=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EVERQUEST ONLINE ADVENTURES -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- EQOA Players Guide and FAQ v.1.0 For Playstation 2(tm) (US version) By: Kirr (Jim) and Nightraven (Amy) Last update: 01/17/03 -=-=-=-=-=-=-=-=-=-=-= Table of Contents =-=-=-=-=-=-=-=-=-=-=- i. Version Info I. A Note From the Authors II. Getting Started in EQoA a. Getting Started b. Game Controls III. Characters and Classes a. Starting Cities IV. Character Descriptions V. Class Descriptions VI. Abilities VII. Pets VIII. Stats and What They Do IX. Character/Class Stats X. Everspeak XI. Newbie Hints a. General Hints b. Weapons Hints c. Race/Class Hints XII. Grouping XIII. Looting XIV. Q & A's a. Targeting/Attacking b. Food/Health/Items c. Spells/Abilities d. Controls/Interface e. General XV. Quick-Chat Menu XVI. Important Websites XVII. Thanks To -=-=-=-=-=-=-=-=-=-=-= VERSION INFO =-=-=-=-=-=-=-=-=-=-=- Version 1.1, 01/24/03 - A few minor corrections. Feign Death was removed from the Abilities section and a minor adjustment to the Pets section. Version 1.0, 01/17/03 - The document was first created for posting to the GameFAQs.com site. -=-=-=-=-=-=-=-=-=-=-= A Note from the Authors =-=-=-=-=-=-=-=-=-=-=- We hope the Manual we've put together will help you in discovering the world of EverQuest Online Adventures. Please remember that this file is free. Do not try to sell it on EBAY or through any other means. The information contained in this entire document is the property of SONY. Feel free to pass it on to anyone who could benefit from it. You are also welcome to post it on a website, but please give credit to the authors. We wish to thank everyone for your kind words regarding the effort put into this manual, and know that we appreciate the remarks. This manual was put together during the Beta phase of this game. As such, there may be changes in the final release of this game that are not reflected in this guide. This manual is meant to help guide people who are new to Everquest, or those who are just looking for more information about this game. Please enjoy. Sincerely, Jim (kir) & Amy (Nightraven) -=-=-=-=-=-=-=-=-=-=-= Getting Started =-=-=-=-=-=-=-=-=-=-=- GETTING STARTED To play EQOA you need the following: PlayStation(r)2 computer entertainment system, DUALSHOCK or DUALSHOCK 2 analog controller, Memory Card 8MB (for PlayStation(r)2), Network Adapter (for PlayStation(r)2), connection to the Internet, and the EQOA DVD with accompanying Account Key. MEMORY CARD: Insert a Memory Card 8MB (for PlayStation(r)2) with 6MB of free memory space to download game updates (This does not include the space required for saving network configurations). If you do not have 6MB of free space a display screen will relay this information to you. * If you wish to edit your Memory Card 8MB (for PlayStation(r)2) use the Browser by removing the EQOA disc and restarting your PlayStation(r)2 computer entertainment system. * CONNECTING: Once you have inserted your EQOA disc you will reach our first screen. Here you will have three choices: PLAY, NETWORK, OPTIONS: If you have played an online game previously, you can utilize the same settings - select Play. For your first time connecting you will need to choose "Network". This will allow you to set the type of connection that you are utilizing, which will be saved to your memory card If you are connecting via AOL you will need to use the Start up CD that came with the Network Adapter (for PlayStation(r)2) Once you have configured your network settings, return to the main menu and select "Play". CREATING AN ACCOUNT: You will need a User name and Password. You can use the same User name and Password that was required to access the Beta website, or if you already have an EverQuest account or a Station.com account you can use that User name and Password. If you do not have a User Name and Password, you can register at http://everquestonlineadventures.station.sony.com/ by clicking on the Join Free button at the top of the page. - SONY EMPLOYEES WILL NEVER ASK YOU TO REVEAL YOUR PASSWORD - BASIC GAME CONTROLS: R1 - Target NPCs (non-player characters) L1 - Target Self/pet/Group members R2 - Hold to toggle chat scrolling. Use D-Pad to scroll through chat buffer. L2 - Hot keys: to set your hotkeys hold down the arrow key related to location of hot key (top-up, bottom-down, right-right, left-left) Also, when setting text hotkeys you can use %1-4 to automatically insert text of your character; %1= name, %2= class, 3= level, 4= current target (i.e. %4, prepare to meet your destiny!). R3 - Toggle software keyboard L3 - Autorun on/off X (blue) - Attack/ "Select" in menus Square (pink) - Interact with NPCs (Must have the NPC targeted - R-1) ;Information about PCs Triangle (green) - Previous screen/cancel Circle (red) - Use spells/abilities/ tool belt items Directional Pad (D-Pad) - Right & Left arrow keys - Switch between toolbelt and spells/abilities - Up & Down arrow keys - Scroll up/down in menus and spells/abilities Left Analog stick - Forward/backward and strafe side to side Right Analog stick - Turn right/left and view up/down Select - Changes camera mode Start - gives access to the different menus (by using the arrow keys) Keyboard Controls: -up/down: forward/back, navigate menus -left/right: turn left/right, navigate menus -home/end: rotate camera cw/ccw (in 3rd person tether view) -page up/down: zoom in/out (in 3rd person tether view), pitch up/down, (anywhere else), swim up/down (always) -tab: target NPCs -tilde: target self/group/pet -w/a/s/d: navigate toolbelt & spell list -e: cast spell/use item -space: attack -q: talk to NPC -z: open quad menu -c: browse chat buffer -enter: open keyboard (in game), select highlighted item (in menus) -escape: open start menu (in game), cancel out of menus /g = group talk /s = shout /sa = say (i always leave it as default anyways) /r = reply (just hitting the r key does the same thing) /gu = guild talk /t [characters name] = tell MENUS: Beta - Display position will show you the zone name & number and x y coordinates where you are currently located. Community - Guild, Group, Buddy list, Chat Modes, Message, Station Grams, Trade, Privacy, Customize, Show Shouts, and Hide Shouts. Character - This is where you can allocate training points as you increase in level. Inventory - Magic items, Equipment (to use items), Misc. - remember the triangle key will back you out of any screen. Ability - This is where your spells and abilities will be once you have "used" them in your inventory. Pet - Examine, Passive, Defensive, Neutral, Aggressive, and Dismiss. Quest - This is a quest log of incomplete quests. Options - Language - Not ready for use at this time. Quit - Exit the game. -=-=-=-=-=-=-=-=-=-=-= CHARACTERS/CLASSES =-=-=-=-=-=-=-=-=-=-=- ----------------------------------------------------------------------------- Human | Dark Elf (Neriak) | Elf (Fayspires/Tethlin) ----------------------------------------------------------------------------- Warrior (Qeynos/FP) | Warrior | Paladin (Fayspires) Cleric (Qeynos/FP) | Shadowknight | Cleric (Fayspires) Bard (Qeynos/FP) | Rogue | Enchanter (Fayspires) Rogue (Qeynos/FP) | Wizard | Wizard (Fayspires) Enchanter (Qeynos/FP) | Enchanter | Magician (Fayspires) Wizard (Qeynos/FP) | Magician | Ranger (Tethelin) Magician (Qeynos/FP) | Necromancer | Druid (Tethelin) Shadowknight (Freeport) | Cleric | Rogue (Tethelin) Necromancer (Freeport) | | Bard (Tethelin) Paladin (Qeynos) | | Monk (Qeynos) | | Ranger (Surefall Glade) | | Druid (Surefall Glade) | | Calm Lands | | ----------------------------------------------------------------------------- Erudite (Highbourne) | Gnome (Klick`Anon) | Troll (Grobb) ----------------------------------------------------------------------------- Paladin | Warrior | Warrior Shadowknight | Rogue | Shaman Cleric | Cleric | Shadowknight Wizard | Wizard | Enchanter | Enchanter | Magician | Magician | Necromancer | Necromancer | | Cleric | ----------------------------------------------------------------------------- Dwarf (Moradhim) | Halfling (Rivervale) | Barbarian (Halas) ----------------------------------------------------------------------------- Warrior | Warrior | Warrior Rogue | Druid | Shaman Cleric | Rogue | Rogue Paladin | Cleric | ----------------------------------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-= CHARACTER DESCRIPTION =-=-=-=-=-=-=-=-=-=-=- ----------------------- Barbarian ----------------------- The frozen north has remained isolated for centuries. It wasn't until just recently that the Barbarians, uniting and leaving their nomadic heritage behind, joined the other races of Tunaria as a civilized people. However, their struggles are far from over. Orcs, goblins, and even the frost giants assault the Barbarians from all sides, threatening to snuff out all they have worked to build. A hardier variety of the human race, barbarians inhabit the cold and rugged northlands. Their city of Halas is located in the mountains of Everfrost. Though referred to as barbarians by the rest of the world, these proud people refer to themselves as "Northmen." Because of their harsh environment and warlike culture, they are well suited to being warriors. They are generally unwashed and rugged, possessing very few social graces. Barbarians take great pride in clan lineage, and eating, drinking, and battle are their preferred pastimes. Although the vast majority of barbarians become warriors for the great honor this will bring to their clans, some feel the mystical call to serve as clan shamans, lending their magical abilities to further their clan's standing. Yet, there is one more class that a barbarian may become, and that is the class of the rogue. Barbarian rogues are usually loners who have decided to bring their clan honor through less respectable methods. Achieving honor is what is important, not how it is achieved. No matter their chosen profession, barbarians are a force to be reckoned with. The very love they have for a fight is what makes them a true danger. ----------------------- Dark Elf ----------------------- From deep Underfoot the Elves of dark have poured forth in a seething mass upon Tunaria. Through the foul powers of necromancy the Dark Elves have just realized their greatest victory against the Elves of light, the destruction of Takish`Hiz. Once the Elves are finally driven from Tunaria, the Dark Elves will stand on the brink of becoming the most powerful force on all of Tunaria. Dark elves (also known as the Teir'Dal) are the evil brethren of the woodland and high elves. Their skin is bluish-black, their hair white, and they share the pointed ears and sharp features of their elven relatives. Dark elves are a race filled with hate; they hate all other races, and even their fellow Teir`Dal. They will lend aid to one another, but only for their own selfish reasons. "I will help you now to use you later," is a common sentiment. Being of the elven race, the Teir`Dal have a natural magical ability. This is evident in the professions of enchanter, magician, wizard, necromancer, and cleric. For those Teir`Dal who desire to spread hate and death in other ways, they may choose to become rogues, warriors, or shadowknights. ----------------------- Dwarf ----------------------- Almost 3 centuries ago, the Dwarven King Stormhammer sent out many expeditions in search of new resources. One of those expeditions became the mining colony of Moradhim, nestled in the hills of the Serpent's Spine. From there, the dwarves stay content harvesting the fruits of the mountains, apathetic to the Elven war that rages to the East. Dwarves appear to be small, burly humans. Of course, dwarves do not see their lack of physical height as a disadvantage. To them, it is simply the way of things. Besides, it is just as satisfying to break kneecaps as it is to break noses. Dwarves believe in many different things, and each is willing to die for their beliefs. One thing all dwarves share is a common belief in good, strong ale. It would not be strange to witness a dwarf in battle, a weapon in one hand and a frothing mug in the other. To better serve their dwarven patrons, taverns across the lands have specially constructed stools that can take a beating. ----------------------- Erudite ----------------------- To the South and West, a great movement is taking place. The city of the Highmen, Highbourne, has been built upon foundation of earth, stone, and the words of their leader, Erud. Under Erud's tutelage, the Erudites begin a new age of discovery and learning. But the increasing violence and opportunism of the land is too much. Desperate to escape, the Erudites now look towards the Exodus of Tunaria." Basically, Erud has gathered his people together to build the city of Highbourne, from which they will build their fleet to carry the Highmen across the ocean. Being the exact opposite of the barbarian Northmen, the high man prides himself on his intellectual abilities and social graces, to the almost total exclusion of the physical disciplines. They take satisfaction in their superiority over all other races. Any obstacle can be overcome with intelligence and wisdom. Pick up a sword? Bah, leave that to the lesser, unsophisticated beasts of the land. The only exception is for Erudite paladins and shadowknights. Erudites have very few friends outside their own race. Others find them difficult to associate with. Their snooty attitudes and overblown egos can be said to be the main factors in this. But only a party of ignorant adventurers would turn an Erudite away from joining them, for their high intelligence and facile use of magic comes in handy, especially when facing a powerful enemy. As clerics, mages, enchanters, necromancers, and wizards, Erudites excel when magic is needed. ----------------------- Gnome ----------------------- Through exploratory mining a colony of Gnomes found a suitable location on the surface of Norrath where they could build their city of Klick`Anon and go about their experiments in peace. Unfortunately they also found themselves in the middle of a titanic Elven war. Now they must work against, and along side, both of the Elven races in a desperate struggle for survival. Gnomes spend most of their lives in their underground burrows and rarely come to the surface. They resemble dwarves to some extent, but have a ruddy brown skin and are more wiry and gnarled. Yet, their appearance is not what gets them noticed. Gnomes believe that building contraptions ranks right up there with saving the world. Renowned for their tinkering abilities, gnomes delight in the fact that they can build the right machine for any occasion. The many catastrophes, explosions, and traumatic amputations of limbs that have resulted from this pursuit of mechanics are not seen as tragedies, but rather as learning experiences. Gnomes are an easy-going race, and most have a pleasant, carefree attitude. They do not believe in failures, only temporary setbacks. Their fascinations with gadgets, sprockets, springs, doodads, and -frighteningly enough- explosives, provide gnomes with an abundance of healthy respect (at a safe distance) from others. Not ones to waste time on such things as revenge, gnomes prefer to