"SECRETS" OF EVERQUEST

Below are some topics that are not necessarily well known features of EQ.

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Ability Level: Skills and Abilities have a worded meaning attached to them. They are as follows, generally speaking:

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Adventure Points (AP): These are earned based on your level, more than anything else -- by undertaking and succeeding at an Adventure obtained form an Adventure Merchant (or raid Merchant) at a Wayfarer Camp (LDoN missions). The amount of points you "earn" goes up with Level. You can also earn more points by undertaking "hard" adventures and/or raids.

Even if you fail in the time allotted -- you can still get a lesser amount of points if you complete the task before you are booted from the zone (30 minutes after the original time expires).

You can then visit an Adventure Merchant in the Wayfarer Camp and trade your points for any of the items offered. The more points you save up, the better and better stuff you will be offered. These items include armor, spells, charms, augmentations and weapons.

You are, however, somewhat limited as to which Wayfarer Camps you can spend your Points at.

While you can spend them in any Wayfarer Camp -- you can only spend them up to the amount you have earned in that particular camp.

So, if you have a combined 1,000 Points from all the camps and 250 of those are in, say, the Butcherblock camp -- you can only buy items in Butcherblock that are priced at 250 Points or lower. Once you win more adventures from the Butcherblock camp, you can slowly move that number up.

Each camp sells items priced up to 1,492 Adventure points. So, once you earn 1,492 points in a given camp, it is essentially "unlocked" to you, as you can now buy anything in that camp with Points you earned at any other camp.

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Altactivate: See Hot Buttons and/or Hot Keys

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Boats: There are Boats, skiffs and rafts are found in the Oceans and other waterways are intended for transportation.

Boats follow a regular timed schedule, follow a set path of travel and will take you to another zone.

While you cannot swim and zone at sea -- you can ride a boat and zone.

Boats are relatively slow and travel is not instantaneous.

Further, while on boats you cannot fish, cast, meditate or anything like that.

Also -- be careful -- as you can fall off a boat.

If you do fall off a boat, there is a way to get back on, if you are a good swimmer and fast enough. What you have to do is swim into the boats path. When the boat sails over you, you will "slip" back into the cargo hold.

Old world boats have become really buggy and have been replaced with gnome Translocators, who will teleport you to another dock, in another zone.

The boats in the TBS zones will take you back and forth between The Buried Sea and The Barren Coast. They will also take you to instanced zones if you have an instanced mission/task and buy the correct ticket (sold by the merchant on the docks).

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Canoes: You may notice Canoes (or canoe like craft) just sitting by shore lines of lakes, ponds and similar.

Many -- or most -- of these canoes can actually be used.

You can step inside just right (center), click the boat (front or back) and you should get a message about being the "Captain."

Then you can directionally guide the canoe where you want to go -- so long as it is in the water.

However -- this means of travel is very slow and laggy. It is hardly worth the trouble.

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Commands: Commands are codes (a slash {/} followed by a word, lettered or numbered command) that you type into the chat line in order to instruct the game to carry out a certain act, function or send text in a certain manner.

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Compass Directions: Knowing direction is essential to getting around in EQ. There are several ways to do this.

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Dice: Every player has a pair of invisible magic dice, so to speak.

They are "accessed" by the command /random (or /ran) -- followed by a set of numbers... such as /ran 5 555.

The actual purpose of dice is to settle loot disputes, award loot and sometimes... in-game gambling.

Players can roll the dice and the loot goes to the high or low roller (or some variant as designated by the leader).

Thus -- rather than a 1 in 6 chance for rolling a 6, you can expand it to 500, 1000 and more.

You can roll any set or combination of numbers you wish, just so long as the first number is lower than the second number. Example -- you could roll /ran 123 567 but you cannot roll /ran 999 111.

You can /ran 100, however (it will roll 0 to 100).

Dice are rolled within a set parameter, meaning you will roll a number between (and inclusive of) the numbers indicated.

Each player rolls with the set parameters and a random number is generated on screen, for each player.

