How to find your way around & use & modify maps in EverQuest!

Lost in the Lobby, 'cause your mind has a gap? It is an easy fix... just open your map!- Bonzz


There are a surprising number of Players that have a hard time finding their way from zone to zone, from Point A to Point B within zones and are directionally challenged ('your other right'), to include long-time Veteran Players!

But let's face it, getting from one place to another is basic EQ 101!

Being at least a little adept at getting about on your own is not only more respectful to others (they don't have to wait on you or hold your hand, so to speak); it can also improves other Players desire to group with you (you don't slow things down by getting lost, etc.); improves your own level of independence (you can get about without much, if any help); reduces down time (getting there faster means more active play time); and so forth!

Other than 'learning' and remembering zones and zones connections (just like you do in real life getting from home to work, to the store and back, to friends and family homes, from the kitchen to the living room... etc.), using the in-game EverQuest Map window and other methods, is the best way to get around!

In-game maps were introduced with the Legacy of Ykesha expansion, and then added to during the 13th Anniversary.

Learn to use Find, the Map and the Zone Guide, and never get lost again!


Search Bonzz's Site by typing a keyword(s) in the box below.





MAPS 101 - BASICS          MAPS 102 - INTERMEDIATE          MAPS 103 - ADVANCED



There are many options to getting from Zone to Zone in a more expedient fashion than physically traveling Zone to Zone, that do not necessarily involve the need, or use of, the EverQuest map feature.





1) START CITY: Every Character has a Start City, aka a 'Home City.'

This city is established when you create your Character, This city, whatever it is for your Character, is automatically set as a sort of an alternative Bind Point (see image), which is tied to your 'Origin' Alternate Advancement called 'Origin' (General Category). Every Character this Alternate Advancement ability at Level 5.

To see what your Start City is, use the typed command: /char. This will cause two (2) lines to appear in your chat window. Your 'Start City' will be listed in the first line as your 'Origin Location,' and should also be listed last on the second line, as one of your 'Bind Points' (see image).

To use your Origin Alternate Advancement (AA) ability, you need to make it into a Hot Key (from the Alternate Advancement window, using the 'Hotkey' Button) and placing it into one of your Hot Bars (see below image).

You can also use the typed command, /alt act 331. You can use this Alternate Advancement ability every 18 minutes.

If for some reason, you want to change your Start City, you can use the command /setstartcity, HOWEVER... you will only be allowed to do this once!

On the flip side, most city zones do allow Players to set Bind Points (see below).


2) BIND POINT: EverQuest allows Players to set 'Bind Points' (aka 'Bind Spot') which are locations that you can set as a 'default' location for you to teleport to, when using 'Gate' type teleportation (spell or item click).

It is possible to change your 'Bind Spot,' as often as you wish, or need to. Binding, to a zone that you frequent, can save a lot of travel time.

City type zones usually have a 'Soulbinder' NPC (they are on Find). To Bind, utilizing a Soulbinder, simply hail a Soulbinder and follow along.

Some Character types actually have a spell that allows them to Bind themselves in places other than near a Soulbinder or in a City Zone. Outside of City Zones, there is sometimes an emote that reveals that Binding is allowed. Otherwise, you can simply try to Bind yourself and see if it works, or not.

The Players who get a Bind spell, can sometimes Bind other Players (who do not get such spells), as well. However, where they can do this is much more limited than where they can Bind themselves, meaning that a Player might be able to Bind themselves at a certain location, but when they try to Bind another Player in that same spot, it does not work.

Some Player Character types can also have and use 'Secondary Binds' (see below).

For Players who do not get a Bind spell, they can use a Potion of Binding, which originates from Prize: Ping's Pinning Potion Package, which, in turn, is a possible award from a specific one of the Legends of Norrath items, sold in the Marketplace. This will allow you to Bind yourself in places other than near a Soulbinder or in a City Zone. Be aware however, that it may not always work, as noted above.

Your 'Bind Point' can be seen by using the /char command. As before, this will cause two (2) lines to appear in your chat window. Your 'Bind Point' is the first zone listed on the send line (see image, below), and is where you will teleport to using a Gate type spell of click item.



3) ALTERNATE ADVANCEMENT ABILITIES: All Players get at least one (1) Alternate Advancement (AA) ability that is a Teleport type ability.

The 'Origin' AA has all ready be discussed, above (#1).

Players also get a 'Harmonic Dissonance' AA (under Special, Level 68 required), which they can use to teleport to the Theater of Blood. This done by either creating a Hot Button (as noted previously, above), or using the typed command, /alt act 574. You can use this one every 15 Minutes.

There is also the 'Throne of Heroes' AA (Level 1), which is a teleport to the Guild Lobby (via a Hot Button or by using the typed command, /alt act 511). You can use this one every 72 minutes.


4) POTIONS: There are a number of Potions in the game that you can acquire ands use (click) to Teleport to the zone they apply to. One of the most common is the Philter of Major Translocation, crafted by Shamans (Alchemy skill), that will teleport you to your Bind location. Most, if not all, of these Potions are 'expendable... meaning they get used up (go poof).

Expendable Potions Examples.


