are not eligible to procure Accounts.
2. To play the Game, you must (a) purchase the EverQuest game CD-ROM or DVD; as applicable for the Macintosh (the "CD-ROM"), which includes software required for the Game (collectively the "Software"), (b) have a fully paid Account, and (c) have an Internet connection (which we do not provide) to access your Account. In addition to any fees described herein, you are responsible for paying all applicable taxes (including those we are not required to collect) and for all hardware, software, service and other costs you incur to access your Account. Neither this Agreement nor your Account entitles you to any subsequent releases of the Software, nor to any expansion packs or similar ancillary products. You understand that we may update or otherwise enhance the Software at any time and in doing so incur no obligation to furnish such updates to you pursuant to this Agreement.
3. We may amend this Agreement at any time in our sole discretion. Amendments shall be communicated to you at the time you log into your Account. Such amendments shall be effective whenever we make the notification available for your review.
4. Upon registration, you must select a password. You may not disclose your password to any third party. We never ask you for your password by telephone or email, and you should not disclose it this way if someone asks you to do so. Although we may offer a feature that allows you to "save" or "remember" your password on your hard drive, please note that by using this feature third parties may be able to access your computer and thus your Account.
5. We describe our fees and billing procedures at a hotlink located at www.everquest.com, which are incorporated by reference. All fees are stated in U.S. Dollars unless otherwise specified. All fees are prepaid and non-refundable. Upon your acceptance of these terms, we have the right to automatically charge your credit card the Account fee plus any applicable taxes we are required to collect, and you authorize us to do so. Thereafter, each time your Account comes up for renewal, we have the right to charge your credit card the then-current renewal rate plus any applicable taxes we are required to collect, and you authorize us to do so. If we are unable to process your credit card at a renewal period, your Account may be immediately terminated. If we make a Game Card available and you use a Game Card to pay for your Account, the Game Card shall activate your Account for the period stated on the Game Card and, thereafter, you will either need to provide a valid credit card (in which case your credit card will subsequently be charged as referenced above) or purchase another Game Card for subsequent subscription periods, or your Account will be closed. You may terminate your Account at any time through the Account registration process. If you terminate your Account during your initial free period, if any, your account will be closed at the end of the free period and you will not be billed. If you terminate your Account during any subscription cycle, your Account will be closed at the end of the then-current cycle and you will not be billed again unless you affirmatively reopen the Account. We do not give full or partial refunds for subscription periods that you have purchased.
6. We may terminate this Agreement (including your Software license and your Account) and/or suspend your Account immediately and without notice if you breach this Agreement or repeatedly infringe any third party intellectual property rights, or if we are unable to verify or authenticate any information you provide to us, or upon gameplay, chat or any player activity whatsoever which we, in our sole discretion, determine is inappropriate and/or in violation of the spirit of the Game as set forth in the Game player rules of conduct, which are posted at www.everquest.com. If we terminate this Agreement or suspend your Account under these circumstances, you will lose access to your Account for the duration of the suspension and/or the balance of any prepaid period without any refund. We may also terminate this Agreement if we decide, in our sole discretion, to discontinue offering the Game, in which case we may provide you with a prorated refund of any prepaid amounts.
7. Subject to the terms of this Agreement, we hereby grant to you a non-exclusive, non-transferable, revocable license to use the Software solely in connection with playing the Game via an authorized and fully-paid Account. You may not copy (except to make one necessary back-up copy), distribute, sell, auction, rent, lease, loan, modify or create derivative works, adapt, translate, perform, display, sublicense or transfer all or any portion of the Software. You may not copy any of the written materials accompanying the CD-ROM. You may not reverse engineer, disassemble or decompile the Software except to the extent that this restriction is expressly prohibited by applicable law. The Software may contain license management software that restricts your use of the Software.