When rolling, the screen can fill up with roll spam. Be careful to watch that players uses the right numbers (parameters), to avoid awarding items to the wrong people (example -- someone may try to pull a fast one and roll /ran 554 555 rather than /ran 5 555, guaranteeing a roll of at least 554 and hope no one catches it).

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Doability: See Hot Buttons and.or Hot Keys.

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Emotes: Emotes are commands (a slash {/} or a colon {:} followed by a line of text that will result in a comment of action sent to those around you and/or an actual visible physical movement of your character to mimic the action noted.

Example, you may type: :dances a jig

Players will see the comment "Bonzz dances a jig."

If they are looking in your direction, they will actually see your character do a dance-like movement.

There are also some emote-like commands that are utilized as a shortcut to typing.

These use a percentage mark (%) and a letter, and are used to insert words for you (specifically Player/NPC name, race, sex, type...) -- so that you will not have to type them out.

Example, I might type :dances with %T

The "%T" represents a command to insert your targets name. If I have targeted Bonzette, players will see "Bonzz dances with Bonzette." If they are looking my way -- they may see me do a dance-like move (Bonzette would not dance, as you cannot control another players actions).

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Faction: Faction is simply in-game politics.

There are many, many political groups in Everquest.

Each town, race, force and similar have their own little political agenda's.

These agenda's are often supportive of other political groups (common foes, common allies, etc.), in opposition to other political groups (they are enemies...) or unique to the political group in question (of interest only to this political group).

Thus -- as you go about your activities in Everquest -- you will find that nearly every MOB you kill, quest that you pursue, item that you turn in and so forth -- will result in a message that your standing has gotten better -- or worse -- with one or more political group(s).

This is why certain MOB's/locations are often favored -- because of their faction "hits" -- or because there are no factions losses/gains.

Faction is generally rated into nine (9) categories. You can see how your faction is with NPC's and MOB's when you "con" (consider) them.

You will get a response that they "scowl" or similar. That message is an indication of your faction (political standing) with them.

The worse to the best faction, is as follows (these number ratings are not definite):

The importance of faction is that it determines where you can go without being attacked (aka KOS -- Kill on Sight); if vendors will trade with you or not (there may be also some affect on prices you get from vendors); if NPC's will hand out or participate in quests with/to you or not; if NPC's will respond to you or not; if Guards will help defend you or help kill you; and so forth and so on.

You will often find yourself needing to work on faction in order to accomplish certain goals, tasks or obtain certain items.

This is done by participating in killing MOB's or completing tasks/quests that gain you favor with the political group you seek good faction with.

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Gambling: You can gamble in this game -- but you have to trust the "dealer" -- who is another player.

It basically works by placing your bet (give coin to dealer -- or wait until after roll) and each player rolling the dice (command /random XXX XXX) within agreed on parameters (see Dice, above).

The pay-out is either all or nothing or a certain amount as detailed/outlined by the dealer.

There is also a built-in gambling feature, where you buy tokens to turn in for a chance to win a prize, in Shadowhaven.

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Gate or Gating: Gating is a form of teleportation.

Gating, in whatever fashion (translocation, potion...), means that you transport to your current "Bind" location, which is where you can appear upon death.

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Hot Buttons and/or Hot Keys: I will not go into detail and explain how to set these up (it is not too complicated and EQ books/rules explain how), but these are "buttons" you use on the screen or from the keyboard to initiate certain actions without having to type in commands.

These are sometimes called "Macros."

Hot Buttons are in-game and are accessed from the in-game Option window, AA Window and Hot Bar windows.

You simply click the Hot Button to do whatever action you set it up for. The number of Hot Buttons you are allowed is limited by the Hot Button and Action Windows.

Hot Keys, on the other hand, are the actual keys on your keyboard.

You simply press a certain key to do an action.

In order to type and use certain pre-set in-game commands, you cannot and should not attach Hot Keys to the majority of your basic typing keys.

