Definitions of Terms Used in EverQuest

Ability Points

Your character has primary and secondary statistics.  Primary ones are bright green, and represent abilities most beneficial to your chosen occupation.  The others are secondary, which means they still affect you, but aren’t quite as important.  The box in the top right corner of the screen shows your bonus ability points.  The amount differs by race and/or occupation.  You can add these points to any ability, but you should probably add most of them to your green "primary" abilities.  Click "+" to add a bonus point to an ability.  Click "-" to remove a bonus point from an ability.  (You can’t decrease any ability below its starting value, however.)

Abjuration

A skill only available to users of magic.  The ability to cast spells of a defensive nature.  Example: The Spell - Shield of Thorns.

Agility

AGI is a stat that affects your chance to dodge and/or avoid damage.  Once you are hit, you take an armor roll for how much damage is absorbed.  By this token, this stat is important even if you have great armor.  Recommended stat for all classes: for melee types, you will fight better, and magic types with low hit points/armor class should take as few hits as possible. Also, the less you are hit, the less likely you are to be interrupted in your casting. Your character's starting Armor Class (AC) is also directly affected by this attribute.

Alchemy

Allows Shamans to concoct potions.  Example:  SoW Potion.  Medicine Bag Required.

Alcohol Tolerance

The ability to metabolize the distorting, disorienting effects of alcohol.  Very useful for a Warrior, as alcohol has beneficial effects such as temporarily raising Stamina and Strength.

Alteration

A spell casting skill.  This is the ability to alter reality and make changes to already existing targets.  Example:  The Spell - Healing & Gate.

Apply Poison

A skill specific to the Rogue.  If successful, the targeted weapon will have a chance to poison an enemy.

Archery

The ability to use the bow.  This includes the Hunting Bow, the Short Bow, and the Long Bow.

Backstabbing

Allows the rogue class a chance to inflict massive amounts of damage with a single blow.  The rogue must be positioned behind his mark.

Baking

As food is a vital part of an adventurer's life in Norrath, baking can be quite useful.  Allows people to produce a wide variety of baked goods.  Example:  Bat Crunchies and Chocolate Chip Cookies.  Oven or Spit required & Mixing Bowl or other baking pans required sometimes.

Bash

Meant to be used with a shield, this skill allows one a chance to temporarily stun an opponent as well as inflict a small amount of damage.  Shield required.

Beg

Ability to beg coppers from NPCs.

Bind Wound

Allows the user a chance to begin to heal wounds.  May be used an unlimited number of times, but immobilizes the user for a short period.  May only be used on a target who has below half of their total HPs.  Bandages required.

Block

A special skill of the Monk.  Allows the user a chance to deflect an opponent's blow.

Brass Instruments

A skill unique to the Bard.  Some Bard songs (spells) are only usable when using brass instruments.

Brewing

The fine art of making alcohol.  Allows any inhabitant of Norrath to produce potent alcoholic beverages.  Your friends will love you if you bring them free beer.  Example:  Mead or Short Beer.

Channeling

A magic user with ability in this skill will be able to cast a spell faster no matter the spell's type.

Charisma

CHA affects NPC prices, when both buying and selling, also how NPCs will react to you.  While generally not a stat that most people raise, saving some hard-earned platinum on an item is always great. Also, CHA is almost the INT of faction. By having high CHA, you reduce the amount of faction you need to have NPCs change their view toward you. It is also a factor for Charm spells, which notably affects the enchanter.  Some enchanters have found that the higher their CHA is, the less they tend to fizzle and be resisted when casting a spell.

Class Names

Listed respectively by levels 1 to 50, 51, 55, then 60.

Bard, Minstrel, Troubador, Virtuoso
Cleric, Vicar, Templar, High Priest
Druid, Wanderer, Preserver, Hierophant
Enchanter, Illusionist, Beguiler, Phantasmist
Magician, Elementalist, Conjurer, Arch Mage
Monk, Disciple, Master, Grandmaster
Necromancer, Heretic, Defiler, Warlock
Paladin, Cavalier, Knight, Crusader
Ranger, Pathfinder, Outrider, Warder
Rogue, Rake, Blackguard, Assassin
ShadowKnight, Reaver, Revenant, Grave Lord
Shaman, Mystic, Luminary, Oracle
Warrior, Champion, Myrmidon, Warlord
Wizard, Channeler, Evoker, Sorcerer

(See the Creation Chart under EQ Info for explanation of the above Classes.)

Common Tongue

Ability to speak and understand the Common Tongue.

Conjuration

A spell casting skill.  Allows the user to call upon the arcane forces to summon something into being.  Example: Food, Water, Weapons, Bandages, Pets, etc...

Consider Messages for Monsters & NPC's

Rank		Message
+4		ally
+3		warmly
+2		kindly
+1		amiably
0		indifferently
-1		apprehensively
-2		dubiously
-3		threateningly
-4		ready to attack

Dark Speech

Ability to speak and understand the special dark tongue of the Dark Elf, Troll, and Ogre kind.

Defense

The general ability to save one's own skin in melee combat.

Deities

Consider your deity choice carefully, you can’t change it later, and it affects your faction standings with other groups.  Your standing is simply how you are perceived by other groups or factions.  Example:  Innoruuk believers of hate aren’t welcome at the Paladin’s temple in Qeynos.  Certain actions you perform in the game can improve or harm your standing with a particular group.  Any time this happens, you are given a message on your text display.  You’ll want to pay close attention to any faction messages you receive, the more advanced your character, the more important your faction rating becomes.

Deities To Choose From

AGNOSTIC (Not committed to a belief in the existence or non-existence of any deity.)