5) CLICK ITEMS: There are a load of Portal click items that can used from Inventory, placed at your House and / or placed in a Guild Hall, that can be used (clicked from inventory or Key Ring, or right clicked and used when placed) to Teleport to any number of zones that they are for. Most of these items have a re-sue timer (a delay on how long it will be before you can use them again), while a few may also require a spell component (vendor sold or Player crafted) to use (a separate item needed for the spell to initiate).


Clicky teleport item examples.


6) GUILD PORTAL: A portal & portal and a portal crystal vendor (Zelfmin Werikanin) can be found in the default (old) Guild Hall (the right Guild Hall door from the Guild Lobby). A portal & a portal crystal vendor can also be purchased and placed in the various Sunrise Hills neighborhood (new) Guild Hall (the left side Guild Hall door from the Guild Lobby).

The way the Guild Hall portal works, is that you buy one (1) of the items from the portal crystal vendor, then turn around and hand it back to the vendor, who will then use the item to set the portal to teleport you to the related zone (the name of the items, or the lore, will tell what zone they are for). All you have to do is stand on / in the portal and wait for a window to pop up and click the button to teleport away. The Guild Hall portal will remain set the same zone, until someone changes it or the Guild Hall (old or new) expires (it is an instanced zone and if no one is there, it will time out).

There is also a portal to the 'Guild Standard' (aka Banner), that will teleport you to wherever a guild Banner has been placed. Twelve (12) Guild Members are required to be present in order to place a Guild Banner.

List of zones, as of the Terror of Luclin expansion, that Players can teleport to using the a Guild Hall portal. The list states the zone, and then the item needed to set the portal to said zone.

Arcstone, Isle of Spirits (Arcstone Spirit Sapphire)

Argath, Bastion of Illdaera (Chunk of Argathian Steel)

Barindu, Hanging Gardens (Etched Marble of Barindu)

Brell's Rest (Unrefined Brellium Ore)

Cobalt Scar (new) (Othmir Clamshell)

Cobalt Scar (old) (Velium Shard of Cobalt Scar)

Dragonscale Hills (Dragonscale Faycite)

Ethernere Tainted West Karana (Stormstone of the West)

Goru'Kar Mesa (Goru'Kar Mesa Sandstone)

Greater Faydark (Forest Emerald of Faydark)

Guild Standard (aka Guild Banner, takes you to whatever zone a Guild banner one has been placed by your Guild)

Iceclad Ocean (Frozen Shard of Iceclad)

Katta Castrum (Katta Castrum Powerstone)

Katta Castrum: Deluge (Drowned Katta Castrum Powerstone)

Lavastorm Mountains (Lavastorm Magma)

Lceanium (Fragment of the Combine Spire)

Maiden's Eye (Gem of the Maiden's Tempest)

Shard's Landing (Stone of the Shard's Fall)

Plane of Sky (Cloudy Stone of Veeshan)

Shar Vahl: Divided (Tri-Spirit Embossed Token)

Stratos: Zephyr's Flight (Burning Lamp)

The Commonlands (Grassy Pebble of The Commonlands)

The Dreadlands (Shattered Bone of the Dreadlands)

The Eastern Wastes (Brilliant Frigid Gemstone)

The Feerrott (Crystallized Dream of the Feerrott)

The Northern Plains of Karana (Karana Plains Pebble)

The Overthere (new) (Miniature Worker's Sledge Mallet)

The Plane of Hate (Fuligan Soulstone of Innoruuk)

The Plane of Time (A) (Broken Timestone)

The Stonebrunt Mountains (Moss Agate of Stonebrunt)

The Twilight Sea (Shadowed Sand of the Twilight Sea)

The Undershore (Undershore Coral)

Toxxulia Forest (Opal of Toxxulia)

Wall of Slaughter (Chipped Shard of Slaughter)


7) GUILD BANNER: See Guild Portal, above. Guild Banners can be placed in zones (instanced or not) where there are all ready at least twelve (12) Guild Members present and in close proximity. Banners are extremely useful for getting to Guild Events, Raids and / or providing extra buffs (the Empowered Standard, which does require that you not only have Guild Banner Materials to set it, but also Guild permissions to set a Banner).

Sold by Rhondda the Flagger in the Plane of Knowledge.


8) FELLOWSHIP CAMPFIRE: Fellowship Campfires can be placed in zones (instanced or not) where there are all ready at least three (3) Fellowship Members present and in close proximity. Campfires are extremely useful for getting to, or getting back to camp spots and / or providing extra buffs (the Empowered Fellowship, which does require that you have Fellowship Campfire Materials to set).

Sold by Fellow Byllie in the Plane of Knowledge.


9) WIZARD SERVICES: Wizard have a lot of spells that they can cast to teleport themselves (usually called a 'Gate' spell), another Player (usually called a 'Translocate' spell) or their group (usually called a 'Portal' or 'Evacuate' spell). Many Wizard spells often take you to a set of 'Wizard Spires' in the target zone (four large curved obelisks that bend towards each other). 

Below is a list of zones, as of the Night of Shadows expansion, that Wizard's can cast to teleport themselves or other Players (depending on their Level).

