EverQuest/Frequently Asked Questions

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Experience Bonus
'Note: The above racial modifiers were from the original release of EQ. As of a patch in 2007 there are no longer any negative racial modifiers.'
 * Races:
 * Troll/Iksar/High Elf: -15%
 * Ogre: -10%
 * Barbarian: -5%
 * Halfling: +5%
 * All other races are a 0% modifier including Vah Shir.


 * Classes:
 * Warriors/Rogues/Druid: +5%

Experience calculation
In order to calculate the experience gain a four step formula must be followed:
 * 1. Calculate group bonus based on the number of PCs in your group
 * {| border=1 cellspacing=0 cellpadding=5


 * For N=
 * 1
 * 2
 * 3
 * 4
 * 5
 * 6
 * GB=
 * 1.0
 * 1.2
 * 1.4
 * 1.6
 * 1.8
 * 2.16
 * }
 * 2. HCB = 1; if ML < 55 or PL < 50 or PL-ML > 5
 * HCB = 1.95 + ((ML - (PL-5)) × .13); otherwise.
 * 3. B = ML × ML × ZEM × GB
 * 4. XP = B × (PL + 5) / (S + (N × 5)) × HCB
 * 4. XP = B × (PL + 5) / (S + (N × 5)) × HCB

Where:
 * ZEM = Zone Experience Modifier
 * ML = Mob Level
 * GB = Group Bonus (1)
 * HCB = High Con Bonus (2)
 * N = number of players in group
 * S = sum of levels in group
 * PL = player level
 * B = Base mob xp (3)
 * XP = EXP awarded to player (4)

AAXP is indeed calculated in the exact same way as normal experience above; however, whereas for normal experience the amount of EXP needed to gain a level gets higher every level, for AAXP you always need the same amount to get one (1) AA point. The amount of AAXP needed for one AA point is equivalent to leveling from levels 51 to 52.

Group Level Range Calculation
What is the maximum level a player can group with and still receive EXP?

$$MAX=\frac{lvl}{2} + 1 + lvl$$

Note: Division is always rounded down.

For example, a level 48 can group with: $$\frac{48}{2} + 1 + 48 =24 +1 + 48= 73$$

The maximum level difference cannot exceed 30.

Bow Range and Damage Calculations
Total Range = Bow Range + Arrow Range

Total Base Damage = Bow Damage + Arrow Damage

Haste Calculations
There are basically 4 types of haste. Only the maximum of each type will be added into your total haste.
 * Type 0: Item Haste(This includes tribute) e.g. Flowing Black Silk Sash
 * Type I: Spell Haste shown as Increase Attack Speed e.g. Hastening of Ellowind
 * Type II: Bard speciality overhaste, shown as Increase Haste v2 e.g. Composition of Ervaj
 * Type III: Overhaste (Mostly bard, although some BST spells too) shown as Increase Haste v3 e.g. Ancient Call of Power

Caps

 * Worn (Type 0) haste caps at Level + 1% Haste
 * Worn (Type 0) + Casted (Type 1 + Type II) caps at 100% Haste
 * Worn (Type 0) + Casted (Type 1 + Type II) + Overhaste (Type III) caps at 125% Haste

How many pets can a Necro have?
Necros start with a standard spell caster pet. The combat ability to wake the dead, can raise one pet from one corpse. The level 68 AA Army of the Dead which raises 3 pets at level 1, and has two more levels which add 1 pet each. Army of the dead and wake the dead are on the same reuse timer and can not be used at the same time. Swarm of decay, a level 65 AA, adds one archer per AA level with a maximum of three levels. The Necromancer's epic clicky pet is a big red skeleton.

So in a battle a necro with all the AAs maxed could have 10 pets up at once as follows:
 * 1 standard pet
 * 5 army of the dead
 * 3 swarm of decay
 * 1 epic pet

The army of the dead, swarm of decay and epic pets despawn rather quickly and are "dumb" pets that are unable to be commanded. Suspend minion allows a pre-cast pet to be put aside for later use, the pet is not seen, nor can it be used.