experiment. It cannot be helped if an experiment happens to go bad on someone who just offended them in some way. ----------------------- Halflings ----------------------- Halflings today exist much as they did hundreds of years ago. Content to live the simple lives of farmers and craftsman, the Halflings care little for the doings of the rest of the world. Their worries continue to consist of nasty goblins, visiting relatives, and ruined pot roasts, oblivious to the colossal struggles that take place outside of the city of Rivervale. Halflings are stocky little people who resemble humans, but are much more light of foot than those clumsy humans. Halflings hail from Rivervale, a quiet little hamlet smack dab in the center of Tunaria. Their mischievous, jovial natures make them fun people to be around. Male halflings take great pride in their foot hair and strive to ensure that each hair is properly groomed. Halflings are viewed as quick little fellows who smile a lot. They have a love of travel, and they enjoy going on many an adventure. All is not fun and games for halflings however; they defend Rivervale and Misty Thicket with all of their might. ----------------------- Elf ----------------------- Takish`Hiz, the ancient home of the Elves, is now a smoking ruin. Most of the Elven refugees have fled north to the new city of Fayspires, leaving their ancestral city to be looted by their conquerors, the Dark Elves. From this new city the remaining elves of Tunaria race to build their fleet and join their brethren across the Ocean of Tears. Elves appear somewhat human at first glance, but their very sharp features and pointed ears set them apart. They will not hesitate to join parties with other races who lean toward good. They understand that some sacrifices must be made in order to do what they believe is the right thing. They are generally liked by most races, but dark elves and trolls would much rather turn them on a spit than speak to them. Some elves make their homes high up in the trees of Tethlin, which provide them with not only safety but also a view of their cherished woodlands. Others elves begin their journey from the town of Fayspire. ----------------------- Human (considered 2 races - East and West) ----------------------- In the West, Antonius Bayle II has been crowned King of the city-state of Qeynos. The farming people of Qeynos look forward to greater prosperity and safety under his reign. To the East, the new merchant city of Freeport chimes with the sound of gold changing hands, sometimes by less than honorable means. Corruption and deceit thrives in this new city of opportunity. Farther inland the city of Highpass carves its existence out of the Serpent Spine Mountains. Commanding the only pass through the impossible mountains, the rulers of Highpass have the opportunity to gather immense resources. What those resources will be used for is a worry for all. Humans are the most abundant race in Norrath. Some would say only rats outnumber them, but then again no one has taken a census of either humans or rats. Good, neutral, or evil, humans pursue a gamut of philosophies. With the exception of shamanic studies only, humans may pursue the professions of their choice undeterred by racial shortcomings. From bard to wizard, they can do it all. Humans are an open-minded lot, and they accept almost any other race. They occupy and dominate the two main human cities, Qeynos and Freeport. In these bustling metropolises, that most humans begin their journeys. Rangers and Druids will begin in the quiet haven of Surefall Glade, in the forest to the north of Qeynos. Not everyone in Freeport is evil. There are others who seek to drive out the evil influences found within the city. During EQ1's timeline, Sir Lucan D`Lere, the commanding officer in charge of the Freeport Militia, has the upper hand in his struggle against the knights and clerics of Mithaniel and Erollisi Marr. But in EQoA's timeline, the Church of the Marr Twins is just beginning their crusade to remove tyranny from the lives of what few good people can be found in Freeport. ----------------------- Troll ----------------------- Ykesha, the greatest Troll leader to ever live, is now dead. The frogloks have retaken the caves of Guk and suddenly the city of Grobb has emerged as the most powerful community of Trolls on Norrath. Quick to capitalize on their newfound power, the Trolls seek to expand their territory and influence. Their recent alliance with the Dark Elves is just the beginning. Trolls typically stand about 8' tall, are extremely strong, ugly, stupid, dirty, and green of skin. With such characteristics, one can only assume that trolls are not pleasant folk. That assumption would be correct. Trolls bask in the glory of killing, eating their kills, and killing some more. They do this not out of instinct but out of purely evil motives. Their dark hearts pump malice and the need to destroy that which is not troll. If they could get away with it, they would dine on dark elves too (dark elves do not let them get away with it). Yet, despite their voracious appetite, the Trolls of this era are lean and mean - having not yet discovered the sacred stash of Gnome Twinkies. Being such evil beings, trolls pick up the weapons of a warrior, or follow the dark path of the shadowknight. Occasionally a troll with more than a minimum level of wisdom may become a shaman. -=-=-=-=-=-=-=-=-=-=-= CLASS DESCRIPTIONS =-=-=-=-=-=-=-=-=-=-=- ----------------------- Bard (Human/Elf) ----------------------- Life would be so boring without a bard around. Bards do it all. They sing, dance, play musical instruments, fight and, on occasion, help relieve overburdened purses. Their artistic talents stir a party into action, or cause enemies to rethink attacking. A bard may believe in various causes, but one thing they all have in common is the love of their art. Bards can be found among the human and elf populations. ----------------------- Cleric (Human/Elf/Dark Elf/Erudite/Dwarf/Halfling/Gnome) ----------------------- A cleric is a healer devoting his or her life to service, using their powers in order to aid and protect others. Clerics are forbidden to shed the blood of others and so have skills only in blunt weaponry. While they cannot compete with the sheer force of a warrior's attack, clerics are certainly able to protect themselves in many situations. ----------------------- Druid (Human/Elf/Halfling) ----------------------- Nature is a druid's ally. Druids are in tune with nature; thus, their magics are nature based, drawing from the spiritual forces of both plants and animals. Whether calling forth roots to entangle an enemy, or using nature's life-giving essence to heal themselves or others, druids are the masters and servants of Nature. The dedication necessary to become a druid is great; druids can only be found among the halfling, human and elf races. Druids have a love for all animals, but that does not mean all animals love druids. Although a druid will do what he or she can to avoid harming one of nature's beasts, many animals see a druid as just another source of food. This is no reflection of the piety of the druid, mind you, but rather of the simple minds of beasts. Druids, like shamans, have the ability to aid others in many ways, making both desirable members in hunting parties. ----------------------- Enchanter (Human/Dark Elf/Elf/Erudite/Gnome) ----------------------- The primary focus of the enchanter's art is found in the name of the arcane order to which they belong. Their spells are crafted to enchant people, places, and things. This art allows them to charm beings and make them fight for their new masters, or to magically enhance the capabilities of the enchanter's allies. They also have some skill in offensive spells, but they will never match those of the wizard. ----------------------- Magician (Human/Dark Elf/Elf/Erudite/Gnome) ----------------------- Magicians are the summoners of the arcane world, with the power to call forth everything from a loaf of bread to a huge fire elemental to fight for them. While not as adept at offensive spells as wizards, magicians still wield considerable power in this area. ----------------------- Monk (Human) ----------------------- Monks are dedicated to the pursuit of shaping their bodies into pure weapons. Because of this, they shun nearly all weapons and most forms of armor. ----------------------- Necromancer (Human/Dark Elf/Erudite/Gnome) ----------------------- In the shadows, hidden from the light of day, spellcasters studied and perfected the ability to raise creatures from the dead. In time, their undead minions became truly effective pets and powerful forces with which Tunaria has been forced to reckon. Considered the dark brotherhood of the arcane arts, necromancers, as they came to be known, dabble in death, using life forces in unspeakable ways to protect and empower themselves. Even some of the good races of Norrath have been known to spawn such despicable individuals. Necromancers can be found among the dark elf, Erudite (heretics), gnome, and human. ----------------------- Paladin (Human/Elf/Erudite/Dwarf) ----------------------- A paladin is the very embodiment of a holy knight, fighting for the cause of good in every aspect of his or her life. As the paladin gains life experience and proves his devotion, he will be granted the ability to use limited healing magics. They share some of the powers of clerics along with a good deal of the fighting ability of warriors, but have a few virtues all their own. Only those who are pure in heart can become paladins, and the so-called "evil" races have yet to produce them. Dwarves, Erudites, elves and humans are the only races that count them among their numbers. ----------------------- Ranger (Human/Elf) ----------------------- Rangers are at home in the forests of Tunaria, as knowledgeable about beasts as druids, though less magically inclined. Their melee prowess makes them competent warriors. They function as a powerful meld of these two classes. Only humans and elves have the instinctual nature that will allow them to excel in this class, as their senses are extremely acute. Rangers can become adept at using distance weapons such as the bow and arrow. ----------------------- Rogue (Human/Dark Elf/Elf/Barbarian/Dwarf/Halfling/Gnome) ----------------------- Rogues are the secretive, mysterious class of the world who sneak about in the dark. Some say they are assassins, and some say that they are nothing but common thieves, but the truth lies somewhere in the middle, and they are capable of both. They are quite skilled with many weapons, but they cannot stand toe to toe with a warrior. Rogues prefer to make the kill by a sudden attack from the rear; backstabbing is their forte, after all. They move like smoke, in the thick of the fray one minute, causing tears to come to one's eyes, then evaporating as you turn their way. Among them, the less honorable skills of picking pockets and stealing are considered to be fine arts. Rogues are believed to exist among the barbarian Northmen, dark elves, dwarves, gnomes, elves, halflings and humans, though their secretive natures make them difficult to detect. ----------------------- Shadowknight (Human/Dark Elf/Erudite/Troll) ----------------------- Shadowknights are exactly what their name implies - beings with the power of knights who live and work in the shadows. The antithesis of the paladin, shadowknights derive all of their powers from the evil gods they serve. Their abilities are a blend of warrior-like skills and necromantic studies. Generally speaking, good races frown upon this class. They are only found among the dark elf, heretic Erudite, human, and troll races. ----------------------- Shaman (Barbarian/Troll) ----------------------- A shaman is similar to a cleric in some aspects, but is more attuned to the world of spirits and animals. They are typically found amongst the less specialized races, like the barbarian Northmen and trolls. While they have a solid repertoire of healing and other clerical type spells, the shaman's strengths lie in offensive and augmenting spells which can benefit others in their everyday lives. Many of the latter draw from the spiritual power of the animals with whom a shaman communes. ----------------------- Warrior (Human/Dark Elf/Barbarian/Troll/Dwarf/Halfling/Gnome) ----------------------- Warriors are the masters of armed combat in all its many forms. They are right at home on the battlefield and are trained to take as much punishment as they dole out, because of their innately strong constitutions. "A warrior is not made," they say, "a warrior is born," and so it is. Those who prove themselves to be hardier than others are perfectly suited for the rigors of this class. Though slow to regain their considerable health when injured, warriors are excellent companions for healer types. Only the Erudites do not produce warriors. ----------------------- Wizard (Human/Dark Elf/Elf/Erudite/Gnome) ----------------------- Wizards are second to none when it comes to casting powerful offensive spells. Certainly, other magic users are proficient in their own areas, but the wizard is most effective in battle. That is, as long as they have someone very sturdy to protect them from melee attacks. What wizards gain in magical attack ability, they lose in defensive capability. Learning to harness the power of heat and cold and channel them against an opponent requires that they open themselves to the elements. They cannot clothe themselves in metal and still have all that magic at their disposal. The more intelligent races all have the ability to learn this craft: dark elves, Erudites, gnomes, high elves and humans. -=-=-=-=-=-=-=-=-=-=-= ABILITIES =-=-=-=-=-=-=-=-=-=-=- The following is a list of several abilities, including a short description of each. These abilities are available for some classes in EqoA, keep in mind, however, that this list is incomplete. Archery In addition to the skills dealing with melee combat, range weapons are also prevalent in the world. The skill of archery deals with a character's efficacy in using bows, crossbows, and other, similar devices. Backstab The rogue has many unique skills in his repertoire, including the ability to strike at his opponent from behind, often inflicting a great deal of damage in one blow. Double Attack When a fighter becomes particularly adept at his craft, he may become fast enough to hit his opponent twice in the time it would normally take to hit once. Needless to say, this can be very advantageous in a difficult battle. Dual Wield Certain classes are able to wield a weapon effectively in both hands, thereby increasing the number of attacks and thus the amount of damage inflicted in a given period of time. Hide Hiding from an opponent can be a valuable skill to learn, particularly if one finds oneself without defenses unexpectedly. It should be mentioned, however, that some creatures are able to see better than others. Therefore, this skill is not foolproof. Kick Being able to dish out a bit more damage during combat is attractive to many of the melee classes in the game, and kicking one's opponent in unpleasant places in between sword swings does just that. Pick Pocket Rogues, particularly the halfling variety because of their unique and convenient size, have a tendency to lighten those overly heavy pockets of passers-by, but only as a courtesy, of course. Their intended victims, however, will at times detect this activity and will rarely appreciate the attempt. Sneak Some races are better at sneaking than others because of size, but class is also an important factor. In order to bypass a dangerous enemy, it might be advisable to slow one's movement and creep cautiously along, being very quiet. Tracking Rangers, druids and bards, through natural or magical abilities, are able to follow traces of others over varying distances. They have never been known to share the secret of this ability with the other classes, which leads one to believe that it is a very difficult skill. Taunt Taunting an attacker to attack oneself instead of another is a method by which one member of a team or group can help prevent the death of another, if successful. Warriors in particular are known to do this in order to protect the physically weaker magic users of their parties. Melee Weapons Combat is rather integral to the game, and there are a variety of weapons available to the combatant. In general, these weapons are broken up into three categories, blunt, slashing, and piercing, as well as whether they require one or two hands to wield. There are different categories of weapons in EQOA. 1HP = one-hand piercing 1HB = one-hand blunt 1HS = one-hand slashing 2HB = two-hand blunt 2HP = two-hand piercing 2HS = two-hand slashing -=-=-=-=-=-=-=-=-=-=-= PETS =-=-=-=-=-=-=-=-=-=-=- There are 3 types of pets, familiar, guardian, and full pet. 1. Familiars (wizard) can only take the passive stance. 