Arcstone, Isle of Spirits

Barindu, Hanging Gardens

Bind Point (where ever that is for you)

Blightfire Moors

Brell's Rest

Cobalt Scar (old)

Dawnshroud Peaks

Dragonscale Hills

Esiante: Palace of Winds

Greater Faydark

Grimling Forest

Guild Hall (of the Wizard, if they have an Anchor there)

Iceclad Ocean

Icefall Glacier

Katta Castrum

Natimbi, the Broken Shores

Nektulos Forest

North Desert of Ro

North Karana (old)

Pillars of Alra

Primary Anchor (where ever the Wizard has a Marketplace Primary Anchor set)

Sarith, City of Tides

Secondary Anchor (where ever the Wizard has a Marketplace Secondary Anchor set)

Shadow Valley

Skyfire Mountains (new)

Skyfire Mountains (old)

South Desert of Ro

Stonebrunt Mountains

Sunderock Springs

Tempest Temple

Temple of Cazic-Thule

The Bloodfields

The Commonlands

The Dreadlands

The Emerald Jungle

The Great Divide (new)

The Great Divide (old)

The Grounds

The Nexus

The Plane of Hate (old)

The Northern Plains of Karana

The Plane of Knowledge

The Plane of Sky

The Plane of Time (A)

The Twilight Sea

The Plane of Tranquility

The Undershore

The Wakening Land

The Western Plains of Karana

Toxxulia Forest

Wall of Slaughter


10) DRUID SERVICES: Druids have a lot of spells that they can cast to teleport only the themselves (usually called a 'Ring' spell), everyone in the Druid's group (usually called a 'Circle' spell), or a Player that the Druid has targeted (usually called a 'Zephyr' spell). Many of the Druid spells often take you to a 'Druid Ring' in the target zone (they look like a Stonehenge rock structure).

Below is a list of zones, as of the Night of Shadows expansion, that Druid's can teleport to (themselves, or other Players, depending on their Level).

Arcstone, Isle of Spirits

Barindu, Hanging Gardens

Beasts' Domain

Bind Point (where ever the Druid's Primary Bind Point);

Blightfire Moors

Brell's Rest

Butcherblock Mountains

Cobalt Scar (new)

Cobalt Scar (old)

Dawnshroud Peaks

Direwind Cliffs

Esiante: Palace of Winds

Ethernere Tainted West Karana

Grimling Forest


Loping Plains

Misty Thicket

Natimbi, the Broken Shores

Pillars of Alra

Primary Anchor (wherever the Druid has a Marketplace Primary Anchor set)

Secondary Anchor (where ever the Druid has a Marketplace Secondary Anchor set)

Secondary Bind Point (where ever the Druid's Secondary Bind Point)

Shadeweaver's Tangle

Shadow Valley

Shard's Landing

South Desert of Ro

Surefall Glade

Tempest Temple

The Bloodfields

The Buried Sea

The Commonlands

The Dreadlands

The Feerrott

The Great Divide (new)

The Grounds

The Great Divide (old)

The Iceclad Ocean

The Lavastorm Mountains

The Nexus

The Northern Plains of Karana

The Plane of Knowledge

The Plane of Time (A)

The Plane of Tranquility

The Skyfire Mountains (new)

The Steamfont Mountains

The Steppes

The Stonebrunt Mountains

The Twilight Sea

The Undershore

The Wakening Land

The Western Plains of Karana

Wall of Slaughter

Toxxulia Forest


11) SECONDARY BIND POINT: Druid and Wizards can set a second (or secondary) Bind Point, that they can teleport to.

In order to set a Secondary Bind location, they need to use a Stone of Marking, which is a drop in Omens of War zones. It is also sold by Wizard / Druid vendors Ethernere Tainted West Karana, as well as Tak Whistler in North Karana.


12) ZONE HUBS: There are some zones that essentially serve as a 'hub' to other zones, as they have connections / portals to a number of other zones.

In the Plane of Knowledge there are good number of portals (often call 'Portal Stones' or 'Portal monuments' -- just go up and click them to teleport).

In Nexus there are a number of time-activated 'Portal Spires' (just stand in them and wait) to different zones.

In the Plane of Tranquility, there are connections to practically every Planes of Power zone, and then zone (i.e. Plane of Hate).

Guild Halls (all versions) can have, or do have, a Guild Portal that can be utilized (see #6, above). If you have decent maps, these portals / connections should be noted on the Map. They should also be listed in 'Find.'


13) BOATS & TRANSLOCATORS: Some zones border oceans (or large bodies of water). Often, in such zones, there is a 'boat dock' (or pier, or harbor) where you can find variant boats (ships) that you can literally ride on, to another zone.

Some zones have more than one boat, that can take you different places, so be sure you ride the correct boat!

Normally, if you have decent maps, you can look at your Map (M) and see where the boats will take you. These boats travel a circuit from zone to zone, so if they aren't there, simply wait on them to arrive.

When they arrive, simply step on the boat and stay on it until you get to the docks in the next zone (if you don't stay on it, you will find yourself swimming in the water, but unlike while you are on the boat, you will not be able to zone).