BERTOXXULOUS (The Plaguebringer)

BRELL SERILIS (The Duke of Below)

BRISTLEBANE (The King of Thieves)

CAZIC - THULE (The Faceless)

EROLLISI MARR (The Queen of Love)

INNORUUK (The Prince of Hate)

KARANA (The Rainkeeper)

MITHANIEL MARR (The Lightbearer)

PREXUS (The Ocean Lord)

QUELLIOUS (The Tranquil)

RALLOS ZEK (The Warlord)

RODCET NIFE (The Prime Healer)

SOLUSEK RO (The Burning Prince)

THE TRIBUNAL (The Six Hammers)

TUNARE (The Mother of All)

VEESHAN (The Wurmqueen)

(See the Creation Chart under EQ Info for explanation of the above Classes.)

Deities & Sub-Deities You may encounter in game, but cannot choose from as of yet 

E'CI (The Wintry Guardian)
E'ci, known as the Wintry Guardian upon mortal tongues, is the second member of the Triumvirate of Water. The goddess embodies the material form and essence of ice, the solid matter of the plane she helps govern. This entity is rumored to hold great control, perhaps nearly to the point of tyranny if one can believe the fantastical tales of the gods of Influence and Nature, over her portion of the realm. The tales of her devotion to the balance of her realm against the other elemental powers have fostered a lingering, fearful respect for the goddess within the hearts of the lesser pantheon.

FENNIN RO (The Tyrant of Fire)
Fennin Ro is the being who rules the greater elemental Plane of Fire, from which he derives his title, the Tyrant of Fire. Fennin manifests himself as a large male humanoid with barbaric features including a beard of flame, glowing red eyes, pointed ears, and fangs. Although he has been known to be a fanatic in terms of preserving the element of fire, displaying a short temper toward that preservation and any who would dare to threaten it, Fennin Ro retains a strong influence on the wheel of Order and Discord.

POVAR (The Veiled One)
Povar, or The Veiled One, is the third member of the Triumvirate of Water. Povar is the conscious essence of water in its vaporous state and controls a third of the Elemental Plane. Being neither male nor female in form, neither tangible nor incorporeal, this divine entity holds the greatest mystery of the Triumvirate's members to the lesser gods. Keeping attentions focused upon the realm they assist to govern, Povar gives neither care nor notice to the wheel of Nature and Influence. This member of the Triumvirate has given no recorded notion or action beyond its own realm and the greater wheel of Elemental Powers.

TAREW MARR (The Fathom Lord, Ruler of the Triumvirate of Water)
The Fathom Lord or, as he is known in the divine tongue of Influence and Nature, Tarew Marr, is the first member of the Triumvirate of Water. He is the sole lord and commander of the plane's most abundant form of the element. The people of Norrath know little of him, and his relationship to Mithaniel and Erollisi Marr is a source of constant debate amongst their followers. He is believed to have given physical form and intelligence to the influences of Love and Valor in the personages of Erollisi and Mithaniel Marr, respectively, and given them power over their namesake planes.

THE NAMELESS
This being of ultimate power has no name and is unknown to most of Norrath. It has no image in which to create others, nor does it have a personality as even deities would. It is simply a driving force which causes universes to exist. Or not to exist, at its own whim.

THE RATHE (The Council)
The Rathe is a council of twelve beings that rule over the Plane of Earth. Each member of the Council maintains an identical presence of grass-green hair and earthen skin with veins of gold and turquoise. The Council is an extension of the plane itself. Thus, if one member is cut down another will shortly rise to take its place. The Council of Earth is the only power of the Planes of Order to have looked down upon the material realm with interest, but remain truly neutral in their dealings with the lesser pantheon.

XEGONY (The Queen Of Air)
The Plane of Air is ruled by Xegony, the Queen Of Air, a beautiful, young-looking, elfin female humanoid with angel-like wings. Amongst the greater elemental powers, her angelic manner and appearance grant her the greatest regard, for being the most delicate and benevolent in her ways. She is, as well, the greatest mystery to the lesser pantheon in her being, never having turned her attentions from the greater wheel of the true elements.

Sub-Deities

AYONAE RO (The Maestra)
Created at the whim of the demi-goddess Druzzil Ro for the purpose of creating music to soothe the soul, Ayonae Ro grew to develop powers and a distinct personality of her own. Druzzil sacrificed a small portion of her own place to create a new realm to be dominated by Ayonae Ro, the Demi-Plane of Music. Ayonae can not only cause others to become caught up in her music to the point of feeling the emotions therein, she is able to mold and shape the very realm in which she lives, much as her mother does with her own magical skills.

DRUZZIL RO (The Matron of the Art)
Druzzil has white hair which is held back from her face by a massive platinum crown with a single white gem that blazes like a brilliant white star upon her brow. She is tall, youthful in appearance, with a resemblance to Erudite in skin and body structure. The Demi-Plane of Magic became the home of the goddess of magic. In its natural state, it is an infinitely expansive plane of perfect white and unblemished marble under a gray and featureless sky, though one would likely never glimpse her plane in such a state. Through the will of Druzzil Ro, her home takes the shape, form and features that reflect her current mood. Her plane is simply a canvas for her art.

LUCLIN (The Maiden of Shadows)
Luclin, the Maiden of Shadows rules the Plane of Shadow, She is short of stature, about 4'9" tall; sleek and thin, with an elfin body structure. Her short hair is deep gray with long side locks down to her stomach. Her silver eyes have no pupils and her skin is solid black. She wears black and gray robes and a shadowy mist perpetually swirls around her feet. In one hand she bears a massive silver and platinum staff carved in the shape of two tendrils wrapping around one another to form two humanoid hands at the top. Floating just above the cupped palms of the hands is a small black orb whose surface has an iridescent sheen similar to that of oil.