2. Guardians (chanters) can take passive or defensive. 3. Full pets (mage, necro) can take all four stances. Charmed creatures become full pets. I'm not sure what type a shaman pet is. There are 4 pet stances. 1. Passive - buff master 2. Defensive - stay within 10 meters of master, attack if master or self is engaged by an enemy 3. Neutral- stay within 40 meters of master, attack if master or self is engaged by an enemy or if master takes an offensive action against an enemy 4. Aggressive - stay within 60 meters of master, otherwise the same as neutral Q: How do you obtain a pet? A: First you need to be of a class that GETS a pet. Magicians, Necromancers, Druids, and Shamans get pets. (Druids and Shamans get pets later on in their careers, Necros and Mages get them at 1st level). Wizards get familiars which are different. If you are one of those classes, the spell vendors in your guild will have the spells you need to summon them. Purchase the spell, learn the ability, then cast the spell to call the pet. Q: So, what is different about a Wizard's familiar? A: Wizards get Pets starting at Lvl 12. Unlike EQPC, these pets actually do things to help you that are useful. For example, they'll heal you during combat. They'll buff you prior to and during combat. And they Draw Aggro of course when they can, to help you. Also they'll re-buff you as soon as they realize the buff has left you which is really good for those that tend to forget. Q: Is there a reason why both my regular and charmed pets both say "the target is too far to attack" even when im standing right infront of the MOB? A: Change your pet to aggressive each time you summon or charm them in the pet menu. Q: How do I get my pet to initiate an attack? A: Find a mob and target it. Cast low level spell, then when it hits, your pet will run to engage it to assist you. If you stand back, and your hit doesn't hit more than the pet's attack, the pet will get the aggro, and you can watch your pet beat it up while casting infusion to heal it. As soon as the mob gets in aggro range, pet will take off after him. Remember to have the mob targeted first!! If pets demeanor is anything other than "Aggressive" he will never attack without you first initiating combat. Pets don't have good attack, so use it carefully. Also, remember when in dungeons to take pet off aggressive. It likes to train KOS mobs. Q: I play an Enchanter, and every time I try to command my pet to be aggressive, why does it say "sorry master, I can not take that stance"? A: There is no way for you to have the pet attack without you first initiating combat. Q: For enchanters, is this a bug or just a class specific thing? If it's class specific, why is this so? A: It is a class specific attribute of your pet. Each pet class has different pets, because if they were all the same, it wouldn't make any difference which you choose. Necros and mages can heal their pets. Mages can put damage shields on their pets. Wizzies get a pet that gives them extra mana (I think) and a little extra damage during combat. Enchanters get defensive pets, and they have the ability to charm mobs and make them into their pets. Q: Can enchanters summon a pet AND charm a pet, or just one of the other? A: Should be one or the other. Any time that a player has more than one pet, it's considered a bug. There were some weird cases involving server boundaries where a player could end up with more than one, but only able to issue commands to one of them. Q: I know that 'chanters can charm, but I wondered if the charm can be resisted (i.e. if the mob is within the right level range) and if the charm breaks? A: Charms can be resisted if the mob has a high innate resistance to behavior mod type spells. Also, charm has a variable duration, set in the spell. Q: If I make a DE enchanter, and cast an illusion of a good race, how does it affect faction? My guess is I wouldn't be able to cast elf faction and do the elf 'chanter quests, but would I be able to use the elf spirit master and coaches? A: Illusion spells do change your faction. This should allow you to move freely in a town that is normally biased against you. You should be able to use merchants and bank as well as the coaches there when otherwise you could not (assuming no dynamic faction change with the townspeople' factions). Q: Do Bard's get pets? A: Bards have a charm song, Hypnotic Chords, that you cast on a monster. It lasts a couple of minutes. After that, the pet attacks you. Enchanters have a similar spell as well as their pet spells. Q: How long does a Pet spell last? A: The pet should be permanent once summoned, and should only disappear when dismissed. -=-=-=-=-=-=-=-=-=-=-= STATS AND WHAT THEY DO =-=-=-=-=-=-=-=-=-=-=- Ok guys, here is a break down of how the stats effect your character in game. Each statistic will cap at 350. First there is your Power pool, which is used to cast spells and perform abilities. This pool is determined by 2 stats for each class. These are the stats that are highlighted during character creation. Wizard INT, DEX Magician INT, AGI Enchanter INT, CHA Necromancer INT, STA Cleric WIS, CHA Druid WIS, DEX Shaman WIS, STA Paladin STR, STA Shadow Knight STR, STA Ranger DEX, AGI Bard STA, AGI Warrior STR, STA Rogue DEX, AGI Monk STA, DEX Here are some other things that stats do. Strength factors in to the maximum damage potential you have for each swing in melee combat. Direct Damage abilities will have a strength mod on them that will increase the damage the ability does based on the caster's STR score. Dexterity factors in to how much of your maximum damage potential you hit for each swing in melee combat. For ranged attacks Dexterity factors in to the maximum damage potential. Direct Damage spells will have a dexterity mod on them that will increase the damage the spell does based on the casters DEX score (this is not currently implemented but will be as soon as I have time) Agility represents roughly 1/3 of your total defense. Stamina factors in to determining your Hit Points. Intelligence factors in to calculating how likely you are to process "Proc" A spell when you have a buff on you that grants you a chance to proc. These spells have a base chance of 25% plus 1% for every 10 points of INT. Wisdom factors in to how much of your maximum damage potential you hit for each shot/throw in ranged combat. Every 7 points of Wisdom adds 1 to all of your resistance. Charisma is used as a mod on heal spells. When casting heal spells you will heal a bonus amount that is determined by your CHA score. Spells that modify an NPCs behavior (Charm, Lull, Etc) will have a CHA mod on them that increases their duration. Abilities are used by melee classes (War, Pal, SK, Brd, Rog, Rng, Monk) Spells are used by casting classes (Wiz, Mag, Ench, Necro, Clr, Dru, Shm) Q: Pretty much the same thing as STR (Talking about dex being used as a mod on DD Spells). Shouldn't damage output be based off the casters and spells level? A: The base damage of a caster spell, or melee ability is determined by your class and level. These stat Mod's are a proportionally small bit of added bonus damage/healing/duration added to the effect of the spell/ability based off of one of your stats. Dexterity is a primary "Power Pool" stat for Wizards. Not increasing Dexterity will not take you out of balance with other casters (the base line is the balance), but as Wizards will be increasing dex for their power pool it will give them a bit of an advantage in the DD department, this is part of the balance of a wizard. Q: Why is this based off of STR? So that means my caster now has to be a buff Barbarian basically. Casters are meant to be weak. A: Having a higher strength will increase the damage that direct damage "Abilities" such as quick strike do when used by melee classes. This has NO effect on what casters do. All melee classes should be raising strength to increase their maximum damage potential anyway. Q: Ugh, should be WIS (Talking about CHA being uses as a mod on heal spells). When a warrior is in combat and he wants a heal, what would he care if you look good or not or how well you can swindle money out of merchants? A: You are being granted divine-healing magics from the gods, how you appear to your god is important. Charisma is a primary "power Pool" stat for clerics. Not increasing Charisma will not take you out of balance with other healers (the base line is the balance), but as Clerics will be increasing CHA for their power pool it will give them a bit of an advantage in the heal department, this is part of the balance of a Cleric. As for precedents in EverQuest. Wisdom has absolutely 0 effect on any heal spell in EverQuest. All Wisdom does in EverQuest is determine your Mana if you are a cleric. Divine Intervention the post 50 cleric spell is a buff that you cast on someone. When that person is about to die there is a chance that they will receive a big heal. That chance is based off of Charisma. Q: Also, I'm not sure of the solution, but it bugs me a little that wisdom isn't the stat you really want for your cleric... Taking it to extremes: A charismatic fool is a better cleric than a repulsive wise man. A: Ideally a cleric would have 350 Wisdom and 350 Charisma, as these are the two stats used in the formula to calculate their power pool. Q: Clarification on "Agility = 1/3 Total Defense", is it AGI plus AC calculate into your total defense? A: Correct, AC and AGI calculate into your total defense. Increasing Agility will not increase your armor class, you will not see your Armor Class number go up by increasing Agility. There are no misses in EQoA, you always hit, and you always get hit. Higher armor class and higher Agility will allow you to mitigate more damage. Q: What are the importance of DEX, INT, and WIS for a Wizard? A: Your power pool is going to be based off of your Int and Dex as a wizard. They will determine how much mana you have. Dex: For spells...this will increase the maximum damage based on your dex score. A bonus, so to speak. Int: Proc is short for process. It's easier to give an example. Let's say you have a staff with the effect "Flame Burst". Now...every time you swing your weapon, you have a chance that the effect will process. When it processes... it will cast the spell "Flame Burst" without using mana against the creature. There are other spells, abilities, etc that can proc but that's just an example. It's basically a chance that you'll get an extra affect. The higher your int...the more likely that you'll proc the effect. Wis: This doesn't deal with spells...this deals with ranged combat. Ranged combat is bows, thrown items like daggers, etc. Ranged doesn't include spells I don't believe so it holds no meaning beyond extra resistances for a wizard. -=-=-=-=-=-=-=-=-=-=-= CHARACTER/CLASS STATS =-=-=-=-=-=-=-=-=-=-=- The chart below is a list of each of the classes/characters and their stats in EQoA. This does not mean for example, that you should not choose the Barbarian Shaman since the Troll Shaman has a higher STAMINA. Each race has its good points and its low points. Choose what you think you will like to play. ------------------------------------------------- | Warriors (STR, STA) | ------------------------------------------------- | | HMN | DRK | BAR | TRL | DWR | HLF | GNM | ------------------------------------------------- | STR | 80 | 75 | 90 | 95 | 85 | 75 | 75 | ------------------------------------------------- | STA | 75 | 75 | 80 | 85 | 80 | 80 | 70 | ------------------------------------------------- | AGI | 65 | 60 | 60 | 60 | 60 | 70 | 70 | ------------------------------------------------- | DEX | 65 | 70 | 65 | 60 | 65 | 75 | 70 | ------------------------------------------------- | WIS | 60 | 60 | 55 | 55 | 65 | 55 | 55 | ------------------------------------------------- | INT | 55 | 65 | 55 | 50 | 50 | 50 | 65 | ------------------------------------------------- | CHA | 55 | 50 | 50 | 50 | 50 | 50 | 50 | ------------------------------------------------- ------------------------------------------------- | Clerics (WIS, CHA) | ------------------------------------------------- | | HMN | DRK | ELF | ERU | DWR | HLF | GNM | ------------------------------------------------- | STR | 65 | 60 | 60 | 60 | 70 | 60 | 60 | ------------------------------------------------- | STA | 65 | 65 | 60 | 60 | 70 | 70 | 60 | ------------------------------------------------- | AGI | 60 | 55 | 55 | 55 | 55 | 65 | 65 | ------------------------------------------------- | DEX | 55 | 60 | 60 | 55 | 55 | 65 | 60 | ------------------------------------------------- | WIS | 80 | 80 | 85 | 85 | 85 | 75 | 75 | ------------------------------------------------- | INT | 55 | 65 | 55 | 70 | 50 | 50 | 65 | ------------------------------------------------- | CHA | 75 | 70 | 80 | 70 | 70 | 70 | 70 | ------------------------------------------------- ------------------------------------------------- | Rogues (AGI, DEX) | ------------------------------------------------- | | HMN | DRK | ELF | BAR | DWR | HLF | GNM | ------------------------------------------------- | STR | 65 | 60 | 60 | 75 | 70 | 60 | 60 | ------------------------------------------------- | STA | 65 | 65 | 60 | 70 | 70 | 70 | 60 | ------------------------------------------------- | AGI | 75 | 70 | 70 | 70 | 70 | 80 | 80 | ------------------------------------------------- | DEX | 80 | 85 | 85 | 80 | 80 | 90 | 85 | ------------------------------------------------- | WIS | 55 | 55 | 60 | 50 | 60 | 50 | 50 | ------------------------------------------------- | INT | 55 | 65 | 55 | 55 | 50 | 50 | 65 | ------------------------------------------------- | CHA | 60 | 55 | 65 | 55 | 55 | 55 | 55 | ------------------------------------------------- ------------------------------------- ------------------------------- | Enchanters (INT, CHA) | | Necromacers (STA, INT) | ------------------------------------- ------------------------------- | | HMN | DRK | ELF | ERU | GNM | | | HMN | DRK | ERU | GNM | ------------------------------------- ------------------------------- | STR | 55 | 50 | 50 | 50 | 50 | | STR | 65 | 60 | 60 | 60 | ------------------------------------- ------------------------------- | STA | 55 | 55 | 50 | 50 | 50 | | STA | 75 | 75 | 70 | 70 | ------------------------------------- ------------------------------- | AGI | 65 | 60 | 60 | 60 | 70 | | AGI | 55 | 50 | 50 | 60 | ------------------------------------- ------------------------------- | DEX | 65 | 70 | 70 | 65 | 70 | | DEX | 65 | 70 | 65 | 70 | ------------------------------------- ------------------------------- | WIS | 60 | 60 | 65 | 65 | 55 | | WIS | 60 | 60 | 65 | 55 | ------------------------------------- ------------------------------- | INT | 80 | 90 | 80 | 95 | 90 | | INT | 80 | 90 | 95 | 90 | ------------------------------------- ------------------------------- | CHA | 75 | 70 | 80 | 70 | 70 | | CHA | 55 | 50 | 50 | 50 | ------------------------------------- ------------------------------- ------------------------------------- ------------------------------- | Magicians (AGI, INT) | | Shadow Knights (STR, STA) | ------------------------------------- ------------------------------- | | HMN | DRK | ELF | ERU | GNM | | | HMN | DRK | ERU | TRL | ------------------------------------- ------------------------------- | STR | 55 | 50 | 50 | 50 | 50 | | STR | 75 | 70 | 70 | 90 | ------------------------------------- ------------------------------- | STA | 65 | 65 | 60 | 60 | 60 | | STA | 75 | 75 | 70 | 85 | ------------------------------------- ------------------------------- | AGI | 75 | 70 | 70 | 70 | 80 | | AGI | 55 | 50 | 50 | 50 | ------------------------------------- ------------------------------- | DEX | 60 | 65 | 65 | 60 | 65 | | DEX | 60 | 65 | 60 | 55 | ------------------------------------- ------------------------------- | WIS | 65 | 65 | 70 | 70 | 60 | | WIS | 55 | 55 | 60 | 50 | ------------------------------------- ------------------------------- | INT | 80 | 90 | 80 | 95 | 90 | | INT | 70 | 80 | 85 | 65 | ------------------------------------- ------------------------------- | CHA | 55 | 50 | 60 | 50 | 50 | | CHA | 65 | 60 | 60 | 60 | ------------------------------------- ------------------------------- ------------------------------------ ------------------------------ | Wizards (DEX, INT) | | Paladins (STR, STA) | ------------------------------------ ------------------------------ | | HMN | DRK | ELF | ERU | GNM | | | HMN | ELF | ERU | DWF | ------------------------------------ ------------------------------ | STR | 65 | 60 | 60 | 60 | 60 | | STR | 75 | 70 | 70 | 80 | ------------------------------------ ------------------------------ | STA | 60 | 60 | 55 | 55 | 55 | | STA | 70 | 65 | 65 | 75 | ------------------------------------ ------------------------------ | AGI | 65 | 60 | 60 | 60 | 70 | | AGI | 55 | 50 | 50 | 50 | ------------------------------------ ------------------------------ | DEX | 75 | 80 | 80 | 75 | 80 | | DEX | 60 | 65 | 60 | 60 | ------------------------------------ ------------------------------ | WIS | 55 | 55 | 60 | 60 | 50 | | WIS | 75 | 80 | 80 | 80 | ------------------------------------ ------------------------------ | INT | 80 | 90 | 80 | 95 | 90 | | INT | 55 | 55 | 70 | 50 | ------------------------------------ ------------------------------ | CHA | 55 | 50 | 60 | 50 | 50 | | CHA | 65 | 70 | 60 | 60 | ------------------------------------ ------------------------------ ------------------------- ------------------- --------------------- | Druids (DEX, WIS) | | Bards (STA, AGI)| | Rangers (AGI, DEX)| ------------------------- ------------------- --------------------- | | HMN | ELF | HLF | | | HMN | ELF | | | HMN | ELF | ------------------------- ------------------- --------------------- | STR | 65 | 60 | 60 | | STR | 60 | 55 | | STR | 65 | 60 | ------------------------- ------------------- --------------------- | STA | 55 | 50 | 60 | | STA | 65 | 60 | | STA | 60 | 55 | ------------------------- ------------------- --------------------- | AGI | 55 | 50 | 60 | | AGI | 70 | 65 | | AGI | 75 | 70 | ------------------------- ------------------- --------------------- | DEX | 75 | 80 | 85 | | DEX | 75 | 80 | | DEX | 75 | 80 | ------------------------- ------------------- --------------------- | WIS | 80 | 85 | 75 | | WIS | 55 | 60 | | WIS | 70 | 75 | ------------------------- ------------------- --------------------- | INT | 60 | 60 | 55 | | INT | 55 | 55 | | INT | 55 | 55 | ------------------------- ------------------- --------------------- | CHA | 65 | 70 | 60 | | CHA | 75 | 80 | | CHA | 55 | 60 | ------------------------- ------------------- --------------------- --------------------- ------------------- | Shamans (STA, WIS)| | Monks (STA, DEX)| --------------------- ------------------- | | BAR | TRL | | | HMN | --------------------- ------------------- | STR | 70 | 75 | | STR | 65 | --------------------- ------------------- | STA | 80 | 85 | | STA | 65 | --------------------- ------------------- | AGI | 60 | 60 | | AGI | 80 | --------------------- ------------------- | DEX | 65 | 60 | | DEX | 75 | --------------------- ------------------- | WIS | 75 | 75 | | WIS | 55 | --------------------- ------------------- | INT | 55 | 50 | | INT | 60 | --------------------- ------------------- | CHA | 50 | 50 | | CHA | 55 | --------------------- ------------------- The EQoA approach to Hybrids is somewhat different than the one that was taken in EQPC. In EQoA we've created 4 archetypes: Tanks = War, Pal, SK Melee = Rog, Monk, Rang, Bard Priest = Clr, Dru, Sha Caster = Wiz, Enc, Mag, Nec The traditional hybrid classes from EQPC are more along the lines of stand- alone classes based on their Archetype in EQoA. Paladins fall into the "Tank" archetype The tank archetype is made up of Warriors, Shadow Knights, and Paladins. If you strip these classes down to the base level "Tanking" they are the same. They have the same Offensive and Defensive class factor, they have the same Hit Point Factor, and they can wear the same armor. These tank classes start to distinguish themselves from each other in the area of abilities. Each of these classes gets different abilities, while sharing one ability that is common to all tanks, that being Taunt. That's the long answer, the short answer is that in EQoA Paladins will tank and deal damage just as effectively as warriors. In EQPC "Hybrids" were mainly given spells from their parent classes, with a few class specific spells mixed in (Until Velious when we started giving them class specific spells exclusively) In EQoA we're going to try to stay 99% class specific on the "Hybrid" spells. Each class will receive it's own unique spells and abilities which will direct them into their historical/ thematic roles within the EverQuest world. All of the game systems in EQOA have been balanced around a maximum group size of four players. There are also many opportunities in the game for groups of less than four players and solo adventurers to have a good time, however, EQOA groups will never exceed four adventurers and their pets. Class design was dictated by four class archetypes and you should find that classes of a particular archetype are interchangeable within a four- character group. -=-=-=-=-=-=-=-=-=-=-= EVERSPEAK =-=-=-=-=-=-=-=-=-=-=- --Handy list for those that are new to some of the phrases used in EQ-- # : Level number 10m - 20m - 30m - etc.: When stated by a caster in the group, tells the group what percentage of mana that caster has left. AC: Armor Class. Describes how much protection your armor gives. Add: Used to describe that a monster (mob) has joined the fight that a group is already engaged in. Usually unexpected and quite troublesome. Your current target can call for help thus adding another mob. AE: see AoE AFAIK: As Far As I Know. Indicates you're not certain you are correct, but you have no reason to believe you are wrong. afk: Away from Keyboard. The person is going to be away from his keyboard for a while. If you are in a group be ready to protect the afk person and don't go attack something you can't kill without his help. AFK broom: Away from Keyboard for bathroom break. Agro: Aggressive. When a mob is close enough to someone that it starts to run towards him/her to engage in combat. AI: Artificial Intelligence. This is the programming that controls the creatures in game. Alt: Alternate character AoE: Area of Effect. Spell that affects area around the target, not just the target. Good when needing to affect more than one mob at a time. Is also dangerous, can affect mobs not wanted.. Assist: Term used in a group situation where there are more than 1 mobs in camp. It is the action of assisting. 1 person in the group in order to all have the same target. Atm: At The Moment BAF: Bring a Friend. Used to describe mobs that will "Bring a Friend" (or more) when they are pulled. bait: person who lures a monster in to a group and gets attacked first (see fetch) bind: When you bind yourself at a spiritmaster, you will re-appear there when you die. Blue: A term for a monster that is a level below you and thus usually soloable. When you click on it, the blue circle will appear over the mob. So a player might say that its "blue to me". Blue Mobs can usually be soloed. brb: Be right back. Usually typed by a person who needs to run away from the keyboard for a quick soda, beer, relief, etc. brt: Be right there. BTM: Blue to me. Describes the level status of a monster. See blue above. BTW: By the way. Bubble or bub: Refers to the 5 sections on the colored bars for Experience, Health and Power. When someone says that they only have one bubble to go to 11th level, or that are only at 2 bubbles of mana that is what they are referring to. Buff(s) or Buffing: Refers to casting skill or ability enhancing spells onto someone. Camp: 1. Refers to the practice of sitting at a spawn point and waiting for monsters to regenerate and then picking them off as they appear. Also, A place where a group stays together and have a puller go out and look for mobs to bring back to camp. Usually, camps are set up in safe-spots. 2. Waiting for event. 3. End playing session Caster: One who casts magic CFH: Call For Help Charm: Cause the mob to become your pet for a short period of time. Clarity: This term used to describe a type of spell that increases mana (power) regeneration. Also commonly referred to as "crack" because of the fact that you always want it after your character has received its effects for the 1st time. Con: This is the color level of the Mob when you click on it. Depending on it's "con" or color tells you whether you would get exp or get killed (short for consider) Crack - also Alacrity for melee types. This is a haste spell that makes attacking quicker. Crowd Control: Term used mostly by those who possess mesmerize spells. Used when more than 1 mob has been pulled and all but one has been mez'd so that the group can concentrate on a single mob, without interference from the other ones. CU or Cya: See you. Good Bye. DD: Direct Damage spell. Mostly used by spell casters to describe that type of spell, as opposed to bolt (who have a visible ball of magic hurled at the enemy) or dots. Ding: Go up a level, when you level up, shout DING! DoT: Damage over Time spell Drain: Health transfer spell EP: Experience Points Also EXP or XP Farming: Term used when a person or group stays in one place and repeatedly kills the same mob or set of mobs for specific items. Fear: Cause the mob to run away from you in fear Feign Death: A spell that causes you to fake death and have mobs stop attacking you. Fetch or Fetcher: Refers to a member of a group that 'fetches' or gets a monster to chase them to an ambush spot where the other members of the party are ready to attack it. Used to avoid being surrounded deep in hostile territory. FM: Full Mana or Full Magic Power. Focus: Spell enhancement FYI: For Your Information. Gank: Beat up/defeat GC: Guild Chat Gimp: term used for weak classes/people. "Dadds is the most non gimp player in eq!" GM: Game Master Green or Greenies: A term for a monster(s) that look easy when you click on it. You should be able to easily kill a green Mob. Griefer: Troublemaker Group: To form a party in order to kill stronger monsters GTG: Good To Go. Normally used to signal when you are ready to fight or move. AKA: Got to go. GTM: Green to me. Describes a consider of a monster (see green above). Haste: Term used to describe a property of an item or weapon that grants faster speed of attack to the wielder. Heal: spell that restores HP IC: In Character. IMHO: In My Humble/Honest Opinion. IMO: In My Opinion. Inc: Incoming. Shouted when a member of your group has lured a monster and is bringing it back to be killed. Invis: Spell, Invisibility J/K: Just Kidding. K or kk: OK. Yeah it is pretty lazy to skip the O, but many people do it. Kill stealing: The act of taking a kill from another player by attacking a creature they have already engaged and doing enough damage to get the experience and treasure. Also called KS'ing Kite: The use of a combination of spells which allow the caster to immobilize target, DoT, then meditate or run while the target attempts to reach the caster. Types of Kiting: -Fear Kiting: The use of a snare spell and fear to cause the Mob to run away at a slow pace, allowing you or your pet to whack them from behind. Usually done by Necromancers, Shadow Knights and sometimes Rangers. -Quad Kiting: The use of an AoE snare or normal snare to round up 4 mobs and kill them at once using an AoE DD. Usually done by Druids and Wizards. -Swarm Kiting: use of snare, root and Swarm spells (i.e.: Swarm of Doom). Usually takes awhile to kill mob but very effective. Snare slows the down, root stops them, Swarm of Doom is a Damage over time spell. KOS: Killed on Site. Refers to the welcome, or rather lack of welcome, some players get from NPC's of opposite factions. KS'ing: See Kill Stealing. Lag: Slow Connection Lamo: Stupid LD: Linkdead. If a person is linkdead, they are still in the game, but cannot defend themselves do to lag or another computer error. Leeching: Unwelcome help on killing an enemy Level up: Increase your character level. LFG: Looking For Group ("Lvl 27 Shadowknight LFG") LOL: Laughing out Loud (That was funny) LOM: Low On Mana. loot: The process of stripping a kill of all it's useful possessions. Lore: An item that you can only have one of at a time. Many items needed for quests are lore, so that you can't turn in multiple sets of items. LOS: Line Of Sight Lowbies: Low level characters Main: main character a player uses Mana: Casting power Med: Meditate. If a magic user says he has to Med it means he is low on power and has to regenerate it by sitting down. (Not used in EqoA) Meleer: One who hits for damage, melees Mem blur: a spell that wipes the hate list of a mob causing the mob to forget about you. Mez: Mesmerize. Term used to describe the action of mesmerizing a mob. Mostly used by those who possess this type of spell. MOB: Mobile Object. Basically, any computer controlled creature which moves, which describes most EQ monsters. MQ or Multiquest: Refers to having multiple people each turn in some of the items necessary to complete a quest. The person turning in the final item gets the reward. Often used to complete a quest requiring nodrop items and with a nodrop reward more easily. Example: An NPC asks you to bring him a sandwich and some milk. If one guy hands him the sandwich and then another person hands him the milk, the person who gave him the milk gets the reward. MT: Empty or Main Tank. 1. Used in EQ when a mob had no loot on it's corpse. 