In those same places, you will often see an NPC on the Docks, that is a 'Translocator' NPC. If you don't want to wait on the boat, or ride the boat, simply hail the Translocator, follow along and they will teleport you.

The responses of the Translocator can also reveal what zones you can ride one or more boat to, from those same docks.

These zones might also be listed on 'Find.'

You can also ride canoes, in-zone only (they will not go zone to zone), that you find around many smaller bodies of water. So if you don't want to swim or levitate across the water, you can ride a canoe across (see below video).

Riding Canoes

(Best Viewed Full Screen)




There are several options to getting around in a Zone that do not necessarily involve the need, or use of, the EverQuest map feature.




1) COMPASS (DIRECTION): EverQuest using the standard 'cardinal' directions of North, South, East & West. So, when traveling about zones, knowing your direction can often be important. In the 'old days,' Players had to 'Sense Direction' and skill up that ability to know what direction was what. Players also used a few tricks like the direction clouds moved and the direction a dropped sword pointed, to also tell direction. However, as time passed, the Sense Direction was entitled to Players and a Compass window was added to the game.

To pull up your compass, simply hitting Alt D ('D' for Direction) on your Keyboard. The little window that pops up, will spin about as you move about, to show what direction you are facing or heading.

Having this strategically placed (positioned) on your screen can aid in your travels.


2) MOVEMENT SPEED: In physically traveling about, the faster you can move the quicker you can get to your destination. There are a number of ways you can increase you movement speed. These include AA's (X & X); Mounts (the 'Very Fast' Mounts are not difficult to acquire); Buffs (such as 'Spirit of the Wolf,' which can be also be acquired in Potion form); and Bard Songs (such as 'Selo's Accelerando,' but you either need to be a Bard or have a Bard in your group for this one). There is also the 'Journeyman's Speed' Alternate Advancement (earned by visiting every zone in sex (6) different expansions) and to some extent, your statistics, like Agility.


3) EVACUATE (EVAC) / SUCCOR: Wizards and Druids ('Evac' & 'Succor,' respectively) have spells that can teleport themselves and / or their group to a 'safe spot' in the same zone, or to another zone. These spells are primarily for emergency escape situations, but they do have a cast timer (around 10-seconds).


4) FIND: Find is used in multiple ways in EverQuest. You can bring up your 'Find Window' with Control F, or click the 'Find' button in you Actions Window (Control M).

When you use Find, a 'Find Window' will pop up. The window will list  all sorts of things, to include Vendor's, Quest NPC's, Bankers, Zone Lines and similar. This feature is especially useful in City Zones, where a lot of things are normally on 'Find.' However, in non-City Zones, there will far far less things in the Find Window. The window also has check box options (at the bottom) where you can include Players in your Group or your Raid. There is also a box to limit the options by showing 'destinations I can use.' For example, if you are not a Gnome, you don't necessarily need to find the Tinkering Vendors. If you are a Warrior, you don't need to find the Paladin Guild Master or Spell Vendors.

If what you are looking for is in the Fond Window, simply click on and highlight double click the appropriate. This will cause a smoky trail to appear, for you to follow, or it will put a big red 'X' on the map (M) for you to go to.


5) LOCATION COMMAND: Every Zone in EverQuest has a coordinate system. Image if you drew a line form the top center to the bottom center of a map, and another line from the left center to the west center of the map. This would essentially divide your map into four squares. The lines you drew are the zero coordinates, for all four directions.

If you use the command /loc (for 'location'), a line will appear in your chat window, that says something like 'Your location is 123.45, -678.91, 100.99.'

These are your 'XYZ' map coordinates in whatever zone you are in.

The first number, your 'X' coordinate, relates to the east-west line noted above. Go above the east west line (northwards) and this number gets larger. Go below the east-west line (south) and this number will progressively go negative.

The second number, your 'Y' coordinate, relates to the north-south line noted above. Go above the east of the north-south line and this number gets larger. Go west of the north-south line and this number will progressively go negative.

The third number, your 'Z" coordinate represents your height above (positive number), or below (negative number), ground level.

While the numbers include two decimals, the difference they are rarely, if ever, relevant. Also, height (the 'Z' coordinate) is rarely of any significance either, except multi-level zones.

So, if you know a set of coordinates you need to get to, you can run along the east-west line (barring obstructions, which you will have to go around), while checking your /loc as you go, to line up with the 'X' coordinate. The you can run directly north or south (barring obstructions, which you will have to go around), depending on if the number is positive or negative, to get to the Location.

However, there is an easier way to do this, using the /waypoint command (see below).


6) SAFETY & HAZARDS: When traveling about, there are often dangers and terrain issues that can slow you down or even get you killed. To aide in reducing these concerns, you can use things like:


7) WAYPOINT COMMAND: Here is a video that you can watch about this command (see below video, which may be better viewed by clicking the full screen option, and / or going directly to Bonzz's You Tube). The video demonstrates this command (/waypoint XXX, XXX, XXX, where the X's are coordinate numbers). In order to use this command, you do need to know the coordinates (based on locations. or /loc, see above). This command is most useful when guides and walk throughs that note where you need to go and then provide the coordinates. See the below Video for a demonstration.

