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FAQ by kir / Nightraven

Version: 1.0 | Updated: 01/27/03

                           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.


Jim (kir)
Amy (Nightraven)

                                 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.

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. *

Once you have inserted your EQOA disc you will reach our first screen. Here
you will have three choices:


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".

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
by clicking on the Join
Free button at the top of the page.

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

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.

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
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

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.

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

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

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.

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 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

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.

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.

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

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

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

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.

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.

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.

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.

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

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.

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.

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


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

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

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

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
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
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

                              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
Warrior STR, STA
Rogue DEX, AGI

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

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
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

| 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.

--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
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
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
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
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
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
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
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
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
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.
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
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

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 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).

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

Make sure the goods you're purchasing are compatible with your level, race
and class.

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.

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

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

If you are running low on money visit the shon to monastery, most of the
drops in there sell for about 1500 Tunar

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.

My advice: Make friends early, you're going to need them to group in a few

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

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

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

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

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 fianc┼Ż 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.

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:  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.

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
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").

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.

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
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

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.

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
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
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

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

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:


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




Helpful Maps









For a more complete listing of EQ terminology go to:

Looking for your middle-earth eqivalent name?

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.

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