2. Used mostly in high-end situations where a large number of people are required to defeat 1 mob, a designated "main tank" is used to take all the damage and keep the mob on him. Thus, healers can concentrate healing 1 person. Nerf: Programmed to be less affective. Newbie: Anyone new to the game, and thus unfamiliar with the rules. Also refers to low level characters. Newbie Garden/Zone: Area with low level monsters. Ninja Looting: Taking an item off a mob with out the consent of the group or raid then leaving the group or logging of. This will probably still be against the EUL and can cause you to get banned. Nodrop: An item that cannot be traded or dropped. Once you pick it up it's yours and yours alone. Many higher level quest rewards are nodrop to keep people from handing them out to low level characters Norent: An item that disappears when you log off. Summoned items are all norent. NP: No Problem. It is usually used after someone gets thanked. NPC: Non Player Character. Any character that can be interacted with that is handled by the computer or even a GM rather than another player. Nuke: The process of unleashing the most powerful spells everyone has as fast as you can. OHW: On His/Her Way. Used to let someone know that he or she is on the way to meet them. OMFG: Oh My Fu**ing God/Gawd Oh no. (really Oh no!) OMG: Oh My God/Gawd (usually depends on religous preference) Oh no! OMW: On my Way. This is to let someone know you are coming to meet them. OOC: Out Of Character. Used when talking on a chat channel from the player's perspective, as opposed to the character you incarnate in the game (as opposed to Roleplaying). OOM: Out of Mana/ inability to cast any more spells. OOP: Out of Power. See OOM. OOR: Out Of Range. Used when someone is trying to do an action (most often healing) and the recipient or other player involved is too far away. OOT: Out of Time. OOW: On Our Way. Used to let someone know you and more are coming to meet them. OTW: On The Way. Pet: A creature summoned or charmed by one of the summoning/charming magic classes who will obey and fight for him. PC: Player Character or Price Check. PH: Placeholder. The creature that spawns in place of the creature you really want to kill. PK: Player Kill. The act of attacking players from another Realm. Pop: Term describing that a mob has spawned near-by. Used mostly to alert the group that there might be an add to deal with soon. Port: the use of a teleportation spell by a Wizard or Druid that instantly transports a player or party to a new location Powerleveling: Tanking or healing a lower level friend while he gets the experience. Proc: Process. Used to describe a weapon that has an effect that activates (randomly) while you fight. PST = Please send tell (private message). Pull: Same thing as baiting: bringing a MOB to a more defensible position so your party can beat the snot out of it in relative safety. People that do this are called "Pullers" Purple: Term for a Mob that is many levels higher than you. When you click on it the text is purple. PVE: Player Versus Environment. PVP: Player versus Player. Those who choose to be plus PVP can attack and be attacked by other players. A plus PVP player can's be healed or aided by non PVP players. Pwn: You owned a mob taking it down with relative ease Quest item: Rare item. An item that can only be aquired throught the fulfillment of a quest/task. R or rdy: Ready. Signals readiness to attack or move on. Red: Term for a monster that is several levels higher than you. These Mobs need a group to kill. Res/rez: Resurrect. Term used to describe the action of resurrecting someone by magic. You are returned to life where you died, with less experience loss and constitution loss than if you simply released yourself. Res/rez sickness: Temporarily lowered stats. This is from getting a rez. Rest: To med, to bring stats back up. ie-power. RFP: Ready For Pull RL: Real-Life. Used mostly in OOC conversations that have reference to real life. Also referred to as IRL (In Real Life). Occassionally referred to as RW: real world. Roamer: Used to describe mobs that have a patrol route and move around. These are the most prone to become "adds". Also referred to as wanderers. ROFL or ROTFL: Rolling on the floor laughing (That was really funny) ROFLMAO or ROTFLMAO: Rolling on the Floor Laughing My Ass Off (That was simply hilarious) ROFLMFAO: Rolling on the Floor Laughing My Fu**ing Ass Off (couldn't be any more funny than that) RP'ing: /roleplay or roleplaying. Root: Root is a spell type which keeps a person or monster from moving. RP: See Roleplay RTM: Red to me. Describes a consider of a monster. See red description above. RW: Real World. See RL. Slow: Spell used to slow the attack speed of mobs. Snare: Slow spell Social: Creatures that defend each other. SOW: Spirit of Wolf. druids/and shamans can cast it. making you run faster. Spam or Spamming: sending the same message over and over again rapidly much to the displeasure of everyone else. Very annoying. Spawn: Creature creation. Where a creature pops into existence, it is said to have spawned. Spec: Specialization Static mob: The opposite of roamers. Describes mobs that stay in place until they are pulled or otherwise agro'd. Tank or Tanking: Refers to one person in a group that usually takes the brunt of an attack from a MOB while the others in the group attack with spells or from different angles. Usually the group member with the highest AC and melee skills. Taps: These are usually low resist spells that will tap some sort of stat (Heath, Str, Atk, etc) from a mob and give it to you. Taunt: Enrage. TGW: See TPW TL: Translocate, a port spell that allows the Wizard to say behind and only port the one person. This line of spells may not be in EQOA Toon: Term used to describe your character/avatar. TPW: Total party Wipeout. Train: Anyone running and followed by one or more bad guys has created a train. If you find yourself in the way, you could very well be attacked and die. TTFN: Ta Ta For Now. Casual good bye Twinking: The process of giving decent items from your high level character to your new character, thus puffing him up far beyond the abilities he should have. TY: Thank You Uber or L33T: Term meaning big, or high-end. Special mob encounters that are especially difficult/rare and/or named will often be referred to as uber-mobs. Also guilds that are very numerous and/or successful will also sometimes be referred to as uber-guild. Warp: Lag recovery. When lag causes a char or monster to run past the point where it actually stops, then "warps" back to that location. WB: Welcome Back Woot or W00T: Woohoo, great or congratulations. WTB: Want To Buy. WTF: What the fu**. No more need be said about this. WTT: Want To Trade. WTS: Want To Sell. Yellow: Term for a monster that is a little higher level then you. Yellow Mobs are questionable to solo, but fairly easy in a group. YTM: Yellow to me. Describes a consider of a monster. See yellow above. YVW: You're very Welcome. YW: You're Welcome XP: Experience Points. Also EP or EXP -=-=-=-=-=-=-=-=-=-=-= NEWBIE HINTS =-=-=-=-=-=-=-=-=-=-=- Make sure you complete the tasks in town before you go out hunting. You'll gain quick exp. and collect decent equipment for your questing. The monsters out there are tough and at low levels will really beat up on you. Save up around 100 tanars or so and get yourself a set of cloth armor as early as you can (like before you finish your 4th level). Tailors will have this. Food and drink have a MASSIVE effect on your regen rate of health and power: Food - increases healing rate Drink - Increase power recovery When choosing food/drink to buy, look at the level of the items. That's right, you can only use food and drink at your level or below. ----------------------- The Importance of Food ----------------------- I just realized that Food replaces resting/medding in EQOA. The newbie food you get helps hit points regen at 2 / tick instead of 1 / tick when you eat it... but you only gain the benefit while the icon is up and this goes away if you cast a spell or attack (or are attacked) The store-bought food at level 2 was 60 Tunar per piece while the level 6 food was 80...given the small price difference I bought level 6 food which seems to regen 20 hp/ tick! I would have been happy with 5 hp/ tick food at say 15-20 Tunar a pop. I really don't need 20 hp / tick food at level 6 1. Grouping is good. I'm sure many of you have been soloing and adventuring alone. Take some time to find people near your level and group with them. Here's why: There is a huge group experience multiplier in this game. It goes from 1 for a solo player to 1.8 for a group of 2 to 2.7 for a group of 3 and a multiplier of 3.4!!! for a full group. 2. Blacksmiths are your friend When in town remember to repair your weapons and armor. If they wear out, they become much less effective. 3. Look before you sell. This game uses a combination of random loot drops and unique loot drops. What this means is that level 10 snow spiders in the middle of the icy plains of Everfrost have a small chance of dropping a magic item! Make sure you check your inventory for any of these treasures before you sell them. 4. Food and Drink regenerate health and mana I know this has been said before, but it bears repeating. If you don't buy food and drink, you are slowing yourself down. Also, make sure you don't fight or use abilities while eating or drinking. It will cancel the effect. 5. Do quests Quests are very important to your character advancement. If you skip a quest, you miss out on abilities, magic items, and a ton of experience. Ignore quests at your own peril. (Best person to check for quests is the NPC you start in front of.) ----------------------- Weapons ----------------------- Weapons labeled as Primary can be equipped in the primary weapon slot only. Weapons labeled as Secondary can be equipped in either the Primary or Secondary weapon slot. (A class that does not dual wield can equip a Secondary weapon in their Primary weapon slot.) Shields take up the Secondary slot. Held items can be equipped in either the Primary or Secondary slot, and will disallow the use of a weapon or shield in whichever slot it takes up. (This is the intention. The current in game functionality may not work this way.) 2Handed weapons, Ranged weapons, and Thrown weapons all take up both the Primary and Secondary weapons slots. ----------------------- Race/Class Hints ----------------------- These are suggestions on good races/classes for beginners (I'm talking people who've never played before), brought to you by some people who've been playing the beta for the past few weeks. This does not mean that nyone is right if they say "don't go with such-and-such", just a way to post our own feelings on what we might have found most helpful when we were first playing (only a few weeks ago). kir For those interested in some soloing advice, I'll give you some from my (still limited) experience. I've mostly been playing my Elf Paladin, which I find to be a good soloing class. So far (level 8) I have no healing spell (but I do think I get one eventually) but food more than makes up for it. Biggest tips are, kill most everything - and LOOT. Give yourself time to rest/eat when you're getting too low. Go back to town often and sell your loot - then bank the money. Not only will you find it collects fast, but if you don't bank, when you die (and you will) you lose some of the money on your person (but none is lost from the bank). Upgrade to leather armor and a more powerful weapon as soon as you can (be aware of level limits on anything you buy). Finally, if you want to explore - stick to paths as much as possible (I've found a number of paths just by wandering a little when one path ends) and use your targeting button constantly to see if there's anything ahead of you that you can't handle. Even though you target it, while it's still far away it wont see you and it wont attack, so it's a good way to keep out of trouble. I understand that warriors and clerics also make for good solo classes - though I've tried neither. I will say, try to find a group of others at your own level - you gain experience faster when you group as the # you'd get solo is multiplied to a higher # in a group. As to recommendations for classes to start with: Elf - especially at Fayspire is easy to get a handle on, the town is well laid out and there's a lot of nearby trails to make early exploration possible, Tethlin is a bit confusing Halfling - Rivervale is large but self-contained, with two major trails leading away from it. Barbarian - small, easy to navigate town, but isolated and difficult to wander away from without leveling up first Dark-Elf - I found the town layout to be confusing and very large, not too user friendly to this newcomer, however I'm sure many people love it stingray Make sure the goods you're purchasing are compatible with your level, race and class. Spodie I had never played EQ before, so I started with the top of the list, the barbarian warrior. The town is very small compared to some of the others I've seen, but you that also means won't get lost. There is a nice central location to meet other players to group. Just go through the tunnel to the other side of the mountain. Early on you can get two additional attacks via abilities which help with fighting and soloing. The people up north are nice, and you shouldn't have a problem grouping if you get tired of soloing. NezuChiza In keeping with the post though, my suggestion is DO YOUR CLASS QUESTS. Yes, it's all in caps, but that's because it is a very good way to get the first 5 levels or so plus some loot and spells/abilities. After that you can get the level 5 armor, you can ignore the level 1 stuff till then, and then if you want to solo you have a good base to begin with, or if you want to group then you can go off and do that. Also, keep in mind that your power pool is based off the two blinking stats during creation and on your character when you check it in game, and since power is what is used for your spells and skills it's a good idea to have a lot. But no matter what the stats for your class are, do NOT ignore stamina, strength if you plan to attack with a weapon, and whichever stat of dex and agility governs the percentage of your max damage you do per hit with a weapon, I can't recall offhand which does it. And when your armor/weapon gets low on HP, either repair or replace