The Waypoint Command

(Best Viewed Full Screen)




You can get about EverQuest with minimal map usage skills.

MAP WINDOW          MAP SCROLLING          MAP ZOOM         MAPS          SHOW GROUP & NAMES



1) MAPS: You don't have to do anything special to have Basic Maps. As a rule they are  automatically installed by EverQuest.

In fact, every time you log in, one of the file checks is to make sure you have these basic, raw maps.

These are the maps you see when you open your Map Window.


2) MAP WINDOW: To view the map of whatever zone you are in, simply hit the 'M' key or the Backspace key on your keyboard, or via the EQ Button (EQ Button -> Navigation -> Atlas/Map), to open up the Map Window.

You can resize this window by dragging the corners / sides of the window. If you plan to use this while you are traveling, it is best to make the map a reasonable size, so that you can move it to a corner of your EverQuest window, for reference, and still see where you are going.

You may notice all sorts of things in you Map Window, other than those discussed in this section, to include a second tab marked 'Atlas.' All those things will be covered in other sections.


3) MAP SCROLLING: If you want to scroll (move) the map left, right, up or down (North, South, East or West), there are multiple options.

If you click and hold your cursor on the map, you can drag the map around in any direction you wish.

You can also use the Left, Right, Up and Down arrows, on the right side of the map window towards the top, to do the same thing (but not as quickly).

The button in the middle of those same arrow buttons, when clicked, will center the map on your location.


4) MAP ZOOM: If your map view is too small or too big, you can adjust the zoom level of the map.

If you want to change the size of the map, there are '+' (plus) and '-' (minus) buttons on the right side of the map window, towards the top.

You can use these buttons to make the map bigger or smaller. You can also use the scroll button on your mouse, but that isn't as controlled as the buttons are.

In the bottom of the Map Window, is a button marked 'Auto-Zoom.'

This button works in unison with the Find feature. After you select and activate Find, to a location in a zone, clicking the Auto-Zoom button will force the map to zoom in, or out, to a level where you can better see yourself and your destination (to the NPC, Zone Line, or whatever you selected).

The map will slowly zoom in, as you approach your selected destination.


5) SHOW GROUP & SHOW NAMES: You can make the Map show others in your group (Players and Mercs). There are buttons in the bottom of the Map Window for this.

You can all ready see yourself on the map by way of the little arrow (->) icon, that points in the direction that you are facing.

Click the 'Show Group' and you can see little 'X' marks on your map, for each member of your group. This only works for your group, not an entire raid (if you happen to be in a  raid). Nor, obviously, does it work for Group members who are not actually in the zone.

These 'X' marks will move about, in real time, as the members of your group move about.

However, the 'X' marks do not tell you which 'X' is which member of your group.

If you want to see the names, you can either hover your cursor over one of then 'X' marks (the Group Members will appear until you move your cursor), or use the button in the bottom of your map window, marked 'Show Names.'

Click the 'Show Names' button and you will also see names by each 'X' mark.

As a note, to see their names, you must also have 'Show Group' selected.

Maps 101

(Best Viewed Full Screen)




You can enhance your Map experience if you learn intermediate Map usage skills.




1) MAP ATLAS: You may notice that, when you open your Map Window, there is a second tab marked, 'Atlas.'

Click on that Tab, you will see a global-like map of EverQuest. You may also notice that the map is pre-positioned to the top left corner of the Map Window, which can give it an off-center look. There is no way to change this.

The Atlas map represents the many areas and expansions of EverQuest. Because of the dynamics of EverQuest, this Atlas map can change with each new Expansion, in order to add the 'new' areas (zones) to the Atlas.

The labels on this map can be clicked and the Atlas will change to a 'global-view' of the EverQuest area that you clicked on. You may also notice there is a tiny parchment-like map now visible in the top left corner. Clicking the little map will take you back to the over all global Atlas view.

As before, you can click on the the labels of map you just selected. This will take you to a more focused 'global-view' of that area, if there is one.

Otherwise, you will automatically be swapped to the map of the Zone you clicked on. You can click on the Atlas tab to go back to the global Atlas view.

The Atlas was seemingly designed as a way to navigate to zone maps other than the Zone you are actually in. However, to do this, you need an overall understanding of where to click, to get to the Zone Map that you want to see. Not many Players are advanced enough to do this, but don't worry... there is a better way to find the Map you want to see, using the Zone Guide Tool (discussed below).

Once you have navigated away from the map of your current zone, take note of the button in the bottom left of your map tab (the first tab) that says, 'Current Zone.' If you click this button, it will swap back to the map of the Zone that you are actually in.

EQ Atlas Map (Night of Shadows)

The EverQuest Atlas

(Best Viewed Full Screen)


2) ACQUIRING PLAYER ENHANCED MAPS: In that EverQuest provides basic raw maps to you, it is logical to be curious as to why you would to acquire maps that have been enhanced by other Players. Or why you want to enhance them, yourself (see Maps 103 - Advanced).