The action that each Button/Key performs, is entirely up to you.

Anyway, you certainly cannot live without at least setting up a number of Hot Buttons -- like Assist, Drag Corpse, certain Abilities (like Fishing, Attacking, Bind Wound, Bash, etc.) and others. As a sometime tank, you also need you "INC" or "ASSIST" button (call to battle -- attack now), to let folks when to attack and assist you, or allow you to assist them.

Such keys are essential to successful game play and you will necessarily develop them as you go along.

One big secret for a Hot Button is when you have armor that can be clicked to cast a spell. You can make that armor slot a hot button and access if from your hot button display, rather than having to pull up your equipment window (click the slot, hold the click, an button will appear on your cursor, then "drop" the button in an empty spot on your Hot Bar window.

As for Hot Keys, one nice one to have might be a Lay On Hands for yourself by clicking a key on your keyboard (target yourself, Lay on Hands).

Hot Keys are harder to set up than Hot Buttons. First, you need to set up the Hot Button(s).

First, understand that Hot Button Windows are number left to right and then down. So the top row of tow are 1 and 2, the next row down is 3 and 4 and so on (if the slot is empty, you can see a "greyed out" number for that button).

Example, lets say you want to "auto-forage."

1) Under your Action Window, click o the ABILITIES tab. Then right click any button and choose "FORAGE" so that you now have a Forage Hot Button in that window.

2) On you visible Hot Bar (the Hot Bar window must be "active," meaning it is displayed on screen), set up a Hot Button that reads:

/doability X (with X being the number position of the Forage key you set up in step 1)

/pause 1 (pauses a second before doing the next line, below, I have found this helps it work better)

/autoinventory (automatically tosses any foraged item in your inventory)

NOTE: Be aware that if your bags are full, the item will drop to the ground, if it is tradable.

3) Now open your Options Window (via EQ Button). Then click on the "KEYS" tab. Use the drop down Menu to choose the Hot Bar you set the Hot Key up on (Hot Bars are numbered). This will show a list that should include Hot Button 1 to Hot Button 10.

4) In the "Alternate" column next to the Hot Bar Button number you put the Forage Hot Button in, click the dotted lines. It will ask you to press a key. At that point, hit the key on your keyboard that you want to activate that Hot Button. Now close the window, you re done. Any time you press the key you chose, you will Forage and drop any item you foraged into your bags.

Example, I have mine set up on my "Left Arrow" key that I use for movement. Every time I look or turn left, forage is activated.

Additionally, instead of "doability," there is also the /altactivate XXX command (with XXX being the number code for the Alternate Advancement ability.

There does not seem to be one for Forage, even thought it is an AA ability for Paladins.

These are also set up via a Hot Button, just like above, but you do not want to attach them to a Hot Key.

This is because they will be used when you don't need them, don't want to use them and they will be unavailable to you when you do need them (reuse timers apply).

All activated AA's are accomplished via a Hot Button anyway. The only reason you would want to use /altactivate is so you can attach some comment with it.

Example, you may want to say, "Hand of Piety activated! Group heal imminent!" when you use Hand of Piety, without having to type it out or use a second Hot Button to say it.

To set up such a button you would simply set up a Hot Button that reads:

/altactivate XXX    ( with XXX being the AA code)

/gsay Hand of Piety activated! Group Heal imminent! (or say, or raid say....)

Here are some Paladin codes:

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Links: See Links.

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Jumping: If you hit the space bar on your keyboard you will jump.

If you are running, you will jump as you progress forward. Such an action can allow you to traverse a small distance in the air.

This is especially useful when running away from an attacker. You can jump ahead of them and suffer fewer hits.

It can also allow you to jump over (or on top of) small obstacles or across small crevices.

Unfortunately, jumping does take away stamina/endurance... and once stamina/endurance is down to zero, you can't jump.

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Legends of Norrath (LoN): This is the in-game Card Game. It is actually a separate running program and game, much like Magic: The Gathering and similar card games.