MORELL-THULE (The Lord of Dreams)
Morell-Thule, the Lord of Dreams rules the Demi-Plane of Dreams where he is responsible for the rich texture of sleep visions. He creates, animates and thoroughly enjoys the creatures who romp in his realm. Though nearly seven feet tall and well built, he has handsome and youthful features. His body habitus is that of a pure white centaur with the tail of a lion. His silver hooves sparkle constantly because of the unicorn-like horn on his brow. That horn is not made of hair as with most such protuberances, but is purely a thing of light. His long hair grows down his spine and ends in a glistening white mane which, with his pale skin, set off his beautiful green eyes.

SARYRN (The Mistress of Torment/Pain)
Born a woman of striking beauty, she now rules the Demi-Plane of Pain, a hot, damp and uncomfortable place with no flat surfaces on which to walk. Instead the ground is cluttered with small, closely placed, stalagmites of smooth obsidian. Saryrn busies herself by spending personal time with those cursed enough to live in her realm. She captures and torments her subjects mentally and physically and completely at random. The length of their torment before she releases them again, is also completely random - based mainly upon her whims. Those who fall into her hands may suffer but a few moments or for months at a time. All live with the fear that at any time, she may choose them as a partner.

TALLON ZEK (The Beholder of Battle)
Known as the Beholder of Battle and as a master of strategy, Tallon Zek resides on the Plane of War along with his alter ego Vallon Zek. He is a tall, older-looking orc-like being, who appears to be very wise, with good cause. He wears a set of sturdy steel plate armor without a helm, and carries his famed obsidian war bow.

TERRIS THULE (The Dream Scorcher)
Terris-Thule is known as the Dream Scorcher or the Nightmare, for her effect on the sleep of dreamers. She rules the Demi-plane of Nightmares and delights in torturing the innocent as they rest. She is tall, well over six feet in height and skeletally thin. Her skin is pale with hints of gray. Long, black fingernails extend from her bony hands, to match her slinky gown. Her face is smooth - no features mar its sleek surface other than two empty black eye sockets. Long black hair flows back from two massive brass horns at her temples.

TORVONNILOUS (Lord of Greed)
Torvonnilous rules the Demi-Plane of Greed where he sits and plots ways of gaining even more treasure than what he already has. Though he wears numerous articles of jewelry crafted of all sorts of precious metals encrusted with every type of gem imaginable - earrings, amulets, brooches and much more - he is never satisfied. He is male in appearance, of medium height and slight build. He wears a suit of finely woven, green-and-yellow-embroidered red silk cloth. His face is clean-shaven, though not particularly handsome, and in one beringed hand he bears an obsidian cane with a platinum dragon's head upon the top.

VALLON ZEK (The Governor of War)
Vallon Zek is a master tactician dubbed the Governor of War and, with his alter ego Tallon Zek, resides on the Plane of War with Rallos Zek. Vallon's manifestation is that of an older, muscular, physically strong male orc-like figure who wears blackened chain covered by an emerald and black cloak. His appearance is that of a regal general at arms, upright and stern, wise and aristocratic. At his belt, he bears a silvery saber, which he has been said to wave when explaining tactics to others.

VAZAELLE KALEINE (The Mad)
An Erudite by heritage, Vazaelle lived among those who were ousted from Erudin for necromancy. During her lifetime, she was a dedicated devout Cazicite, though a combination of religious zeal and prophetic visions stripped from her any semblance of sanity. Lifted up by her deity and given her own domain, the power of her madness shaped it into the semblance of old Paineel after its destruction. From her realm, Vazaelle occasionally foresees an event in the future of some unsuspecting Norrathian citizen, whose life will change drastically when that event occurs. Depending on the severity of Vazaelle's mental state during the vision, that poor individual will know some degree of madness for the rest of their days, suffering from the touch of Vazaelle the Mad.

ZEBUXORUK (The Forsaken)
Zebuxoruk is neither evil nor good. Legends place him as evil and other legends untold place him on the side of good. To the other deities, they ALL dislike him or simply couldn't care less. Zebuxoruk was at some time in the form of mortal man and trod upon the surface of Norrath after escaping the Plane of Justice or the Void. Mortality was either something forced upon him or something he may have wished for. Zebuxoruk is known as the Forsaken One, The Disgraced and other such names among the pantheon of deities and heroes of the Outer Planes of Influence.  There is said to be a hidden city on Norrath that honor, not worship, the 'Ungod', Zebuxoruk. Something not even he truly cares for. This city has knowledge of his history both true and false and the community is mostly comprised of fallen priests, shadowknight, paladins, any who have been forsaken by their deities and either seek a pathway back or seek true neutrality among the planes and and understanding that the deities are more mortal than they think.

Dexterity

DEX determines how often a weapon with a process (or "proc") activates itself.  A good example of a weapon with a proc is a Short Sword of Ykesha.  The higher your DEX, the more often the chance that this weapon will proc.  It also plays a part in how often your skills (including trade skills such as Tailoring) raise.  Bards should take note, this is an important skill for them, and gauges how skillfully they can play their instruments.

Disarm 

A very useful skill that actually causes the target to drop its weapon.  This is often the death knell for your opponent, especially if you pick up the weapon before he or she does.

Disarm Traps

Allows a Rogue to make the rest of his party very happy by disarming potentially life-threatening traps on objects or in passageways.

Divination

The spell casting skill of making things visible or invisible.

Dodge

Simply put, a chance to get out of the way of your opponent's weapon.  A very useful skill for all classes, but extremely useful for magic users who do not like being interrupted mid-spell.

Double Attack

Allows the user a chance to double their weapon's attack speed, thereby attacking twice in the time that it would have taken them to attack once.

Dragon Punch

Special Monk attack.

Dual Wield

Allows the user the ability to wield a weapon in each hand and a chance to attack with the second weapon.

Eagle Strike

Special Monk attack.

Elder Elvish

Ability to speak and understand Elder Elvish.