The answer is because the 'default' Maps provided by EverQuest are basic and limited in what they actually show, especially by way of labels. This is most noticeable when you use Find, you might see that there are more options on Find than are marked on the default Map. As a result, the ability to Search a map for something, is also reduced.

Fortunately, it is possible for Players to modify, or enhance, these Maps... which does require more than just marking Maps. which will be discussed in Maps 103, below.

If you are not one to mark Maps, you can acquire Maps, from other Players, they have been enhanced (updated, marked), which you can download and then install and use for yourself.

The two most popular sources for such Maps are Brewall (a Bard on the Fennin Ro Server) and Goodurden (aka Good or Orbital, from the Xegony server).

Brewall shares his maps via his web page, located here.

Goodurden (Orbital) shares his maps, Google Drive style, and posts updates / new maps (with links) in the EverQuest Forums.

You can also acquire Maps from other Players directly, if they are willing to provide them to you.

Normally, Maps are shared as a set (ZIP files), rather than as individual Map (TXT) files, particularly since zones can have four (4) separate Map files (TXT files).


3) INSTALLING PLAYER ENHANCED MAPS: Once you have downloaded Maps, you need to install them.

However, before you do, you need to modify the 'map' folder in your EverQuest directory, and, thus, need know where, on your computer, EverQuest is installed.

Hopefully, you are familiar with using and navigating Windows Explorer, downloading files, copy and paste, creating folders (aka Directories) and 'unzipping' files.

If not, ask someone that is, to help you. 

Unless you have an older computer with an older installation of EverQuest, multiple installations of EverQuest, and / or you selected a specific location on your computer to install EverQuest during the install process, your EverQuest directory is likely installed on your C Drive.

In the EverQuest directory, there is a folder called 'maps.' This is the folder you want modify (add to).

In that folder you will see a lot of TXT files. These are the 'default' basic Map files that EverQuest provides to you. Unfortunately, when you log into EverQuest, these same files are 'checked' to make sure they are there and / or not corrupted. If you modify (add to) any of these 'default' Maps, this check will 'think' they are corrupted (due the changes you made and the resulting change in the file size and date). They will then be replaced! This process is intended to fix broken, corrupted and or missing files, but in the case of modified maps, it is actually reverses (erases) your in-game map updates! The changes you made are gone!

However, this can be avoided. To do this, you need to create a new folder(s) for maps, in the 'maps' folder of your EverQuest directory. You can name the folder whatever you want to name it.

If you simply want some Maps that you can modify and that you can create a folder called 'My Maps,' or name it after your Character, or whatever.

Once you do that, you need to COPY all of the Map files from the 'maps' folder and then PASTE them into your newly created folder.

EverQuest will not delete and replace files in the new folder(s) when you log in.

Alternatively, if you are installing Brewall or Good's maps, you can name the folder Brewall or Good. Once done, place the Maps you downloaded into the related folder. You will need to 'unzip' the TXT files, as the ZIP file, by itself, will not be recognized by EverQuest.

You can create as many folders in your 'map' folder as you want. Example, you may want to have at least three (3) folders... for Brewall, for Goodurden and for your own Maps.


4) IN-GAME MAP SETS & SELECTION: Once you have created new Map Folder and installed map files to them (see above), they will automatically be visible in game.

If you have multiple Map sets installed, you can swap between them, on the fly, in game.

To do this, simply open your Map Window and you will see a selection window on the top left. Click the little arrow, and you will see a list of the Map sets you have created / installed. They will show the name of the folders you created, along with a 'default' category (the basic maps installed by EverQuest). Simply click any option, and the map window will instantly swap to the maps from the set you selected.

As a note, once you select any give Map set, the Map Window will continue to show you maps from only that map set, util you select a different one.

I suggest that, as a rule, you always use a map set that is not the default set, so that if you make any modifications, so you don't lose those changes / updates.


5) SEARCHING MAPS: If you are looking for something, on the Map of any given zone, you can actually search the Map to find it, instead of eyeballing it.

There is one BIG catch, however! You can only search for things that are marked (labeled) on your map.

Thus acquiring marked Maps (see above), or marking them yourself (outlined later), might be a good idea. While a lot of things might be on Find, there is also a lot that might not be. For instance, Tradeskill Devices or certain vendors might not be on Find, but they might be marked on your Map.

To search a Map, to see if something is marked on your Map and where it is, open your Map Window. You can then opt to search the Zone you are currently in, or navigate to another zone to search the Map of another Zone (using the Atlas or the Zone Guide).

In the top of your Map Window you will see a text box marked 'Search.'

To search for something, you can type a whole word or even a partial word, then hit the 'Search' button, to the right of the 'Search' text box.

This will cause a window to pop out on the left side of the Map, with Search results (or 'Matched Labels' results), that may or may not match what you are looking for. If none of them are what you seek, perhaps you had a typo or a spelling error; the Map marking has a typo / spelling error; it's not marked on your Map; or there is nothing in the zone relating to what you seek. For example, maybe you are looking to do some tailoring combines and searched for 'Tailoring,' when you should have been looking for a 'Loom.'

If this is the case, you can click the 'Clear' button, next to the 'Search' button, to erase what you typed in the "Search' text box, and try again. The 'Clear' button will also remove the red 'X' from your Map, if there was one.