them depending on which is cheaper. When your weapon gets too low you do the same damage as if you weren't using it, and damaged armor drops your AC dramatically. Just a few suggestions Lilith, level 16 Human Rogue Akasha Food and drink are not eaten automatically...they are like potions. You eat/ drink when you want to heal health/power. Do not attack anything while under the effects of food or water as this will cancel the effect and waste money. The higher quality of each helps you regen faster...but it gets pricey. Root classes: use root on the mob if you run into trouble, cast root on the mob then do not attack...just run like hell and heal if possible or just escape...works fairly well on red mobs close to your level although this may change. eynki If you are running low on money visit the shon to monastery, most of the drops in there sell for about 1500 Tunar QiterBall If your a first timer and your into "exploring" you best bet is to do either shaman or druid, both get invis and spirit of wolf...if you want to make a warrior, the more STA the better, STA = HP, HP = the more hps you have before you die to ubermob_01. Do RESEARCH on your class, ask people check the net, so on and so forth, its annoying to devote your time making a druid and getting him to lvl 20 just to find out that druids NEED wisdom not str (then again this new "stat point for every lvl thing is AWESOME, something I wish EQPC had when I made my first character")...stay close to towns when your low lvl, b/c guards are near by and lower "easier" mobs hang out around em. Always use your sense, you see too many KOS mobs in one area don't run right dab in the middle of the pack, just pick the ones outside of the packs. Like some have stated, do your lvl 1-5 quests, they are easy way to lvl, earn money, gain abilities, gain spells, gain items, and you learn your area/town so finding things in the town gets easier. Quest mobs for lvls 1-5 tend to be within range of the quest givers, i.e. spiritmasters and merchant that have free quest items are like almost always next to the class guild. JayNTampa My advice: Make friends early, you're going to need them to group in a few levels. -=-=-=-=-=-=-=-=-=-=-= GROUPING =-=-=-=-=-=-=-=-=-=-=- I would like to explain that in EQ Groups, it is very important to play a given role to maximize the success of the whole group. Tanks - Tanks typically include Warriors, Paladins and SKs. These classes tend to have a higher AC and HP total than other classes. If you play one of these classes, learn to TAUNT. You are a Tank - you are to take the hits so other more fragile classes don't get mauled. That said Taunt as often as possible - as long as the mob is on you, you are doing your job. As a side bonus you will also have the healer only need to watch one persons life bar so you are saving a lot of downtime for your whole group. As a Tank you will also be called on to occasionally Pull. Pulling is running out and getting a Mob or Mobs (Mobs are monsters/NPCs) and pulling them back to the group. Your HPs and High AC are good for this. However, you must learn to pull because some mobs are linked. Linked mobs will pull all their friends with them and occasionally force the "total wipe" of the group. Good pullers are essential to very successful groups. Utility Melee: Utility Melee is non-wearing plate folks (or non-High HPs in the case of a Bard) that still do a decent amount of damage but have other abilities. Rogues, Bards, and Monks fall into this category, an exception to this rule appears to be Rangers who can wear plate, but are still considered Utility Melee. With the exception of Wizards, no class can deal more damage quicker than a Rogue from behind. It is important for Rogues to understand they are not Tanks so to carefully manage Agro. Bards can wear plate, but their HPs keep them from the Tank category. What sets the Bard apart is their ability to cast some Enchanter spells and improve the capabilities of those around them. They are able to regen hps and power as well as increase run speed. The Ranger and Monk share a common thread in that they can make excellent pullers utilizing Snares (Ranger) or Monk FD (Feign Death). Rangers and Monks also have the ability to break linked mobs easier than the Tank classes for most of their adventuring career. Rangers and Monks can do substantial damage in battle but only Monks have the Feign Death Fallback. Healers - Clerics, Shamans, and Druids. All bow to these, for without a healer your downtime is going to be too long to actually be successful. Clerics are the masters of healing and get some pretty decent buffs. Shamans are the Buffers in EQ and get a decent amount of Damage Over Time (DOT) Spells. Druids are the Jack of All Trades - they are never the best healer, the best damage dealer, the best buffer - instead they are a mix of all those things. Clerics get Ressurection Line to cut down on downtime, Shamans and Druids get the movement buff Spirit of the Wolf. When playing these classes as the main healer - you must do just that. Keep an eye on everyone to maximize success and hope that the MT (Main Tank) is taking the hits. Casters - Wizards, Necromancers, Enchanters, and Magicians. These are much more varied than any category prior - and the roles are tougher to summarize. Wizards are raw damage. Their Damage spells are more efficient and more varied than other classes. They have nukes (dmg spells) that are based on Fire, Cold, and Magic so can switch spells depending on the resistances of the mobs they fight. The Wizard also gains Teleport. The drawback of the wizard are the inability to heal themselves, relatively low HPs, and the ease by which they rise on the Agro Ladder. The Magician is an elementalist who deals in Fire based spells and the summoning of Air, Fire, etc. Pets. The magician also gains the ability of damage shields which are useful to a party and the ability to create items which can be temporarily used by party members (bandages, arrows, etc.). The drawback of the Magician are similar to the Wizard but the pet makes it a little easier to manage agro and solo. Enchanters are the mind control specialists. I have heard rumblings that in Beta I these casters were "less complete than others". The enchanter has weak nukes to support the group but the true strength of the enchanter is the ability to increase the offensive power of the group and minimize downtime for power restoration. The enchanter is typically the weakest defensively yet has a host of spells to help parties deal effectively where the group has chewed off more than it should be able to handle. In EQPC Enchanters competed with Clerics as the most sought after class. Very few players had the ability to play this class to high levels but those that did were rewarded with a very diverse and almost "broken" (in a good way) potential. The last of the casters is the Necromancer. Necromancers make excellent soloers as they can summon pets which are on par or better than equal warriors of their level. Pets make fine utility melee for groups and almost add an additional member but they do not really replace a Tank. Necromancers are able to steal life and ability scores from their opponents and later gain the ability to Feign Death. In a pinch, these casters can give their life to others or scare additional mobs to offer some form of crowd control. ----------------------- How to break Linked Mobs ----------------------- A "Linked" Camp is one where attacking a monster or NPC within a certain range of another such mob will cause it to tag along and perhaps bring others. Most Mobs in EQ are on a timer and therefore a group only needs to break a given spawn once if they intend to camp the area. So how then do you break these spawns without getting over-run by pygmies? There are a few methods and it really depends on what mixes of classes you have: 1) Pull them as a group and have casters Root the adds so that the group can concentrate on one at a time. This can work but is risky due to the weak nature of the Root spell for Crowd control. Also casters that are rooted will begin to cast from a distance and some mobs will use bows. It can however be effective. 2) Pull them as a group and Fear the adds so that the group can concentrate on one at a time. If you get everyone in the camp on the pull then this does work rather well. This should be avoided if in an area where the fleeing mobs might pick up additional adds. 3) Pull as a group and have the Bard/Enchanter Mez (not working Beta I) or Charm (again limited usage in Beta I) the adds so that the group can concentrate on one at a time. By Release the Bard and Enchanter should be the primary way to deal with adds. 4) If outdoors and the group has a Ranger or Druid then the use of the Harmony Spell will allow a group to quickly break a spawn. Harmony is an AoE (Area of Effect) from the target mob and reduces the agro radius of all mobs within the area. Once cast the closest mob can be pulled safely. Do not pull any other mob but the closest as the spell only reduces agro range. If the mob crosses another mob it will still pull it, so eliminate them closest to furthest. ----------------------- Why Assist? ----------------------- Basically in most fights there will be more than one mob to contend with. Mobs will be mezed, stunned, rooted, charmed, or basically beating on the puller. Assisting the MA (Main Assist) is important because doing damage to a mob a caster is trying to or has rooted will force the root to break.. the mez to break, charmed mobs can't be attacked, or you will draw agro to your non-armored self. Therefore always target the same mob as the puller (Main Assist) so that you can finish a mob quicker and lesson the amount of damage the enemy is doing faster. Splitting your attacks just makes the battle go longer and the group takes more damage (causing more down time). ----------------------- MT vs. MA ----------------------- In EQ there is usually a Main Tank and a Main Assist. In some groups these will be the same character, but these can be different depending on the Camp. The Main Tank is just that - the hunk of flesh that will stand between his group and the enemy and act like a pincushion. Said Meat Shield needs to take the mob off the MA if the MA is another person as quickly as possible. Taunt quickly and often - its your job. If you don't like being a meat shield go wear a robe and learn to cast spells. The Main Assist is normally the puller and is always a Tank or Melee Offensive (Ranger / Bard pullers usually). The Main Assist is named MA because they are pulling the camp and will have the mob in their target window first. Assisting them allows for the whole group to target one mob instead of splitting the attacks and your group will gain efficiency. In the end, just take the time to learn your class and enjoy the ways it can contribute to the group experience. You will be happier and people will look you up again for groups. Grouping can be a problem unless you follow some guidelines. When I'm grouping up, I pay attention to a number of things: 1) Are we all similar in level? The bigger the spread, the harder it is for the lower levels to get experience. Also, the lower level characters can end up being a problem because they may not be able to make a significant difference in killing off mobs. And because they're weaker, they may need too much assistance and healing to keep alive. This can also present an overall group concern...if the low-level character dies, it could mean the death of you all. 2) Are we all in agreement with looting? I set it up right away that looting is alphabetical. If I don't care, I say so. It's important to establish this rule to keep people from getting angry about "ninja looting." It is obvious from my experience and from watching my fiancˇ play, that if you don't say anything, people just loot without any regard to being fair...it's an X-button shoot-out, and I don't play that game. 3) Are we having fun? It doesn't take very long to find out if you and your groupmates are a good match. I'm chatty, a goofball, and a brat. Some people are too into leveling to take time to chatter a bit. Some are just no fun at all, or they play very badly or have no group loyalty. Keep a buddy list of folks you enjoy hanging out with. 4) Is your group balanced? It's really important that you try to get a group together which has at least two classes in it, especially with a tough guy to pound on the beasties if there are casters in the group. 5) Are they doing their job? I have a great time playing this game, but I also take my character's job seriously and do my best to be a good groupmate. When I see groupmates doing a bad job and not caring, I remember. (hipchick) -=-=-=-=-=-=-=-=-=-=-= LOOTING =-=-=-=-=-=-=-=-=-=-=- When grouping with other players there are a number of looting styles that can be agreed upon before-hand to avoid any confusion during the heat of battle. Alphabetical (Alpha) looting works best, done in order of the first letter of name of your characters. Real simple, real easy. Whatever you get you keep. If on your turn you get "EMPTY" you should get to go again. Now, the above method can be left as is, or you can add the following to take care of special items that might show up as loot. For special items: "need before greed" looting style 1. Class items go to that class if they can use it and don't have something better on them 2. All / all or multi class items get rolled for communtiy->group->roll high number or low number wins 3. Once you win a good item, you are OUT for future rolls until everyone gets something 4. Please ASK before looting NO TRADE items 5. If you loot something, please inform the group what the stats/class flags are on that item 6. If you win an ALL/ALL item, then an item for your class comes up, trade in your ALL / ALL item for the group roll, and you take the class specific item for yourself, no roll 7. Anything that has lower stats/lvl than what everyone already has is considered junk loot, or "free for all" These rules can be expanded in complexity to handle multi group raids, guild raids especially when the concept of "guild bank" comes into play. When not in a guild group (or not grouped at all), and you receive an out of class item/weapon, it is your decision what to do with the item in question. You could use it to thank someone for helping you with that difficult quest or leveling you. Of course, you can always hand it over to someone in your guild for use in the Guild Bank. -=-=-=-=-=-=-=-=-=-=-= Q&A'S =-=-=-=-=-=-=-=-=-=-=- ----------------------- Targeting/Attacking ----------------------- Q: Is there a way to con mobs in the game? A: Yes, the 'focus circle' when you target something is it's difficulty. Green - Too Easy, no EXP Light Blue - Several levels below your level (Easy) Blue - A little below your level White - Same level as you Yellow - A little bit above your level Red - Ouch! The disposition of the creature is in the mask icon near the target name area. Blue Happy Mask - Friendly White Mask - Neutral/Indifferent Red Mask - Aggressive Q: Since EQoA is zoneless unlike EQ, How far will mobs chase you? A: Mobs have a somewhat flexible leashing mechanism. Once they engage a target, they