Audio triggers
Audio triggers are sound effects that are played when certain patterns appear in the chat window. You can make audio triggers to play any sound you want when something you want to be sure not to miss appears in the chat window. This might be  from specific friends, certain buffs fading, or any other event you can think of that has a text message associated with it. The window used to configure your Audio Triggers can be accessed via the EQ button -> Actions -> Audio Triggers.

Key ideas
Audio Triggers are a collection of text patterns associated with a sound effect. The window shows a list of all active audio triggers. They are sorted by priority so that the first pattern that matches text in the chat window will be the one and only sound that is played. This allows patterns to be made. For example, "tells you" and "yourbuddy tells you" may have different sound effects. The "Move Up" and "Move Down" commands allow you to control which patterns will be tested first.

Creating a new trigger is a simple matter of typing text in the "Pattern" field, selecting a sound in the "Sound" control, and pressing "Create".

The other controls include:


 * Apply: Changes the sound selected for the current pattern. Note that changing a pattern requires a new pattern to be made.
 * Play: Plays the currently selected sound again.
 * Delete: Deletes the currently selected trigger.

Trigger sets
Trigger sets are similar to choosing a UI skin. Each trigger set represents a set of patterns associated with sounds that is stored on a per-character basis. You can switch trigger sets by selecting the drop-down control and selecting among the listed options. Unless you have installed custom Audio Trigger sets, you will only see the "default" entry.

Each trigger set is stored as a folder in the AudioTrigger folder in your EverQuest directory which can contain .wav files unique to that trigger set. The goal here is to provide a way for the player community to create and share their own Audio Trigger sets that people find useful for different classes or play styles, much like they have done for custom UI skins.

An example of a useful trigger set may be a set of patterns, of which there are many possibilities. Due to the differences in play styles, there is no way to predict what settings people might prefer so the default settings are empty. Players are encourgaed to discover and share ways to make this a fun part of their gameplay.

Customizing audio triggers

 * Any .wav files found in the folder ..\AudioTriggers\shared will be made available to all Audio Trigger sets in the Sound selection control. You will probably want to put most of your custom sounds in this folder, unless you are making custom Audio Trigger sets.
 * Creating a new Audio Trigger set is similar to making a new UI skin. It's not complicated but it's not built into the UI. Create a folder in ..\AudioTriggers\NewTriggerSetName and put any .wav files specific to this trigger set in there, and you will be able to start using the new trigger set the next time the program is started.
 * User settings for each Audio Trigger set can be found in ..\userdata\AT_TriggerSetName_CharacterName_ServerN ame.ini. You can copy these files to other characters as needed. You will probably want to include a sample of this if you make an Audio Trigger set that you plan to share because this is what contains all the details on each specific trigger pattern and sound.

This link directs to a text-to-speech website that lets you download the .wav file. You also get to choose the type of voice.

