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Advanced Techniques Guide
There are many practices which experienced EverQuest players discuss that less experienced players may not be familiar with. The goal of this guide is to explain these techniques.
See the Guide to Recharging Items.
When a player runs while using /corpse repeatedly to bring their corpse along it is known as "corpse dragging". In modern EverQuest there is a command, /corpsedrag, that one can use to move their corpse. EverQuest in the Project 1999 era does not have this command however, which means players must use the older /corpse. Since the command needs to repeated frequently one option is to type it the first time, then press SHIFT + UP (while in the chat pane) and ENTER to repeat it. However most players prefer to create a macro, so that they only need a single keypress/click.
Sometimes it's helpful to be able to store items somewhere other than the bank or on your character. For instance, you could store some Fish Scales when adventuring underwater in case you die and need to cast Enduring Breath, or you could store a valuable Lore item so you could loot a second one, or you could store a no rent item (such as a key in the Plane of Sky) to prevent it from disappearing when you camp.
The solution is to die and leave the item behind when you loot your corpse. Your corpse will remain for up to a week (depending on level), and if you want to store an item longer you can repeat the process. To die without losing experience you will need to duel a fellow player or if you can cast dots, you can dot yourself at a zone line and zone before you die.
This technique is pretty simple but it can be very handy, especially for evil characters, by allowing them to use banks in places where they are KOS from outside the bank. Because characters who are sneaking and positioned behind an NPC count as indifferent to NPCs, even a normally KOS banker will bank with the character while sneaking. And because you can often click on bankers from a safe distance away by playing with camera angles, this technique let's you bank in places you otherwise couldn't without being attacked.
Multi-questing is when two players both contribute at least one item towards completing a quest. In EverQuest quests are communal, so if (for instance) an NPC requires three gnoll fangs and player A turns in two, those two don't disappear. Instead they stay on the NPC until player B turns in a gnoll fang and gets the reward.Players use this to share items which are no drop and could not normally be shared. A popular example of this is the
MAGIC ITEM LORE ITEM NO DROP
WT: 2.0 Size: SMALL
MAGIC ITEM NODROP
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
"Pushing" in EverQuest refers to when a mob (or character) is moved against its will by attacks. Being pushed is mainly a problem for casters, because movement interrupts their spell-casting. Since many powerful raid targets cast spells (including Complete Heal), pushing is an essential raiding technique.
Whenever a mob is hit it's moved (slightly) in the direction the attacker is facing. A character generates more "push" (ie. moves the mob farther) the closer they are to the mob. Thus, when a raid leader urges the raid to (for instance) "push the mob towards the wall" attackers should get as close as possible to the mob while facing towards the wall in question.
Power leveling is when a higher level character uses their power to help a lower-level character level unusually fast. Since the higher level character can't group with the lower-level character without taking most or all of the experience, there are several different techniques for doing this. Bards and others using "area of effect" can often kill so many monsters that the lower-level character still gains quick XP despite only getting a fraction.
Other classes stay out of groups, but help in some other way. Classes with damage shields can use them to add damage which doesn't count as coming from them. Classes with feign death or memory blur can bring a monster down to low health then feign death/memory blur to let the lower-level finish it off. Healers and buffers can also use their spells to power level.
Finally, many low level quests require a common items such as Bone Chips or Crushbone Belts or Deathfist Slashed Belts in return for experience. Higher-level characters can buy or acquire these items and then give them to lower level characters to turn-in.
While using 3rd-party programs to automate play is against the Project 1999 rules, EverQuest does provide a very limited way to "program" certain commands, so that they can be repeated easily. You can use any "/" command in a macro, but the most popular ones are /corpse, /loc, and the social commands (/g, /ooc, etc.).
To create a macro click on the "Social" tab of the "Abilities" pane. If your "Abilities" pane isn't visible, pressing CTRL + a should make it appear (unless you've changed your key bindings). Next, click on the right arrow to move to the second "Social" pane (the first one is pre-filled with macros the EverQuest developers thought you might want).
Next, right-click on any of the blank spaces on the pane, which will bring up the macro window. Fill in a (short) name for the macro in the top box and choose a color for it. Then in the bottom boxes type in commands just as you would normally (eg. type in "/corpse" in one of those boxes to create a corpse-dragging macro). Finally hit "Accept", and then click and drag your new macro to one of your slots on the "Button Set" pane. Congratulations: you can now run that command or commands by simply clicking on the new button.
You can also use certain special characters to make macros more dynamic. For instance you can use "%t" to fill in the name of the person/mob you are targeting. For instance, if you use the command "/g %t incoming" you can create a "pulling" macro which will tell your group the name of the mob you are pulling (as long as you have it targeted when you click the macro).
"Glitching" Through Locked Doors/Gates
There are at least two places in Norath which have doors that are technically locked, but which can be bypassed without a key. The two places are the entrance to The Hole in Paineel and the jail in the Temple of Droga.
To "glitch" through these doors you essentially just need to run in to them while crouching and standing. You can do this with auto-run or by pressing forward, and your goal is to move forward slightly, crouch, move forward slightly more, stand, move forward ... However, you also need to be running against the correct part of the door while doing this (otherwise no amount of crouching will get you through). It can be frustrating at first to learn this technique, but with practice you should eventually be able to use it to save yourself the trouble of acquiring the appropriate key.
"Glitching" To Zone-In By Wall Camping
There is a bug in Everquest which causes your character to get moved to zone if they camp-out inside of a wall. This can provide a way for non-gating characters to escape some awkward locations.
While normally it is impossible for a character to move into a wall, because of how EQ's geometry works it is often possible by combining illusion spells and/or shrink spells. In certain places in some zones (e.g. Trakanon's lair in Sebilis) it is even possible to position a character without illusions/shrink so that they camp inside a wall.
On live this trick also allowed characters to safely move across Siren's Grotto, but (in a surprisingly un-classic move) the staff fixed the bug to prevent this trick (for that zone) on Project 1999.
Getting Summoned Past Locked Doors/Gates
An alternative technique, which can be used to bypass the locked door guarding the Crypt in Sebilis, is to take advantage of a mob's summoning power to summon yourself past the locked door. To do this:
1. Agro, but don't damage, a summoning monster, then bring it to the locked door
2. Damage the mob until it starts summoning (Mobs start summoning at 97% or less HP. A mob can only summon once every 10 seconds.)
3. Push (through melee attacks, pet attacks, certain items/spells, etc.) the mob through the locked door
4. Root the mob
5. Move back and let the mob summon you (past the locked door)
Looking Behind With SHIFT + T
There are two "official" ways to change your viewing angle: you can press F9 to cycle views, or you can use your mouse wheel to scroll out to a third person view. Neither of these however has a true "looking behind you" effect. For that you need to use a feature from a future EverQuest expansion that will never be implemented: titles. When you bring up the title pane, by pressing SHIFT + T, your view changes to a "looking behind" viewpoint. You can alter that viewpoint to see a different angle by holding down and moving the right mouse button.
Questions About Other Techniques?
If you are curious about a technique that isn't mentioned here simply edit this wiki page to add it, and someone should add an answer before too long.