8. We and our suppliers shall retain all rights, title and interest, including, without limitation, ownership of all intellectual property rights relating to or residing in the CD-ROM, the Software and the Game, all copies thereof, and all game character data in connection therewith. You acknowledge and agree that you have not and will not acquire or obtain any intellectual property or other rights, including any right of exploitation, of any kind in or to the CD-ROM, the Software or the Game, including, without limitation, in any character(s), item(s), coin(s) or other material or property, and that all such property, material and items are exclusively owned by us.
9. You may not use any third party software to modify the Software to change Game play. You may not create, facilitate, host, link to or provide any other means through which the Game may be played by others, such as through server emulators. You may not take any action which imposes an unreasonable or disproportionately large load on our infrastructure. You may not buy, sell or auction (or host or facilitate the ability to allow others to buy, sell or auction) any Game characters, items, coin or copyrighted material.
10. To obtain an Account, you will be required to choose both a login name and a player name. While you are encouraged to use a pseudonym, especially if you are a minor, you may not pick a name that violates anyone's trademarks, publicity rights or other proprietary rights.
11. As part of your Account, you can upload content to our servers in various forms, such as in the selections you make for the Game and in chat rooms and similar user-to-user areas (collectively, your "Content"). Your Content shall not: (a) infringe any third party intellectual property, other proprietary or publicity/ privacy rights; (b) violate any law or regulation; (c) be defamatory, obscene, child pornographic or harmful to minors; or (d) contain any viruses, trojan horses, worms, time bombs, cancelbots or other computer programming routines that are intended to damage, detrimentally interfere with, surreptitiously intercept or expropriate any system, data or personal information. We may take any action with respect to your Content if we believe it may create liability for us or may cause us to lose (in whole or in part) the services of our ISPs or other suppliers. You hereby grant to us a worldwide, perpetual, irrevocable, royalty-free, sublicenseable (through multiple tiers) right to exercise all intellectual property rights, in any media now known or not currently known, associated with your Content.
12. We cannot ensure that your private communications and other personally identifiable information will not be disclosed to third parties. For example, we may be forced to disclose information to the government or third parties under certain circumstances, or third parties may unlawfully intercept or access transmissions or private communications. Additionally, we can (and you authorize us to) disclose any information about you to private entities, law enforcement or other government officials as we, in our sole discretion, believe necessary or appropriate to investigate or resolve possible problems or inquiries. Furthermore, if you request any technical support, you consent to our remote accessing and review of the computer you load the Software onto for purposes of support and debugging. You agree that we may communicate with you via email and any similar technology for any purpose relating to the Game, the Software and any services or software which may in the future be provided by us or on our behalf. You may choose to visit www.everquest.com or www.station.sony.com, the web site of Sony Online Entertainment Inc. ("The Station") if such web sites offer services such as an EverQuest game themed chat room or other services of interest to you. You are subject to the terms and conditions, privacy customs and policies of Sony Online Entertainment Inc. while on such web sites and in connection with use of your Account and the Game, which terms and conditions, policies and customs are incorporated herein by this reference. Since we do not control other web sites and/or privacy policies of third parties, different rules may apply to their use or disclosure of the personal information you disclose to others. Solely for the purpose of patching and updating the Game, you hereby grant us permission to (i) upload Game file information from the Game directory and (ii) download Game files to you. You acknowledge that any and all character data is stored and is resident on our servers, and any and all communications that you make within the Game (including, but not limited to, messages solely directed at another player or group of players) traverse through our servers, may or may not be monitored by our personnel and, accordingly, you have no expectation of privacy in any such communications and consent to the monitoring of communications that you send and receive. You acknowledge and agree that we may transfer such information to the United States or other countries or may share such information with our licensees and agents in connection with the Game.
13. WE PROVIDE THE CD-ROM, THE SOFTWARE, THE ACCOUNT, THE GAME AND ALL OTHER SERVICES "AS IS." WE AND OUR SUPPLIERS EXPRESSLY DISCLAIM ALL WARRANTIES OR CONDITIONS OF ANY KIND, EXPRESS, IMPLIED OR STATUTORY, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF TITLE, NONINFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. Without limiting the foregoing, we do not ensure continuous, error-free, secure or virus-free operation of the CD-ROM, the Software, the Game, your Account or continued operation or availability of any given server. Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of consequential damages, so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific legal rights and you may also have other legal rights which vary from state to state. We are not liable for any delay or failure to perform resulting from any causes beyond our reasonable control. Further, we cannot and do not promise or ensure that you will be able to access your Account whenever you want, and there may be extended periods of time when you cannot access your Account.