Veteran rewards
Veteran rewards are bonuses given to long time players of Everquest. For every year of paid play time a new reward is unlocked. Some rewards are of dubious value and some are simply whimsical. To check which rewards you are entitled to, type. In order to get the rewards on your character you need to type  (there is a limit of ? to the number of characters that can be veteran flagged).
 * Year 1: Lesson of the Devoted. Grants you double experience with a duration of 30 minutes and a reuse timer of 20 hours. It uses a buff slot and persists even through death.
 * Year 2: Infusion of the Faithful. Gives maxed stats and resists (to individual caps) and slightly increased run speed. This is a buff slot with duration of 15 minutes and reuse timer of 20 hours.
 * Year 3: Chaotic Jester. Summons a Halfling that randomly casts illusions, food, drink, can heal or give mana. This has a duration of 30 minutes and a reuse timer of 20 hours. As a matter of etiquette, ask your groupmates if they would mind the Jester's presence.
 * Year 4: Expedient Recovery. Summons all corpses and gives 100% resurrection for all corpses with resurrection timers. Reuse timer is 6 days and 20 hours.
 * Year 5: Steadfast Servant. Summons an imp that heals and casts an AC and Haste buff with a duration of 30 minutes and a reuse timer of 20 hours.
 * Year 6: Staunch Recovery. Full health and mana recovery (except for Bards), with a reuse timer of 20 hours.
 * Year 7: Intensity of the Resolute. Increased chance of critical hits with duration and reuse timer of 4 hours.
 * Year 8: Throne of Heroes. Teleports you to the Guild Lobby. There is a reuse timer of 1 hour and 12 minutes.
 * Year 9: Armor of Experience - A four layered protection from 100% to 25%, each layer absorbing 10 hits until it moves to the next layer. Refreshes every 20 hours.
 * Year 10: Summon Resupply Agent. A Merchant is summoned to your side who will sell supplies and buy your loot off you. He remains up for 10 minutes or until you get rid of him. Refreshes every 20 hours.
 * Year 11: Summon Clockwork Banker. A Banker is summoned to your side. He remains up for 10 minutes or until you get rid of him. Refreshes every 20 hours.
 * Year 12: Summon Permutation Peddler. An Augmentation Distiller Vendor is summoned to your side. Refreshes every 20 hours.
 * Year 13: Summon Tribute Master. A Tribute Master is summoned to your side. Refreshes every 20 hours.
 * Year 14: Blessing of the Devoted. A passive ability which reduces the time required between uses of your Veteran's Rewards by 25%.

Titles
To use titles, press ShiftT (default) to bring up the title window. You may select both a prefix and postfix title. It is recommended though, that your complete title be kept as short as possible so other users can read your name.

To obtain a surname, there is a minimum level requirement of 20. To change your surname, issue the command  which will submit your   to the same filter which approves first names. You can change your surname every seven days.

Note: Petition a Game Master if your surname has role-playing potential, but is rejected by the name filter. It is possible to have either a `, an ´ or other special characters in your surname.

NPC Faction numbers

 * Ally (+4): 1450 to 2500
 * Warmly (+3): 1100 to 1450
 * Kindly (+2): 750 to 1100
 * Amiable (+1): 150 to 750
 * Indifferent (0): 0 to 150
 * Apprehensive (-1): 0 to -150
 * Dubious (-2): -150 to -750
 * Threateningly (-3): -750 to -1100
 * Ready to Attack (-4): -1100 to -2500

How do I reduce lag?

 * Look down.
 * Turn off PC/NPC names $($Options AltO  Display$)$
 * Reduce far clip plane {Options AltO  Display}
 * Turn off spell articles {Options AltO  Display}
 * Turn off Journal {AltJ}
 * Turn off various advanced options like pixel shaders, water, shadows, ect. {Options AltO  Display/Advanced}
 * Clear your log regularly (in case have log "On")

How do I edit maps?

 * Basic layout of map file lines are:
 * Lines:
 * L -X0, -Y0, Z0, -X1, -Y1, Z1, R, G, B
 * Where
 * -X0 is starting X position reversed sign from in-game E/W direction (2nd number in in-game )
 * -Y0 is starting Y position reversed sign from in-game N/S direction (1st number in the in-game )
 * -Z0 is starting elevation (same as 3rd number in in-game )
 * X1, Y1, Z1, are similar but the ending positions
 * R, G, B are the 0-255 color values for the line


 * Labels are:
 * P -X, -Y, Z, R, G, B, S, Text
 * Where
 * X, Y, and Z are similar to X0, Y0, and Z0 above
 * R, G, B same as above
 * S is size of text from 1-3
 * Text is the label

Example
Say some website gives the in-game location of an NPC named John Doe as +155, -411, +15, then to add a Large Dark Blue Label of his name, you'd put the following line in the appropriate map file: P 411, -155, 15, 0, 0, 128, 3, John_Doe

Note: the first sets of in-game numbers get swapped, and their signs get reversed in the map file.