Emotes

Typing a phrase below causes a message to appear as stated.  I have only included the animated emotes.  More can be found at:  Allakhazam You can do an emote and also add your own text by combining the emote with "say".  The emote will also work with targeted NPC's and Mobs as well as players.  Thus, if you type "/point say points at a snow bunny, indicating that she is ready to kill it" your character will execute the /point animation, and the text output will be: "Adrastea points at a snow bunny, indicating that she is ready to kill it.".  You can also access the chat, emotes and commands in game by typing /help.  Also, you can make complex emotes into hot keys using the % features below. which I have also included here:

%T - Returns the current target.  Example Hotkey:  /g Incoming with a %T in hot pursuit" the Mob you have targeted will be filled in for the %T

%S - Returns the subjective gender-specific pronoun for the target (He, She, It)

%O - Returns the objective gender-specific pronoun for the target (Him, Her, It)

%P - Returns the possessive gender-specific pronoun for the target (His, Her, Its)

%R - Returns the race of the target (only works on Player characters)

/agree - You agree with the targeted person

/amaze - Amazed, you gasp at targeted person or you are amazed

/apologize - You apologize to targeted person whole heartedly or apologize to everyone in the room

/applaud - You applaud the performance of the targeted person or give a round of applause

/bird - You make a rude gesture

/bleed - You bleed quietly or all over the targeted person

/blush - You blush at the targeted person or your cheeks are burning

/boggle - You boggle at the target, shaking your head in disbelief

/bored - You express that you are bored

/bow  -  You bow to the targeted person

/burp - You burp loudly

/cackle - You cackle gleefully

/cheer  -  Your character cheers.

/chuckle -  You chuckle

/clap - You clap happily -- hurray

/cough - You cough

/cringe - You cringe away from the targeted person

/cry  -  Your character cries or over targeted person

/curious - You look at the targeted person curiously or look around curiously

/dance - You stand on your tip toes and dance or you grab the targeted person and dance with him

/disbelief - You shake your head in disbelief

/drool - You drool, something must have gotten you excited, or you drool all over the targeted person.

/duck - You duck, (great for getting through low places)

/frown - You frown

/gasp - You gasp in astonishment

/giggle - You giggle

/glare - You turn an icy glare at the targeted person or you glare at nothing in particular

/grovel - You grovel before the targeted person

/hungry - You say you need food badly

/kneel - You kneel down or you kneel before the targeted person in humility and reverence

/mourn - You lower your head and mourn the targeted person or the dead

/peer - You peer at the targeted person intently, looking him up and down, or you peer around intently

/plead - You plead desperately with the targeted person

/point - You point at the targeted creature/person or straight ahead

/ponder - You ponder the targeted person, what is going on with him.

/puzzled - You look puzzled

/raise - You raise your hand

/ready - You let everyone (or targeted person) know you are ready

/rude - You make a rude gesture at the targeted person.

/salute - You salute the targeted person or the gods in pure admiration

/shiver - You shiver.. brrr

/shrug - You shrug

/snicker - You snicker softly

/stare - You stare dreamily at the targeted person, completely lost in her eyes, or you stare at the ground

/tap - You tap your foot impatiently

/thank - You thank the targeted person heartily

/shiver - you shiver ... brrr.  Or you shiver at the thought of messing with the targeted person

/veto - You veto the (targeted person's) idea

/wave - Your character waves

/whistles - You whistle at the targeted person appreciatively, or you whistle a little tune

/yawn - You yawn rudely in targeted  person's face, or you open your mouth wide and yawns

/emote (text) or /em or : (text) or /e - emotes the text.  This is used to add fun to the game.  For example, after a big battle, you can type /e feels weighted down -----> Encumbered.  Everyone around you will see "Adrastea feels weighted down -----> Encumbered".

Evocation

A spell casting skill.  This is the skill that allows its user to call forth tremendous forces of energy in order to cast purely offensive spells.  Example:  Ligtening Bolt & Shock of Frost.

Feign Death

A special Monk skill.  Allows the user a chance to convince NPCs that they are dead and to attack someone else.

Fishing

Allows people to pull fresh fish or sometimes discarded and wrecked items from larger bodies of water.  Up to a certain point, the more times you cast the better the chance of catching a fish.  Example:  Fish, Fish Scales, Rusty Dagggers & Tattered Sandals.  Fishing Pole & Bait required.

Fletching

Allows anyone to construct a wide variety of bows and arrows.  Example:  Elm Linen Bow & Class 1 Point Porcelain Arrows.  Fletching Kit Required.

Flying Kick

Special Monk attack.

Food & Drink

Each food and drink item has a message which tells you what type it is.  This determines the duration of each food or drink item that you consume.

Food or Drink 		Duration
Snack			15 mins
Whistle Wetter		15 mins
Meal			30 mins
Drink			30 mins
Hearty Meal		60 mins
Refreshing Drink		60 mins
Banquet Meal		90 mins
Flowing Drink		90 mins
Feast			120 mins
Enduring Drink		120 mins

Forage

A very useful skill of Rangers, Druids and Wood Elves.  Allows them a chance to scrounge up food or water from the local surroundings.  Example:  Fishing Grubs, Berries, Rabbit Meat, and Pod of Water.

Game Commands

There are several useful commands used in game.  I have listed what has seemed to be the ones that I use most often.  For the complete list, go to:  Allakhazam

%T - Returns the current target.

%S - Returns the subjective gender-specific pronoun for the target (He, She, It).

%O - Returns the objective gender-specific pronoun for the target (Him, Her, It).

%P - Returns the possessive gender-specific pronoun for the target (His, Her, Its).

%R - Returns the race of the target (only works on Player characters).

