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.