If what you seek is listed in the results, you can click on that result, and the Map will adjust it's view and put a red 'X' on the map. You can close the results side window, by clicking the 'Hide' button in the top of that same window.

Searching Maps

(Best Viewed Full Screen)


6) MAP HEIGHT FILTER: Maps have a height filter that is very useful, especially in zones that have vertical locations (up or down).

The Height Filter can be applied to set how 'high' (above you) and how 'low' (below you) you want the map to show.

You can change these settings on the fly, as needed.

To do this, open your Map Window. On the right hand side of the Map Window, you will see a box marked 'Height Filter.' Just below that box you will see two text boxes marked as 'Low' and 'High.'

So, if you are in a Zone or area, where the map is so crowded it's hard to make out anything, adjusting these two settings can make a huge difference, by reducing how much is shown on the map, that is actually above you or below you.

To do this, all you have to do is type a number in the 'Low' and / or the 'High' text boxes. Normally, two-digits numbers will suffice. Once done, click the 'Height Filter' Button to apply the filter. To remove the filter, just click the 'Height Filter' button again. As a note, if the 'Height Filter' is not clicked, no filter is being applied.

You can experiment with this filter as you please. While you can use different numbers in the 'High' or 'Low' settings, I suggest you keep them the same for a more uniform appearance.

When using the Height Filter, only  Zone inclusions that fit the range you set, will be shown. This includes walls, NPC's, pathways and whatever else is on your Map. As you move upwards or downwards in height, these same Zone inclusions will either come into view or disappear from view.

Map Height Filter

(Best Viewed Full Screen)


7) ZONE GUIDE TOOL: The Map Zone Guide tool is a great tool for being more independent and self-sufficient in finding your way about.

So many Players regularly ask others how to get somewhere. If you learn to use this tool, you will never get lost, or ask for directions, again.

While there are one (1) or two (2) Zones that it does seem to bug out on, it's otherwise the GPS to EverQuest on how to get from 'here to there!

It is also an independent way to answer the question, 'Where is a good zone for a Level 57 to play?' This is because the Level ranges are also revealed by this tool.

To get to the Zone Guide, open your Map Window, and you will see a button marked 'Zone Guide, in the top right corner. Click that button and the Zone Guide Window will appear. This window looks very busy, but it isn't as hard to use as it looks, since much of it is optional.

Using the image below...

(A) The first box, in the top left is marked 'Type' (#1 in the image, below) This select box where you can select an area EverQuest, by way of Achievement category or Expansion, that you want to focus your search results on, but it may not play well with 'Regions' (#3 in the image, below). If desired, you can ignore this option and leave it on the default setting of 'All.'

(B) The 'Level' text box (#2 in the image, below) allows you to type in your Character Level (or any Level you wish), to restrict search results to Zones that are in your specified level range. The button marked 'My Level,' to the right of this text box, will set your search to the level of the Character you are playing. The 'All Levels' button beside it, will remove any level restrictions and search Zones of all level ranges. If desired, you can ignore this option and leave the text box blank, which will default searches to all Level ranges.

(C) The 'Region' select box (#3 in the image, below) allows you to to select an area of EverQuest, such as a continent, to focus your search results on, but it may not play well with the 'Types' category, previously noted, because they can conflict with each other. For instance, if you select Planes of Power in the 'Type' category, you will find that it will, logically, provide zero results for all most every category in the 'Region' select box. If desired, you can fully ignore this option and it will default to all 'regions.' The 'Filter Active' button will activate the 'filters' (selections) you made (#1 and / or #1 in the image, below). Click it again to turn those 'filters' off.

(D) This area is a list of Zone results (#4 in the image, below), as determined by any selections you made (see Steps A to C), above. The list of Zone results show the in-game name of the zone(s), their Minimum Level, their Maximum Level and the Region of EverQuest where they are located. You may notice that some of the search result Zones are listed with a different color. The 'Region' may appear in green, which indicates the zone is in the 'Region' of EverQuest where your Character is currently located. Zones that appear in a yellow-ish color, are zones associated with the Hero's Journey Achievement category, possibly because they are associated with multiple expansions.

(E) Just below the Search Results window, there is a Text Box (#5 in the image, below) that allows you search for Zones by typing a full word, or a partial word, and then clicking the 'Search' button beside it, to the right. The 'Clear' button will reset the search, so you can try again. The button marked 'Current Zone,' will automatically set your selections to the Zone you are currently in and the list in the Search Results window, above it, will reset to reflect the change (#4 in the image, below).

(F) Just below the Search Box, is another area of 'View Connections' check boxes (#6 in the image, below), or select Boxes, that will show a list of Zones, or the path, to a destination Zone ('End Zone'), from the 'Start Zone' (both of which, you set, as will be noted). These Check Boxes work with the Zone Listings in the section above (#4 in the image, below) and / or the section below (#7 in the image, below). You can only select one (1) of these options at a time.

(G) This area shows your "Path' results (see #7 in the image, below), or the 'path,' from your 'Start Zone' to your 'End Zone,' based on your selections.