/afk - Toggle which will reply to all /tell(s) sent to you with the "Player is temporarily Away From Keyboard" message.  Also shows up in /who with <AFK> at the front of the name.  You can add your own message as well.  Type "/afk out to lunch" and when someone sends you a tell, they wil get the message "out to lunch"

/anon or /a - Makes you anonymous or removes your anonymous status in /who and /who all, preventing other players from seeing your class, level, guild and current location.

/assist {target] -- If you target a player who is engaged in combat, the /assist command will automatically target for you whoever that player is fighting at the moment -- this can be very useful in heavy combat.  you may want to set this as a Social and move it to your hot keys.

/assist [ON/OFF] – Toggles the auto attack function associated with the /assist function.  The default of ON turns on your auto attack when you use /assist.  If you type /assist off then auto attack will not start when you use /assist.  This is one case where you must use the parameters on and off for this to work.

/attack [ON/OFF] – Toggles in and out of attack mode.  This will put you in attack mode even if nothing is targeted.  Be careful not to use this when near NPC's that you have targeted.  By default, this is set to the "a" key.  Care should also be taken when you are near an NPC that you have targeted not to hit the "a" key, as this may cause you to attack the NPC.  One of the first things I did when I created my first character, was change this "a" to a "Q".  I highly suggest that all do this change to a key rarely ever used as to never accidentally attack a vendor.

/auction  - Auctions item for sale to the zone

/autosplit [/au]  Automatically splits any loot you get with the rest of your party.

/book [1-50] – Opens your spell book to the specified page.

/bug or /b - Takes you to a bug-reporting screen.

/camp [desktop/server] – Allows the player to exit to the server select screen or desktop depending on what is specified.  You can use just /camp by itself as well.  You must be sitting in order for this command to work.  If attacked while camping out, the /camp command will be cancelled, thus preventing exit from the game.

/cast [1-8] – causes your character to cast the spell in the specified memorization slot.

/channel [gsay/ooc/shout/guild/auction] – toggles the chat channels on or off.

/charinfo - tells you your bind point.

/chatfontsize [0-5] – This is for Velious subscribers only.  It is used in full screen mode only to change the chat font size.

/consent [name] - Gives that person permission to drag your corpse using /corpse.

/consider [/c] - Gives vital statistics of a targeted creature, PC or NPC.

/corpse - Summons your corpse to your side if it is within 50'.  This can be very handy if the critter that killed you is still standing over your dead body.  It also helps if you died in molten lava or a shark infested pool.

/decline - declines offer to duel.

/disband [target] – Allows a character to disband from a group if he/she has themselves targeted.  This command also allows the group leader to disband a targeted member of the group if they are in the same zone.

/duck [/d] - you duck.

/duel - Challenges targeted PC to a duel - to accept, they type /duel with you targeted as well.  Duel is in effect until one "dies" (is knocked unconscious) or flees the zone.

/dynamiclights [ON/OFF] – When on, this command enables players to see specially rendered lighting.  This command is most useful when the player is holding, or has a light source with them, such as a torch.  Turn this command to off if you notice low frame rate.

/exit [/ex, /quit or /q] - Exits the game immediately and makes your character go linkdead (which means that you are still there for a minute or so and can be attacked).  Really only for emergency uses, such as when parents come home or Cazic Thule is wiping your party out and leader yells CAMPOUT!

/follow - Will follow the person who is targeted, if you are in his or her group.  Be careful using in areas with water, cliffs, or lava since it doesn't discriminate between safe and unsafe areas to run.

/friend [name] – Adds or removes a ‘friend’ from your friends list.  Very useful command if you have friends you want to hook up with regularly.  A /friend by itself will list the players in your friends list.  A /who friend will let you know if anyone on your friends list is in the zone you are in, and a /who all friend will let you know if anyone on your friends list is on the server you are on.

/ftell [msg] - sends a tell to everyone on your friends list.

/g [/gsay] - Talks to everyone in your group.  This can also be programmed as a default by right clicking on your chat screen while in windowed mode.  Most people automatically set group chat as a default when they enter a group.

/gems – Lets you play the Gems game.

/help - list all of the available in game commands.  If you don't want to print out this list, then this is the one command you probably should try to remember.

/ignore [name]  - Turns off all text from that player.  This list works the same as the "friends" list

/invite [target] – Invites targeted player into a group.  This command can only be executed by the group leader.

/language [help] returns a list of languages and their identification number.  /language [#] sets the current language.

/lfg [ON/OFF] – Indicates that you are “Looking for a Group” in the /who and “/who all” lists.

/log [ON/OFF]- Logs all text locally to the user’s machine.  The log.txt file that is generated can be found in your EverQuest directory.

/loc (or /l) -  You may want to put this command in your hot keys so that you can use it when you are about to die.  Then you only have to scroll back up to see where your corpse is located.  You can also use /loc to keep track of important locations within a zone or to coordinate positions with a friend.  It gives you an X-Y set of coordinates of where you are or where the object you are targeting is.   It works as follows:  X - This is your North/South direction.  The higher the number, the further North you are, and the lower the number the further South you are.  Y - This is your East/West direction.  The higher the number, the further West you are, and the lower the number, the further East you are.  If you're trying to track down something and you have the coordinates but don't want to deal with the North/East/South/West thing, all you have to do is start walking around while rapidly using the /loc command and see the difference in x,y while you walk in different directions.  If your current x is higher than the x you're trying to find, change directions until x starts to get smaller.  

/note [text] - Allows the player to write notes when in-game to be referenced later out of game.  This creates a notes.txt file of the text.  Each line of text sent using /note is appended to the end of this file.  There is a maximum number of 455 characters when creating a note.

/ooc - Makes an out of character statement to everyone in the zone.

/petition [msg] - Used to request assistance for a GM.  The more detailed the  message is, the quicker the assistance can be rendered.

/played - Gives you the birth date & hours played with your character.