have a set distance they may chase (the distance is randomized a bit so that it can't be exactly predicted). If a mob hits the end of its leash, it will teleport back to its home point. We've tried to tune this distance such that it prevents training of mobs into areas that they shouldn't go without making it too easy for players to flee. They teleport back so that they can't be kited around their leash limit. Hopefully the hatelist code in combination with the leashing will keep trains from being a major danger in the dense dungeons. Q: Will there be any player versus player in EQoA? A: There are no plans for EQOA to include PVP at this time. Q: How do I use a bow? A: Make sure you have arrows (not quarrels) in your inventory. Equip the bow. Q: Will warriors and other melee classes be able to dual wield? A: Starting at level 20 Warriors, Rogues, Monks, Rangers, and Bards gain the ability to dual wield (two 1 handed weapons). At level 35 these classes gain the ability to quad attack, which means that while dual wielding they will swing each weapon twice. Paladins and Shadow Knights gain the ability to double attack at level 20 (Paladins and shadow knights cannot dual wield.) At level 35 Paladins and Shadow Knights gain the ability to inflict critical hits while double attacking. What this means is that they will still only swing their sword twice, but they will get two damage roles per swing. Q: Which characters dual-wield, and at what level? A: Classes that get Dual Wield (Warrior, Rogue, Monk, Ranger, Bard) start being able to do it at level 20. At level 35 these classes gain the ability to quad attack (Swing twice with each weapon while dual wielding). Q: I tried dual wielding 2 scythes with my level 6 ranger and it didn't seem to work. I could equip both scythes but I only swung with one. Anybody know if dual wielding been implemented yet or if I'm too low a level to do it yet? A: Correct, at higher levels, certain classes will get dual wield, double attack, and other goodies. Until that time, you're free to hold as many weapons as you want. But this only changes your appearance, not your attack. Q: Where do I repair my weapon? A: Any blacksmith can repair armor and weapons for a small fee. You'll usually find them near a forge or smithy. ----------------------- Food/Health/Items ----------------------- Q: Will food and potions make clerics obsolete? A: Food and drink will replenish your hit points or mana over time. They're pretty much used to eliminate downtime rather than saving you from a grisly death. Most healing spells cast by "priest" classes will heal you instantly. So a healing class will be extremely desirable in an active adventuring group since eating that cheese sandwich isn't going to help much when you're getting beat on by a nasty orc. Q: Is there any way to sit or rest to get back hp? A: There is no need to rest in EQOA. Use food and potions to regain health. Your character will start with a handful of food. Q: So, does food only work to restore health or do you still need to eat to keep from getting hungry like you do in EQ? A: No, players do not NEED to eat or drink. But if you're out fighting, it is in your best interest to do so whenever needed to replenish your hit points or power (mana) so you can get back to adventuring. NPCs with the "Grocer" title will sell you all the food and drink you could want. Q: Is there meditating in the game? A: Meditation isn't in EQOA. You will continue to regain hit points and power, even in combat! Using food and drink items are designed to minimize any downtime between fights, and their effects wear off the moment you reengage in combat. That means that casters needn't med in-between casts like in EQ to make the most of their mana (there is no med in EQOA). Casters can feel free to move about and cast spells without worrying about trying to maximize their mana conservation. Casters can even move, albeit at a slower pace, while casting a spell. Q: Why do items decay? A: The item hitpoint and item durability features are an important part of EQOA game balance. Players should expect to see item decay as a feature of the game in Beta phase 2 and beyond. Item decay is one of the features we use to keep the EQOA economy alive. Tunar is meaningful because it is challenging to keep it in your pockets. This makes the game more interesting and it encourages trading with other players. We also think it's fun because there are some great items out there w/ higher durability and it's exciting to find them. So in short, we have item decay because it adds a challenge to the game and a lot of flavor to items. We will tinker with item decay rates but item hit points and item durability are a permanent part of the game. Q: When items break do they disappear, or just not able to attack till repaired? A: Items never really break. They reach a state where they are very ineffective. If you see an equipment icon w/ an X on it in your inventory, it needs to be repaired. In future versions of the game, we will alert players through the main UI when an item needs repairs. Q: Will items show how many uses/hits they have left, or it's just up to you to make sure you repair/replace on a regular basis? A: Items have hitpoints and durability. You can see the current and maximum HP of an item by selecting it in your inventory. Q: What is item durability? A: Item durability represents the item's resistance to damage. Higher durability means that the item will take less damage. Items never completely break so if you find something you like, you can keep it forever. Q: What is the difference between primary and secondary weapons? A: "Secondary" means that the weapon can be equipped in either hand. Some classes get the ability to wield two weapons at once. Some weapons go only in the main hand ("primary") while others can go in either hand ("secondary"). ----------------------- Spells/Abilities ----------------------- Q: How do you acquire new spells? A: Most spells are store bought. Some, on the other hand, are only available through completing quests. Q: What is with the new heal spells? Does it do a heal over time? Does it take affect right away, or when the icon is displayed? A: The cleric spells so far are Heal over Time. You'll see a huge difference between HoT 1 and HoT 2. I went from casting HoT 1 several times during a battle to just casting one HoT 2 spell on the primary tank. At level 12, you'll see a difference. Q: So.. cast before a fight? Does this make a good strategy? A: Oh yes, if solo'ing I would start out the battle right after casting a heal on yourself. Make sure your damage shield is up too! If grouping, I usually throw a heal on the puller when he/she is returning back to the group. I'll toss the next heal on the tank if I notice the health reach about halfway (which is rare if pulling singles with HoT2). When you consume food or drink to regen health or power, you are unable to cast a spell or fight. Well actually you can cast a spell or fight but doing so will stop your regen. If you cast your Heal spell, you can fight all you want until the Heal runs its course. Q: What is the difference between Sneak, Hide, and Invisibility? A: Sneak- You will be undetected as long as you are behind a mob. This is probably most useful with backstab, but also not bad moving through dungeons if you use it well. We're currently looking at ways to self-cancel this ability. Realize that it's a bit annoying right now. Breaks if you attack, cast a spell, or are attacked. Hide- breaks if you move, cast, attack, etc. Useful if there's a nasty red mob moving by, waiting for friends in a dungeon if you don't want to take it on yourself. etc. You're undetectable as long as you are hidden. Invisibility- mobs wont detect you no matter which direction they are facing. It breaks with attack and casting. Q: what do you do with Taunt? When and how do you use it? A: Taunt is used when a beast or enemy is attacking a teammate or another person and you want it to attack you because that other person is getting hurt. The role of the tank (i.e. Paladin) is to take the hits because you have a greater defense and more hitpoints. Thus, taunting will get the enemy to attack you (if successful) instead of pummeling the poor wizard with less than 200 hp To truly understand Taunt you need to understand how Agro works in EQ. Mobs (Monsters) will have an Agro list that determines who they dislike the most or view as the biggest threat (which can change moment to moment). All factors considered the list is a constantly fluctuating ladder based on a damage number. Damage Number is both real damage and imagined damage from a threat standpoint. Imagined Damage comes from things like Mezmerize/Charm, Healing, Stun etc... As an example most healing spells will most likely transfer x2 or x3 dmg on the list to the caster. So in other words most mobs will view the healer as a very great threat unless they manage their agro. Wizards also have to manage Agro as to not be on the top of the list. That said: Taunt is a Tank ability that allows a Meat Shield to keep the mob on them. Everytime the Tank clicks the taunt button (which has a short refresh time) lets use 50 HPs is added to his or her agro list total. This ability then allows a tank to do what they do best - suck up the hits. The others in the group must allow the tank to do his or her job though because even with taunt a Wizard chain nuking or a Cleric Complete Healing everyone will steal agro from the Main Tank (MT) or Main Assist (MA) if not careful. Q: What do you do with Strike Undead. Who can you use it on, when, and how? A: Strike Undead is either a spell or an attack (I'm not sure, I'm not a Paladin) that will only attack undead enemies (zombies, skeletons, etc) and do damage. Paladins and Clerics are proficient in smiting the undead as it is in their holy nature. ----------------------- Controls/Interface ----------------------- Q: How do I access quick-chat? A: Press L2 to toggle the quick-chat interface. The directions on the interface correspond to directions on the D-Pad. Tapping the D-pad in a direction will confirm a selection. At this point, you will either execute the command or descend to a new menu. You can edit an option on the menu by pressing and holding the d-pad in the corresponding direction. Pressing the right analog stick (as if it were a button) is a shortcut to bringing up the chat (instead of going through the start menu). Q: What is the menu with the two green vials, a blue jewel, and a sword, and how do you use it? A: This is your tool belt, where you can assign hotkeys to an additional weapon, a magic item and two potions. Your toolbelt can be used to access frequently used items like potions, food, spell gems and weapons. The two potion slots can contain stacks of potions or food items. The blue gem can contain a spell gem. The sword slot can contain a weapon. The weapon slot is especially useful for characters that want to switch between a bow and a sword. To prepare an item on your toolbelt, navigate to the item in your inventory. Press X to select the item and then choose prepare from the list of options. You can now choose the appropriate slot in your toolbelt where the item will be prepared. Press X again when you are done making your selection. To use an item in your toolbelt, use the D-pad to select the item and press the O button to use it. Q: Is there a stamina bar? A: No, there is no stamina bar (or stamina modifier). Only HP (red) and Mana (Blue). The red bar is your health. The blue bar is the Power bar. Power is used for all special abilities. The yellow bar indicates your progress towards the next level. The bottom bar is your indicates your progress towards the next 1/10 of a level. Q: So there is no stamina in the game? A: Correct, there is no stamina. You can run and swim as much as you want. Q: Are keyboards designed for the PS2 compatible with the EQoA Beta? A: Most USB keyboards will be compatible with EQOA. Q: Do you need a keyboard to play EQoA? A: A keyboard is not necessary however if you choose to get one any USB keyboard should work fine. In game there is a Quick Chat menu that is fully customizable. You can make it say stuff from "incoming" to "gimme all your Tunar" as well as program it to do some of the basic functionality like inviting to the group, guild, and changing chat modes. All with the click of the R2 button. There is a basic tutorial when you push the R2 Button in game. So don't go trying it without being logged in. Q: I have noticed on several screenshots that there are only 5 visible spell slots. Can any confirm how many slots are actually available? A: Currently there are 5 spell gem slots in game and 2 tool belt slots for items with magical effects. Q: When I received the shirt from the merchant, is there any way to tell I got it? I didn't think it had worked, so I'd keep asking for one, and then I noticed later that I had 3 in my inventory. A: When you click an item to buy it pops open a window asking how many. When you click okay it adds it to your inventory (makes a small rustling sound.. might not hear it if your TV sound is down to low). Q: Can I equip the shirt, and does it change my appearance? A: Yes you can equip it, but it doesn't change your appearance (well the robes for casters do). Armor that you actually buy does however (the shirt is free if you didn't notice). Q: I couldn't figure out how to equip my weapon. When I'm in town will it show up in my hand if it's equipped? A: Go into your inventory, hit the D pad right to equipment, and then move the D pad down until the blue dot (right hand side of inventory list) is next to your weapon. Hit the X button then select equip. Equipped items are highlighted green. Q: When you click on R2, it brings up two bars on the upper right of the screen. The second is spells/abilities, but I'm not sure about the first. Is that my toolbelt, or potions? And what are the various symbols I see in there (green diamond, etc.)