The only actual connection it has to Everquest itself, is that "Starter Decks" and "Booster Packs" can drop as loot in Everquest. Further, "Booster Packs" can also contain "special" cards that can be redeemed for actual in game items.

Most such items are familiars/pets, mounts, illusions, potions and "ornamental" changes (they will change how certain items look, nothing more).

This game can be played through Everquest, Everquest II and by itself.

You can actually buy digital (not a real life physical item) booster packs and starter decks through Sony, on the internet.

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Link Bot: Link Bots are now extinct. They were basically a character you could send a formatted /tell to and get back a link of said item.

These days, you can still get links for most items you don;t actually have in two ways....

* Ask other players for a link;

* In Bazaar, use /buyer to look up items and link them from there!

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Links: All items can be shown to other players via chat with a link.

You have to first pull up the descriptive item box (stats, image box) and leave it up.

To do this you have to either have access to the item or have been sent a link of the item yourself.

Once you have the box up, start a line of chat (any kind of chat -- say, guild, tell...).

At the point you want to insert the link in your chat line, just click on the image of the item (in the item display window). The link will go into your chat line automatically. Then just hit enter to send the chat line.

NOTE: Do not link multiple items back to back. Always separate them with a letter, dash or word. If you don't -- the links can and will become jumbled (broken) and other players will not be able to click on them or look at them.

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Location: Once you have your directions figured out, the next thing you need to learn is how to use Location.

Location is based on an X-Y axis, plus height.

Thus, if you type "/loc" to get your current location -- you will get a set of numbers, positive and/or negative.

Example: -1234.78  456.01 -12.76

Each zone has it's own X-Y-Z grid. Imagine that somewhere in a zone, normally smack dab in the middle (at least one would think -- but it is not always so) is where the X-Y lines meet. That would be Location: 0 0 0 (if it is at sea level, as well).

In the example above, the first number (X) represents how far north or south you are from the Y-Line (at 0). In that the example shows a negative number -- you are 1,234.78 measurements below (south) the Y-Axis. North of the Y-axis would be a positive number.

The second number (Y) works the same way, but is based on an East-West measurement from the X-Line (at 0). In that the example is a positive number, you are 456.01 measurements west (left) of the Y-line (0). East of the X-axis would get you a negative number.

Lastly, the third number (Z) is how high you are -- for lack of a better term -- from sea level -- or ground zero, so to speak. In that the number is negative, you are somewhat below sea level (like being in a valley or underwater). A positive number would put you above sea level (like being up on a hill or mountain ledge...).

When using location -- you can ignore the height (3rd number) -- as it is normally not important to finding your way to a specific location/spot.

Knowing how to use location (what direction to turn) is essential, especially if you need to get to a specific location, such as a cave entrance, an NPC location and so forth.

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Loot: There is no quick, big secret way to make money or to get loots.

While you can develop skills to a high level and make money on items you craft -- you still have to spend a lot of time and coin getting your skills to those levels, in the first place.

You can also make money offering services in relation to your magic skills, but again, you have to earn your levels, buy the spells and train in the magic skills. Example -- Clerics are have a market for Temperance and Conviction; Enchanters are in demand for KEI; Druids for Oak and so on.

As for killing MOB's for loot -- you have to earn your way to a sufficient level to be able to kill the ones that drop the best loot. You also normally have to share loot with the group and may have to roll on special items and so forth.

The key is finding the best zone for your level with the best combination of loot and XP.

My favorite at lower levels was Highpass -- and then I made big bucks in Sol A and Sol B. I have also found Grimling Forest to be surprisingly good loot (the runes).

In groups -- the best way to make the best coin is using the King Looting process (one person loots with "split" turned off), let them sell and then split coin to group.

This is because having "split" turned on does not share loot equally -- which is why King Looting works better.

A MOB will have a determined number of coins of 1 or more of the 4 coin types. Lets say it has 1 Plat and 6 Gold. If you have 6 players in the group -- the person who loots will get the Platinum piece and the others will get 1 Gold each. The Looter gets the top coin and the odd coin, meaning the person who does the looting always gets the lions share.

