EverQuest/Frequently Asked Questions

SOE contact email for bugs: eqtesting@soe.sony.com

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How is exp. being calculated? The basic formulas for xp go as follows -

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 = Xp awarded to player (4)

(1) For (N=1, GB=1.0; N=2, GB=1.2, N=3, GB=1.4; (N=4, GB=1.6; N=5, GB=1.8; N=6, GB=2.16)

(2) HCB = 1 if ML < 55 or PL < 50 or PL-ML > 5 else HCB = 1.95 + ((ML - (PL-5)) * .13)

(3) B = ML*ML*ZEM*GB

(4) XP = B * (PL + 5) / (S + (N*5)) * HCB

Now, as far as I know, AAXP is indeed calculated in the exact same way as normal experience above; however, whereas for normal experience the amount of EXP you need gets higher and higher every level, for AAXP you always need the same amount to get 1 AA point. It's just that depending on your level and the levels of the mobs you are killing, you can get it faster in certain places than others...just like normal EXP, but it can be much more noticeable.

EQ titles:

http://www.onlinegamecommands.com/everquest/everquestclasstitles.htm

ingame, hit "shift T" to bring up the title window.

bow damage:
 * total range = bow range + arrow range
 * total base damage = bow damage + arrow damage

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 /tells 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.

There are a couple key ideas that make up Audio Triggers.

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" that 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 - delete 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 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. We encourage players to discover and share ways to make this a fun part of their gameplay.

Notes on 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.

Here the link to a text to speech website that lets you download the wav file. You also get to choose the type of voice. http://www.research.att.com/projects/tts/demo.html

 How many pets a Necro can have?

Necro's have a standard pet which is always around. Then there is wake the dead, which raises one pet from one corpse. Also there is Army of the dead which raises 3 pets at level 1 it has three levels which add 1 pet each. Army of the dead and wake the dead can not be used at the same time. Then there is swarm of decay which adds archers one per level up to three. Then there is the epic pet a big red skeleton. Also there is suspend minion, only that pet is in a pocket and not seen.

So in a battle a necro with all the AA's maxed could have 11 pets up at once as follows;


 * 1 standard pet
 * 6 army of the dead
 * 3 swarm of decay
 * 1 epic pet

PS: army of the dead, swarm of decay and epic pet despawn rather quickly and are dumb pets that you can't command to attack.