? A: The second panel you are seeing in the upper right is something like a toolbelt that contains potions, etc. If you select your rations in your inventory and select "Prepare" (I think), it will prompt you to place your rations in the toolbelt. The 'toolbelt' is simply a modified standard hotkey panel that allows you to access certain things in your pocket quickly.. the green blocks can be used for food/water usage on the fly, the sword/dagger can be used to switch to an alternate weapon if you like such as bow/crossbow or a club or another sword. Q: The bar at the bottom left of the screen seems to be my energy/health, which gets depleted as an enemy attacks. Will that bar increase in length as I play the game? Does it increase when I gain levels, or are there other ways to increase it? A: The bar in the bottom left is actually your target menu, it can show your health only if you target yourself, otherwise the bar in the top left should always show your health. In some games like Zelda, you can add heart containers to increase your amount of total health. the EQ universe doesn't work in the same way... your total health does drastically increase with levels and special items, however the bar will always 'look' the same. This is because the bar is actually a graph/gauge of sorts that splits your total amount of health into 5 equal 'bubbles' (so if your total HP is 100 each 'bubble' represents 20HP and if your total HP is 300 each 'bubble' in the graph/gauge represents 60HP)... but you will always see 5 bubbles in your health bar. This goes for the blue mana/power bar, the yellow/pink exp bars and for other players, NPC or mob health bars when you target them. ----------------------- General ----------------------- Q: What happened to...? A: You'll notice that Ogres, Vah Shir, Iksar, and Half Elves aren't available. From within the mountain fortress of Oggok the Ogres still endure their self-imposed exile as they pick up the pieces of their once glorious empire. During the EQOA era the Iksar are isolated to the southern continent of Kunark, the various tribes still vying for dominion over one another. The elves have yet to split between the Wood Elves and the High Elves. During this age their differences remain entirely philosophical. However, the dark elves are still as spiteful and envious as ever. Half-Elves do not exist during this era. The elves are too caught up in their own struggle to pay much attention to the Human race, let alone fall in love with any of them. As for the Vah Shir, they live a happy and peaceful life among the islands of Odus. Q: Will We Be Able To Have More Than 1 Character? A: Yes, there are slots for several characters per account. Q: With saving characters, does each character take a certain amount of memory for card or is the whole game 4k regardless of characters? A: Characters are saved on our servers so you don't have to worry about them taking up space on your memory card. Unfortunately, we're not sure about the 4k number or if that number will ever increase in the future. Q: How do I delete a character? A: The very last field in the Character Select screen says "Delete Character". Click on this, then identify the character you want to delete, confirm and that characters is gone. Q: Why are there two Human races? Why not make it one race and save the memory? A: The differences between Eastern and Western humans are only in regards to lore. They both use the same models, animations, and textures, so no memory would be saved if one were scrapped. Q: Will Rogues be able to break into banks? A: No. A player will never be able to affect another player's personal or bank inventory. However, that doesn't mean that a Rogue won't ever be sent on a quest to intercept a wealthy banker on his way home and relieve him of his funds Q: Mages, what kinds of pets we talking here? A: Thanks to the talents of Cy Mandua, one of our character artists, you will be seeing an immense selection of pets to summon from wisps of flame, skeletal dogs, and enchanted daggers to hulking zombies, colossal elementals, and towering golems of iron. Q: Is there a way to make the character jump? A: Nope there isn't one. On the plus side this means EQoA can never put in any jumping puzzles to torture you guys. Q: How do I light up an area that's dark? Do I buy a torch? A: Your personal light source goes on automatically when it gets dark in the world. It appears (as a radius of light around you) when it gets stormy, or the sun goes down (or both at the same time, which can make it very dark). It should go on in dungeons and underground as well. Q:How do I save? A: The servers do it automatically for you. Have no fear, though, as the servers save your info very often. Remember, your characters are stored on their servers so if your memory card gets corrupt (or it breaks or something) you don't have to worry about your chars being deleted. Q: What happens when you go to another town? If you die, do you always start back at your hometown - or can you save at another point in another town so you're closer to where you want to be? A: Many of the towns in Norrath have Spiritmasters. Target them and hit the square button. They will set your "bind" point (the place you return to when you die) to a place close by. Q: What is an "adventurer"? A: It's a bit tough to refer to other players without breaking character but one term I've been trying to use is "adventurer". So if you see "adventurer" in a dialogue, the NPC is most likely referring to other real life players. Q: When should I go to see the spiritmaster? I know it's part of one of the early quests for the character - but after that is there any reason to see the spiritmaster in your own village? I understand that you see a spiritmaster in another village if you want to appear there the next time you log-in or die - is that basically the only reason to see them? A: Once you have seen the Spiritmaster and become bound to an area, you shouldn't have to see visit that Spiritmaster again. The spiritmaster binds you to a location so when you die or gate, that is where you appear. You don't actually appear there when you log into the game, you should appear at the place you were when you quit or got disconnected. You can bind in other cities if you want to so that you appear there when you die or gate. Q: What does "gate" mean? A: Gate is a mage spell that allows a caster to be sent back to their binding spot (spiritbinder location). Q: When is it safe to shutdown the PS2 when I'm done playing EQOA for the evening? A: I would recommend using the "Quit" option to get out of the game first, but you should be okay shutting down in the server selection screen, the login screen, or the splash page (the one with the tree city image behind it). Definitely avoid shutting down while patching! Q: What exactly is a guild? A permanent group? A: A guild is a group of people with common goals. Raiding, Exp grinding together, Exploring, or just hanging out and having fun. Q: So what does this "faction" mean exactly? A: Faction means your standing with a certain people. The better your faction is with someone, the less they dislike you. If you get a middle to bad faction (rating) with a group, their merchants won't deal with you either. Q: I see I am getting training points, where do you use those? A: Hit the START button then go to character, you can spend them to increase your stats Q: Am I supposed to be able to read the signposts? I can target them, but that's all I seem to be able to do. A: Yes, press square when they're selected. Q: Is there a set amount you can become in debt, or is it possible to be several levels in debt? A: Currently there is no limit to the amount of XP debt one can accrue. The Developers be evaluating the system as they go along and might be making changes to it in future phases. Q: I've lost the members of my group, how can I find them? A: If you're close enough, target the group member and hit the attack button. Your attack will point you to the targeted group member, if they are nearby. Granted you always swing an attack at him/her but it has no effect. Q: Shouldn't the name of the continent be Atonica? A: It was renamed after the contruction of Qeynos but not immediately. I believe the renaming took place after Antonius Bayle conquered all of the human lands. Something which has not yet taken place in EQoA. Q: EQOA vs EQPC -- Why play EQOA? Does EQOA offer enough? A: The game really wasnt designed to appeal to EQ PC players at all. Its been rather a pleasant surprise that so many EQPC players have expressed enjoyment playing it. Online console gaming is a vast new area for game developers. EQoA was designed entirely for that new audience. So far the reaction from PS2 only gamers has been awesome, which makes us very happy. As for a choice between EQ or EQoA well, both of them happen to be in the Studio I manage so I can saftely say I am happy if you play either, but have you considered BOTH? Perhaps purchasing an extra account or three while you are at it? For me, I play both. When playing EQPC I feel a lot of nerve wracking tension and the rush if I survive an encounter. In EQoA I find myself willing to group more often and find myself laughing out loud a lot more often. I never feel bad about pulling the plug after half an hour of playing. There is clearly a connection between EQoA and EQPC. Yes, this is an EverQuest game. And yes, it can be compared to it. But that does not mean that all the things you live and die upon in EQPC need to be in this game. If they were out to make a clone, they would've. But they didn't, which is good Q: When do you receive training points? A: Point distribution works as follows: 3 points each lvl from 1-14 5 points each lvl from 15-29 9 points per lvl from 30 Q: Will there be expansions to EQoA in the future? A: There will be expansions. Most likely they will be interchangeable discs. There is no plan to use the hard drive. There will be extra planes in the future. There are more graphics on the DVD than the original game allows players access to upon release, making it possible to expand the game in this way. So there are a lot of things we don't know about yet. In addition, there are secret zones in the game right now. Obviously they can and plan on adding more quests, stories and more every month or so after launch to keep the game world evolving. It is never set in stone. Q: Will there be tradeskills in EQoA? A: They are working on fishing, but as of Beta 3, it was not implemented yet. They don't know if it will make it for release but as you correctly point out we have built a lot of assets (fishing poles and nets can be found for sale) for it for when we can get it in. The method to their madness is to get the core gameplay (IE: Going adventuring with your friends and defeating monsters) solid, fun and bug free first then work on secondary aspects of the game. Q: Who runs the observatories? A: The astronomers are Gnomish - and who knows what they are looking for (the fun is in the mystery of it all). Q: Will there be any in-game maps? A: There will be no maps guys, sorry. They toyed with multiple game map attempts over the length of the project. Unfortunately the world is so large, with so many underground areas as well, that any coherent ingame maps would be texture memory overload on the PS2. It would be awesome, no argument there, but the sacrifice of the already barely passable texture budget they had - would drastically lower the look of the world to an unacceptable level. Still, if history holds true, there will be maps of every detail in Tunaria a few months after release - available all over the internet, as there was for the original EQ. So, sorry no maps - but enjoy the mystery of the game. If you stick with it, in time you'll long for the nostalgic days when it was all mysterious frontiers and unknown areas. Q: What Aviak cities and the Rathe Mountains? A: There are actually two full-blown Aviak cities in EQOA, and a few villages here and there as well. There is a Centaur city out there somewhere. You won't find Lake Rathetear yet, that area has yet to be explored and open to adventure - and won't be in the original product. Gates are sealed shut to the Rathe Mountain passes. Only time will tell if they will be unlocked in the future. Q: Will this game have a main bad guy to defeat, as a goal of sorts? A: The answer is, no. There will be TWO. -=-=-=-=-=-=-=-=-=-=-= QUICK-CHAT MENU =-=-=-=-=-=-=-=-=-=-=- When you press the L2 button, the quick-chat menu will come up. The following is a list of all the preset responses, followed by which direction to press on the D-pad to go to that response (U=up, R=right, D=down, L=left). Responses (U) Yes (U) No (L) I don't know (R) More... (D) Thanks (U) Nevermind (L) Greetings (R) Good (U) Bad (L) How's it? (R) Okay (D) Notifications (D) Sorry, busy (U) Quit (L) Long Break (R) Keyboard (D) Options (L) Chat Mode (U) Normal Say (U) Guild Speak (L) Group Speak (R) Shout (D) Pet Command (L) Passive (U) More Pet (L) Neutral (U) Pet Attack (L) Pet Backoff (R) Dismiss Pet (D) Defensive (R) Aggressive (D) Grouping (R) Invite (U) Boot Member (L) Group Speak (R) Leave Group (D) Chat Filter (D) Ignor Target (U) Ignor Guild (L) Ignor Shouts (R) Restore... (D) Privacy List (U) Restore Guild (L) Restore Shout (R) Stop Ignoring (D) Group (R) Attacking (U) Pulling (U) Assist Target (L) Assist Leader (R) Assist Me (D) Creation (L) Invite (U) Organization (L) Request Roll (U) Loot Up! (L) Want group? (R) Roll 0-99 (D) Need Group (R) Hunting (D) Follow Me (U) New Hunt (L) Puller? (R) Where Hunt?(D) Readiness (R) Ready? (U) Health/Power (L) Good to go! (R) Break 1 min (D) Important (D) Retreat (U) Link Dead (L) Peel! (R) Medic! (D) Communicate (D) Player (U) Hail (U) Tell (L) Reply (R) Goodbye (D) Navigation (L) North (U) West (L) East (R) South (D) Ask Help (R) Request (U) Where to find? (L) Where am I? (R) Where town? (D) Action (D) Wave (U) Point (L) Cheer (R) Bow (D) -=-=-=-=-=-=-=-=-=-=-= IMPORTANT WEBSITES =-=-=-=-=-=-=-=-=-=-=- ----------------------- Official EQoA Website ----------------------- http://everquestonlineadventures.station.sony.com/ Since this is an online game, you want to be polite, because your actions affect others. A good guideline for how to "Play Nice" could be based around the EverQuest Rules of Conduct and Play Nice Policy. You can read it here: http://eqlive.station.sony.com/support/customer_service/cs_rules_of_conduct.jsp It's very likely that rules such as this will go in at retail release. If you want to cause problems, I would suggest that you remember this is a game that's based around player communication, and cooperation. If you decide to not be friendly, you will have an extremely hard time in an online world. ----------------------- Some EverQuest Online Adventures websites ----------------------- http://eqoa.crgaming.com/ http://www.eqoarealms.com/ http://everquest.allakhazam.com/ ----------------------- Helpful Maps ----------------------- http://jerrith.com/eqoabeta/ http://home.mchsi.com/~geartype2/orclockpickermap.gif http://www.geocities.com/veragoan/EQoAA.html?1038134674741 http://home.attbi.com/~richardpenner/ http://home.austin.rr.com/sapper/ http://www.eqoaatlas.com/ http://groups.msn.com/EQOA/maps.msnw?action=ShowPhoto&PhotoID=37 http://runnyeyebrigade.zdoor.com/ ----------------------- For a more complete listing of EQ terminology go to: ----------------------- http://amtgard.pinkpig.com/everquest/eqglossary.htm ----------------------- Looking for your middle-earth eqivalent name? ----------------------- http://www.barrowdowns.com/middleearthname.asp?Size= ----------------------- If you want to catch up on EverQuest, here are a few of the more popular websites you can check out for info: ----------------------- http://eqlive.station.sony.com - EverQuest Live, official site. http://pub33.ezboard.com/f1stfistoflightfrm47 - nice rundown of the known lore/history of EQ, much of which ties in with EQOA Timeframe. Any websites hosting this manual, thank you for your service. -=-=-=-=-=-=-=-=-=-=-= THANKS TO... =-=-=-=-=-=-=-=-=-=-=- Nightraven (Amy) who put made this file a PDF, and put it into the pretty format you see, and then created the .TXT file for GameFAQs. The members of EQoA Beta team; especially, Xylena (Ninn), Mike Bridge, Jared, Mystikclaw, Cross, Fertig, Drewbot, Aymen Winterblight, and Drawmij. The members of the EqoA Development team for creating this game and providing much of the information presented here.