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Lore: Items labeled as "Lore" are items you may only possess one (1) of, at the same time.

In short, you can only have one of them at a time. You will not be allowed to loot, purchase or otherwise possess another such item. 

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Maps: Just blindly wondering about without a map is non-sensical.

While you can learn your way around zones, you still need to have maps to reference in new zones -- or to find specific locations within zones (re: an Inn, a spawn location, etc.).

With the LoY expansion -- there is a built in map feature. Some zones are pre-drawn for you. The rest you have to draw yourself or download on-line and install them. The best place for these maps is here.

There are multiple sites on-line where you can download maps that are all ready drawn and have things marked on them.

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Multi-Questing or Master Questing: Aka MQ.

Some quests can be "MQ'ed." This means someone else has looted a "No Trade" quest turn in item that you need.

In some situations -- where more than just the one turn in item is needed/required with the same NPC -- you can group with the person helping you. Then the other person can turn in the item they have first, then you can turn in your item(s) in immediately after and get the credit/reward.

The ability to MQ, if not completely, has all most been fully nerfed out of the game.

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No Rent: See Temporary.

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No Trade: Formerly known as NO DROP.

Items marked as No Trade indicate that the item cannot be dropped on the ground and cannot be given to another player. Generally speaking, they cannot be sold to a merchant or submitted for Tribute, either.

With such items, you are generally forced to use them as intended, or destroy them.

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Petition or Petitioning: Using the command /petition.

This will pop up a window that will offer to take you to an internet web page to continue. You have to do this if you wish to file the petition.

Once on the web site, just follow the steps to file your petition.

There is no guarantee you will get satisfaction as Sony customer service is notoriously bad.

However, I must say that at least with the new web-based petition system, they do get back to you relatively fast (as opposed to days later, it is now hours later).

They still send you Guides that really can't resolve most issues because they aren't allowed to... so customer service still stinks, in that regard.

However, at least you get heard.

But you must also understand -- there are very likely a lot of immature, irresponsible players who abuse this system and the Guides/GM's.

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Priest of Discord: You may notice Priests of Discord in all the city zones.

When you start a character, you will have a Book of Discord that you can give the Priest of Discord in order to make yourself a PvP (player versus player).

This means you will be open to attack by other players and they will be able to attack you -- but only if they are also PvP.

My suggestion is to destroy the book.

There are plenty of arenas where you can automatically become PvP just by stepping in the arena. You can also use the duel command to challenge another player -- anywhere, anytime (with some limitations) -- to one-on-one combat.

Fighting other players does not gain you XP, nor does a death by such battle loose you XP (unless a damage over time spell kills you, it seems).

The only benefit is that you can work on and improve skills this way and/or settle grudges.

Priests of Discord will also take anythign you give them and destroy it... a good way to get rid of "No Destroy" items.

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Rafts: See Boats.

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Recharging Items: There are items that have a limited number of "clickable" charges on them. These charges are some sort of magical effect.

Once you click these items and use all of the "charges" up, they are no longer any good for that purpose.

Some of these items, once used up in this manner, are forever spent. However, there are some items that can, in fact, be recharged. Other than at least one quest I have heard of, recharging an item is accomplished with Tinkering.

Fortunately, it is a Tinkering Skill of Zero -- so any character can do it.

You need a Gnomish Recharging Kit and the right Mana Battery (there are 6 different types). Simply put the spent item in the toolbox along with the right Mana Battery and combine them.

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Skiff: See Boats.

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Soulbinder: You will often see Soulbinders in major towns and at other locations.

Simply say to such NPC's, "Bind my soul."

The NPC will then cast and bind you to the location you are standing. Thus, when you die -- you can reappear at that location until such time as you bind somewhere else with a different Soulbinder -- or from having another player bind you.

It is also then location you will gate to, when gating.

Paladins are limited as to where they can be bound by players.

