Alternate Abilities ("AAs") were introduced with the Shadows of Luclin expansion. It is designed as a method for players to continue to advance their characters as they approached the maximum level allowed (currently level 75) in Everquest. Upon reaching level 51, a character on an account which has one or more of the appropriate expansions registered has the option to divert up to 100% of the experience he earns (in increments of 10%) towards earning Alternate Advancement points. Each AA point costs approximately the same amount of experience as leveling from 50 to 51 (since revamp in 09-2006 revamp - better wording?). AA points are also awarded for completing certain special (and rare) quests, such as the Epic Weapon and Dragons of Norrath progression quests.
The points can be used to purchase a variety of enhancements and abilities that can significantly increase a character's effectiveness. In the Alternate Advancement Window, the abilities are mostly grouped by the expansion in which they were released. Before a character can purchase a particular ability, he must have the appropriate expansion enabled on his account. Some abilities also have other requirements, such as the character having achieved a certain level or having already purchased certain pre-requisite abilities.
Alternate Abilities can be grouped into six categories:
It's generally accepted that characters at the lower end of the level range able to earn Alternate Abilities should wait to begin doing so (the accepted maxim being: Levels > AAs > Spells > Gear). This recommendation is based on the observation that as the character gains levels allowing him to access harder content, Alternate Ability points are usually earned faster. A character hunting in the zones appropriate for a level 51 character will earn AAs slowly, while one hunting in zones appropriate to characters at higher levels (65 to 70) can earn them far faster.
While this is general observation is almost certainly true for most cases, some AAs are important for certain classes at an early level; a soloing enchanter with Run Speed 3 will almost certainly die on considerably fewer occasions when charm kiting than one that lacks this ability and thus will almost certainly progress faster due to shortened down time and lost XP. Rangers with Archery Mastery are likely to be more welcome in groups in their early 60s than those without, and thus again are likely to level faster.
The value of a particular ability will vary depending upon play-style and the gear that character has earned. A well-geared character will often find most of the statistic General Abilities worthless if they are at or near the limits on those statistics. A character mostly played on raids often uses different skills and faces different situations than a character that mostly plays in small groups or solos (hunts without any partners).