/random (x or x,y) - Generates a random number between 0 and x, or between x and y if two numbers are stated.  This can be used to decide things randomly, for instance, who gets a recently acquired treasure.

Example: /random 3 456

You will get a statement something like: Adrastea rolls the dice from 3 to 456 and the number comes up 367!

/reply [/r] - Sends a /tell to the last person who sent you a /tell message.

/report [name] - sends a report to the gm containing the visible 10 lines of text from your chat window.  This is used to provide proof of harassment from other players.

/roleplay (or /role) - Makes a character a roleplay character for those who wish to remain in character and have others know that.   If the character is +PvP, the name tag above their head will appear as a darker shade of Red, whereas a non-PvP player's name will appear purple.  When you are in roleplay, you are essentially anonymous (though your guild still shows).

/say - You say the text to the people in the immediate vicinity.  Normally the default method of communication.  Useful if you have changed your default to group say.

/serverfilter [ON/OFF] – Allows player to turn off or on packet messages from other players, allowing for less lag in raid situations.

/shout - Shouts to all of the zone.  Please don't use this for private conversations.  Use /tell if you are talking to a single person or /group to talk to your group.

/showspelleffects [ON/OFF] – Toggles spell effects (visuals) on or off.

/sit [ON/OFF] – Causes your character to sit or stand.  Useful to know when EQ decides to through you our to desktop and you are still in game and need to exit.

/split # # # # - Splits a defined amount of money with your group: plat, gold, silver, & copper respectively...i.e. /split 4 3 2 0 splits 4 plat, 3 gold, 2 silver, and 0 copper with the rest of the group.  All numbers must be present, use 0 for coins to not be split.  Make sure you put the zeros in there or you will split more than you intended.

/surname [/sur] [name] - After you reach level 20, you can use this command to choose your last name.  Make sure you type in exactly what you want your name to be, since you can't change it.

/tell [name] - Sends a message to the named character.

/time - Gives you the time of day and date in Norrath.  This is another command you may want to put in your hot keys, especially if you are a human and need to know how long it is until it gets dark.  Will also give you the RL time and date

/trackfilter [Red/Yellow/White/Blue/Green] – Specify here what NPC /con colors you do not want to see in your tracking display.  For example, /trackfilter Red will remove all 'red' (dangerous) NPCs from your tracking display.

/trackplayers [ON/OFF] – Allows those with the tracking skill to indicate whether or not they want player characters to show up in their tracking list.

/who [/w] -  Brings up a list of characters in your zone or on the server per your filter.  You should get familiar with using this command, since it is very useful.  If someone invites you to join type /who his name to see his race, class and level.  If you're missing a corpse, try /who b or /who n to find a bard or necromancer to ask for help.  If you're not sure you have a corpse in a zone, /who corpse will tell you.  Looking for a Cleric, try /who c.  Wondering if your friend is in the game yet, try /who all his name and it will tell you.  Looking for people within a certain level range (say 18 to 22), type /who 18 22.  Filter by following command with "all" for the entire server (all can be used in conjunction with the other filters), a class (first letter of class will do) for members of that class, a race for members of that race, a name for characters with that name,  "corpse" to list the number of corpses you have in the zone, "friends" for a list of friends online, a number for people of that level;  two numbers for a level range, "count" to know the number of people fitting a filter (/who all count gives total number in the game), "guild name" for members of a guild, GUILD for members of your guild.

/yell [/y] - You yell for help.  People around you will hear "XX yells for help from your [direction].  This is a very useful emote/command which you may want to consider hot keying.

Hand-to-Hand

Every class starts out with this skill.  One should practice this skill to at least a marginal degree, in order to defend themselves in case of death or disarmament.

Hide

Allows the user a chance to blend in with the local flora.  The user does not know if the skill has been successful or not.  The only way to know that you have hidden successfully is by changing to a view where you can not see yourself or have () around your name, if you have See Invisible as a buff.

Hot Key or Hot Buttons

To make any interface button accessible at all times, there’s a Hot Button bank to the left of the screen with six or ten (depending with view you are in), sets of blank buttons.  The arrows up at the top will cycle you through each page.  You can program ONLY up to 60 hot keys or buttons.  Hot key shortcuts are a GOOD idea.  You can copy any interface button, skill, spell or Ability/Comabt/Social/Main button onto a blank Hot Key.

To add a Hot Key:  1. Click-and-hold on the button you want to copy.  2. Wait for a floating button to appear on your cursor (about 2 seconds).  3. Click on a blank Hot button slot.  Sometimes, the button will not place, just do steps over again.  It can be frustrating, but once you learn how to do it, you will be much happier you have them!

To remove a Hot button:  1. Click-and-hold on the Hot button you want to delete.  2. Wait for that Hot button to float on your cursor.  3. Click anywhere in your front view to "drop" the button.

You can cycle through the Hot button sets by clicking the arrows, or by pressing + 1 through 6. The number of the currently selected bank appears between the arrows.

You may want to consider placing the following actions on Hot buttons:

Sit/Stand

Invite/Disband

Run/Walk

Spells (To sit you in your spell book, will also stand you back up out of spell book)

Combat skills you often use (Melee Attack, Ranged Attack, etc.)

Spells you often use (any spell you’ve memorized)

Skills you often use (Fishing, Lay Hands, Foraging, Track, Sense Heading, Bind Wounds, etc.)

Social actions you often use (such as "/shout", "/wave", "/consider", etc.)