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Temporary: Temporary items are items in which, normally, are summoned items.

They last until such time as they are used or you log off and then they disappear (poof!).

In some special situations, they disappear when you zone (or camp, or succor, or die....).

However -- there is a way to keep most no rent items, even when you log off!

Here is how...

Before you log off, go to a safe location to camp. Preferably a location where you are bound or can be bound.

Then have another player kill you in a duel (don't fight back).

Deaths from duels with other players do not loose you any experience, so that is not a concern. You will loose your buffs, however.

When you reappear after you die, your corpse will be right there where you died, complete with everything on it -- to include the no rent items!

Go ahead and get rezzed and then loot everything EXCEPT for the no rent item(s).

Now you can camp, leaving your corpse there. When you log back on, you simply loot the no rent items.

Warning! Be wary of your corpse expiration time!

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Time: Time in Everquest travels at a very fast pace as compared to real life.

Your character can play seemingly forever, without any sleep -- and live forever as well.

The only time that your character "rests" is when you are off-line. Your character goes into a sort of time-frozen limbo until you sign back on.

Comparison: EQ time transpires in what is normally called "clicks" or "ticks."

A tick is about 6 seconds (thus 1 real life minute is 10 ticks).

An EQ day is about 72 minutes, in real time (I haven't actually bothered to time it), as I understand it.

This means 1 EQ Day is 72 Real Life Minutes (1 Hour and 12 Minutes).

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Training Points: Training Points are earned 5 at a time, each time you level (normal level, not AA Level).

You have to go to a character class trainer in order to use them.

Training Points are best saved, if you can avoid using them.

Use 1 training point per newly acquired skill, just to get the skill in place.

A skill will increase automatically, when you work on it (allowing you to save your training points for later down the road when you feel you really need them).

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Translocators: Translocators first appeared in the game when the boats became bugged.

These are NPC's (whose name normally begins with "Translocator") that will translocate (teleport, gate, send...) you to specific locations where there is another translocator.

Simply hail them and they will tell you where they can/will send you. You then say back to them the appropriate location and off you go (re: "Travel to Ocean of Tears").

You will see translocators appear off and on, at boat docks, who will send you from one dock to another (where the boat would have normally taken you).

There are also some permanent translocators (they have "Magus" as part of their name) located in the five Wayfarer camps and some other key locations, that will send you to many of the other Wayfarer Magus'.

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Travel: There are many ways to travel about the EQ realms.

The first essential keys are to know directions and how to use locations (see above).

The next one is to never, ever walk. Always run -- with little exception (like on the ice ramps in Velks).

Next -- use or obtain Spirit of the Wolf (SOW) or other running speed buffs/AA's/mounts. These simple things will save you tremendous amounts of time.

You will also need to utilize in-game transports in order to travel across zones. There are Boats (Rafts, Skiffs...).

There are canoes you can actually get in and move around in.

There are portals (just click them and/or walk into them and you are transported to another place/zone) -- but some of these require you be of a certain level or have a certain item (like a key or a flag).

There are the Books and Monuments associated with the Plane of Knowledge.

There are the Spires associated with Nexus.

There are Wayfarer Camps where you can simply speak the name of the zone (where another Wayfarer Camp is) to the Magus -- and you will be translocated to that other camp. However, you must have an Adventurer's Stone and the Lost Dungeons of Norrath expansion.

There is magic. Different characters have various abilities to either move individuals, themselves or entire groups to different locations (within a zone or to another zone). Players can transport, translocate, gate, succor and similar.

Some such spells are designed as a means of travel, while others are designed as a means of escape. Players often sell their services -- which are well worth the fee, from the time and trouble it will save you.

Lastly there are items you can obtain that will work the same way when you use them -- such as Gate Potions or Armor with a "clickable" effect.

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If you note any errors, misspellings, item name errors, misinformation or anything that needs addressing on this page -- PLEASE let me know via an in-game EQ Message (Bonzz on the Bertoxxulous server)!

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This Page Last updated March 2, 2019