(H) This area, the 'Zone Path Generator' section (see #8 in the image, below), should all ready show your current Zone in the 'Start Zone' Text Box, by default. However, you can change it to any Zone you want, by highlighting a Zone in the top area (#4 in the image, below) and then clicking the 'Set Start' button. You can clear that Zone as your 'Start Zone' by clicking the 'Reset Start' button, and the 'Start Zone' will revert to your current Zone. There is also an 'End Zone' Text Box. You can set an 'End Zone' in the same manner, by highlighting a Zone in the top area (#4 in the image, below) and then clicking the 'Set End' button. The 'Start Zone' and the 'End Zone' work in conjunction... along with Disabled zones (see above), to reveal a path on how to get from the 'Start Zone' to the 'End Zone.' This path will be populated in the window above (#7 in the image, below).

(I) These Buttons can used used for the following:

(J) These Check Box selections (#10 in the image below) work as follows:

(K) This an optional 'Zone Path' window (#11 image below), that you can bring up using the 'Show Path' button (See #I, above). If you do, the button will change to a 'Hide Path' button, which you can click to close the 'Zone Path' window and revert the button back to a 'Show Path' button.

Zone Guide Tool

(Best Viewed Full Screen)

>>>>>>Change link




You can update, modify, add to, remove and otherwise change maps yourself!



1) ACTIVE LAYERS: In your Map Window, on the right hand side, you will see a section marked 'Layers.' Below there is a sub-section marked 'Active,' with three (3) buttons below it, that are marked '1,' '2,' & '3.'

You may notice, also, that only one (1) of these buttons can be clicked at a time.

If you look in the Maps Folder, in your EverQuest Directory, you may notice that there is at least one (1) to as many as four (4) text (TXT) based map files for each zone (see image, below).

These maps are named for the in-game 'short' name for each zone, even when the 'short' name doesn't exactly match the actual in-game name. For example, 'neighborhood' is the short name for 'Sunrise Hills' (the housing or 'neighborhood' zone, by any of it's many variant names).

The initial Zone file is not numbered like the other Zone files (#1 in the below image). It is the base file provided, by default, by EverQuest. It is a long list of numbers and letters, that make up the zone design, framework and map points that EverQuest felt were essential to add.

While you can physically edit this file, DON'T! These files are not included as an option as an 'Active Layer' (there is no unnumbered button to select).

The other three (3) Zone files are numbered (see #2, #3, & #4 in the below image) and can be selected as the 'Active Layer' by clicking the '1,' '2,' or '3' button in your Map Window.

If you click any of those three (3) buttons, you will not notice any visible change to your map. This is because the 'Active Layer' is the Zone TXT file that will be updated, or added to, when you modify the map of the Zone in question (see #3 & #4, below).

In short, you decide which of the three (3) map files you want the updates saved to.


2) BASE LAYERS: In your Map Window, on the right hand side, you will see 'Base Layers' with buttons below it, marked '1,' '2,' & '3.'

You may notice, also, that all three (3) of these buttons can be clicked at a time.

If you look in the Maps Folder, in your EverQuest Directory, you may notice that there is at least one (1) to as many as four (4) text (TXT) based map files for each zone (see image, above).

These maps are named for the in-game 'short' name for each zone, even when the 'short' name doesn't exactly match the in-game name. Example, 'neighborhood' is the short name for 'Sunrise Hills' (the housing or 'neighborhood' zone, by any of it's variant names).

The initial Zone file, not numbered like the other Zone files (#1 in the below image), is the base file provided, by default, by EverQuest. It is a long list of numbers and letters, that make up the zone design and map points that EverQuest felt were essential to add. This Map, by default, is the what you see on the Map, as it provides the backdrop, or 'landscape,' for the Zone Map in question.

The other three (3) Zone files are numbered (see #2, #3, & #4 in the below image) and can be selected as a 'Base Layer' by clicking the '1,' '2,' or '3' button in your Map Window.

These three (3) Base Layers, when you click them, or unclick them, will immediately add to, or take away from, what you see on your Map.

Each Base Layer, however, will only show (or take away) the map 'features' (labels and other added markings) that have been saved to the related Base Layer (see #3 & #4, below).


3) MAP LABELS: In your Map Window, on the right hand side, ....

map set

active layer


4) DRAWING MAPS: In your Map Window, on the right hand side, ....

map set

active layer



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), or post on Bonzz's Discord Server!


This Page Last Updated September 30, 2023

This fan site is created and provided free (uncompensated, no ads, no sponsors, no registration / log-in), by Bonzz of Bertoxxulous. Images / graphics / sounds on this web site are in-game (EverQuest) captures, originate from Sony / Darkpaw / Daybreak Games (EverQuest) and / or with permission from others (if any). Some graphics may be modified (re-sized, cropped, etc.) from their original form. Any pages that play sounds / music, are intentionally set at low volume. Most of them are under two (2) minutes or less, and should play once and then stop. If any sound / music continues to loop (play over and over), let me know! EverQuest is copyright / trademark / owned / operated by Darkpaw Games, which is owned / operated by Daybreak Games, which is owned / operated by Enad Global 7.