14. IN NO EVENT SHALL WE, OUR PARENT, OUR AFFILIATES OR OUR SUPPLIERS BE LIABLE TO YOU OR TO ANY THIRD PARTY FOR ANY LOST PROFITS OR SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES (HOWEVER ARISING, INCLUDING NEGLIGENCE) ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE, OR MALFUNCTION OF THE CD-ROM, YOUR ACCOUNT, THE GAME, THE SOFTWARE OR THIS AGREEMENT. OUR LIABILITY TO YOU OR ANY THIRD PARTIES IS LIMITED TO $100. Some states do not allow the foregoing limitations of liability, so they may not apply to you.
15. You shall comply with all applicable laws regarding your use of the CD-ROM and the Software, your access to your Account and your playing of the Game. Without limiting the foregoing, you may not download, use or otherwise export or re-export the Software except in full compliance with all applicable laws and regulations, including, without limitation, the laws of the United States.
16. This Agreement is governed in all respects by the laws of the State of California as such laws are applied to agreements entered into and to be performed entirely within California between California residents. The UN Convention on Contracts for the International Sale of Goods is expressly disclaimed. Both parties submit to personal jurisdiction in California and further agree that any cause of action relating to this Agreement shall be brought in the County of San Diego, State of California (if under State law) or the Southern District of California (if under federal law). If any provision of this Agreement is held to be invalid or unenforceable, such provision shall be struck and the remaining provisions shall be enforced. Our failure to act with respect to a breach by you or others does not waive our right to act with respect to subsequent or similar breaches. You may not assign or transfer this Agreement or your rights hereunder, and any attempt to the contrary is void. This Agreement sets forth the entire understanding and agreement between us and you with respect to the subject matter hereof. Except as provided herein, this Agreement may not be amended except in a writing signed by both parties.
17. All services hereunder are offered by Sony Online Entertainment Inc., located at 8928 Terman Court, San Diego, California 92121. Our phone number is (858) 537-0898. Current rates for using the Game may be obtained from www.everquest.com, and such rates are subject to change at any time. If you are a California resident, you may have this same information emailed to you by sending a letter to the foregoing address with your email address and a request for this information.
The Complaint Assistance Unit of the Division of Consumer Services of the Department of Consumer Affairs may be contacted in writing at 400 R Street, Sacramento, CA 95814, or by telephone at (800) 952-5210.
Parental control protections (such as computer hardware, software, or filtering services) are commercially available that may assist you in limiting access to material that is harmful to minors. If you are interested in learning about these protections, information is available at http://www.worldvillage.com/wv/school/html/control.htm or other similar sites providing information on such protections.
The Software is a "commercial item" if acquired under agreement with the U.S. Government or any contractor therewith in accordance with 48 CFR 12.212 of the FAR and, if acquired for Department of Defense (DoD) units, 48 CFR 227-7202 of the DoD FAR Supplement, or any succeeding similar regulations.
If you do not have OS/X 10.2.0 or later installed, you will need to obtain the "Jaguar" upgrade to OS/X. You can find out about this by selecting the Apple menu from Finder, then selecting "Get Mac OS X Software...". If you have OS/X 10.2, but your version is not 10.2.4 or later, select the Apple menu from Finder, select System Preferences, and click on "Software Update". You must be connected to the internet for Software Update to work. Your Mac will automatically update itself to the latest version of OS/X available, follow the prompts, and when you have finished re-launch EverQuest.
System Requirement Specifications
Before you install the game, make sure that your system meets the following requirements:
Required Specs:
Recommended Specs:
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