You also have several "blank" buttons under the SOCIALS.  These are for you to create your own Hot Keys.  When a blank button is right click, you will get a pop up window for programming this button.  On the top field, type what you want Hot Key named.  Like LOC.  Then click on the first line and type /loc.  Then DONE.  You have created a hot key to place in your box on the left!  Follow directions for adding hot keys above.  When you click this key, you will have your location!  Some suggestions for player created Hot Keys:

/loc for Location

/follow for Auto-following another player

/corpse for dragging your corpse or another players corpse when consented

/assist [player's name you are assisting]  Would look like this if you are assisting someone named Daytyme  /assist Daytyme

/who all GUILD for if you are in a Guild, you can see who is in game.

In my spell book, I have my GATE spell on page 7 on all my caster characters.  I have made a Hot Key just for this... /book 7 and have titled the button GATE.  I have also made a Hot Key on my Druid titled EVAC which looks like this in the text portion /book 16.  Takes me straight to my Teleport Spell Succor: RO.  Group evacuation spell for when we are in trouble and need to get out of a bad place NOW.  I mem it fast and get us out as quickly as possible if I have not memmed it already as a precaution!  I use the Ro Evac because it is the safest ring for my party at all times.  No NPC's to attack my favorite Dark Elf Shadowknight!  And when an evac spell is casted, usually many party members are very low on health as well as mana

An Incoming key is also a great idea whether you are the puller or not.  Mine is titled INC and the text portion varies, but this is what it could look like:  I was minding my own business and %t tried to eat me!  Thinks I am a tasty little Wood Elf!  LETS DESTROY %O!  This is what it looks like to my group:  Adrastea tells the group:  "I was minding my own business and a frost giant tried to eat me!  Thinks I am a tasty little Wood Elf!  LETS DESTROY Him!"  All you have to do is target the Monster and click your incoming key.

On my cleric I have made a hot key titled OUCH.  Since the monsters just love her so very much, I need to alert my group when they attack her.  The text portion looks like this: OUCH!  OWIE!  OUCHY!  OW!  OH THE PAIN!  I click that a few times to make sure it is seen and the tanks come taunt the monster off me.  Silly hot key, but effective.  It is not so much what the message itself says, it is the capitals that gets the groups attention with all the messages scrolling past at speed faster than Spirit of Cheetah!

Other useful hot keys are ones telling the group if you have feared, snared, rooted, or mezzed a monster.

Instill Doubt

A peculiar ability of the Rogue, thought to create a sense of impending doom in those that they are in combat with.  Often causes the target to turn its back and flee, giving the Rogue a chance to use the Backstab skill (a very nasty combination).  Monk ability also.

Intelligence

INT is the mana determinant for the non-priestly casters (Wizard, Enchanter, Magician, Necromancer), their derived hybrid (Shadowknight), and also determines how quickly one will gain skills.  As such, it is important to all classes, but is especially so for the four non-priestly casters.

Jewel Craft

Allows one to fashion jewelry gems and precious metals.  A good trade skill for those that want to make money through means other than mass slaughter.  Enchanters make the best Jewelers, since they have the enchant metal spells.  Example:  Velium Ruby Veil & Golden Hematite Choker.  Jewelry Kit required.

Kick

Available to fighter classes.  Allows the user a chance to inflict some extra damage during combat.

Location (/loc)

The /loc command gives you 3 sets of numbers.  Numbers reported via the /loc (location) command are given to you in the following format: 

X,Y,Z

X is sideways (horizontal) [north & south]

Y is long ways (vertical) [west & east]

Z is up/down (height on a 3 dimensional plane) [elevation]

Make Poison

A skill unique to the Rogue.  Self explanatory.

Meditate

Magic users should get accustomed to using this skill.  Allows faster regeneration of mana.  Don't waste training points on it at the trainer, as you will use it so much that the skill will go up on its own.

Mend Wounds

A Monk ability to heal one's self.  If not performed properly this skill can actually cause damage to the target.

Offense

The overall ability to inflict damage during combat.

Old Erudian

Ability to speak and understand Old Erudian.

One-Hand Blunt

Ability to use a blunt object that only requires one hand to wield.

One-Hand Slashing

Ability to hit others with one-handed blades, such as small to medium swords and axes.

Parry

Ability to deflect blows with one's weapon.

Percussion

The ability of the Bard to use the drums.  Some bard songs can only be played on percussion instruments.

Pet

Druid's, Enchanter's, Magician's, Necromancer's, Shadow Knight's, Shaman, and soon, Wizards, have pets.  All pet's obey commands, with the exception of the Enchanter's Pet, only a few of the listed commands are useable.  Not sure if the Wizard's pet will obey commands as of yet...  These commands are:

/pet as you were - Makes pet forget all other commands including follow.

/pet attack - Pet will attack MOB you have targeted.

/pet back off - Tells pet to quit attacking target, if you are attacking, pet will continue to also.

/pet follow me - Pet will start following you, cancels any other guard commands.

/pet get lost - Pet commits suicide.

/pet guard here - Makes pet stand in one one location, which he will return to after fights.

/pet guard me - Pet will attack MOB's around you, including NPC's you do not wish to attack.

/pet health report - Displays pet's current HP's.

/pet who leader - Pet will report who summoned it.

/pet report health - Pet will tell you it's HP status.

/pet sit down - Causes pet to sit in one place and rest.

/pet stand up - If pet is sitting, he will stand up.

/pet target - Targets your pet.  [also F1]

/pet taunt or /pet no taunt - toggles whether your pet will taunt in battle.

Pick Lock

A Rogue-specific skill that allows possible entry into locked confines.  Sometimes the only way to get into certain areas of Norrath.

Pick Pocket

PvP+ may attempt to pick the pocket of NPCs or PvP+ PCs. PvP- is limited to NPCs.

Piercing

Ability to use piercing weapons, such as spears and daggers. A great skill for rogues.

Pottery

Allows people to craft clay into pottery.  Example: Mixing Bowl, Small Clay Container, and Clay Deity.  Pottery Wheel and Kiln required.

Race

As of right now, there are 12 races to choose from.  Depending on your race, will depend on where you are welcome in the different cities.  Do you want a "good", "neutral" or "evil" race?

Barbarian  

Dark Elf 

Dwarf 

Erudite 

Gnome 

Half Elf 

Halfling 

High Elf 

Human 

Iksar  

Ogre 

Troll 

Wood Elf

(See the Creation Chart under EQ Info for explanation of the above Classes.)

Research

Permits the magic using classes to assemble spells from component pieces.  Spell Research is a trade skill, similar in theory to tailoring and cooking.  Specific items are inserted in to a container, combining to produce a new item.  All magi begin researching spells at level 16.  To do spell research, you will need a Tome specific to your class, these can be purchased in your guild hall.  Research instruction books can also be purchased in your guild hall.  All instruction books are written in languages other than common.  To learn the fundamentals of a language, you must train one point in the language with your guild master.  Once you have learned the fundamentals, you will be able to advance your linguistic skills through use – usually by listening to someone speak in that language.  Research instruction books will list the components needed to produce a scroll.  Spell components can be found scattered throughout the world.  They appear randomly on different creatures, so you will not have to ‘camp’ a spot to get a certain component.  Components can be stored, traded, bought, and sold.  Research components are usually found on intelligent creatures or on creatures that are innately magical.  Wizards use a Lexicon.  Magacians use an Elemental Grimoire.  Enchanters use a Tome of Endless Enchantments.  Necromancers use a Book of Dark Bindings.

Riposte

Special attack.

Round Kick

Special Monk attack.

Safe Fall

The ability of Monks and Rogues to fall from great heights and reduce the damage inflicted upon themselves.

Sense Heading

Very useful for one who does not want to get lost.  It is recommended that one practice this skill after each level-up until it maxes out.

Sense Traps

An ability of the Rogue to detect traps on objects or in passageways.

Singing

An ability of Bards to cast songs that require the use of their voice.

Skill Chart For Trades, Languages and Abilities  Chart

Point Range	Description
0-10		Awful
11-20		Feeble
21-30		Very Bad
31-40		Bad
41-50		Below Average
51-70		Average
71-80		Good
81-90		Very Good
91-100		Excellent
101-255		Master

Slam

An ability to the the larger races only, (no matter the class), resulting in an extra melee attack during combat.

Smithing

The ability to shape ore into valuable metal items.  These items are of better weight and utility than those sold in stores.  Example:  Lockpicks, Muffin Tins, & Iron Boots.  Forge Required.

Sneak

Ability to sneak up on other players and NPCs unnoticed.  When used, walking pace is slowed to half of normal speed.

Specialization

When a magic user attains a high enough level, (usually 20th or 30th level), this skill becomes available.  It allows the user to "specialize" in a spell casting skill of his or her choice.  The added talent in the selected area allows the magic user to cast faster and with less mana usage.

Spell Gem Colors

The spell gem colors in the Spell screen interface describe a particular spell’s effects.  Some spells can only be casted on yourself, on a particular type of target, or in a general area.

Yellow - You can only cast it on yourself.

Red - You can cast it on your current target.

Green - The spell affects anyone close to your target.

Blue - The spell has no range, and will radiate out from you.

Orange - The spell only summons items and doesn’t affect anyone.

Purple - You can cast it on everyone in your group.

Stamina

STA determines your starting hit points and how many hit points you get per level. The other factors in this equation are race and class.  If you want to be able to take a bigger beating, put some points into STA.  In addition, this attribute affects your Stamina points, and, therefore, how quickly your character fatigues over time.

Strength

First and most apparently, STR determines your weight limit.  Each STR point allows you a weight point.  Secondly, STR determines upper damage caps which becomes more obvious at levels 20+.  The bonus is minor, but helps classes such as Rogues with Backstab, and the looting capacity is very nice at the upper levels when you are finding many weapons and plate level armor.

Stringed Instruments

The ability of the Bard to use a stringed instrument.  Some songs are only playable with this skill and the appropriate instrument.

Swimming

The ability to travel and breath while in water.  This skill increases the amount of time you can swim without tiring and how long you can stay underwater.  Many areas in Norrath are only reachable by swimming, sometimes over long distances. It is advisable that one train this skill.

Tailoring

Allows anyone to sew fine leather items from hides and pelts.  Making your own armor can produce better and cheaper armor than can be found in the stores of Norrath.  Example:  Raw Silk Tunic, Wu's Armor, Backpacks and Fleeting Quiver.  Tailoring Kit required.

Taunt

Allows the user a chance to enrage the target to such a degree that it considers the user enemy number one and will try to kill them before killing everyone else.  This is a good way to save a comrade's life when he is down to a sliver of health.

Throwing

Ability to use throwing weapons.

Tiger Claw

Special Monk attack.

Tinkering

Allows Gnomes to fabricate mechanical items.  Example:  Collapsible Fishing Pole, Gnomish Fireworks, and Spyglass.  Toolbox required.

Thieves Cant

Secret thieves' language performed by the use of body language.  Also called "the bird".

Track

Ability of the user to sense the presence of others in the area.

Two-Handed Blunt

Ability to use two-handed blunt weapons.

Two-Handed Slashing

Ability to use two-handed slashing weapons.

Wind Instruments

The horn, pipe and other instruments are required for certain Bard song-spells.

Wisdom

WIS is the mana determinant for the priestly casters, and their derived hybrids (Cleric, Shaman, Druid, Ranger, Paladin).  It is bar none the most important stat for the former three classes and a consideration for the latter two.  In addition, WIS provides a last chance to succeed at a failed skill roll.  Although INT is the secondary skill-up attribute for most skills, WIS may grant you to continue a failed skill roll. Minimal as the chance may be, it is still the opportunity to succeed on a roll one has already failed via skill check.

 

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